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Slaylosers help!


  
 
 
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IcaCat
Junior Member
Join Date: Nov 2009
Old 11-08-2009 , 05:33   Slaylosers help!
Reply With Quote #1

Hello

Im new in scripting on the pawn language and i need help about plugin called slaylosers.
In
Code:
#include <amxmodx> 
#include <amxmisc>
 
new white
new lightning
new g_sModelIndexSmoke
 
public plugin_init(){ 
 
    register_plugin("AMX Slay Losers","1.0","[email protected]") 
    register_event("SendAudio","end_round","a","2=%!MRAD_terwin","2=%!MRAD_ctwin","2=%!MRAD_rounddraw") 
 
    register_cvar("mp_slaylosers","1",FCVAR_SERVER)
 
    return PLUGIN_CONTINUE 
} 
 
public end_round(){
 
    // Only active if CVAR is not equal to 0
    if( get_cvar_num("mp_slaylosers") ){
        new parm[32] 
        new len = read_data(2,parm,31) 
        set_task(1.0,"slay_those_losers",0,parm, len + 1)
    }
 
    return PLUGIN_CONTINUE
}
// Slays each player who failed to stop the other team from completing the objective.
// A random slay method is chosen for each player.
public slay_those_losers(parm[]) { 
 new origin[3], srco[3]
 new player[32], playersnum 
 new id
 
 get_players(player,playersnum,"ea",(parm[7] == 't') ? "CT" : "TERRORIST" ) 
 
 for(new i = 0; i < playersnum; ++i){ 
  id = player[i] 
  get_user_origin(id,origin)   
  origin[2] -= 26
  srco[0]=origin[0]+150
  srco[1]=origin[1]+150
  srco[2]=origin[2]+800
  switch(random_num(1,3)){ 
   case 1:{
    slay_lightning(srco,origin)
    emit_sound(id,CHAN_ITEM, "ambience/thunder_clap.wav", 1.0, ATTN_NORM, 0, PITCH_NORM)
   }
   case 2:{
    slay_blood(origin)
    emit_sound(id,CHAN_ITEM, "weapons/headshot2.wav", 1.0, ATTN_NORM, 0, PITCH_NORM)
   }
   case 3: {
    slay_explode(origin)
    emit_sound(id,CHAN_ITEM, "weapons/explode3.wav", 1.0, ATTN_NORM, 0, PITCH_NORM)
   }
  }
                  set_hudmessage(178, 14, 41, -1.0, -0.4, 1, 0.5, 1.7, 0.2, 0.2,5);
  show_hudmessage(id, "Objective Failed^nFailure Is Not An Option^nYou Die Now" );
  user_kill(id,1) 
 } 
} 
 
slay_explode(vec1[3]) { 
 // blast circles 
 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( white ) 
 write_byte( 0 ) // startframe 
 write_byte( 0 ) // framerate 
 write_byte( 2 ) // life 
 write_byte( 16 ) // width 
 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()
 //Explosion2 
 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) 
 write_byte( 10 ) // byte (framerate) 
 message_end()
 //Smoke 
 message_begin( MSG_BROADCAST,SVC_TEMPENTITY,vec1) 
 write_byte( 5 ) 
 write_coord(vec1[0]) 
 write_coord(vec1[1]) 
 write_coord(vec1[2]) 
 write_short( g_sModelIndexSmoke ) 
 write_byte( 2 )  
 write_byte( 10 )  
 message_end()
} 
slay_blood(vec1[3]) { 
 //LAVASPLASH 
 message_begin( MSG_BROADCAST,SVC_TEMPENTITY) 
 write_byte( 10 ) 
 write_coord(vec1[0]) 
 write_coord(vec1[1]) 
 write_coord(vec1[2]) 
 message_end() 
} 
slay_lightning(vec1[3],vec2[3]) { 
 //Lightning 
 message_begin( MSG_BROADCAST,SVC_TEMPENTITY) 
 write_byte( 0 ) 
 write_coord(vec1[0]) 
 write_coord(vec1[1]) 
 write_coord(vec1[2]) 
 write_coord(vec2[0]) 
 write_coord(vec2[1]) 
 write_coord(vec2[2]) 
 write_short( lightning ) 
 write_byte( 1 ) // framestart 
 write_byte( 5 ) // framerate 
 write_byte( 2 ) // life 
 write_byte( 20 ) // width 
 write_byte( 30 ) // noise 
 write_byte( 200 ) // r, g, b 
 write_byte( 200 ) // r, g, b 
 write_byte( 200 ) // r, g, b 
 write_byte( 200 ) // brightness 
 write_byte( 200 ) // speed 
 message_end()
 //Sparks 
 message_begin( MSG_PVS, SVC_TEMPENTITY,vec2) 
 write_byte( 9 ) 
 write_coord( vec2[0] ) 
 write_coord( vec2[1] ) 
 write_coord( vec2[2] ) 
 message_end()
 //Smoke     
 message_begin( MSG_BROADCAST,SVC_TEMPENTITY,vec2) 
 write_byte( 5 ) 
 write_coord(vec2[0]) 
 write_coord(vec2[1]) 
 write_coord(vec2[2]) 
 write_short( g_sModelIndexSmoke ) 
 write_byte( 10 )  
 write_byte( 10 )  
 message_end()
}
 
public plugin_precache() {
 
 g_sModelIndexSmoke = precache_model("sprites/steam1.spr")
 lightning = precache_model("sprites/lgtning.spr")
 white = precache_model("sprites/white.spr")
 precache_sound( "ambience/thunder_clap.wav")
 precache_sound( "weapons/headshot2.wav")
 precache_sound( "weapons/explode3.wav")
 
 return PLUGIN_CONTINUE
}
I have added
Code:
client_print(id, print_chat, "my message")
so it looked like that
Code:
#include <amxmodx> 
#include <amxmisc>
 
new white
new lightning
new g_sModelIndexSmoke
 
public plugin_init(){ 
 
    register_plugin("AMX Slay Losers","1.0","[email protected]") 
    register_event("SendAudio","end_round","a","2=%!MRAD_terwin","2=%!MRAD_ctwin","2=%!MRAD_rounddraw") 
 
    register_cvar("mp_slaylosers","1",FCVAR_SERVER)
 
    return PLUGIN_CONTINUE 
} 
 
public end_round(){
 
    // Only active if CVAR is not equal to 0
    if( get_cvar_num("mp_slaylosers") ){
        new parm[32] 
        new len = read_data(2,parm,31) 
        set_task(1.0,"slay_those_losers",0,parm, len + 1)
    }
 
    return PLUGIN_CONTINUE
}
// Slays each player who failed to stop the other team from completing the objective.
// A random slay method is chosen for each player.
public slay_those_losers(parm[]) { 
 new origin[3], srco[3]
 new player[32], playersnum 
 new id
 
 get_players(player,playersnum,"ea",(parm[7] == 't') ? "CT" : "TERRORIST" ) 
 
 for(new i = 0; i < playersnum; ++i){ 
  id = player[i] 
  get_user_origin(id,origin)   
  origin[2] -= 26
  srco[0]=origin[0]+150
  srco[1]=origin[1]+150
  srco[2]=origin[2]+800
  switch(random_num(1,3)){ 
   case 1:{
    slay_lightning(srco,origin)
    emit_sound(id,CHAN_ITEM, "ambience/thunder_clap.wav", 1.0, ATTN_NORM, 0, PITCH_NORM)
   }
   case 2:{
    slay_blood(origin)
    emit_sound(id,CHAN_ITEM, "weapons/headshot2.wav", 1.0, ATTN_NORM, 0, PITCH_NORM)
   }
   case 3: {
    slay_explode(origin)
    emit_sound(id,CHAN_ITEM, "weapons/explode3.wav", 1.0, ATTN_NORM, 0, PITCH_NORM)
   }
  }
  client_print(id, print_chat, "my message.")
                set_hudmessage(178, 14, 41, -1.0, -0.4, 1, 0.5, 1.7, 0.2, 0.2,5);
  show_hudmessage(id, "Objective Failed^nFailure Is Not An Option^nYou Die Now" );
  user_kill(id,1) 
 } 
} 
 
slay_explode(vec1[3]) { 
 // blast circles 
 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( white ) 
 write_byte( 0 ) // startframe 
 write_byte( 0 ) // framerate 
 write_byte( 2 ) // life 
 write_byte( 16 ) // width 
 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()
 //Explosion2 
 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) 
 write_byte( 10 ) // byte (framerate) 
 message_end()
 //Smoke 
 message_begin( MSG_BROADCAST,SVC_TEMPENTITY,vec1) 
 write_byte( 5 ) 
 write_coord(vec1[0]) 
 write_coord(vec1[1]) 
 write_coord(vec1[2]) 
 write_short( g_sModelIndexSmoke ) 
 write_byte( 2 )  
 write_byte( 10 )  
 message_end()
} 
slay_blood(vec1[3]) { 
 //LAVASPLASH 
 message_begin( MSG_BROADCAST,SVC_TEMPENTITY) 
 write_byte( 10 ) 
 write_coord(vec1[0]) 
 write_coord(vec1[1]) 
 write_coord(vec1[2]) 
 message_end() 
} 
slay_lightning(vec1[3],vec2[3]) { 
 //Lightning 
 message_begin( MSG_BROADCAST,SVC_TEMPENTITY) 
 write_byte( 0 ) 
 write_coord(vec1[0]) 
 write_coord(vec1[1]) 
 write_coord(vec1[2]) 
 write_coord(vec2[0]) 
 write_coord(vec2[1]) 
 write_coord(vec2[2]) 
 write_short( lightning ) 
 write_byte( 1 ) // framestart 
 write_byte( 5 ) // framerate 
 write_byte( 2 ) // life 
 write_byte( 20 ) // width 
 write_byte( 30 ) // noise 
 write_byte( 200 ) // r, g, b 
 write_byte( 200 ) // r, g, b 
 write_byte( 200 ) // r, g, b 
 write_byte( 200 ) // brightness 
 write_byte( 200 ) // speed 
 message_end()
 //Sparks 
 message_begin( MSG_PVS, SVC_TEMPENTITY,vec2) 
 write_byte( 9 ) 
 write_coord( vec2[0] ) 
 write_coord( vec2[1] ) 
 write_coord( vec2[2] ) 
 message_end()
 //Smoke     
 message_begin( MSG_BROADCAST,SVC_TEMPENTITY,vec2) 
 write_byte( 5 ) 
 write_coord(vec2[0]) 
 write_coord(vec2[1]) 
 write_coord(vec2[2]) 
 write_short( g_sModelIndexSmoke ) 
 write_byte( 10 )  
 write_byte( 10 )  
 message_end()
}
 
public plugin_precache() {
 
 g_sModelIndexSmoke = precache_model("sprites/steam1.spr")
 lightning = precache_model("sprites/lgtning.spr")
 white = precache_model("sprites/white.spr")
 precache_sound( "ambience/thunder_clap.wav")
 precache_sound( "weapons/headshot2.wav")
 precache_sound( "weapons/explode3.wav")
 
 return PLUGIN_CONTINUE
}
And everything is fine i can compile it but i dont know how to set id on 0 so all players can see it. Right now only players who die can see it.
Also i want my message show in blue on CTs and show in red on Ts.

Thanks in advance
IcaCat is offline
 



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