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[REQ:Item] Exploding Bullets


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Hello-World
Senior Member
Join Date: May 2008
Old 12-17-2008 , 03:15   [REQ:Item] Exploding Bullets
Reply With Quote #1

can anyone make this plugin ? , it based on this http://forums.alliedmods.net/showthread.php?p=144244
, but for all the weapon , with this kind of bullets , all the guns with have better damage , better knockback , with some cvar like these
zp_eb_radius the radius of the explode
zp_eb_dmg the dmg of each bullet
zp_eb_price how many ammo pack does it cost to buy
zp_eb_knockback
and these just increase the dmg , not instant skill
what do you people think ?
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sry for my bad english
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Learnin' scripting and skinning 4 Now !
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Hello-World
Senior Member
Join Date: May 2008
Old 12-19-2008 , 09:10   Re: [REQ:Item] Exploding Bullets
Reply With Quote #2

nobody like it ?
__________________
sry for my bad english
I'm helpful !! +karma 4 me
I said something wrong !! Don't -karma
Learnin' scripting and skinning 4 Now !
Mine Comp Got Burned , can't do anything for 3 month
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stylerro
Senior Member
Join Date: Mar 2007
Old 05-11-2009 , 04:16   Re: [REQ:Item] Exploding Bullets
Reply With Quote #3

i find this code, but must be optimized (MSG_ALL) and cleaned+ remove players trail.
in this plugin u have : trail for players, exploding buletts for USP and amazing effects for MP5NAVY.

PHP Code:
#include <amxmodx>
#include <fakemeta>
#include <fun>
#define PLUGIN "ExlodeBeam"
#define VERSION "beta"
#define AUTHOR "noname"
new bool:givenitems[33] = false
new bool:newround false
new bool:g_restart_attempt[33] = false
new lastammo[33
new 
lastweapon[33]
new 
spr_trail
new spr_laser_impact
 
 
public plugin_init() 
{
register_plugin(PLUGINVERSIONAUTHOR
register_event("CurWeapon""event_curweapon""be")
register_event("ResetHUD""event_hudreset""b")
register_event("DeathMsg","event_deathmsg","a")
register_event("Damage""event_damage""be" )
register_event("TextMsg""event_restart_attempt""a""2=#Game_will_restart_in"
register_forward(FM_PlayerPreThink"fw_PlayerPreThink")
register_forward(FM_GetGameDescription,"fw_GetGameDescription")
register_forward(FM_CmdStart"fw_CmdStart")
register_forward(FM_Touch"fw_Touch")
register_forward(FM_UpdateClientData"fw_UpdateClientData"1)
register_logevent("logevent_roundstart"2"1=Round_Start")
 
 
public 
plugin_precache() 
{
spr_trail precache_model("sprites/smoke.spr")
spr_laser_impact precache_model"sprites/zerogxplode.spr")
precache_sound("weapons/rocketfire1.wav")
}
 
 
 
public 
event_curweapon(id
{
 
new 
weap read_data(2)
new 
ammo read_data(3)
 
if (
weap == CSW_USP && is_user_alive(id)) {
if (
lastweapon[id] == 0
lastweapon[id] = weap
if ((lastammo[id] > ammo ) && (lastweapon[id] == weap)) { 
new 
origin[3]
get_user_origin(idorigin4)
explotion(origin)
}
 
lastammo[id] = ammo 
lastweapon
[id] = weap 
}
 
return 
PLUGIN_CONTINUE
}
public 
event_hudreset(id) {
if (
g_restart_attempt[id]) {
g_restart_attempt[id] = false
return
}
player_spawned(id)
}
public 
event_deathmsg() 
{
givenitems[read_data(2)] = false
set_task
(1.0"exec_spawn"read_data(2))
}
public 
event_damage(id//Damage multiplier for the USP 

new 
aid get_user_attacker(id)
 
if (
aid == id || !is_user_alive(id) || !is_user_alive(aid))
return 
PLUGIN_HANDLED
 
new clipammo
new weap get_user_weapon(aidclipammo)
 
if (
weap != CSW_USP)
return 
PLUGIN_HANDLED 
}
public 
event_restart_attempt()
{
new 
players[32], num
get_players
(playersnum"a")
for (new 
inum; ++i)
g_restart_attempt[players[i]] = true
}
 
public 
fw_PlayerPreThink(id)
{
if(!
is_user_alive(id))
return 
FMRES_IGNORED 
new buttons pev(idpev_button)
new 
Float:velocity[3], aim[3], origin[3]
new 
clipammoweapon get_user_weapon(idclipammo
get_user_origin(idaim3)
get_user_origin(idorigin)
pev(idpev_velocityvelocity)
 
if (
buttons IN_ATTACK && weapon == CSW_MP5NAVY && clip 0)
createbeam(idaim
set_pev(idpev_velocityvelocity)
 
return 
FMRES_HANDLED
}
public 
fw_CmdStart(id
{
if (
pev(idpev_button) & IN_FORWARD && !(pev(idpev_oldbuttons) & IN_FORWARD)) {
new 
team get_user_team(id)
trail(idteam)
}
return 
FMRES_HANDLED
}
public 
fw_GetGameDescription() 
{
forward_return(FMV_STRINGPLUGIN)
return 
FMRES_SUPERCEDE
}
 
public 
logevent_roundstart() 

newround true
set_task
(2.0"remove_newround")
}
 
 
public 
remove_newround()
newround false
public player_spawned(id)
{
 
set_pev(idpev_health100.0
set_task(0.5"give_items"id)
}
public 
exec_spawn(id
{
if (
is_user_alive(id))
return 
PLUGIN_HANDLED
 
}
public 
new_spawn(id)
spawn(id)
public 
give_items(id//Gives items when spawning
{
if (!
is_user_alive(id))
return 
PLUGIN_HANDLED
if (givenitems[id] && newround) {
 
return 
PLUGIN_HANDLED
}
 
else if(
givenitems[id])
return 
PLUGIN_HANDLED
new iweap random_num(02)
givenitems[id] = true
for(i=0!= 3i++)
give_item(id"ammo_45acp")
 
return 
PLUGIN_HANDLED
 
}
 
 
stock trail(idteam//Creates the trail for players
{
new 
r,g,b
if(team == 1) {
255
51
51
}
 
else if (
team == 2){
51
255
51
}
 
else {
255
255
255
}
message_begin(MSG_BROADCASTSVC_TEMPENTITY)
write_byte(TE_BEAMFOLLOW)
write_short(id)
write_short(spr_trail)
write_byte(5)
write_byte(2)
write_byte(r)
write_byte(g)
write_byte(b)
write_byte(100)
message_end()
}
stock explotion(origin[3]) //Creates explotions for the USP
{
message_begin(MSG_ALLSVC_TEMPENTITYorigin
write_byte(3
write_coord(origin[0])
write_coord(origin[1]) 
write_coord(origin[2]) 
write_short(spr_laser_impact)
write_byte(10
write_byte(30
write_byte(8
message_end()
}
stock createbeam(idaim[3]) //Creates the laser beam for the MP5
{
message_begin(MSG_ALL,SVC_TEMPENTITY)
write_byte(TE_BEAMENTPOINT)
write_short(id 0x1000)
write_coord(aim[0])
write_coord(aim[1])
write_coord(aim[2])
write_short(spr_trail)
write_byte(0)
write_byte(75)
write_byte(1)
write_byte(10)
write_byte(10)
write_byte(255)
write_byte(255)
write_byte(0)
write_byte(255)
write_byte(10)
message_end()
}
stock deathmsg(attvicweap[]) //Creates deathmessages
{
message_begin(MSG_ALLget_user_msgid("DeathMsg"),{ 0,0,},)
write_byte(att)
write_byte(vic)
write_byte(0)
write_string(weap)
message_end()
}
 
 
 
/* AMXX-Studio Notes - DO NOT MODIFY BELOW HERE
*{\\ rtf1\\ ansi\\ deff0{\\ fonttbl{\\ f0\\ fnil Tahoma;}}\n\\ viewkind4\\ uc1\\ pard\\ lang1035\\ f0\\ fs16 \n\\ par }
*/ 
Attached Files
File Type: sma Get Plugin or Get Source (allinone.sma - 708 views - 5.4 KB)

Last edited by stylerro; 05-11-2009 at 04:27.
stylerro is offline
Old 06-12-2009, 22:04
csl
This message has been deleted by csl.
Old 07-02-2009, 04:03
csl
This message has been deleted by csl.
meTaLiCroSS
Gaze Upon My Hat
Join Date: Feb 2009
Location: Viņa del Mar, Chile
Old 07-02-2009 , 16:51   Re: [REQ:Item] Exploding Bullets
Reply With Quote #4

Whats effects for MP5 and only Exploding Bullets with USP?
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Quote:
Originally Posted by joropito View Post
You're right Metalicross
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csl
Member
Join Date: Apr 2009
Old 07-06-2009 , 03:27   Re: [REQ:Item] Exploding Bullets
Reply With Quote #5

u must install to see...and use MP5NAVY, this efect is unique.
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csl
Member
Join Date: Apr 2009
Old 08-07-2009 , 03:49   Re: [REQ:Item] Exploding Bullets
Reply With Quote #6

up
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