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Hero Idea :: Lightning Gun


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bLiNd
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Join Date: Mar 2005
Old 06-24-2005 , 18:03  
Reply With Quote #11

lol if you think that looks like an mp5 you must be completely blind...
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123
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Location: Katy, TX
Old 06-24-2005 , 18:14  
Reply With Quote #12

And then you have obviously not tried the game...
It is a sniper rifle / awp...
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D o o m
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Join Date: Sep 2005
Location: Germany
Old 06-24-2005 , 21:18  
Reply With Quote #13

Or it could be a scout It's only sure it's a sniper rifle
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guy
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Join Date: Apr 2005
Old 06-25-2005 , 02:45  
Reply With Quote #14

If you played the game it's one hit but seeing as how he doesn't even have the gun model for CS this shouldn't be made, nor will it be made because I won't do it and I'm pretty sure noone else here will.
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D o o m
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Old 06-25-2005 , 03:45  
Reply With Quote #15

Quote:
Originally Posted by guy
If you played the game it's one hit but seeing as how he doesn't even have the gun model for CS this shouldn't be made, nor will it be made because I won't do it and I'm pretty sure noone else here will.
I play UT2004/2003/1999 (or came the first UT 2000 out? I'm not sure..), CS 1.6, CS:S, HL² (Deathmatch) and so I know that's not everytime is a one hit kill.. And you can make a scout strong enough to do an one hit kill if he wants it ^^
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Dark Angel
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Join Date: Jul 2004
Location: San Jose,CA
Old 06-25-2005 , 12:30  
Reply With Quote #16

Quote:
Originally Posted by 123
And then you have obviously not tried the game...
It is a sniper rifle / awp...
Oh sorry I only played the first Unreal
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Radox99
Junior Member
Join Date: Jun 2005
Old 06-26-2005 , 22:43   Hi
Reply With Quote #17

Hi, ive taken intrest in your plugin, ive worked on it for about 1 hour and was done it, i have 2 problems thoe, 1, i need your awp model, 2, i need to know why the lightning isnt showing up, this is my code

Code:
#include <amxmod.inc>
#include <superheromod.inc>
#include <Vexd_Utilities.inc>

// Electric Arrow

//Cvars :
//earrow_level
//earrow_cooldown


// VARIABLES
new gHeroName[]="Electric Arrow"
new bool:gHasEarrowPower[SH_MAXSLOTS+1]
new gSpriteLight
new spr_laser_impact
new lastammo[33]
new lastweap[33]
//---------------------------------------------------------------
public plugin_init() {

register_plugin("SUPERHERO Electric Arrow","1.0","Radox")
register_cvar("earrow_level", "10" )
shCreateHero(gHeroName, "Lightning", "You now have the power of lightning that u summon when you shoot your awp!", false, "earrow_level")

register_srvcmd("earrow_init", "earrow_init")
shRegHeroInit(gHeroName, "earrow_init")

register_event("ResetHUD","newGame","b")
register_event("Damage", "earrow_damage", "b", "2!0")
register_event("CurWeapon", "make_tracer", "b", "1=1", "3>0")
register_event("CurWeapon", "weaponChange", "be", "1=1")

register_cvar("earrow_cooldown", "0")
register_cvar("earrow_damage", "999")
}

//----------------------------------------------------------------
public plugin_precache() {
	gSpriteLight = precache_model("sprites/lgtning.spr")
	precache_model("models/shmod/earrow_v_awp.mdl")
return PLUGIN_CONTINUE

}
//----------------------------------------------------------------
public newGame(id) {
gPlayerUltimateUsed[id]=false
	




return PLUGIN_HANDLED

}
//----------------------------------------------------------------
public earrow_init() {
	
	new temp[128]
	// FIRST
	read_argv(1,temp,5)
	new id=str_to_num(temp)
	
	// 2nd Arg
	read_argv(2,temp,5)
	new hasPowers=str_to_num(temp)

	if ( hasPowers )
	gHasEarrowPower[id]=true
	else
	gHasEarrowPower[id]=false
}
//----------------------------------------------------------------
public earrow_damage(id)
{
	if ( !shModActive() || !is_user_alive(id) ) return

	new damage = read_data(2)
	new weapon, bodypart, attacker = get_user_attacker(id, weapon, bodypart)
	new headshot = bodypart == 1 ? 1 : 0

	if ( attacker <= 0 || attacker > SH_MAXSLOTS ) return

	if ( gHasEarrowPower[attacker] && weapon == CSW_AWP && is_user_alive(id) ) {
	new extraDamage = floatround(damage * get_cvar_float("earrow_damage") - damage)
	if (extraDamage > 0) shExtraDamage(id, attacker, extraDamage, "knife", headshot)
	}
}

//-----------------------------------------
public switchmodel(id) 
{	
if ( !is_user_alive(id) || !gHasEarrowPower[id] ) return
	new clip, ammo, wpnid = get_user_weapon(id,clip,ammo)
	if (wpnid == CSW_AWP) {
	// Weapon mode lchange
	Entvars_Set_String(id, EV_SZ_viewmodel, "models/shmod/earrow_v_awp.mdl")
	}
}
//-------------------------------------------------------------
public weaponChange(id)
{
	if ( !gHasEarrowPower[id] || !shModActive() ) return

	new wpnid = read_data(2)
	new clip = read_data(3)

	if ( wpnid != CSW_AWP ) return

	switchmodel(id)

	// Never run out
	if ( clip == 0 ) {
		shReloadAmmo(id)
	}



}
//--------------------------------------------------------------
public giveweapon(id)
{
	if ( gHasEarrowPower && is_user_alive(id) && shModActive() ) {
	shGiveWeapon(id, "weapon_awp")
	}
}
//-------------------------------------------------------------
public make_tracer(id) {

	if (!shModActive()) return PLUGIN_CONTINUE

	new weap = read_data(2)
	new ammo = read_data(3)

if ( gHasEarrowPower[id] && weap == CSW_AWP && is_user_alive(id) && (!gPlayerUltimateUsed[id]) ) {

	if (lastweap[id] == 0) lastweap[id] = weap

if ((lastammo[id] > ammo) && (lastweap[id] == weap)) {

	new vec1[3], vec2[3]
	get_user_origin(id, vec1, 1)
	get_user_origin(id, vec2, 4)
	
	// Make Lightning
	message_begin( MSG_BROADCAST, SVC_TEMPENTITY )
	write_byte( 8 )
	write_short(id)	// start entity
	write_short(targetid)	// entity
	write_short(gSpriteLight );	// model
	write_byte( 0 ) // starting frame
	write_byte( 60 )  // frame rate
	write_byte( 15 )  // life
	write_byte( linewidth )  // line width
	write_byte( 40 ) // noise amplitude
	write_byte( 0 )	// r, g, b
	write_byte( 99 )	// r, g, b
	write_byte( 150 )	// r, g, b
	write_byte( 255 )	// brightness
	write_byte( 10 )	// scroll speed
	message_end()

	// bullet impact
	message_begin(MSG_PAS, SVC_TEMPENTITY, vec2)
	write_byte(3)
	write_coord(vec2[0])
	write_coord(vec2[1])
	write_coord(vec2[2])
	write_short(spr_laser_impact)
	write_byte(10)
	write_byte(30)
	write_byte(8)
	message_end()
}
	lastammo[id] = ammo
	lastweap[id] = weap

	return PLUGIN_CONTINUE
		}
			return PLUGIN_CONTINUE
}
//----------------------------------------------------------------
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i r stoopeed
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guy
Senior Member
Join Date: Apr 2005
Old 06-26-2005 , 22:57  
Reply With Quote #18

Quote:
Originally Posted by guy
Quote:
Originally Posted by guy
Ita one hit awp hero
You really don't listen. It's a changeable cvar too you can make it as powerful as you freaking want. How do you expect lightning to be shot out of it? It doesn't matter anyways an extra powerful awp with a model and an extra bell won't make it good. You don't even have the model for CS.
There is no model for this for cs.
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123
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Join Date: Apr 2005
Location: Katy, TX
Old 06-27-2005 , 05:29  
Reply With Quote #19

And you don't have to make the hero, if you don't want it yourself, because wikz is banned...
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B.A.N.G.E.R.S
Member
Join Date: Sep 2007
Old 07-04-2008 , 16:11   Re: Hero Idea :: Lightning Gun
Reply With Quote #20

Well its very easy to make an awp which shoots lightning I make it...

UNTESTED!

I didnt put a model on the hero somebody else can do that took me like 5 minutes...
Attached Files
File Type: sma Get Plugin or Get Source (sh_lightning.sma - 581 views - 7.0 KB)

Last edited by B.A.N.G.E.R.S; 07-04-2008 at 16:23.
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