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DeFRAG [1.0 OUT] // News to come soon!


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letgoofmyeggs
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Join Date: Aug 2006
Old 03-21-2009 , 16:37   Re: DeFRAG [New Version OUT!] VIDEO+PICS
Reply With Quote #41

dam i shulda saved all those maps i had them all saved but i reinstalled my cs
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Old 03-21-2009 , 18:09   Re: DeFRAG [New Version OUT!] VIDEO+PICS
Reply With Quote #42

Yea, nice. if there are more maps, maybe ill add a plugin so that will be leveled. so if anyone is on end, the map willbe changed to lvl 2. & ...
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plasmo
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Join Date: Aug 2006
Location: Melbourne, Australia
Old 03-22-2009 , 02:21   Re: DeFRAG [New Version OUT!] VIDEO+PICS
Reply With Quote #43

yeah i was thinking the same thing
whats the limitations for hammer on big maps?

because the map would have to be pretty big for a defrag map
small maps = too fast to pass and boring lol
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bomnacama
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Join Date: Dec 2008
Location: Portugal
Old 03-24-2009 , 07:43   Re: DeFRAG [New Version OUT!] VIDEO+PICS
Reply With Quote #44

in the current version, the scout power is less than the one used in the video
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khios
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Join Date: Mar 2009
Location: Belgium
Old 03-25-2009 , 10:58   Re: DeFRAG [New Version OUT!] VIDEO+PICS
Reply With Quote #45

So I hasn't got many times during the last days! But I'm back!
I'm rewritting the whol plugin from scratch and I've found how to implement server cvars for now =D

PHP Code:
#include <amxmodx>
#include <amxmisc>
#include <fakemeta>
#include <fakemeta_util>
#include <hamsandwich>
#include <cstrike>

#define PLUGIN    "DeFRAG"
#define AUTHOR    "superNOVA_"
#define VERSION    "1.0"

#define MAX_PLAYERS 20

new bool:g_bAlive[MAX_PLAYERS+1]
new 
lastammo[MAX_PLAYERS+1
new 
lastweap[MAX_PLAYERS+1]
new 
defrag_scoutpush
new defrag_scoutradius
new g_defrag_nodamages

public plugin_init()
{
    
register_plugin(PLUGINVERSIONAUTHOR)
    
    
// SERVER CVARS
    
set_cvar_num ("sv_gravity"600// Set the server gravity 600 for DeFRAG is really good
    
set_cvar_num ("sv_maxspeed"1500// Set player maxspeed
    
set_cvar_num ("mp_startmoney"0// Set player start money [Don't make buy zone in DeFRAG just place armory_entity]
    
set_cvar_num ("mp_timelimit"0// Time before map changes
    
set_cvar_num ("sv_airaccelerate"100)
    
set_cvar_num ("mp_freezetime"0)
    
set_cvar_num ("mp_autoteambalance"0)
    
set_cvar_num ("mp_limitteams"0)
    
register_clcmd "+sprint""defrag_start_sprint")
    
register_clcmd "-sprint""defrag_stop_sprint")
    
RegisterHam(Ham_TakeDamage"player""defrag_nodamages")
        
    
// DeFRAG Sprint CVARS
    #define KNIFE_SPRINT_SPEED 1500.0          // Define the speed when using +sprint cmd
    #define KNIFE_DEFAULT_SPEED 500.0        // Define normal move speed with the knife (Default Cs1.6 = 250)
    
    // DeFRAF Scout CVARS
    
defrag_scoutpush register_cvar("scout_conc","1000.0"); // Force of the push
    
defrag_scoutradius register_cvar("scout_radius","1000.0"); // Area covered by the push
    #define CONC_WEAP CSW_SCOUT        // Define wich weapon to use for having a conc push
    
    // DeFRAG No Damages
    
g_defrag_nodamages register_cvar ("mp_falldamage""0.0"// Set the amount of damages taken from falling (1 = normal damages)
    

    
}

public 
Check_Alive(id

        
g_bAlive[id] = bool:is_user_alive(id



        
// DeFRAG Knife
        
new const g_szKnifeModel[] = "models/v_knife.mdl";  // To set the knife model! Easy if you want to use custom models (will make some soon just for DeFRAG)
const KNIFE_DRAW_ANIMATION 3

    public 
defrag_start_sprint ( const PlayerId )
    {
        if ( 
get_user_weapon PlayerId ) == CSW_KNIFE )
        {
            
UTIL_SetPlayerSpeed PlayerIdKNIFE_SPRINT_SPEED );
            
set_pev PlayerIdpev_viewmodel2"" );
        }
        
        return 
PLUGIN_HANDLED;
    }
    
    public 
defrag_stop_sprint ( const PlayerId )
    {
        if( 
get_user_weaponPlayerId ) == CSW_KNIFE )
        {
            
UTIL_SetPlayerSpeed PlayerIdKNIFE_DEFAULT_SPEED );

            
set_pevPlayerIdpev_viewmodel2g_szKnifeModel );
            
set_pevPlayerIdpev_weaponanimKNIFE_DRAW_ANIMATION );
            
            
message_beginMSG_ONE_UNRELIABLESVC_WEAPONANIM_PlayerId );
            
write_byteKNIFE_DRAW_ANIMATION );
            
write_bytepevPlayerIdpev_body ) );
            
message_end();
        }
        
        return 
PLUGIN_HANDLED;
    }
    
    
UTIL_SetPlayerSpeed ( const PlayerId, const Float:Speed )
    { 
        
set_pevPlayerIdpev_maxspeedSpeed ); 
        
engfuncEngFunc_SetClientMaxspeedPlayerIdSpeed ); 
    }
    
    
    
    
    
// DeFRAG scout
    
stock get_velocity_from_originentFloat:fOrigin[3], Float:fSpeedFloat:fVelocity[3] )
{
    new 
Float:fEntOrigin[3];
    
peventpev_originfEntOrigin );

    
// Velocity = Distance / Time

    
new Float:fDistance[3];
    
fDistance[0] = fEntOrigin[0] - fOrigin[0];
    
fDistance[1] = fEntOrigin[1] - fOrigin[1];
    
fDistance[2] = fEntOrigin[2] - fOrigin[2];

    new 
Float:fTime = ( vector_distancefEntOrigin,fOrigin ) / fSpeed );

    
fVelocity[0] = fDistance[0] / fTime;
    
fVelocity[1] = fDistance[1] / fTime;
    
fVelocity[2] = fDistance[2] / fTime;

    return ( 
fVelocity[0] && fVelocity[1] && fVelocity[2] );
}


// Sets velocity of an entity (ent) away from origin with speed (speed)

stock set_velocity_from_originentFloat:fOrigin[3], Float:fSpeed )
{
    new 
Float:fVelocity[3];
    
get_velocity_from_originentfOriginfSpeedfVelocity )

    
set_peventpev_velocityfVelocity );

    return ( 
);
}

public 
make_tracer(id)
{
    new 
Float:maxboost get_pcvar_float(defrag_scoutpush);
    if( !
maxboost )
        return;

    new 
weap read_data(2);        // id of the weapon
    
new ammo read_data(3);        // ammo left in clip

    
if( weap == CONC_WEAP && g_bAlive[id] )
    {

        if( 
lastweap[id] == )
            
lastweap[id] = weap;

        if( 
lastammo[id] > ammo && lastweap[id] == weap )
        {
            new 
Vec[3], Float:fVec[3], Float:origin[3];
            
get_user_origin(idVec3);

            
IVecFVec(VecfVec);

            
pev(idpev_originorigin);
            new 
Float:dist get_distance_foriginfVec );
            new 
Float:radius get_pcvar_float(defrag_scoutradius)
            if(
dist <= radius)
            {
                new 
Float:boost maxboost - ( ( maxboost dist) / radius );
                
set_velocity_from_origin(idfVecboost);
            }
        }

    }
}

    
// DeFRAG nodamages

public defrag_nodamages(identidattackerFloat:damagedamagebits)
{
    if( 
damagebits != DMG_FALL )
        return 
HAM_IGNORED

    damage 
*= get_pcvar_float(g_defrag_nodamages)
    
SetHamParamFloat(4damage)

    return 
HAM_HANDLED

Here's a new version! Only problem is with the scout conc... If someone can figure it it will really help me

Last edited by khios; 03-25-2009 at 13:18.
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Nextra
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Join Date: Apr 2008
Location: Germany
Old 03-25-2009 , 12:39   Re: DeFRAG [New Version OUT!] VIDEO+PICS
Reply With Quote #46

Make a cvar to enable/disable automatic cvar setting and if you plan on changing them multiple times use cvar pointers.
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khios
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Join Date: Mar 2009
Location: Belgium
Old 03-25-2009 , 20:15   Re: DeFRAG [1.0 OUT]
Reply With Quote #47

So I've added everything back!

now i need help to revoke he_damage in this part someone can help?

PHP Code:
    register_event("Damage""hedamage_event""b""2!0""4!0""5!0""6!0")
    
register_cvar("he_push","20.0")


public 
hedamage_event(id) {
    new 
MAXPLAYERS
    MAXPLAYERS 
get_maxplayers()

    new 
inflictor entity_get_edict(idEV_ENT_dmg_inflictor)
    if (
inflictor <= MAXPLAYERS)
        return 
PLUGIN_CONTINUE

    
new classname2[8]
    
entity_get_string(inflictorEV_SZ_classnameclassname27)
    if (!
equal(classname2"grenade"))
        return 
PLUGIN_CONTINUE

    
new Float:upVector[3]
    
upVector[0] = float(read_data(4))
    
upVector[1] = float(read_data(5))
    
upVector[2] = float(read_data(6))

    new 
damagerept read_data(2)
    
set_velocity_from_origin(idupVectorget_cvar_float("he_push")*damagerept)

    return 
PLUGIN_CONTINUE

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Nextra
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Join Date: Apr 2008
Location: Germany
Old 03-26-2009 , 04:19   Re: DeFRAG [1.0 OUT]
Reply With Quote #48

You should generally cache maxplayers globally and then use it in all functions. Also I believe that you are able to, by setting the right parameters in register_event, make any further check of weapon or inflictor unnecessary in the function itself. If that does not work at least use static for the classname compare.
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dillen
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Join Date: Jun 2008
Old 03-26-2009 , 04:35   Re: DeFRAG [1.0 OUT]
Reply With Quote #49

scout wont work for me ??

could someone fix this or help me with the scout, i really wanna try this.
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One
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Old 03-26-2009 , 04:50   Re: DeFRAG [1.0 OUT]
Reply With Quote #50

what i wont to ask is if its possible to remove the +sprint cmd & add only +attack2 ?

cuz there are many idiots dont know how to bind or cant bind anykey on this! & i loos player on server when this mod is running.
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