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make T only


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woody_aka_god
Junior Member
Join Date: Jun 2007
Old 06-05-2007 , 17:56   make T only
Reply With Quote #1

How do i make this only work for the terrorist side?
Code:
if(random_num(1,get_cvar_num("amx_suid_common")) != 1)
    return PLUGIN_CONTINUE
  PlayerNum_Random = random_num(1, get_playersnum())
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regalis
Veteran Member
Join Date: Jan 2007
Location: F*cking Germany
Old 06-05-2007 , 18:16   Re: make T only
Reply With Quote #2

Is this all of the code you have or is there something more!?
This little bit doesn't help anyone to provide you a solution...
Post more code or specify your question a little better.

greetz regalis
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slmclarengt
Veteran Member
Join Date: Jul 2004
Location: The Cookie Jar... or Pul
Old 06-05-2007 , 18:31   Re: make T only
Reply With Quote #3

Try using get_user_team to determine which team they are on - if T, continue, if CT stop.

Slmclarengt
__________________
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woody_aka_god
Junior Member
Join Date: Jun 2007
Old 06-06-2007 , 04:17   Re: make T only
Reply With Quote #4

no its not all the script lol
thats would be pointless
what would the "get user team" script consist of?
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_Master_
Senior Member
Join Date: Dec 2006
Old 06-06-2007 , 04:24   Re: make T only
Reply With Quote #5

PHP Code:
//
// ...
//

if(get_user_team(id) == 2) return PLUGIN_HANDLED

//
// PLACE CODE HERE
// - This will be executed only for T's
// 
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woody_aka_god
Junior Member
Join Date: Jun 2007
Old 06-06-2007 , 10:56   Re: make T only
Reply With Quote #6

do i place this before or after?
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Alka
AMX Mod X Plugin Approver
Join Date: Dec 2006
Location: malloc(null)
Old 06-06-2007 , 10:57   Re: make T only
Reply With Quote #7

code?will be helpful...
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Still...lovin' . Connor noob! Hello
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woody_aka_god
Junior Member
Join Date: Jun 2007
Old 06-06-2007 , 11:06   Re: make T only
Reply With Quote #8

PHP Code:
/* Suicide Bomber by OVERLOAD Version 1.01X   (08MAY04)
   
- One Random Player Picked From Either Team Will Become a Suicide Bomber With Barney Speak 
  and VIP Model on Round Start.
- The Suicide Bomb Will Count Down And Display The Time Until Bomb Detonation.
- The Bomb Beeps Once Every Five Seconds From 60 - 15 Seconds. At 10 - 1 Seconds it Beeps Rapidly.
- All Players Can Hear Barney Speak And Bomb Beeps.
- All Players Are Potential Victims of The Suicide Bomber.
- For Each Kill The Suicide Bomb Causes, One Frag and $2000 Dollars is Added to The Suicide Bomber.
- If The Suicide Bomber is Killed Before Detonation, Each Player on the Opposing Team Receives a 
  Configureable Ammount of Frags.
- The Suicide Bomber Starts Out With 250 Hit Points and Armor.
- Type 'amx_suid_help' in The Server Console to Find Out What CVARS Do What.

Note: Doesn't work well with RealBot. Apparently RealBot figures out who to attack by what
      model the enemy is using. 
      
Note #2:

--------------------------------------------------------------------------------------------------

Minor Fixes and Additions.   (10May04)
        - Removed "bloop.wav" Precache. Served no Purpose
        - Changed Sprite_Explode's to a Single Array
        - Changed Plugin Introduction
        - Changed Sprite Framerate
        - Changed ChromeGib Velocity
        - Changed Shockwave. Looks More Cool Now
        - Fixed Damage Range CVAR
        - Fixed Some Explosion Sprite Spwaning Heights. Some Explosion Sprites Got Cut Off At Bottom
        - Fixed Main Explosion Sound. Bloop Was Overlapping it
        - Added More Barney Speak
        - Added Smoke to Explosion
        - Added 250 Hit Points to Suicide Bomber on Round Start
        
--------------------------------------------------------------------------------------------------

        Some More Fixes.   (24Jul04)
      
        - Ported to AmxX
        - Fixed a Sound Emiter Which Was Incorrectly Pointing to a File. Would Cause Game Crash.
        - Added in a Global Message about Suicide Bomber Detonating and Not Killing Anyone.
        - Changed The Help Menu Slightly.
        - Major Overhaul of the Message Spacing. Looks more Professional Now. (This Took Forever!)

--------------------------------------------------------------------------------------------------       
*/

#include <amxmodx>
#include <cstrike>
#include <fun>

new Sprite_Explode[9]
new 
Sprite_Smoke
new Sprite_Shockwave
new Model_ChromeGibs

new Sprite_Randomize1
new Sprite_Randomize2
new Sprite_Randomize3
new Explosion_Origin[3]
new 
Explosive_Distance
new Explosion_Frags
new Explosive_DistMinusCVAR
new Seconds
new Barney_Say1
new Barney_Say2
new PlayerHP
new PlayerNum_Random = -1
new PlayerNum_Random_Team
new PlayerNum_Random_Killed
new PlayerOthr_Orig[3]
new 
Player_Ammount
new MapOilRig[15]

Explode1(vec1[3]) //Explosion Effects Below
{
  
message_begin(MSG_BROADCAST,SVC_TEMPENTITY,vec1)
  
write_byte(19)                                      //Ring that expands to max radius over lifetime
  
write_coord(vec1[0])                                //Center Position 
  
write_coord(vec1[1])                                //Center Position
  
write_coord(vec1[2]+40)                             //Center Position
  
write_coord(vec1[0]+1500)                           //Axis and Radius
  
write_coord(vec1[1]+1500)                           //Axis and Radius
  
write_coord(vec1[2]+1500)                           //Axis and Radius
  
write_short(Sprite_Shockwave)                       //Sprite Index
  
write_byte(0)                                       //Starting Frame
  
write_byte(00)                                      //Frame Rate in 0.1
  
write_byte(15)                                      //Life in 0.1
  
write_byte(70)                                      //Line Width in 0.1
  
write_byte(000)                                     //Noise Amplitude in 0.01
  
write_byte(255)                                     //Red 
  
write_byte(255)                                     //Green 
  
write_byte(255)                                     //Blue 
  
write_byte(04)                                      //Brightness
  
write_byte(0)                                       //Scroll Speed in 0.1
  
message_end()
  
  
message_begin(MSG_BROADCAST,SVC_TEMPENTITY,vec1)
  
write_byte(4)                                       //TarBaby Explosion With Sound Effect
  
write_coord(vec1[0] + (Sprite_Randomize1 5))      //Center Position X
  
write_coord(vec1[1] + (Sprite_Randomize2 5))      //Center Position X
  
write_coord(vec1[2] + 45)                           //Center Position Z
  
message_end()
  
  
message_begin(MSG_BROADCAST,SVC_TEMPENTITY,vec1)
  
write_byte(4)                                       //TarBaby Explosion With Sound Effect
  
write_coord(vec1[0] + (Sprite_Randomize1 5))      //Center Position X
  
write_coord(vec1[1] + (Sprite_Randomize2 5))      //Center Position X
  
write_coord(vec1[2] + 30)                           //Center Position Z
  
message_end()
  
  
message_begin(MSG_BROADCAST,SVC_TEMPENTITY,vec1)
  
write_byte(4)                                       //TarBaby Explosion With Sound Effect
  
write_coord(vec1[0] + (Sprite_Randomize1 5))      //Center Position X
  
write_coord(vec1[1] + (Sprite_Randomize2 5))      //Center Position X
  
write_coord(vec1[2] + 15)                           //Center Position Z 
  
message_end() 
  
  
message_begin(MSG_BROADCAST,SVC_TEMPENTITY,vec1)
  
write_byte(5)                                       //Makes One Sprite Which Moves Upwards 30 Pixels
  
write_coord(vec1[0] + (Sprite_Randomize1 5))      //Center Position X
  
write_coord(vec1[1] + (Sprite_Randomize2 5))      //Center Position X
  
write_coord(vec1[2] + 55)                           //Center Position Z
  
write_short(Sprite_Smoke)                           //Sprite Index
  
write_byte(040)                                     //Scale in 0.1
  
write_byte(20)                                      //Framerate
  
message_end()
  
  
message_begin(MSG_BROADCAST,SVC_TEMPENTITY,vec1)
  
write_byte(107)                                     //Spherical Shower of Models, Picks From Set
  
write_coord(vec1[0] + (Sprite_Randomize1 5))      //Center Position X
  
write_coord(vec1[1] + (Sprite_Randomize2 5))      //Center Position X
  
write_coord(vec1[2] + 30)                           //Center Position Z 
  
write_coord(888)                                    //Velocity
  
write_short(Model_ChromeGibs)                       //Model Index
  
write_short(10)                                     //Count
  
write_byte(25)                                      //Life in 0.1's
  
message_end()
}

Explode2(vec1[3]) 
{
  
message_begin(MSG_BROADCAST,SVC_TEMPENTITY,vec1)
  
write_byte(3)                                       //Makes One Sprite Which Moves Upwards, Two Dynamic Lights and Flickering Particles
  
write_coord(vec1[0] + (Sprite_Randomize1 5))      //Center Position X
  
write_coord(vec1[1] + (Sprite_Randomize2 5))      //Center Position X
  
write_coord(vec1[2] + 55)                           //Center Position Z
  
write_short(Sprite_Explode[0])                      //Sprite Index
  
write_byte(040)                                     //Scale in 0.1
  
write_byte(18)                                      //Framerate
  
write_byte(4)                                       //Flags, 4 Disables Additive Sound
  
message_end()
}

Explode3(vec1[3])
{
  
message_begin(MSG_BROADCAST,SVC_TEMPENTITY,vec1)
  
write_byte(3)                                       //Makes One Sprite Which Moves Upwards, Two Dynamic Lights and Flickering Particles
  
write_coord(vec1[0] + (Sprite_Randomize1 5))      //Center Position X
  
write_coord(vec1[1] + (Sprite_Randomize2 5))      //Center Position X
  
write_coord(vec1[2] + 55)                           //Center Position Z
  
write_short(Sprite_Explode[1])                      //Sprite Index
  
write_byte(040)                                     //Scale in 0.1
  
write_byte(18)                                      //Framerate
  
write_byte(4)                                       //Flags, 4 Disables Additive Sound
  
message_end()
}

Explode4(vec1[3])
{
  
message_begin(MSG_BROADCAST,SVC_TEMPENTITY,vec1)
  
write_byte(3)                                       //Makes One Sprite Which Moves Upwards, Two Dynamic Lights and Flickering Particles
  
write_coord(vec1[0] + (Sprite_Randomize1 5))      //Center Position X
  
write_coord(vec1[1] + (Sprite_Randomize2 5))      //Center Position X
  
write_coord(vec1[2] + 130)                          //Center Position Z
  
write_short(Sprite_Explode[2])                      //Sprite Index
  
write_byte(040)                                     //Scale in 0.1
  
write_byte(18)                                      //Framerate
  
write_byte(4)                                       //Flags, 4 Disables Additive Sound
  
message_end()
}

Explode5(vec1[3])
{
  
message_begin(MSG_BROADCAST,SVC_TEMPENTITY,vec1)
  
write_byte(3)                                       //Makes One Sprite Which Moves Upwards, Two Dynamic Lights and Flickering Particles
  
write_coord(vec1[0] + (Sprite_Randomize1 5))      //Center Position X
  
write_coord(vec1[1] + (Sprite_Randomize2 5))      //Center Position X
  
write_coord(vec1[2] + 115)                          //Center Position Z
  
write_short(Sprite_Explode[3])                      //Sprite Index
  
write_byte(040)                                     //Scale in 0.1
  
write_byte(18)                                      //Framerate
  
write_byte(4)                                       //Flags, 4 Disables Additive Sound
  
message_end()
}

Explode6(vec1[3])
{
  
message_begin(MSG_BROADCAST,SVC_TEMPENTITY,vec1)
  
write_byte(3)                                       //Makes One Sprite Which Moves Upwards, Two Dynamic Lights and Flickering Particles
  
write_coord(vec1[0] + (Sprite_Randomize1 5))      //Center Position X
  
write_coord(vec1[1] + (Sprite_Randomize2 5))      //Center Position X
  
write_coord(vec1[2] + 55)                           //Center Position Z
  
write_short(Sprite_Explode[4])                      //Sprite Index
  
write_byte(040)                                     //Scale in 0.1
  
write_byte(18)                                      //Framerate
  
write_byte(4)                                       //Flags, 4 Disables Additive Sound
  
message_end()
}

Explode7(vec1[3])
{
  
message_begin(MSG_BROADCAST,SVC_TEMPENTITY,vec1)
  
write_byte(3)                                       //Makes One Sprite Which Moves Upwards, Two Dynamic Lights and Flickering Particles
  
write_coord(vec1[0] + (Sprite_Randomize1 5))      //Center Position X
  
write_coord(vec1[1] + (Sprite_Randomize2 5))      //Center Position X
  
write_coord(vec1[2] + 130)                          //Center Position Z
  
write_short(Sprite_Explode[5])                      //Sprite Index
  
write_byte(040)                                     //Scale in 0.1
  
write_byte(18)                                      //Framerate
  
write_byte(4)                                       //Flags, 4 Disables Additive Sound
  
message_end()
}

Explode8(vec1[3])
{
  
message_begin(MSG_BROADCAST,SVC_TEMPENTITY,vec1)
  
write_byte(3)                                       //Makes One Sprite Which Moves Upwards, Two Dynamic Lights and Flickering Particles
  
write_coord(vec1[0] + (Sprite_Randomize1 5))      //Center Position X
  
write_coord(vec1[1] + (Sprite_Randomize2 5))      //Center Position X
  
write_coord(vec1[2] + 55)                           //Center Position Z
  
write_short(Sprite_Explode[6])                      //Sprite Index
  
write_byte(040)                                     //Scale in 0.1
  
write_byte(18)                                      //Framerate
  
write_byte(4)                                       //Flags, 4 Disables Additive Sound
  
message_end()
}

Explode9(vec1[3])
{
  
message_begin(MSG_BROADCAST,SVC_TEMPENTITY,vec1)
  
write_byte(3)                                       //Makes One Sprite Which Moves Upwards, Two Dynamic Lights and Flickering Particles
  
write_coord(vec1[0] + (Sprite_Randomize1 5))      //Center Position X
  
write_coord(vec1[1] + (Sprite_Randomize2 5))      //Center Position X
  
write_coord(vec1[2] + 55)                           //Center Position Z
  
write_short(Sprite_Explode[7])                      //Sprite Index
  
write_byte(040)                                     //Scale in 0.1
  
write_byte(18)                                      //Framerate
  
write_byte(4)                                       //Flags, 4 Disables Additive Sound
  
message_end()
}

Explode10(vec1[3])
{
  
message_begin(MSG_BROADCAST,SVC_TEMPENTITY,vec1
  
write_byte(3)                                       //Makes One Sprite Which Moves Upwards, Two Dynamic Lights and Flickering Particles
  
write_coord(vec1[0] + (Sprite_Randomize1 5))      //Center Position X
  
write_coord(vec1[1] + (Sprite_Randomize2 5))      //Center Position X
  
write_coord(vec1[2] + 55)                           //Center Position Z
  
write_short(Sprite_Explode[8])                      //Sprite Index
  
write_byte(040)                                     //Scale in 0.1
  
write_byte(18)                                      //Framerate
  
write_byte(4)                                       //Flags, 4 Disables Additive Sound
  
message_end()
}

public 
plugin_precache()
{
  
precache_sound("weapons/c4_beep5.wav")
  
precache_sound("weapons/c4_explode1.wav")
  
precache_sound("barney/ba_bring.wav")
  
precache_sound("barney/ba_tomb.wav")
  
precache_sound("barney/ba_iwish.wav")
  
precache_sound("barney/c1a4_ba_octo2.wav")
  
precache_sound("barney/c1a4_ba_octo3.wav")
  
precache_sound("barney/c1a4_ba_octo4.wav")
  
precache_sound("barney/getanyworse.wav")
  
precache_sound("barney/survive.wav")
  
precache_sound("barney/ba_endline.wav")
  
precache_sound("barney/badfeeling.wav")
  
precache_sound("barney/standback.wav")
  
precache_sound("barney/c1a2_ba_goforit.wav")
  
Sprite_Explode[0]=precache_model("sprites/aexplo.spr")
  
Sprite_Explode[1]=precache_model("sprites/bexplo.spr")
  
Sprite_Explode[2]=precache_model("sprites/cexplo.spr")
  
Sprite_Explode[3]=precache_model("sprites/dexplo.spr")
  
Sprite_Explode[4]=precache_model("sprites/eexplo.spr")
  
Sprite_Explode[5]=precache_model("sprites/fexplo.spr")
  
Sprite_Explode[6]=precache_model("sprites/xfireball3.spr")
  
Sprite_Explode[7]=precache_model("sprites/explode1.spr")
  
Sprite_Explode[8]=precache_model("sprites/zerogxplode.spr")
  
Sprite_Shockwave=precache_model("sprites/shockwave.spr")
  
Sprite_Smoke=precache_model("sprites/steam1.spr")
  
Model_ChromeGibs=precache_model("models/chromegibs.mdl")
}

public 
plugin_init()
{
  
register_plugin("Suicide Bomber","1.01X","By OVERLOAD")
  
register_logevent("event_RandPlrBomb",2,"1=Round_Start")
  
register_cvar("amx_suid_timermax","60")            //Maximum Seconds For Suicide Bomb 
  
register_cvar("amx_suid_timermin","40")            //Minimum Seconds For Suicide Bomb
  
register_cvar("amx_suid_common","1")               //How Often (By Round) Players Become The Suicide Bomber. (1 = 100%, 2 = 50%, 3 = 33%, 4 = 25%, Etc.)
  
register_cvar("amx_suid_on","1")                   //Plugin On or Off (1 = on)
  
register_cvar("amx_suid_range","550")              //Explosive Damage Range
  
register_cvar("amx_suid_frag","2")                 //Ammount of "Frags" The Killer of The Suicide Bomber Will Recieve
  
register_srvcmd("amx_suid_help""event_CvarHelp"//Server Help
  
return PLUGIN_CONTINUE
}

public 
event_CvarHelp() //Take a Guess
{
  
server_print(" ")
  
server_print("____________________________________ ____ ___  __  _    _")
  
server_print("[AMX]Suicide Bomber- Version 1.01X Written by OVERLOAD")
  
server_print(" ")
  
server_print("           The Following Cvars Are Availible")
  
server_print(" ")
  
server_print("amx_suid_on - Plugin On/Off   1 = On")
  
server_print("amx_suid_timermax - Maximum Seconds For The Suicide Bomb.")
  
server_print("amx_suid_timermin - Minimum Seconds For The Suicide Bomb.")
  
server_print("amx_suid_common - How Often Players Become The Bomber.")
  
server_print("amx_suid_range - Damage Range From The Suicide Bomb.")
  
server_print("amx_suid_frag - The 'Bomber' Killers Team Gets This Many Kills.")
  
server_print("amx_suid_help - I Forget What This Does...")
  
server_print("_______________________________________ ____  __  _")
  
server_print(" ")
  
  return 
PLUGIN_CONTINUE
}

public 
event_RandPlrBomb() //Displays Server Messages, Randomizes Whom Will Be The Suicide Bomber, How Common (By Round) Players Will Become The Suicide Bomber and Checks What Team The Suicide Bomber is on.
{
  if(
PlayerNum_Random != -1)
    
cs_reset_user_model(PlayerNum_Random)
  if(
get_cvar_num("amx_suid_on") == 0)
  {
    
server_print("[AMX]Suicide Bomber - Currently Disengaged.")
    return 
PLUGIN_CONTINUE
  
}
  
  if(
get_playersnum() == 1)
  {
    
server_print("[AMX]Suicide Bomber - Require More Than One Player.")
    return 
PLUGIN_CONTINUE
  
}
  
  
get_mapname(MapOilRig15)
  if(
equali(MapOilRig"as_oilrig"))
  {
    
server_print("[AMX]Suicide Bomber - Will Not Activate on Map 'as_oilrig'")
    return 
PLUGIN_CONTINUE
  
}
  
  if(
random_num(1,get_cvar_num("amx_suid_common")) != 1)
    return 
PLUGIN_CONTINUE
  PlayerNum_Random 
random_num(1get_playersnum())
  
ExplodeP1()
  return 
PLUGIN_CONTINUE
}

public 
BomberKilled() //Sends Proper Message to All Players About Suicide Bomber Death, Emits 'bloop' Sound and Adds One Kill to Everyone Opposing The Suicide Bomber (That is, If He Was Killed Before Detonation)
{
  if(
Player_Ammount == PlayerNum_Random)
    return 
PLUGIN_CONTINUE
  
  
if((PlayerNum_Random_Killed == 0) && (Explosion_Frags == 0))
  {
    
set_hudmessage(1082442010.300.8000.06.00.40.1250)
    
show_hudmessage(Player_Ammount,"The Suicide Bomber Has Detonated and Only Killed Himself.")
    return 
PLUGIN_CONTINUE
  

  
  if(
PlayerNum_Random_Killed == 0)
  {
    
set_hudmessage(1082442010.340.8000.06.00.40.1250)
    
show_hudmessage(Player_Ammount,"The Suicide Bomber Has Sucessfully Detonated.")
    return 
PLUGIN_CONTINUE
  

       
  if((
get_user_team(Player_Ammount) == PlayerNum_Random_Team) && (PlayerNum_Random_Killed == 1))
  {
    
set_hudmessage(1082442010.300.8000.06.00.40.1250)
    
show_hudmessage(Player_Ammount,"The Suicide Bomber Has Been Killed Before Detonation.")
    return 
PLUGIN_CONTINUE
  
}  
      
  if((
get_user_team(Player_Ammount) != PlayerNum_Random_Team) && (PlayerNum_Random_Killed == 1))
  {
    
set_hudmessage(1082442010.350.7500.06.00.40.1250)
    
show_hudmessage(Player_Ammount,"       The Suicide Bomber Was Killed!^nYour Team Has Been Awarded %i Frags Each."get_cvar_num("amx_suid_frag"))
    
set_user_frags(Player_Ammount, (get_user_frags(Player_Ammount) + get_cvar_num("amx_suid_frag")))
    return 
PLUGIN_CONTINUE
  
}
  
  return 
PLUGIN_CONTINUE
}

public 
HudAndEmit() //Detonation Message and Emit Beep Sound
{
  
set_hudmessage(2552552550.070.6520.012.00.030.03200)
  
show_hudmessage(PlayerNum_Random,"%i Seconds Remaining Until Detonation"Seconds)
  
emit_sound(PlayerNum_Random,CHAN_ITEM,"weapons/c4_click.wav"1.0ATTN_NORM0PITCH_NORM)
  return 
PLUGIN_CONTINUE
}

public 
HudAndEmit2() //Detonation Message and Emit Beep Sound (Used For 10 - 1 Second Count Down)
{
  
set_hudmessage(2552252250.070.6520.011.10.00.0200)
  
show_hudmessage(PlayerNum_Random,"Detonation in...%i"Seconds)
  
emit_sound(PlayerNum_Random,CHAN_ITEM,"weapons/c4_beep5.wav"1.0ATTN_NORM0PITCH_NORM)
  return 
PLUGIN_CONTINUE
}

public 
ExplodeP1() //Starts The Count Down Clock, Sets VIP model, Sets 250 Armor, Randomizes Count Down Seconds, Emits a Barney Speak and Tells Player They Are a Suicide Bomber Plus How Many Seconds They Have.
{
  
remove_task(1)
  
cs_set_user_model(PlayerNum_Random,"vip")
  
set_user_armor(PlayerNum_Random,250)
  
set_user_health(PlayerNum_Random,250)
  
PlayerNum_Random_Killed 0
  Barney_Say1 
random_num(1,7)
  
Barney_Say2 random_num(1,5)
  
Seconds random_num(get_cvar_num("amx_suid_timermin"),get_cvar_num("amx_suid_timermax"))
  
set_hudmessage(255000.370.4000.010.00.40.1200)
  
show_hudmessage(0,"ATTENTION: Suicide Bomber Selected.")
  
set_hudmessage(2552552550.290.8000.06.00.40.1150)
  
show_hudmessage(PlayerNum_Random,"You Are a Suicide Bomber. The Bomb is Set For %i Seconds."Seconds)
  if(
Barney_Say1 == 1)
    
emit_sound(PlayerNum_Random,CHAN_VOICE,"barney/ba_bring.wav"1.0ATTN_NORM0PITCH_NORM)
  if(
Barney_Say1 == 2)
    
emit_sound(PlayerNum_Random,CHAN_VOICE,"barney/ba_tomb.wav"1.0ATTN_NORM0PITCH_NORM)
  if(
Barney_Say1 == 3)
    
emit_sound(PlayerNum_Random,CHAN_VOICE,"barney/ba_iwish.wav"1.0ATTN_NORM0PITCH_NORM)
  if(
Barney_Say1 == 4)
    
emit_sound(PlayerNum_Random,CHAN_VOICE,"barney/getanyworse.wav"1.0ATTN_NORM0PITCH_NORM)
  if(
Barney_Say1 == 5)
    
emit_sound(PlayerNum_Random,CHAN_VOICE,"barney/survive.wav"1.0ATTN_NORM0PITCH_NORM)
  if(
Barney_Say1 == 6)
    
emit_sound(PlayerNum_Random,CHAN_VOICE,"barney/ba_endline.wav"1.0ATTN_NORM0PITCH_NORM)
  if(
Barney_Say1 == 7)
    
emit_sound(PlayerNum_Random,CHAN_VOICE,"barney/badfeeling.wav"1.0ATTN_NORM0PITCH_NORM)
  
set_task(1.0,"ExplodeP2",1,"",0,"a"Seconds)
  return 
PLUGIN_CONTINUE
}

public 
ExplodeP2() //Displays Count Down Messages, Displays Premature Suicide Bomber Death Message, Emits Barney Speak, Randomizes Explosion Sprites, Calls Explosion Sprites, Gets Suicide Bomber Origin and Removes Task (When Seconds Reaches Zero)
{
  if((
get_user_health(PlayerNum_Random) <= 0) && (Seconds 0))
  {
    
remove_task(1)
    
set_hudmessage(1082442010.350.7500.06.00.40.1250)
    
show_hudmessage(PlayerNum_Random,"              You Have Been Killed. ^nYou're Suicide Bombing Mission Was a Failure")
    
Seconds = -1
    PlayerNum_Random_Killed 
1
    Player_Ammount 
get_playersnum()
    
PlayerNum_Random_Team get_user_team(PlayerNum_Random)
    
client_cmd(0,"spk vox/bloop")
    while(
Player_Ammount 0)
    {  
      
BomberKilled()
      
Player_Ammount--
    }
    
    return 
PLUGIN_CONTINUE
  
}
  
  if((
Seconds == 60) || (Seconds == 55) || (Seconds == 50) || (Seconds == 45) || (Seconds == 40) || (Seconds == 35) || (Seconds == 30) || (Seconds == 25) || (Seconds == 20) || (Seconds == 15))
    
HudAndEmit()
  if(
Seconds == 10)
  {
    
HudAndEmit2()
    if(
Barney_Say2 == 1)
      
emit_sound(PlayerNum_Random,CHAN_VOICE,"barney/c1a2_ba_goforit.wav"1.0ATTN_NORM0PITCH_NORM)
    if(
Barney_Say2 == 2)
      
emit_sound(PlayerNum_Random,CHAN_VOICE,"barney/standback.wav"1.0ATTN_NORM0PITCH_NORM)
  }
  
  if((
Seconds == 9) || (Seconds == 8) || (Seconds == 7) || (Seconds == 6) || (Seconds == 5))
    
HudAndEmit2()
  if(
Seconds == 4)
  {
    
HudAndEmit2()
    if(
Barney_Say2 == 3)
      
emit_sound(PlayerNum_Random,CHAN_VOICE,"barney/c1a4_ba_octo2.wav"1.0ATTN_NORM0PITCH_NORM)
  }
  
  if(
Seconds == 3)
  {
    
HudAndEmit2()
    if(
Barney_Say2 == 4)
      
emit_sound(PlayerNum_Random,CHAN_VOICE,"barney/c1a4_ba_octo3.wav"1.0ATTN_NORM0PITCH_NORM)
    if(
Barney_Say2 == 5)
      
emit_sound(PlayerNum_Random,CHAN_VOICE,"barney/c1a4_ba_octo4.wav"1.0ATTN_NORM0PITCH_NORM)
  }
  
  if(
Seconds == 2)
    
HudAndEmit2()
  if(
Seconds == 1)
    
HudAndEmit2()
  if(
Seconds == 0)
  { 
    
remove_task(1)
    
emit_sound(PlayerNum_Random,CHAN_BODY,"weapons/c4_explode1.wav",1.0,ATTN_NORM,0,PITCH_NORM)
    
get_user_origin(PlayerNum_Random,Explosion_Origin,0)
    
Sprite_Randomize1 random_num(-4,4)
    
Sprite_Randomize2 random_num(-4,4)
    
Sprite_Randomize3 random_num(-4,4)
    
Explode1(Explosion_Origin)
    if((
Sprite_Randomize1 == -4) || (Sprite_Randomize2 == -4) || (Sprite_Randomize3 == -4))
     
Explode2(Explosion_Origin)
    if((
Sprite_Randomize1 == -3) || (Sprite_Randomize2 == -3) || (Sprite_Randomize3 == -3))
     
Explode3(Explosion_Origin)
    if((
Sprite_Randomize1 == -2) || (Sprite_Randomize2 == -2) || (Sprite_Randomize3 == -2))
     
Explode4(Explosion_Origin)
    if((
Sprite_Randomize1 == -1) || (Sprite_Randomize2 == -1) || (Sprite_Randomize3 == -1))
     
Explode5(Explosion_Origin)
    if((
Sprite_Randomize1 == 0) || (Sprite_Randomize2 == -0) || (Sprite_Randomize3 == 0))
     
Explode6(Explosion_Origin)
    if((
Sprite_Randomize1 == 1) || (Sprite_Randomize2 == 1) || (Sprite_Randomize3 == 1))
     
Explode7(Explosion_Origin)
    if((
Sprite_Randomize1 == 2) || (Sprite_Randomize2 == 2) || (Sprite_Randomize3 == 2))
     
Explode8(Explosion_Origin)
    if((
Sprite_Randomize1 == 3) || (Sprite_Randomize2 == 3) || (Sprite_Randomize3 == 3))
     
Explode9(Explosion_Origin)
    if((
Sprite_Randomize1 == 4) || (Sprite_Randomize2 == 4) || (Sprite_Randomize3 == 4))
     
Explode10(Explosion_Origin)
    
KillP1()
  }
  
  
Seconds--
  return 
PLUGIN_CONTINUE
}

public 
KillP1() //Calls KillP2 For Explosion Calculations, Calculates How Many Frags/Money The Suicide Bomber Will Recieve and Tells Suicide Bomber What They Recieve
{
  
Player_Ammount get_playersnum()
  
PlayerNum_Random_Team get_user_team(PlayerNum_Random)
  
client_cmd(0,"spk vox/bloop")
  while(
Player_Ammount 0)
  {
    
KillP2()
    
BomberKilled()
    
Player_Ammount--
  }
  
  if(
Explosion_Frags == 0)
  {
    
set_hudmessage(1082442010.330.7500.06.00.40.1250)
    
show_hudmessage(PlayerNum_Random,"                      No Enemies Killed.^nYou're Suicide Bombing Misson Was a Partial Failure.^n                   You Are Awarded $20.")
    
cs_set_user_money(PlayerNum_Random,(cs_get_user_money(PlayerNum_Random) + 20),1)
    return 
PLUGIN_CONTINUE
  
}
  
  
set_user_frags(PlayerNum_Random, (get_user_frags(PlayerNum_Random) + Explosion_Frags))
  
cs_set_user_money(PlayerNum_Random,(cs_get_user_money(PlayerNum_Random) + (Explosion_Frags 2000)),1)
  
set_hudmessage(1082442010.310.7500.06.00.40.1250)
  
show_hudmessage(PlayerNum_Random,"         Suicide Bombing Mission Was a Success.^nYou Killed %i Enemies and Have Been Awarded $%i."Explosion_Frags, (Explosion_Frags 2000))
  
Explosion_Frags 0
  
return PLUGIN_CONTINUE
}

public 
KillP2() //Calculates Distance From Explosion and How Much Damage to Apply
{
  if(
Player_Ammount == PlayerNum_Random)
  {
    
user_kill(PlayerNum_Random0)
    
Player_Ammount--
  }
  
get_user_origin(Player_AmmountPlayerOthr_Orig,0)
  
Explosive_Distance get_distance(Explosion_OriginPlayerOthr_Orig)
  if(
Explosive_Distance >= get_cvar_num("amx_suid_range"))
    return 
PLUGIN_CONTINUE
  Explosive_DistMinusCVAR 
get_cvar_num("amx_suid_range") - Explosive_Distance //It Took Me a Day and a Half to Come Up With This! (Hard to Explain in Words What it Does, But it is ABSOLUTELY CRITICAL in Calculating Damage From The Explosion.)
  
PlayerHP get_user_health(Player_Ammount) - Explosive_DistMinusCVAR
  
if(PlayerHP 0)
    
PlayerHP 0
  set_user_health
(Player_AmmountPlayerHP)
  if((
PlayerHP == 0) && (get_user_team(Player_Ammount) != get_user_team(PlayerNum_Random)))
    
Explosion_Frags++
  return 
PLUGIN_CONTINUE

its the code for the suicide bomber
i want to make it T only
but i don't want some1 to change it for me i want to learn....
woody_aka_god is offline
slmclarengt
Veteran Member
Join Date: Jul 2004
Location: The Cookie Jar... or Pul
Old 06-06-2007 , 12:39   Re: make T only
Reply With Quote #9

You will place the "get_user_team" code into event_RandPlrBomb() to check what team they are on and if it's T, continue executing code, otherwise pick another random number and continue until they are T.

Slmclarengt
__________________
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slmclarengt is offline
jdjesse
Junior Member
Join Date: Oct 2006
Old 06-06-2007 , 22:36   Re: make T only
Reply With Quote #10

nice im still learning this kind of stuff
if u get this to work can i have the plugin lol
jdjesse is offline
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