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ot_207
Veteran Member
Join Date: Jan 2008
Location: Romania The Love Country
Old 07-30-2008 , 03:32   Re: [HelpREQ] How to set chat text colors, roundtime and forwarding
Reply With Quote #6

Quote:
Originally Posted by dor123 View Post
About forward, I didn't ment how to register, that thing I already knew.
What I ment is why should I forward? What does it do? What does PreThink and PostTHink and stuff like that mean?
If you could find any guides/tutorials or simply explain to me those things I will be gratefull (also I added karma to you )
So, every forward has its own purpose.
The forwards are functions which are called when a particular event happens.

There are 3 types of forwards
event forwards -> example "Damage", "CurWeapon" etc...
To register these events use ->
PHP Code:
register_event() 
The list of most events that you can hook is -> Half Life Game Events

As example: I will give the CurWeapon event.
Curweapon is an event which is called when a player swiches weapons, shoots weapons, and even reloads.
When one of these actions happen, the event is called with certain parameters.
That is why when example a player has changed a weapon you need to hook the Curweapon event this way ->

PHP Code:
register_event("CurWeapon","my_func","b","1=1"
1 = 1 that means that weapon is active

Fakemeta forwards ->

Allows a lot of forwards which can be very very helpfull.
Example: FM_PlayerPreThink, FM_Think, FM_EmitSound
Code:
enum {
	FM_PrecacheModel = 1,		// int )	(const szModel[])
	FM_PrecacheSound,		// int )	(const szSound[])
	FM_SetModel,			// void )	(ent, const szModel[])
	FM_ModelIndex,			// int )	(const szModel[])
	FM_ModelFrames,			// int )	(iModelIndex)
	FM_SetSize,			// void )	(ent, const Float:fMins[3], const Float:fMaxs[3])
	FM_ChangeLevel,			// void )	(szMap[], szSomething[])
	FM_VecToYaw,			// float )	(const Float:fVector[3])
	FM_VecToAngles,			// void )	(const Float:fVectorIn[3], Float:fVectorOut[3])
	FM_MoveToOrigin,		// void )	(ent, const Float:fGoal[3], Float:fDistance, iMoveType)
	FM_ChangeYaw,			// void )	(ent)
	FM_ChangePitch,			// void )	(ent)
	FM_FindEntityByString,		// edict )	(entStartSearchAfter, const szField[], const szValue[])
	FM_GetEntityIllum,		// int )	(ent)
	FM_FindEntityInSphere,		// edict )	(ent, const Float:fVector[3], Float:fRadius)
	FM_FindClientInPVS,		// edict )	(id)
	FM_EntitiesInPVS,		// edict )	(ent)
	FM_MakeVectors,			// void )	(const Float:fVector[3])
	FM_AngleVectors,		// void )	(const Float:fVec[3], Float:fForward[3], Float:fRight[3], Float:fUp[3])
	FM_CreateEntity,		// edict )	()
	FM_RemoveEntity,		// void )	(ent)
	FM_CreateNamedEntity,		// edict )	(iClassname)
	FM_MakeStatic,			// void )	(ent)
	FM_EntIsOnFloor,		// int )	(ent)
	FM_DropToFloor,			// int )	(ent)
	FM_WalkMove,			// int  )	(ent, Float:fYaw, Float:fDist, iMode)
	FM_SetOrigin,			// void )	(ent, const Float:fOrigin[3])
	FM_EmitSound,			// void )	(ent, iChannel, const szSample[], Float:fVolume, Float:fAttenuation, iFlags, iPitch)
	FM_EmitAmbientSound,		// void )	(ent, Float:fOrigin[3], const szSample[], Float:fVolume, Float:fAttenuation, iFlags, iPitch)
	FM_TraceLine,			// void )	(const Float:fV1[3], const Float:fV2[3], iNoMonsters, entToSkip, tr)
	FM_TraceToss,			// void )	(ent, entToIgnore, tr)
	FM_TraceMonsterHull,		// int )	(ent, const Float:fV1, const Float:fV2, iNoMonsters, entToSkip, tr)
	FM_TraceHull,			// void )	(const Float:fV1[3], const Float:fV2[3], iNoMonsters, iHullNumber, entToSkip, tr)
	FM_TraceModel,			// void )	(const Float:fV1[3], const Float:fV2[3], iHullNumber, ent, tr)
	FM_TraceTexture,		// char )	(entTexture, const Float:fV1[3], const Float:fV2[3])
	FM_TraceSphere,			// void )	(const Float:fV1[3], const Float:fV2[3], iNoMonsters, Float:fRadius, entToSkip, tr)
	FM_GetAimVector,		// void )	(ent, Float:fSpeed, Float:fReturn[3])
	FM_ParticleEffect,		// void )	(const Float:fOrigin[3], const Float:fDir[3], Float:fColor, Float:fCount)
	FM_LightStyle,			// void )	(iStyle, szVal[])
	FM_DecalIndex,			// int )	(const szName[])
	FM_PointContents,		// int )	(const Float:fOrigin[3])
	FM_MessageBegin,		// void )	(iMsg_Dest, iMsg_Type, const Float:fOrigin[3], ent)
	FM_MessageEnd,			// void )	()
	FM_WriteByte,			// void )	(iValue)
	FM_WriteChar,			// void )	(iValue)
	FM_WriteShort,			// void )	(iValue)
	FM_WriteLong,			// void )	(iValue)
	FM_WriteAngle,			// void )	(Float:fValue)
	FM_WriteCoord,			// void )	(Float:fValue)
	FM_WriteString,			// void )	(const szValue[])
	FM_WriteEntity,			// void )	(iValue)
	FM_CVarGetFloat,		// float )	(const szCvar[])
	FM_CVarGetString,		// char )	(const szCvar[])
	FM_CVarSetFloat,		// void )	(const szCvar[], Float:fValue)
	FM_CVarSetString,		// void )	(const szCvar[], szValue[])
	FM_FreeEntPrivateData,		// void )	(ent)
	FM_SzFromIndex,			// char )	(iString)
	FM_AllocString,			// int )	(const szValue[])
	FM_RegUserMsg,			// int )	(szName[], iSize)
	FM_AnimationAutomove,		// void )	(const ent, Float:fTime)
	FM_GetBonePosition,		// void )	(const ent, iBone, Float:fOrigin[3], Float:fAngle[3])
	FM_GetAttachment,		// void	)	(const ent, iAttachment, Float:fOrigin[3], Float:fAngle[3])
	FM_SetView,			// void )	(const ent, const entView)
	FM_Time,			// float )	()
	FM_CrosshairAngle,		// void )	(const ent, Float:fPitch, Float:fYaw)
	FM_FadeClientVolume,		// void )	(const ent, iFadePercent, iFadeOutSeconds, iHoldTime, iFadeInSeconds)
	FM_SetClientMaxspeed,		// void )	(const ent, Float:fMaxSpeed)
	FM_CreateFakeClient,		// edict )	(const szNetName[])
	FM_RunPlayerMove,		// void )	(const entFakeClient, Float:fViewAngles[3], Float:fForwardmove, Float:fSidemove, Float:fUpmove, iButtons, iImpulse, i_mSec)
	FM_NumberOfEntities,		// int ) 	()
	FM_StaticDecal,			// void )	(const Float:fOrigin[3], iDecalIndex, iEntityIndex, iModelIndex)
	FM_PrecacheGeneric,		// int )	(szString[])
	FM_BuildSoundMsg,		// void )	(ent, iChannel, const szSample[], Float:fVolume, Float:fAttenuation, iFlags, iPitch, iMsg_Dest, iMsg_Type, const Float:fOrigin[3], ent)
	FM_GetPhysicsKeyValue,		// char )	(const ent, const szKey[])
	FM_SetPhysicsKeyValue,		// void )	(const ent, const szKey[], const szValue[])
	FM_GetPhysicsInfoString,	// char )	(const ent)
	FM_PrecacheEvent,		// int )	(iType, const szEvent[])
	FM_PlaybackEvent,		// void )	(iFlags, const entInvoker, iEventIndex, Float:fDelay, Float:fOrigin[3], Float:fAngles[3], Float:fParam1, Float:fParam2, iParam1, iParam2, bool:bParam1, bool:bParam2)
	FM_CheckVisibility,		// int )	(const ent, iSet)
	FM_GetCurrentPlayer,		// int )	()
	FM_CanSkipPlayer,		// int )	(const ent)
	FM_SetGroupMask,		// void )	(iMask, iOp)
	FM_Voice_GetClientListening,	// bool )	(iReceiver, iSender)
	FM_Voice_SetClientListening,	// bool )	(iReceiver, iSender, bool:bListen)
	FM_InfoKeyValue,		// char )	(szInfoBuffer[], szKey[])
	FM_SetKeyValue,			// void )	(szInfoBuffer[], szKey[], szValue[])
	FM_SetClientKeyValue,		// void )	(iClientIndex, szInfoBuffer[], szKey[], szValue[])
	FM_GetPlayerAuthId,		// char )	(ent)
	FM_GetPlayerWONId,		// char )	(ent)
	FM_IsMapValid,			// int )	(szFileName[])


	FM_Spawn,			// int )	(ent)
	FM_Think,			// void )	(ent)
	FM_Use,				// void )	(entUsed, entOther)
	FM_Touch,			// void )	(entTouched, entOther)
	FM_Blocked,			// void )	(entBlocked, entOther)
	FM_KeyValue,			// void )	(keyvalue, kvd_id)
	FM_SetAbsBox,			// void )	(ent)
	FM_ClientConnect,		// bool )	(ent, const szName[], const szAddress[], const szRejectReason[128])
	
	FM_ClientDisconnect,		// void )	(ent)
	FM_ClientKill,			// void )	(ent)
	FM_ClientPutInServer,		// void )	(ent)
	FM_ClientCommand,		// void )	(ent)

	FM_ServerDeactivate,		// void )	()

	FM_PlayerPreThink,		// void )	(ent)
	FM_PlayerPostThink,		// void )	(ent)

	FM_StartFrame,			// void )	()
	FM_ParmsNewLevel,		// void )	()
	FM_ParmsChangeLevel,		// void )	()

	 // Returns string describing current .dll.  E.g., TeamFotrress 2, Half-Life
	FM_GetGameDescription,	 	// char )	()

	// Spectator funcs
	FM_SpectatorConnect,		// void )	(ent)
	FM_SpectatorDisconnect,		// void )	(ent)
	FM_SpectatorThink,		// void )	(ent)

	// Notify game .dll that engine is going to shut down.  Allows mod authors to set a breakpoint.
	FM_Sys_Error,			// void )	(const szError[])

	FM_PM_FindTextureType,		// char )	(szType[])
	FM_RegisterEncoders,		// void )	()

	// Enumerates player hulls.  Returns 0 if the hull number doesn't exist, 1 otherwise

	// Create baselines for certain "unplaced" items.
	FM_CreateInstancedBaseline,	// void )	()
	FM_AllowLagCompensation,	// int )	()
	
	FM_AlertMessage,		// void )	(AlertType:aType, szBuffer[])

	// NEW_DLL_FUNCTIONS:
	FM_OnFreeEntPrivateData,	// void )	(ent)
	FM_GameShutdown,		// unknown )	()
	FM_ShouldCollide,		// unknown )	(entTouched, entOther)

	// LATE ADDITIONS (v1.71)
	FM_ClientUserInfoChanged,	// void )	(ent, szInfo[])
	
	// LATE ADDITIONS (v1.75)
	FM_UpdateClientData,		// void )	(const ent, iSendWeapons, cd_handle)
	FM_AddToFullPack,		// int )	(entState, e, ent, host, iHostFlags, iPlayer, pSet)
	FM_CmdStart,			// void )	(const ent, uc_handle, seed)
	FM_CmdEnd,			// void )	(const ent)
	FM_CreateInstBaseline,		// int )	(classname, baseline)
	FM_CreateBaseline,		// void )	(iPlayer, i_eIndex, baseline, ent, iPlayerModelIndex, Float:fMins[3], Float:fMaxs[3])
	FM_GetInfoKeyBuffer,		// char )	(ent)
	FM_ClientPrintf 		// void )	(ent, type, const szMsg[])
};
This is from amxx wiki.

The forward FM_EmitSound takes place when at an origin a sound is emited.
For example I will give the moment when a he grenade explodes.
It will produce a sound that will make a player know that it has kaboomed.
When the sound is produced or better said before that.
The forward FM_EmitSound is called with these paramaters (ent, iChannel, const szSample[], Float:fVolume, Float:fAttenuation, iFlags, iPitch)
To get an accurate forward you must check almost all the paramaters.
ent = hegrenade
iChannel = the channel which was chosen (not important)
szSample[] = the sound that will be emited
The rest are some other stuff that I didn't use...

FM_PlayerPreThink is a function which takes place repetetively on an ammount of x miliseconds.
The same for postThink. But the diference is that these ones take place one after another.
Then the func will execute this way: -> PRETHINK -> POSTHINK -> PRETHINK ...

And the last Hamsandwich forwards -> RegisterHam(Ham_XXX,entclassname[],"function",post=0)
The same as fakemeta ;).
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Last edited by ot_207; 07-30-2008 at 03:46.
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