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Damage Glow v1.4


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Plugin Info:     Modification:   Counter-Strike        Category:   Fun Stuff        Approver:   Exolent[jNr] (178)
Starsailor
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Old 03-15-2009 , 15:15   Damage Glow v1.4
Reply With Quote #1

Description:

With this plugin you can know who is getting attacked.
The victim will get a glow depending the damage (progressively green to red color)

Cvars:

dg_enable_glow (0|1) Default 1
dg_glow_type (1 - Glow color based on health 2- Glow color based on team ) Default 1

Modules:

Fakemeta
Hamsandwich

Changelog:

v1.4: Added glow modes 1 - Glow color based on health 2- Glow color based on team
v1.3: Added glow color with user health
v1.2: Fix some code tips, thanks Connor ;)
v1.1: Simplified Code
v1.0: First Release

Credits:

arkshine: Code for get progressively green to red color depending the damage.

ConnorMcLeod: tips, tips and more tips

enjoy it!, Simply plugin, just for fun

Servers with this plugin

[Here]
Attached Files
File Type: sma Get Plugin or Get Source (damage_glow.sma - 6502 views - 2.9 KB)
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Last edited by Starsailor; 03-24-2009 at 10:27.
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crazyeffect
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Old 03-15-2009 , 15:34   Re: Damage Glow v1.0
Reply With Quote #2

Lol

Cool,
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ConnorMcLeod
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Old 03-15-2009 , 15:52   Re: Damage Glow v1.0
Reply With Quote #3

Was pretty sure this plugin was already existing.
1st task is not needed, you glow glow the player when he get damaged.
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Starsailor
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Old 03-15-2009 , 18:27   Re: Damage Glow v1.1
Reply With Quote #4

Updated, thanks Connor

i have searched for this and i can't find anything
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ConnorMcLeod
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Old 03-16-2009 , 02:51   Re: Damage Glow v1.1
Reply With Quote #5

Another suggestion, fm_set_rendering was created to convert easily set_rendering.
I would use a "new" function using directly floats :

PHP Code:
SetRendering(iEntiRenderFx=kRenderFxNoneFloat:flRenderColor[3]={255.0,255.0,255.0}, iRender=kRenderNormalFloat:flAmount=16.0)
{
    
set_pev(iEntpev_renderfxiRenderFx)
    
set_pev(iEntpev_rendercolorflRenderColor)
    
set_pev(iEntpev_rendermodeiRender)
    
set_pev(iEntpev_renderamtflAmount)

PHP Code:
        switch(team)
        {
            case 
1SetRendering(idkRenderFxGlowShellFloat:{200.0,0.0,0.0})
            case 
2SetRendering(idkRenderFxGlowShellFloat:{0.0,0.0,200.0})
        } 
PHP Code:
public remove_glow(id)
{
    
SetRendering(id)


Last, you can do directly : switch(get_user_team(id)), so it would look like :

PHP Code:
        switch(  get_user_teamid )  )
        {
            case 
1SetRendering(idkRenderFxGlowShellFloat:{200.00.00.0})
            case 
2SetRendering(idkRenderFxGlowShellFloat:{0.00.0200.0})
        } 


-edit-
Found the old amx plugin, haven't look the code, may gives you ideas, may not
PHP Code:
/*
*    AMXMOD script.
*    (plugin_glowdamage.sma)
*    by mike_cao <[email protected]>
*    This file is provided as is (no warranties).
*
*    This plugin makes players glow briefly when 
*    damaged. There are team-based glow colors
*    as well as different colors for the amount
*    of damage dealt.
*
*    Use the cvar "amx_glowdamage_mode" in your amx.cfg
*    0 = off
*    1 = default glow damage
*    2 = team-based glow damage
*
*/ 

#include <amxmod>
#include <fun>

#define MAX_NAME_LENGTH 32
#define MAX_PLAYERS 32

// Admin access level
#define ACCESS_LEVEL ADMIN_LEVEL_A

// Color between shots (1=on, 0=off)
#define INTERMEDIATE_GLOW 0

new gGlow
new gGlowState[MAX_PLAYERS+1]

public 
admin_glowdamage(id)
{
    
// Check access level
    
if (!(get_user_flags(id)&ACCESS_LEVEL)) {
        
client_print(idprint_console,"[AMX] You have no access to that command")
        return 
PLUGIN_HANDLED
    
}
    
// Check arguments
    
if (read_argc() < 2) {
        
client_print(idprint_console,"[AMX] Usage: amx_glowdamage < 0 | 1 | 2 > [0=off,1=on,2=team-based]")
        return 
PLUGIN_HANDLED
    
}

    new 
sArg[MAX_NAME_LENGTH+1]
    
read_argv(1,sArg,MAX_NAME_LENGTH)
    
set_cvar_num("amx_glowdamage_mode",str_to_num(sArg))
    
    if ( 
equal(sArg,"0") ) {
        
client_print(id,print_console,"[AMX] Glow damage is now off")
        
msg_display("Glow Damage Disabled.",0,200,0)
    }
    else if ( 
equal(sArg,"1") ) {
        
client_print(id,print_console,"[AMX] Glow damage is now on")
        
msg_display("Glow Damage Enabled.",0,200,0)
    }
    else if ( 
equal(sArg,"2") ) {
        
client_print(id,print_console,"[AMX] Team-based glow damage is now on")
        
msg_display("Team-based Glow Damage Enabled.",0,200,0)
    }

    return 
PLUGIN_HANDLED
}

public 
msg_display(msg[],r,g,b)
{
    
set_hudmessage(r,g,b,0.05,0.65,2,0.02,10.0,0.01,0.1,2)
    
show_hudmessage(0,msg)
}

public 
player_glow_on(player,r,g,b,size)
{
    new 
Params[1]
    
Params[0] = player
    set_user_rendering
(player,kRenderFxGlowShell,r,g,b,kRenderNormal,size)
    
set_task(0.5,"player_glow_off",0,Params,1);
    return 
PLUGIN_CONTINUE
}

public 
player_glow_off(Params[])
{
    
set_user_rendering(Params[0])
    return 
PLUGIN_CONTINUE
}

public 
event_glowdamage()
{    
    new 
iRiGiBiSizeiColoriState
    
new iVictim read_data(0)
    new 
iDamage read_data(2)
    new 
sTeam[MAX_NAME_LENGTH+1]
    
    
gGlow get_cvar_num("amx_glowdamage_mode")

    
get_user_team(iVictim,sTeam,MAX_NAME_LENGTH);
    
iColor INTERMEDIATE_GLOW

    
if (iColor) {
        
iState gGlowState[iVictim]
        if(
iState) {
            
gGlowState[iVictim] = 0
        
} else {
            
gGlowState[iVictim] = 1
        
}
    }
    
    if (
gGlow && !iState) {
        
// Heavy damage
        
if (iDamage 30) {
            
iSize 20
            
// Team-based
            
if (gGlow == 2) {
                
// Team 1
                
if ( equal(sTeam,"TERRORIST") ) {
                    
iR 255
                    iG 
0
                    iB 
0
                
}
                
// Team 2
                
else if ( equal(sTeam,"CT") ) {
                    
iR 0
                    iG 
192
                    iB 
255
                
}
                
// Default
                
else {
                    
iR 255
                    iG 
128
                    iB 
0
                
}
            }
            
// Non team-based
            
else {
                
iR 255
                iG 
128
                iB 
0
            
}
        }
        
// Medium damage
        
else if (iDamage 20) {
            
iSize 10
            
// Team-based
            
if (gGlow == 2) {
                
// Team 1
                
if ( equal(sTeam,"TERRORIST") ) {
                    
iR 128
                    iG 
0
                    iB 
0
                
}
                
// Team 2
                
else if ( equal(sTeam,"CT") ) {
                    
iR 0
                    iG 
128
                    iB 
192
                
}
                
// Default
                
else {
                    
iR 255
                    iG 
96
                    iB 
0
                
}
            }
            
// Non team-based
            
else {
                
iR 255
                iG 
96
                iB 
0
            
}
        }
        
// Low damage
        
else if (iDamage 10) {
            
iSize 0
            
// Team-based
            
if (gGlow == 2) {
                
// Team 1
                
if ( equal(sTeam,"TERRORIST") ) {
                    
iR 64
                    iG 
0
                    iB 
0
                
}
                
// Team 2
                
else if ( equal(sTeam,"CT") ) {
                    
iR 0
                    iG 
64
                    iB 
128
                
}
                
// Default
                
else {
                    
iR 255
                    iG 
64
                    iB 
0
                
}
            }
            
// Non team-based
            
else {
                
iR 255
                iG 
64
                iB 
0
            
}
        }
    }
    
// Intermediate color
    
else if ( gGlow && iState ) {
        
iR 255
        iG 
255
        iB 
255
    
}
    
// Glow player
    
if (gGlow) {
        
player_glow_on(iVictim,iR,iG,iB,iSize)
    }
    return 
PLUGIN_CONTINUE;
}

public 
plugin_init()
{
    
register_plugin("Glow Damage","1.0","mike_cao")
    
register_clcmd("amx_glowdamage","admin_glowdamage",ACCESS_LEVEL,"amx_glowdamage < 0 | 1 | 2 >")
    
register_event("Damage","event_glowdamage","b","2!0","3=0","4!0")
    
register_cvar("amx_glowdamage_mode","1")
    return 
PLUGIN_CONTINUE

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Last edited by ConnorMcLeod; 03-16-2009 at 03:15.
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Satoko
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Join Date: Oct 2008
Location: Germany
Old 03-16-2009 , 11:57   Re: Damage Glow v1.1
Reply With Quote #6

well damage glow would be better to have it this way.

100 - 85% no glow, 85 - 60% green glow, 60 - 33% orange glow 33 - 1% red glow no matter what team he is.
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Starsailor
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Old 03-16-2009 , 13:00   Re: Damage Glow v1.2
Reply With Quote #7

v1.2 updated, thanks connor again
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ConnorMcLeod
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Old 03-16-2009 , 14:56   Re: Damage Glow v1.2
Reply With Quote #8

new Float:CTRenderColor[3]={0.0,0.0,200.0}

->

new const Float:CTRenderColor[3]={0.0,0.0,200.0}
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Starsailor
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Old 03-16-2009 , 15:16   Re: Damage Glow v1.2
Reply With Quote #9

with new const Float

Error: Argument type mismatch (argument 3) on line 50
Error: Argument type mismatch (argument 3) on line 51

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ConnorMcLeod
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Old 03-16-2009 , 15:22   Re: Damage Glow v1.2
Reply With Quote #10

Yeah i see, you would have to declare the array as const in the stock, so let it like it is now is just fine
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