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shadow.hk
Senior Member
Join Date: Dec 2008
Location: WA, Australia
Old 06-25-2009 , 10:29   Slay by SteamID
Reply With Quote #1

There's probably an obvious reason why this doesn't work, but if anyone could point it out, I'd be extremely grateful

I think the functions are fine, I'm just unsure on how to register the right SteamID.

PHP Code:
#pragma semicolon 1
#include <amxmodx>
#include <hamsandwich>
#define PLUGIN "Slay SteamID"
#define VERSION "0.1"
#define AUTHOR "shadow.hk"
new const SteamID[] = "STEAM_0:0:20240517";
new 
bool:g_iSlay[33], mdlGibssprWhitesprSmokesprLightsprFireg_msgShake;
public 
plugin_precache()
{
 
precache_sound("ambience/thunder_clap.wav");
 
 
mdlGibs precache_model("models/hgibs.mdl");
 
sprWhite precache_model("sprites/white.spr");
 
sprSmoke precache_model("sprites/steam1.spr");
 
sprLight precache_model("sprites/lgtning.spr");
 
sprFire precache_model("sprites/explode1.spr");
}
public 
plugin_init()
{
 
register_plugin(PLUGINVERSIONAUTHOR);
 
 
g_msgShake get_user_msgid("ScreenShake");
 
 
RegisterHam(Ham_Spawn,"player","fwdSpawnPlayer",1);
}
public 
client_authorized(id)
{
 new 
AuthID[64];
 
get_user_authid(id,AuthID,charsmax(AuthID));
 
 if(
equal(AuthID,SteamID))
  
g_iSlay[id] = true;
}
public 
fwdSpawnPlayer(id)
{
 if(
g_iSlay[id])
 {
  static 
name[32];
  
get_user_name(id,name,charsmax(name));
 
  
client_print(0,print_center,"%s was slain for being %s...");
  
slay_lightning(id);
 }
 
 return 
HAM_IGNORED;
}
slay_lightning(index)
{
 new 
iOrigin[3];
 
get_user_origin(indexiOrigin);
 
iOrigin[2]=iOrigin[2]-26;
 
 
message_begin(MSG_ONE,g_msgShake,{0,0,0},index);
 
write_short(1<<14);  // shake amount
 
write_short(1<<14);  // shake lasts this long
 
write_short(1<<14);  // shake noise frequency
 
message_end();
 
 
message_begin(MSG_BROADCAST,SVC_TEMPENTITY,{0,0,0});
 
write_byte(107);  // spherical shower of models, picks from set
 
write_coord(iOrigin[0]); // pos
 
write_coord(iOrigin[1]); 
 
write_coord(iOrigin[2]);
 
write_coord(175);  // (velocity)
 
write_short(mdlGibs);  // (model index)
 
write_short(25);  // (count)
 
write_byte(100);  // (life in 0.1's)
 
message_end();
 
 
slay_explode(iOrigin);
 
message_begin(MSG_BROADCASTSVC_TEMPENTITY);
 
write_byte(TE_BEAMPOINTS);
 
write_coord(iOrigin[0]);
 
write_coord(iOrigin[1]);
 
write_coord(iOrigin[2]);
 
write_coord(iOrigin[0]+150);
 
write_coord(iOrigin[1]+150);
 
write_coord(iOrigin[2]+400);
 
write_short(sprLight);
 
write_byte(1);
 
write_byte(5);
 
write_byte(2);
 
write_byte(20);
 
write_byte(30);
 
write_byte(200);
 
write_byte(200);
 
write_byte(200);
 
write_byte(200);
 
write_byte(200);
 
message_end();
 
 
message_begin(MSG_PVSSVC_TEMPENTITYiOrigin);
 
write_byte(TE_SPARKS);
 
write_coord(iOrigin[0]);
 
write_coord(iOrigin[1]);
 
write_coord(iOrigin[2]);
 
message_end();
 
 
message_begin(MSG_BROADCASTSVC_TEMPENTITY);
 
write_byte(TE_SMOKE);
 
write_coord(iOrigin[0]);
 
write_coord(iOrigin[1]);
 
write_coord(iOrigin[2]);
 
write_short(sprSmoke);
 
write_byte(15);
 
write_byte(10);
 
message_end();
 
 
emit_sound(indexCHAN_AUTO"ambience/thunder_clap.wav"1.0ATTN_NORM0PITCH_NORM);
 
user_silentkill(index);
}
slay_explode(vec1[3])
{
 
message_begin(MSG_BROADCAST,SVC_TEMPENTITY,vec1);
 
write_byte(21);
 
write_coord(vec1[0]);
 
write_coord(vec1[1]);
 
write_coord(vec1[2] + 16);
 
write_coord(vec1[0]);
 
write_coord(vec1[1]);
 
write_coord(vec1[2] + 1936);
 
write_short(sprWhite);
 
write_byte(0);  // startframe 
 
write_byte(0);  // framerate 
 
write_byte(3);  // life 2
 
write_byte(20);  // width 16 
 
write_byte(0);  // noise 
 
write_byte(188); // r 
 
write_byte(220); // g 
 
write_byte(255); // b 
 
write_byte(255); // brightness 
 
write_byte(0);  // speed 
 
message_end();
 
 
message_begin(MSG_BROADCAST,SVC_TEMPENTITY);
 
write_byte(12);
 
write_coord(vec1[0]);
 
write_coord(vec1[1]);
 
write_coord(vec1[2]);
 
write_byte(188); // byte (scale in 0.1's) 188 
 
write_byte(10);  // byte (framerate) 
 
message_end();
 
 
message_begin(MSG_BROADCAST,SVC_TEMPENTITY,vec1);
 
write_byte(3);
 
write_coord(vec1[0]);
 
write_coord(vec1[1]);
 
write_coord(vec1[2]);
 
write_short(sprFire);
 
write_byte(65);  // byte (scale in 0.1's) 188 
 
write_byte(10);  // byte (framerate) 
 
write_byte(0);  // byte flags 
 
message_end();
 
 
message_begin(MSG_BROADCAST,SVC_TEMPENTITY,vec1);
 
write_byte(5);
 
write_coord(vec1[0]);
 
write_coord(vec1[1]);
 
write_coord(vec1[2]);
 
write_short(sprSmoke);
 
write_byte(50);
 
write_byte(10);
 
message_end();

Oh, and any reason why, when I paste the code from the AMXX-Studio that it loses it's indentation?
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