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VIP plugin FIX


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Calibru09
Junior Member
Join Date: Jan 2020
Location: Romania
Old 11-05-2020 , 03:26   VIP plugin FIX
Reply With Quote #1

I have a problem with a VIP plugin , everytime I try to access the VIP meniu i had this error :
HTML Code:
Reason: Server shutting down
FATA ERROR (shutting down): Host_Error: PF_setmodel_I: no precache: w_deaglegold.mdl
It's not only the deagle mdl , on my respawn server if try to take a gun from my VIP menu directly
it gives me the normal gun without skin . I have to buy the exactly same gun from my csdm menu and
then I have to buy that gun from my VIP menu also .
any suggestions please ?

PLUGIN :
HTML Code:
#include <amxmodx>
#include <hamsandwich>
#include <fakemeta>
#include <engine>
#include <cstrike>
#include <fun>

#define PLUGIN "New Plugin"
#define AUTHOR "D3luxe"
#define VERSION "1.0"

#define VIP_FLAG read_flags("abhtu")
#define MAX_WEAPONS 4

enum DETALII
{
NumeArma[128],
GiveWeapon[128],
IndexArma,
WEAPONKEY,
OldW[128],
Model_v[128],
Model_p[128],
Model_w[128],
FireSound[128]
};

new const ModelName[2][] =
{
"model_vipt",
"model_vipct"
};

new const ArmeGold[MAX_WEAPONS+1][DETALII] =
{
{ "None","None",CSW_KNIFE,000,"None","None","None","None","None" },//linia asta nu trebuie completata
//modifici astea de sub, locatiile modelelor si numele soundurilor
{ "Ak47 Gold","weapon_ak47",CSW_AK47,1998,"models/w_ak47.mdl","v_ak47gold.mdl","p_ak47gold.mdl","w_ak47gold.mdl","ak47g_fire.wav" },
{ "M4a1 Gold","weapon_m4a1",CSW_M4A1,1999,"models/w_m4a1.mdl","v_m4a1gold.mdl","p_m4a1gold.mdl","w_m4a1gold.mdl","m4a1g_fire.wav" },
{ "Deagle Gold","weapon_deagle",CSW_DEAGLE,1920,"models/w_deagle.mdl","v_deaglegold.mdl","p_deaglegold.mdl","w_deaglegold.mdl","deagleg_fire.wav" },
{ "AwP Gold","weapon_awp",CSW_AWP,1921,"models/w_awp.mdl","v_awpgold.mdl","p_awpgold.mdl","w_awpgold.mdl","awpg_fire.wav" }
};

new g_jumps[33],g_selectedweapon[33];
new cvar_hp,cvar_armor,cvar_kill_hp,cvar_hs_hp,cvar_max_jumps,cvar_max_hp;

public plugin_init()
{
register_plugin(PLUGIN, VERSION, AUTHOR);
register_clcmd("say /vm","open_goldmenu");
register_forward(FM_PlaybackEvent, "fw_PlaybackEvent");
register_forward(FM_SetModel, "fw_SetModel");
for(new i = 1; i <= MAX_WEAPONS; i++)
RegisterHam(Ham_Item_AddToPlayer,ArmeGold[GiveWeapon], "fw_Item_AddToPlayer_Post", 1);
RegisterHam(Ham_Spawn,"player","give_spawn_hp_armor",1);
RegisterHam(Ham_TakeDamage,"player","show_dmg");
RegisterHam(Ham_Player_Jump, "player", "FW_Player_Jump", 0);
register_event("DeathMsg","ev_deathmsg","a");
register_event("CurWeapon","SetModels", "be", "1=1");

//cvar's
cvar_hp = register_cvar("hp_vip_spawn","150");
cvar_armor = register_cvar("armor_vip_spawn","150");
cvar_max_hp = register_cvar("vip_max_hp","200");
cvar_kill_hp = register_cvar("vip_kill_hp","15");
cvar_hs_hp = register_cvar("vip_hs_hp","25");
cvar_max_jumps = register_cvar("vip_max_jumps","3");
}
public client_putinserver(id)
{
g_selectedweapon[id] = 0;
}
public client_disconnect(id)
{
g_selectedweapon[id] = 0;
}
public plugin_precache()
{
new Txt[128];
for(new i = 0; i < sizeof(ModelName); i++)
{
formatex(Txt,charsmax(Txt),"models/player/%s/%s.mdl",ModelName,ModelName);
precache_model(Txt);
}
for(new i = 1; i <= MAX_WEAPONS; i++)
{
formatex(Txt,charsmax(Txt),"models/armegold/%s",ArmeGold[Model_v]);
precache_model(Txt);
}
for(new i = 1; i <= MAX_WEAPONS; i++)
{
formatex(Txt,charsmax(Txt),"models/armegold/%s",ArmeGold[Model_p]);
precache_model(Txt);
}
for(new i = 1; i <= MAX_WEAPONS; i++)
{
formatex(Txt,charsmax(Txt),"models/armegold/%s",ArmeGold[Model_w]);
precache_model(Txt);
}
for(new i = 1; i <= MAX_WEAPONS; i++)
{
formatex(Txt,charsmax(Txt),"armegold/%s",ArmeGold[FireSound]);
precache_sound(Txt);
}
}
//models arme gold
public SetModels(id)
{
if(get_user_flags(id) & VIP_FLAG)
{
if(!is_user_alive(id) || !is_user_connected(id))
return PLUGIN_HANDLED;

if(g_selectedweapon[id] > 0 && get_user_weapon(id) == ArmeGold[g_selectedweapon[id]][IndexArma])
{
new Weapon[128];
formatex(Weapon,charsmax(Weapon),"models/armegold/%s",ArmeGold[g_selectedweapon[id]][Model_v]);
set_pev(id,pev_viewmodel2,Weapon);
formatex(Weapon,charsmax(Weapon),"models/armegold/%s",ArmeGold[g_selectedweapon[id]][Model_p]);
set_pev(id,pev_weaponmodel2,Weapon);
}
}
return PLUGIN_HANDLED;
}
public fw_PlaybackEvent(flags, invoker, eventid, Float:delay, Float:origin[3], Float:angles[3], Float:fparam1, Float:fparam2, iParam1, iParam2, bParam1, bParam2)
{
if(!is_user_connected(invoker))
return FMRES_IGNORED;

if(!is_user_alive(invoker))
return FMRES_IGNORED;

if( get_user_flags( invoker ) & VIP_FLAG && g_selectedweapon[invoker] > 0)
{
if(get_user_weapon(invoker) == ArmeGold[g_selectedweapon[invoker]][IndexArma])
{
new FireWeap[128];
format(FireWeap,charsmax(FireWeap),"armegold/%s",ArmeGold[g_selectedweapon[invoker]][FireSound]);
emit_sound(invoker, CHAN_WEAPON,FireWeap, 1.0, ATTN_NORM, 0, PITCH_NORM)
return FMRES_HANDLED;
}
}
return FMRES_IGNORED;
}
public fw_SetModel(entity, model[])
{
if(!pev_valid(entity))
return FMRES_IGNORED

static Classname[32]
pev(entity, pev_classname, Classname, sizeof(Classname))

if(!equal(Classname, "weaponbox"))
return FMRES_IGNORED

static iOwner
iOwner = pev(entity, pev_owner)

if(equal(model,ArmeGold[g_selectedweapon[iOwner]][OldW]))
{
static weapon; weapon = fm_find_ent_by_owner(-1,ArmeGold[g_selectedweapon[iOwner]][GiveWeapon], entity)
if(!pev_valid(weapon))
return FMRES_IGNORED;

if(g_selectedweapon[iOwner] > 0)
{
set_pev(weapon, pev_impulse, ArmeGold[g_selectedweapon[iOwner]][WEAPONKEY])
engfunc(EngFunc_SetModel, entity,ArmeGold[g_selectedweapon[iOwner]][Model_w])
g_selectedweapon[iOwner] = 0;
return FMRES_SUPERCEDE;
}
}
return FMRES_IGNORED;
}
public fw_Item_AddToPlayer_Post(ent, id)
{
if(!pev_valid(ent))
return HAM_IGNORED;

for(new i = 1 ; i <= MAX_WEAPONS ; i++)
if(entity_get_int(ent, EV_INT_impulse) == ArmeGold[WEAPONKEY])
{
g_selectedweapon[id] = i;
set_pev(ent,pev_impulse, 0)
message_begin(MSG_ONE,get_user_msgid("WeaponList"), {0,0,0}, id)
write_string(ArmeGold[g_selectedweapon[id]][GiveWeapon])
write_byte(2)
write_byte(90)
write_byte(-1)
write_byte(-1)
write_byte(0)
write_byte(1)
write_byte(ArmeGold[g_selectedweapon[id]][IndexArma])
write_byte(0)
message_end()
entity_set_int(ent,EV_INT_impulse, 0)
break;
}
return HAM_HANDLED
}
stock fm_find_ent_by_owner(index, const classname[], owner, jghgtype = 0) {
new strtype[11] = "classname", ent = index;
switch (jghgtype) {
case 1: strtype = "target";
case 2: strtype = "targetname";
}
while ((ent = engfunc(EngFunc_FindEntityByString, ent, strtype, classname)) && pev(ent, pev_owner) != owner) {}
return ent;
}
public open_goldmenu(id)
{
if(!is_user_alive(id))
return PLUGIN_HANDLED;
if(!(get_user_flags(id) & VIP_FLAG))
return PLUGIN_HANDLED;

new szNumber[10];
new menu = menu_create("\wArme \rVIP \wGOLD \y:", "gold_handler");
for(new i = 1; i <= MAX_WEAPONS; i++)
{
num_to_str(i, szNumber, charsmax( szNumber ));
menu_additem(menu,ArmeGold[NumeArma],szNumber,0);
}
menu_setprop( menu, MPROP_EXITNAME, "Exit")
menu_display( id, menu, 0);
return PLUGIN_HANDLED;
}
public gold_handler(id, menu, item)
{
if(item == MENU_EXIT || !is_user_alive(id) || !(get_user_flags(id) & VIP_FLAG))
{
menu_destroy(menu);
return PLUGIN_HANDLED;
}
static data[6], name[64], acs, cllbck;
menu_item_getinfo(menu, item, acs, data, 5, name, 63, cllbck);
g_selectedweapon[id] = str_to_num(data)
give_item(id,ArmeGold[g_selectedweapon[id]][GiveWeapon]);
cs_set_user_bpammo(id,ArmeGold[g_selectedweapon[id]][IndexArma],200);
SetModels(id);
menu_destroy(menu);
return PLUGIN_HANDLED;
}
//event-uri(e doar 1 haha)
public ev_deathmsg()
{
//citim cine e killer-ul,victima si daca a fost sau nu headshot
new killer = read_data(1);
new victim = read_data(2);
new hs = read_data(3);

//verificam daca e vip sau daca e event on
if(get_user_flags(killer) & VIP_FLAG)
{
/*verificam ca victima sa nu fie egala cu killerul (slay/kill in consola/drop de sus ,etc + daca killerul si victima sunt conectate*/
if(killer != victim && is_user_connected(killer) && is_user_connected(victim))
{
//verific daca e hs sau nu
if(hs)
{
//folosesc clamp pentru ca e o metoda ma usoara de a seta maximul / minimul a ceva
set_user_health(killer,clamp(get_user_health(killer)+get_pcvar_num(cvar_hs_hp),0,get_pcvar_num(cvar_max_hp)));
}else{
if(get_user_weapon(killer) == CSW_KNIFE)
set_user_health(killer,clamp(get_user_health(killer)+get_pcvar_num(cvar_kill_hp)+5,0,get_pcvar_num(cvar_max_hp)));
else
set_user_health(killer,clamp(get_user_health(killer)+get_pcvar_num(cvar_kill_hp),0,get_pcvar_num(cvar_max_hp)));
}
}
}
}
//ham-uri
public give_spawn_hp_armor(id)
{
//verificam daca e vip sau daca e event on
if(get_user_flags(id) & VIP_FLAG)
{
//verifica daca useru e viu & conected
if(is_user_alive(id))
{
switch(get_user_team(id))
{
case 1 : cs_set_user_model(id, ModelName[0]);
case 2 : cs_set_user_model(id, ModelName[1]);
}
//setam armura si hp-ul vip-ului + he & flash
set_user_health(id,get_pcvar_num(cvar_hp));
set_user_armor(id,get_pcvar_num(cvar_armor));
give_item(id,"weapon_flashbang");
give_item(id,"weapon_hegrenade");
g_selectedweapon[id] = 0;
}
}
return HAM_IGNORED;
}
//idkn daca e cea mai buna idee sa folosesc take_damage dar la asta m-am gandit prima data xD
public show_dmg(victim,inflictor,attacker,Float:Damage,dmg_type,dmgbits)
{
//verificam daca e vip sau daca e event on
if(get_user_flags(attacker) & VIP_FLAG)
{
//verific daca e viu attacker-ul & victima conectata si sa nu fie victima aceasi cu attacker-ul
if(attacker != victim && is_user_alive(attacker) && is_user_connected(victim) && is_user_connected(attacker))
{
//afisam dmg-ul cu un hud
set_hudmessage(0,255,0,-1.0,0.55,0,6.0,1.5) //sper ca ala e centrul
show_hudmessage(attacker,"%d",Damage);
SetHamParamFloat(4, Damage*2);
}
}
return HAM_IGNORED;
}
//double jump
public FW_Player_Jump(id)
{
if(get_user_flags(id) & VIP_FLAG)
{
new Flags = pev(id, pev_flags)
if( Flags & FL_WATERJUMP || pev(id, pev_waterlevel) >= 2 || !(get_pdata_int(id, 246) & IN_JUMP) )
{
return HAM_IGNORED
}

if( Flags & FL_ONGROUND )
{

// Jump Count Is Set To 0
g_jumps[id] = 0

// Return Ham Ignore.
return HAM_IGNORED
}

// If Private Data From Fall Velocity Is Lower Then 500.
if( get_pdata_float(id, 251) < 500 && ++ g_jumps[id] <= get_pcvar_num(cvar_max_jumps) )
{
// Set Velocity.
new Float:fVelocity[ 3 ];
pev( id, pev_velocity, fVelocity )
fVelocity[ 2 ] = 268.328157
set_pev( id, pev_velocity, fVelocity )

// Return Ham Ignore.
return HAM_HANDLED
}
}
return HAM_IGNORED
}
//vip tag
public VipStatus(const MsgId, const MsgType, const MsgDest)
{
static id;
id = get_msg_arg_int(1);

if((get_user_flags(id) & VIP_FLAG) && !get_msg_arg_int(2))
set_msg_arg_int(2, ARG_BYTE, (1 << 2 ));
}

Last edited by Calibru09; 11-05-2020 at 03:27.
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GaBy96
Member
Join Date: Oct 2012
Location: Spain
Old 11-05-2020 , 12:31   Re: VIP plugin FIX
Reply With Quote #2

Quote:
Reason: Server shutting down
FATA ERROR (shutting down): Host_Error: PF_setmodel_I: no precache: w_deaglegold.mdl
you don't have this models:
PHP Code:
new const ArmeGold[MAX_WEAPONS+1][DETALII] =
{
"None","None",CSW_KNIFE,000,"None","None","None","None","None" },//linia asta nu trebuie completata
//modifici astea de sub, locatiile modelelor si numele soundurilor
"Ak47 Gold","weapon_ak47",CSW_AK47,1998,"models/w_ak47.mdl","v_ak47gold.mdl","p_ak47gold.mdl","w_ak47gold.mdl","ak47g_fire.wav" },
"M4a1 Gold","weapon_m4a1",CSW_M4A1,1999,"models/w_m4a1.mdl","v_m4a1gold.mdl","p_m4a1gold.mdl","w_m4a1gold.mdl","m4a1g_fire.wav" },
"Deagle Gold","weapon_deagle",CSW_DEAGLE,1920,"models/w_deagle.mdl","v_deaglegold.mdl","p_deaglegold.mdl","w_deaglegold.mdl","deagleg_fire.wav" },
"AwP Gold","weapon_awp",CSW_AWP,1921,"models/w_awp.mdl","v_awpgold.mdl","p_awpgold.mdl","w_awpgold.mdl","awpg_fire.wav" }
}; 
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Calibru09
Junior Member
Join Date: Jan 2020
Location: Romania
Old 11-06-2020 , 04:07   Re: VIP plugin FIX
Reply With Quote #3

i do have them , lol .
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