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Solved Make rain sound to loop on RainySnowy (Enables CS weather) v2.0y by OneEyed & teame06


  
 
 
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chuttenjr
Member
Join Date: Sep 2018
Location: Saipan
Old 09-24-2018 , 12:23   Re: Make rain sound to loop on RainySnowy (Enables CS weather) v2.0y by OneEyed & tea
Reply With Quote #13

This post comes from suggestions already, where i didnt get much help,thats why i also posted it here.
Thanks to doing that and with your helpful assistance i almost have it ready...

Im sorry if im getting a little annoying...

Edit: 32 gets it compiled fine

right now code is set up like this:

PHP Code:
#include <amxmodx>

/* Choose One */
//#include <engine>
#include <fakemeta>

#include "ojos.inc"

#define MAX_LIGHT_POINTS 3


new weather_ent
new Float:g_strikedelay
new g_lightpoints[MAX_LIGHT_POINTS]
new 
g_fxbeam;
new 
g_soundstate[33]
new 
g_maxplayers;
new 
g_stormintensity;


public 
plugin_precache() 
{
    
register_plugin("RainySnowy""2.0y""OneEyed & teame06");
    
register_cvar("rainysnowy""2.0y"FCVAR_SERVER);
    
register_cvar("weather_type""3");
    
register_cvar("weather_storm""60");
    
    
g_maxplayers get_maxplayers();
    
    new 
type get_cvar_num("weather_type");
    if(
type == 3)
        
type random_num(0,2);
        
    switch(
type) {
        case 
1
        {    
            
g_fxbeam precache_model("sprites/laserbeam.spr");
            
precache_model("models/chick.mdl");
            
precache_sound("ambience/rain.wav");
            
precache_sound("ambience/rainroof.wav");
            
precache_sound("ambience/thunder_clap.wav");
            
weather_ent CREATE_ENTITY("env_rain")
            
THINK("env_rain","WeatherSystem")
            
NEXTTHINK(weather_ent,1.0)
        }
        case 
2
        {
            
weather_ent CREATE_ENTITY("env_snow");
        }
    }    
}

public 
client_putinserver(id)
    
client_cmd(id,"cl_weather 1");    

//This is only for rain.
public WeatherSystem(entid) {
    if(
entid == weather_ent
    {
        
//Is weather_storm activated? ( 0 = OFF ) -- ( 1-100 = INTENSITY )
        
g_stormintensity get_cvar_num("weather_storm");
        
        
//Do our soundstate and picks random player.
        
new victim GetSomeoneUnworthy(); 
        
        if(
g_stormintensity
        {
            
//Is the delay up?
            
if(g_strikedelay get_gametime()) 
            {
                
//We got player to create lightning from?
                
if(victim)
                {
                    
//Do our Lightning Technique.
                    
CreateLightningPoints(victim);
                }
            }
        }
        
NEXTTHINK(weather_ent,2.0)
    }
    return 
PLUGIN_CONTINUE
}

GetSomeoneUnworthy() 

{
    new 
cntidtotal[33];
    for(
id=1;id<g_maxplayers;id++)
        if(
is_user_outside(id)) 
            {
                
total[cnt++] = id;    
                
                if(!
g_soundstate[id]) {
                    
g_soundstate[id] = 1;
                    
client_cmd(id"speak ambience/rain.wav");
                }    
            }
            else if(
g_soundstate[id]) 
            {
                
g_soundstate[id] = 0;
                
client_cmd(id"speak ambience/rainroof.wav")
            }
    
    if(
cnt)
        return 
total[random_num(0, (cnt-1))];
    return 
0;

}
public 
ambience_loop(GetSomeoneUnworthy)  

 
    
set_task(50.0"ambience_loop"// Lasts 50s then loop after 50s

    //Go through all players
    
new players[32], iNum
    get_players
(playersiNum)

    for(new 
ii<iNum;i++)
    {
         
client_cmd(i"speak ambience/rain.wav"
         
client_cmd(i"speak ambience/rainroof.wav"
    }
}  
CreateLightningPoints(victim
{
    if(
IS_VALID_ENT(g_lightpoints[0]))
        return 
0;
        
    new 
entxFloat:tVel[3];
    new 
Float:vOrig[3];
    new 
Float:mins[3] = { -1.0, -1.0, -1.0 };
    new 
Float:maxs[3] = { 1.01.01.0 };
    new 
Float:dist is_user_outside(victim)-5//Get distance to set ents at.
    
    
GET_ORIGIN(victim,vOrig)
    if(
dist 700.0) { //cap distance.
        
dist 700.0;
    }
    
vOrig[2] += dist;

    
//Create lightning bolts by spreading X entities randomly with velocity
    
for(x=0;x<MAX_LIGHT_POINTS;x++) 
    {
        
ent CREATE_ENTITY("env_sprite")
        
SET_INT(ent,movetype,MOVETYPE_FLY)
        
SET_INT(ent,solid,SOLID_TRIGGER)
        
SET_FLOAT(ent,renderamt,0.0)
        
SET_INT(ent,rendermode,kRenderTransAlpha)
        
SET_MODEL(ent,"models/chick.mdl")
        
        
SET_VECTOR(ent,mins,mins)
        
SET_VECTOR(ent,maxs,maxs)
        
tVel[0] = random_float(-500.0,500.0);
        
tVel[1] = random_float(-500.0,500.0);
        
tVel[2] = random_float((dist<=700.0?0.0:-100.0),(dist<=700.0?0.0:50.0));
        
        
SET_VECTOR(ent,origin,vOrig)
        
SET_VECTOR(ent,velocity,tVel)
        
g_lightpoints[x] = ent;
    }
    
emit_sound(entCHAN_STREAM"ambience/thunder_clap.wav"1.0ATTN_NORM0PITCH_NORM)
    
set_task(random_float(0.6,2.0),"Lightning",victim);
    return 
1;
}

// Creating a beam at each entity consecutively.
// Player has 1 in 100 chance of getting struck !
public Lightning(victim
{
    new 
xabrand;
    new 
endpoint MAX_LIGHT_POINTS-1;
    while(
endpoint) {
        
g_lightpoints[x];
        
g_lightpoints[x+1];
        
x++
        if(
== endpoint) {
            
rand random_num(1,100); //One unlucky son of a bish.
            
if(rand == 1) {
                
victim;
                
FAKE_DAMAGE(victim,"Lightning",100.0,1);
            }
        }
        
CreateBeam(a,b);
    }
    
    for(
x=0;x<MAX_LIGHT_POINTS;x++)
        if(
IS_VALID_ENT(g_lightpoints[x]))
            
REMOVE_ENTITY(g_lightpoints[x])
    
    
    
//Set up next lightning.
    
if(g_stormintensity 100) {
        
set_cvar_num("weather_storm"100);
        
g_stormintensity 100;    
    }
    new 
Float:mins 50.0-float(g_stormintensity/2);
    new 
Float:maxs 50.0-float(g_stormintensity/3);
    
g_strikedelay get_gametime() + random_float(minsmaxs);
}

//return distance above us to sky
Float:is_user_outside(id) {
    new 
Float:origin[3], Float:dist;
    
GET_ORIGIN(idorigin)
    
    
dist origin[2];
    
    while (
POINTCONTENTS(origin) == -1)
        
origin[2] += 5.0;

    if (
POINTCONTENTS(origin) == -6) return (origin[2]-dist);
    return 
0.0;
}

CreateBeam(entAentB)
{
    
message_beginMSG_BROADCASTSVC_TEMPENTITY );
    
write_byte);
    
write_shortentA );
    
write_shortentB );
    
write_shortg_fxbeam );
    
write_byte(0);      //start frame
    
write_byte(10);     //framerate
    
write_byte(5);         //life
    
write_byte(8);      //width
    
write_byte(100);     //noise
    
write_byte(255);    //red
    
write_byte(255);    //green
    
write_byte(255);    //blue
    
write_byte(255);    //brightness
    
write_byte(10);        //scroll speed
    
message_end();


Last edited by chuttenjr; 09-24-2018 at 12:34. Reason: add
chuttenjr is offline
 



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