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Aim vectors, detect impact, explosions


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moosewanted
Member
Join Date: May 2009
Old 05-30-2009 , 08:12   Aim vectors, detect impact, explosions
Reply With Quote #1

Hey,
I havn't really searched much on these matters as I normally would but I thought I may aswell.

Im basically creating a new weapon and asking for ideas on firing a rocket.

First I would create the rocket entity.

* What sort of movetype, TOSS?
* Should it be solid?
* The ent size
* Set the model

Then I would set the origin/rotation(so that it lines up with the direction the user is aiming in) - How would I do this?
PHP Code:
set_pev(g_ent_player_model[id], pev_aimentid
Then I would set the velocity- How would I do this?
PHP Code:
velocity_by_aim (idROCKET_SPEEDrocket_velocity
Then I would need to detect the impact origin of the rocket and make it explode - Any ideas on this?

On impact it would explode and cause damage in a radius - Using a sphere
PHP Code:
EngFunc_FindEntityInSphere 
And search for players?

Then the rocket would be deleted.




I understand that I can find most of this out by looking through plugins, but I have limited time and I intend to do it while waiting on this topic.

I appreciate any help.
Thanks

EDIT:Confused, this code works on a local server made by "create game" on the cs menu. But doesn't work when I put it on my server?

PHP Code:
#include <amxmodx>
#include <fakemeta>

#define MODEL_CLASSNAME "apache_rocket"
#define APACHE_ROCKET_MODEL_PATH "models/rpgrocket.mdl"
#define ROCKET_SPEED "800"

new g_rocket[33]

public 
plugin_precache()
{
    
engfunc(EngFunc_PrecacheModelAPACHE_ROCKET_MODEL_PATH)
}

public 
plugin_init()
{
    
register_concmd("fire_rocket","fm_fire_rocket")
}

public 
fm_fire_rocket(id)
{
    
g_rocket[id] = engfunc(EngFunc_CreateNamedEntityengfunc(EngFunc_AllocString"info_target"))
    
client_print(0print_chat"Create Named Enitiy")
    if(!
pev_valid(g_rocket[id])) return;

    
set_pev(g_rocket[id], pev_classnameMODEL_CLASSNAME)
    
client_print(0print_chat"Model Classname")
    
set_pev(g_rocket[id], pev_movetypeMOVETYPE_TOSS)
    
client_print(0print_chat"Movetype")
    
set_pev(g_rocket[id], pev_solidSOLID_BBOX)
    
client_print(0print_chat"SOLID BBOX")

    
engfunc(EngFunc_SetSize,g_rocket[id],Float:{-5.0,-5.0,-5.0},Float:{5.0,5.0,5.0})

    
set_pev(g_rocket[id], pev_ownerid)
    
client_print(0print_chat"owner")
    
engfunc(EngFunc_SetModelg_rocket[id], APACHE_ROCKET_MODEL_PATH)
    
client_print(0print_chat"MODEL")

    new 
Float:Origin[3]
    
pev(idpev_originOrigin)
    
Origin[2] = Origin[2] + 32
    engfunc
(EngFunc_SetOrigin,g_rocket[id],Origin)

    new 
Float:rocket_velocity[3]
    
velocity_by_aim (id800rocket_velocity)
    
client_print(0print_chat"VELOCITY")

    
set_pev(g_rocket[id], pev_velocityrocket_velocity)
    
client_print(0print_chat"set velocity")
    
set_task(5.0"remove_rocket"id)
    
client_print(0print_chat"Task")
}

public 
remove_rocket(id)
{
    
remove_task(id)
    
engfunc(EngFunc_RemoveEntityg_rocket[id])
    
client_print(0print_chat"Remove rocket")

Code is experimental.
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Arkshine
AMX Mod X Plugin Approver
Join Date: Oct 2005
Old 05-30-2009 , 09:11   Re: Aim vectors, detect impact, explosions
Reply With Quote #2

Quote:
Then I would need to detect the impact origin of the rocket and make it explode - Any ideas on this?

On impact it would explode and cause damage in a radius - Using a sphere
Use register_touch() : register_touch( MODEL_CLASSNAME, "*", "Event_RocketTouch" ); Event_RocketTouch will be called when the rocket touches something or someone. For the radius damage, you could try radius_damage().


Quote:
But doesn't work when I put it on my server?
Can you give more informations ?
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Last edited by Arkshine; 05-30-2009 at 09:16.
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moosewanted
Member
Join Date: May 2009
Old 05-30-2009 , 09:16   Re: Aim vectors, detect impact, explosions
Reply With Quote #3

Quote:
Originally Posted by arkshine View Post
Can you give more informations ?
hmm

amxx plugins shows it loaded perfectly fine
same as amxmodmenu pause plugins menu

The debug messages I added don't appear
No entity is created

It just doesn't work, nothing happens

This is the console when it does work on a local server:
Code:
BUILD 4554 SERVER (0 CRC)
Server # 2
   VAC secure mode disabled.
L 05/30/2009 - 14:16:12: [admin.amxx] Login: "mystyle. >> moosewanted<11><STEAM_ID_LAN><>" became an admin (account "loopback") (access "abcdefghijklmnopqrstu") (address "loopback")
mystyle. >> moosewanted connected
mystyle. >> moosewanted is joining the Counter-Terrorist force
Scoring will not start until both teams have players
Type 'amx_langmenu' in the console to display a menu where you can choose your language
] fire_rocket
Type 'amx_help' in the console to see available commands
Time Left: 19:42 min. Next Map: cs_assault
Create Named Enitiy
Model Classname
Movetype
SOLID BBOX
owner
MODEL
VELOCITY
set velocity
Screenshot:



This is on my hosted server:
Code:
 [ 23] unknown                 unknown     unknown           rocket_test2.am  running
Code:
] fire_rocket
] fire_rocket 
] fire_rocket  
] fire_rock
basically doesn't do anything

Last edited by moosewanted; 05-30-2009 at 09:23.
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Arkshine
AMX Mod X Plugin Approver
Join Date: Oct 2005
Old 05-30-2009 , 09:20   Re: Aim vectors, detect impact, explosions
Reply With Quote #4

When you write the command in the console ( in-game ) nothing happens ? If so try to use register_clcmd() instead.
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moosewanted
Member
Join Date: May 2009
Old 05-30-2009 , 09:22   Re: Aim vectors, detect impact, explosions
Reply With Quote #5

Quote:
Originally Posted by arkshine View Post
When you write the command in the console ( in-game ) nothing happens ? If so try to use register_clcmd() instead.
I have tried this aswell
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Old 05-30-2009, 09:42
moosewanted
This message has been deleted by moosewanted. Reason: I named the .amxx wrong.
Arkshine
AMX Mod X Plugin Approver
Join Date: Oct 2005
Old 05-30-2009 , 09:50   Re: Aim vectors, detect impact, explosions
Reply With Quote #6

Plugin File open error = the compiled plugin *.amxx is not provided in plugins/ or the name provided in plugins.ini is not the same as the name in plugins/
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moosewanted
Member
Join Date: May 2009
Old 05-30-2009 , 09:51   Re: Aim vectors, detect impact, explosions
Reply With Quote #7

Quote:
Originally Posted by arkshine View Post
Plugin File open error = the compiled plugin *.amxx is not provided in plugins/ or the name provided in plugins.ini is not the same as the name in plugins/
I just worked that out, but yeh, the same problem exists.
Now the plugin doesn't work with a listen server or a hosted server with: register_clcmd()
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Arkshine
AMX Mod X Plugin Approver
Join Date: Oct 2005
Old 05-30-2009 , 09:57   Re: Aim vectors, detect impact, explosions
Reply With Quote #8

Saying it doesn't work, it doesn't help at all.

Make sure the plugin is loaded. The right plugin.
If loaded, where do you type the command ?
Are there errors in logs ?

You should see your debug, if not, it's not the right plugin.
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moosewanted
Member
Join Date: May 2009
Old 05-30-2009 , 10:15   Re: Aim vectors, detect impact, explosions
Reply With Quote #9

Quote:
Originally Posted by arkshine View Post
Saying it doesn't work, it doesn't help at all.

Make sure the plugin is loaded. The right plugin.
If loaded, where do you type the command ?
Are there errors in logs ?

You should see your debug, if not, it's not the right plugin.
The plugin is loaded, the right one is loaded.
I type the command in the console.
Error logs? no? I'll go read the debugging plugins wiki, when it loads...
There are no debug messages.

See the 3rd post for the definition of: it doesn't work
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Arkshine
AMX Mod X Plugin Approver
Join Date: Oct 2005
Old 05-30-2009 , 11:30   Re: Aim vectors, detect impact, explosions
Reply With Quote #10

You must use the console in-game since you use register_clcmd().
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