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HnS New Block gives Weapon 2 shots


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SnoW
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Join Date: Oct 2008
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Old 04-21-2009 , 10:50   Re: HnS New Block gives Weapon 2 shots
Reply With Quote #21

Quote:
Originally Posted by ExeCute View Post
Ye exactly but my friend is using C++ not pawnstudio!
Programs with you can code are: notepad, pawnstudio...
Coding languages are: C++, pawn...
I don't get where you got that pawnstudio... It has nothing to do with this.
So you'r saying your friend has a program with you can code pawn named C++? Todally ridicilous.
Also even it would, you said that it's needed to do blocks, and how's that possible? Ridicilous as well.

Last edited by SnoW; 04-21-2009 at 11:17.
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Old 04-21-2009, 11:12
xPaw
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micke1101
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Old 04-21-2009 , 13:58   Re: HnS New Block gives Weapon 2 shots
Reply With Quote #22

If were going to get back on topic.

Im going to use blockmaker 4.01

On line 125 it should stand.
Quote:
// block models
Below all these model settings add your new ones
so this
Code:
// block models
new const gszBlockModelDefault[] = "models/blockmaker/bm_block_default.mdl";
new const gszBlockModelPlatform[] = "models/blockmaker/bm_block_platform.mdl";
new const gszBlockModelBhop[] = "models/blockmaker/bm_block_bhop.mdl";
new const gszBlockModelDamage[] = "models/blockmaker/bm_block_damage.mdl";
new const gszBlockModelHealer[] = "models/blockmaker/bm_block_healer.mdl";
new const gszBlockModelInvincibility[] = "models/blockmaker/bm_block_invincibility.mdl";
new const gszBlockModelStealth[] = "models/blockmaker/bm_block_stealth.mdl";
new const gszBlockModelSpeedBoost[] = "models/blockmaker/bm_block_speedboost.mdl";
new const gszBlockModelNoFallDamage[] = "models/blockmaker/bm_block_nofalldamage.mdl";
new const gszBlockModelIce[] = "models/blockmaker/bm_block_ice.mdl";
new const gszBlockModelDeath[] = "models/blockmaker/bm_block_death.mdl";
new const gszBlockModelNuke[] = "models/blockmaker/bm_block_nuke.mdl";
new const gszBlockModelCamouflage[] = "models/blockmaker/bm_block_camouflage.mdl";
new const gszBlockModelLowGravity[] = "models/blockmaker/bm_block_lowgravity.mdl";
new const gszBlockModelFire[] = "models/blockmaker/bm_block_fire.mdl";
new const gszBlockModelRandom[] = "models/blockmaker/bm_block_random.mdl";
new const gszBlockModelSlap[] = "models/blockmaker/bm_block_slap.mdl";
new const gszBlockModelHoney[] = "models/blockmaker/bm_block_honey.mdl";
new const gszBlockModelBarrierCT[] = "models/blockmaker/bm_block_barrier_ct.mdl";
new const gszBlockModelBarrierT[] = "models/blockmaker/bm_block_barrier_t.mdl";
new const gszBlockModelBootsOfSpeed[] = "models/blockmaker/bm_block_bootsofspeed.mdl";
new const gszBlockModelGlass[] = "models/blockmaker/bm_block_glass.mdl";
new const gszBlockModelBhopNoSlow[] = "models/blockmaker/bm_block_bhop_noslow.mdl";
new const gszBlockModelAutoBhop[] = "models/blockmaker/bm_block_autobhop.mdl";
becomes like this

Code:
// block models
new const gszBlockModelDefault[] = "models/blockmaker/bm_block_default.mdl";
new const gszBlockModelPlatform[] = "models/blockmaker/bm_block_platform.mdl";
new const gszBlockModelBhop[] = "models/blockmaker/bm_block_bhop.mdl";
new const gszBlockModelDamage[] = "models/blockmaker/bm_block_damage.mdl";
new const gszBlockModelHealer[] = "models/blockmaker/bm_block_healer.mdl";
new const gszBlockModelInvincibility[] = "models/blockmaker/bm_block_invincibility.mdl";
new const gszBlockModelStealth[] = "models/blockmaker/bm_block_stealth.mdl";
new const gszBlockModelSpeedBoost[] = "models/blockmaker/bm_block_speedboost.mdl";
new const gszBlockModelNoFallDamage[] = "models/blockmaker/bm_block_nofalldamage.mdl";
new const gszBlockModelIce[] = "models/blockmaker/bm_block_ice.mdl";
new const gszBlockModelDeath[] = "models/blockmaker/bm_block_death.mdl";
new const gszBlockModelNuke[] = "models/blockmaker/bm_block_nuke.mdl";
new const gszBlockModelCamouflage[] = "models/blockmaker/bm_block_camouflage.mdl";
new const gszBlockModelLowGravity[] = "models/blockmaker/bm_block_lowgravity.mdl";
new const gszBlockModelFire[] = "models/blockmaker/bm_block_fire.mdl";
new const gszBlockModelRandom[] = "models/blockmaker/bm_block_random.mdl";
new const gszBlockModelSlap[] = "models/blockmaker/bm_block_slap.mdl";
new const gszBlockModelHoney[] = "models/blockmaker/bm_block_honey.mdl";
new const gszBlockModelBarrierCT[] = "models/blockmaker/bm_block_barrier_ct.mdl";
new const gszBlockModelBarrierT[] = "models/blockmaker/bm_block_barrier_t.mdl";
new const gszBlockModelBootsOfSpeed[] = "models/blockmaker/bm_block_bootsofspeed.mdl";
new const gszBlockModelGlass[] = "models/blockmaker/bm_block_glass.mdl";
new const gszBlockModelBhopNoSlow[] = "models/blockmaker/bm_block_bhop_noslow.mdl";
new const gszBlockModelAutoBhop[] = "models/blockmaker/bm_block_autobhop.mdl";
new const gszBlockModelMyblock[] = "models/blockmaker/bm_block_myblock.mdl";
Now we have chosen what model base to use (the code itself automaticly makes a _small and _large precache)

on line 255
Quote:
const gBlockMax = 24;
This is the number of block types you have so now we simply change 24 to 25 to add 1 more block

Now go to 277
in that list
Code:
enum
{
    BM_PLATFORM,        //A
    BM_BHOP,        //B
    BM_DAMAGE,        //C
    BM_HEALER,        //D
    BM_NOFALLDAMAGE,    //I
    BM_ICE,            //J
    BM_TRAMPOLINE,        //G
    BM_SPEEDBOOST,        //H
    BM_INVINCIBILITY,    //E
    BM_STEALTH,        //F
    BM_DEATH,        //K
    BM_NUKE,        //L
    BM_CAMOUFLAGE,        //M
    BM_LOWGRAVITY,        //N
    BM_FIRE,        //O
    BM_SLAP,        //P
    BM_RANDOM,        //Q
    BM_HONEY,        //R
    BM_BARRIER_CT,        //S
    BM_BARRIER_T,        //T
    BM_BOOTSOFSPEED,    //U
    BM_GLASS,        //V
    BM_BHOP_NOSLOW,        //W
    BM_AUTO_BHOP        //X
};
add a name for it like

Code:
enum
{
    BM_PLATFORM,        //A
    BM_BHOP,        //B
    BM_DAMAGE,        //C
    BM_HEALER,        //D
    BM_NOFALLDAMAGE,    //I
    BM_ICE,            //J
    BM_TRAMPOLINE,        //G
    BM_SPEEDBOOST,        //H
    BM_INVINCIBILITY,    //E
    BM_STEALTH,        //F
    BM_DEATH,        //K
    BM_NUKE,        //L
    BM_CAMOUFLAGE,        //M
    BM_LOWGRAVITY,        //N
    BM_FIRE,        //O
    BM_SLAP,        //P
    BM_RANDOM,        //Q
    BM_HONEY,        //R
    BM_BARRIER_CT,        //S
    BM_BARRIER_T,        //T
    BM_BOOTSOFSPEED,    //U
    BM_GLASS,        //V
    BM_BHOP_NOSLOW,        //W
    BM_AUTO_BHOP,        //X
    BM_MYBLOCK           //Y
};
NOTE: remember to add the comma else youll get error message.

On 314 were gonna add the name on the list
Code:
new const gszBlockNames[gBlockMax][32] =
{
    "Platform",
    "Bunnyhop",
    "Damage",
    "Healer",
    "No Fall Damage",
    "Ice",
    "Trampoline",
    "Speed Boost",
    "Invincibility",
    "Stealth",
    "Death",
    "Nuke",
    "Camouflage",
    "Low Gravity",
    "Fire",
    "Slap",
    "Random",
    "Honey",
    "CT Barrier",
    "T Barrier",
    "Boots Of Speed",
    "Glass",
    "Bunnyhop (No slow down)",
    "Auto Bunnyhop",
    "My  block"
};
NOTE: remember to add the comma else youll get error message.

on line 343
Code:
new const gBlockSaveIds[gBlockMax] =
{
    'A', 'B', 'C', 'D', 'I', 'J', 'G', 'H', 'E', 'F', 'K', 'L', 'M', 'N', 'O', 'P', 'Q', 'R', 'S', 'T', 'U', 'V', 'W', 'X', 'Y'
};
NOTE: remember to add the comma and to use ' and not " else youll get error message.


Now lets tell it about what names is what block(449)

Code:
    gszBlockModels[BM_PLATFORM] = gszBlockModelPlatform;
    gszBlockModels[BM_BHOP] = gszBlockModelBhop;
    gszBlockModels[BM_DAMAGE] = gszBlockModelDamage;
    gszBlockModels[BM_HEALER] = gszBlockModelHealer;
    gszBlockModels[BM_NOFALLDAMAGE] = gszBlockModelNoFallDamage;
    gszBlockModels[BM_ICE] = gszBlockModelIce;
    gszBlockModels[BM_TRAMPOLINE] = gszBlockModelDefault;
    gszBlockModels[BM_SPEEDBOOST] = gszBlockModelSpeedBoost;
    gszBlockModels[BM_INVINCIBILITY] = gszBlockModelInvincibility;
    gszBlockModels[BM_STEALTH] = gszBlockModelStealth;
    gszBlockModels[BM_DEATH] = gszBlockModelDeath;
    gszBlockModels[BM_NUKE] = gszBlockModelNuke;
    gszBlockModels[BM_CAMOUFLAGE] = gszBlockModelCamouflage;
    gszBlockModels[BM_LOWGRAVITY] = gszBlockModelLowGravity;
    gszBlockModels[BM_FIRE] = gszBlockModelFire;
    gszBlockModels[BM_SLAP] = gszBlockModelSlap;
    gszBlockModels[BM_RANDOM] = gszBlockModelRandom;
    gszBlockModels[BM_HONEY] = gszBlockModelHoney;
    gszBlockModels[BM_BARRIER_CT] = gszBlockModelBarrierCT;
    gszBlockModels[BM_BARRIER_T] = gszBlockModelBarrierT;
    gszBlockModels[BM_BOOTSOFSPEED] = gszBlockModelBootsOfSpeed;
    gszBlockModels[BM_GLASS] = gszBlockModelGlass;
    gszBlockModels[BM_BHOP_NOSLOW] = gszBlockModelBhopNoSlow;
    gszBlockModels[BM_AUTO_BHOP] = gszBlockModelAutoBhop;
    gszBlockModels[BM_MYBLOCK] = gszBlockModelMyblock;
750
Code:
        if (equal(szType, "PLATFORM")) blockType = BM_PLATFORM;
        else if (equal(szType, "BHOP")) blockType = BM_BHOP;
        else if (equal(szType, "DAMAGE")) blockType = BM_DAMAGE;
        else if (equal(szType, "HEALER")) blockType = BM_HEALER;
        else if (equal(szType, "NOFALLDAMAGE")) blockType = BM_NOFALLDAMAGE;
        else if (equal(szType, "ICE")) blockType = BM_ICE;
        else if (equal(szType, "TRAMPOLINE")) blockType = BM_TRAMPOLINE;
        else if (equal(szType, "SPEEDBOOST")) blockType = BM_SPEEDBOOST;
        else if (equal(szType, "INVINCIBILITY")) blockType = BM_INVINCIBILITY;
        else if (equal(szType, "STEALTH")) blockType = BM_STEALTH;
        else if (equal(szType, "DEATH")) blockType = BM_DEATH;
        else if (equal(szType, "NUKE")) blockType = BM_NUKE;
        else if (equal(szType, "CAMOUFLAGE")) blockType = BM_CAMOUFLAGE;
        else if (equal(szType, "LOWGRAVITY")) blockType = BM_LOWGRAVITY;
        else if (equal(szType, "FIRE")) blockType = BM_FIRE;
        else if (equal(szType, "SLAP")) blockType = BM_SLAP;
        else if (equal(szType, "RANDOM")) blockType = BM_RANDOM;
        else if (equal(szType, "HONEY")) blockType = BM_HONEY;
        else if (equal(szType, "BARRIER_CT")) blockType = BM_BARRIER_CT;
        else if (equal(szType, "BARRIER_T")) blockType = BM_BARRIER_T;
        else if (equal(szType, "BOOTSOFSPEED")) blockType = BM_BOOTSOFSPEED;
        else if (equal(szType, "GLASS")) blockType = BM_GLASS;
        else if (equal(szType, "BHOP_NOSLOW")) blockType = BM_BHOP_NOSLOW;
        else if (equal(szType, "AUTO_BHOP")) blockType = BM_AUTO_BHOP;
        else if (equal(szType, "MYBLOCK")) blockType = BM_MYBLOCK;
Now weve added a new block to your plugin but it dosent do anything so now we need to set what function to use when someone stands on it.

on line 1257 were gonna register the new action

Code:
                    switch (blockType)
                    {
                        case BM_HEALER: actionHeal(id);
                        case BM_DAMAGE: actionDamage(id);
                        case BM_INVINCIBILITY: actionInvincible(id, false);
                        case BM_STEALTH: actionStealth(id, false);
                        case BM_TRAMPOLINE: actionTrampoline(id);
                        case BM_SPEEDBOOST: actionSpeedBoost(id);
                        case BM_DEATH: actionDeath(id);
                        case BM_NUKE: actionNuke(id, false);
                        case BM_LOWGRAVITY: actionLowGravity(id);
                        case BM_CAMOUFLAGE: actionCamouflage(id, false);
                        case BM_FIRE: actionFire(id, ent);
                        case BM_SLAP: actionSlap(id);
                        case BM_RANDOM: actionRandom(id, ent);
                        case BM_HONEY: actionHoney(id);
                        case BM_BOOTSOFSPEED: actionBootsOfSpeed(id, false);
                        case BM_AUTO_BHOP: actionAutoBhop(id, false);
                        case BM_MYBLOCK: actionMyblock(id);
                    }
now go to 1595 and create your function

Code:
actionMyblock(id)
{
}

Last edited by micke1101; 06-08-2009 at 01:49.
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micke1101
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Old 04-21-2009 , 14:02   Re: HnS New Block gives Weapon 2 shots
Reply With Quote #23

To make the weapon giving
add this in the action

Code:
give_item(id, "weapon_awp");
cs_set_weapon_ammo(find_ent_by_owner(1, "weapon_awp", id), 3);
cs_set_user_bpammo(1, CSW_AWP, 0);
first line gives you the weapon awp
second sets the ammo youre using to 3
and third removes your reload ammo.
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SnoW
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Old 04-21-2009 , 14:03   Re: HnS New Block gives Weapon 2 shots
Reply With Quote #24

Gw.
PHP Code:
    BM_BHOP_NOSLOW,        //W
    
BM_AUTO_BHOP        //X
    
BM_MYBLOCK           //Y 
You are missing a ",".
Also there's two places where the action funcs are called, velocity changing and others should go to the "not so often checked" ones.
Btw, like in this thread someone was doing bhop block, so they are handled in other places than the action funcs. Also there's no need to even create the function, like someone told in the first page.

Last edited by SnoW; 04-21-2009 at 14:38.
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joaquimandrade
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Old 04-21-2009 , 18:17   Re: HnS New Block gives Weapon 2 shots
Reply With Quote #25

Quote:
if (equal(szType, "PLATFORM")) blockType = BM_PLATFORM;
else if (equal(szType, "BHOP")) blockType = BM_BHOP;
else if (equal(szType, "DAMAGE")) blockType = BM_DAMAGE;
else if (equal(szType, "HEALER")) blockType = BM_HEALER;
else if (equal(szType, "NOFALLDAMAGE")) blockType = BM_NOFALLDAMAGE;
else if (equal(szType, "ICE")) blockType = BM_ICE;
else if (equal(szType, "TRAMPOLINE")) blockType = BM_TRAMPOLINE;
else if (equal(szType, "SPEEDBOOST")) blockType = BM_SPEEDBOOST;
else if (equal(szType, "INVINCIBILITY")) blockType = BM_INVINCIBILITY;
else if (equal(szType, "STEALTH")) blockType = BM_STEALTH;
else if (equal(szType, "DEATH")) blockType = BM_DEATH;
else if (equal(szType, "NUKE")) blockType = BM_NUKE;
else if (equal(szType, "CAMOUFLAGE")) blockType = BM_CAMOUFLAGE;
else if (equal(szType, "LOWGRAVITY")) blockType = BM_LOWGRAVITY;
else if (equal(szType, "FIRE")) blockType = BM_FIRE;
else if (equal(szType, "SLAP")) blockType = BM_SLAP;
else if (equal(szType, "RANDOM")) blockType = BM_RANDOM;
else if (equal(szType, "HONEY")) blockType = BM_HONEY;
else if (equal(szType, "BARRIER_CT")) blockType = BM_BARRIER_CT;
else if (equal(szType, "BARRIER_T")) blockType = BM_BARRIER_T;
else if (equal(szType, "BOOTSOFSPEED")) blockType = BM_BOOTSOFSPEED;
else if (equal(szType, "GLASS")) blockType = BM_GLASS;
else if (equal(szType, "BHOP_NOSLOW")) blockType = BM_BHOP_NOSLOW;
else if (equal(szType, "AUTO_BHOP")) blockType = BM_AUTO_BHOP;
else if (equal(szType, "MYBLOCK")) blockType = BM_MYBLOCK;
This code is screaming "Tries Please!"
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ExeCute
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Old 04-22-2009 , 09:23   Re: HnS New Block gives Weapon 2 shots
Reply With Quote #26

ok lol
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gtpunkt
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Old 04-27-2009 , 16:01   Re: HnS New Block gives Weapon 2 shots
Reply With Quote #27

Quote:
Originally Posted by micke1101 View Post
To make the weapon giving
add this in the action

Code:
give_item(id, "weapon_awp");
cs_set_weapon_ammo(find_ent_by_owner(1, "weapon_awp", id), 3);
cs_set_user_bpammo(1, CSW_AWP, 0);
I have add this
PHP Code:
give_item(id"weapon_hegrenade"); 
how can I make just one per round gets hegrenade
ps:sry 4 my bad English
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micke1101
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Old 04-28-2009 , 00:24   Re: HnS New Block gives Weapon 2 shots
Reply With Quote #28

Make a
New hegiven
With the others and make it 0 every new round and in actionhe you make it 1 when you also give weapon then you only need to check if it is 1 before you give the weapon
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gtpunkt
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Old 04-28-2009 , 06:56   Re: HnS New Block gives Weapon 2 shots
Reply With Quote #29

I dont understand what I must do now
You can explain it for me with the "Code"
Here again exactly like it with mie stands
PHP Code:
actionMyblock(id)
{
give_item(id,"weapon_hegrenade");

thank you for each assistance
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micke1101
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Old 04-28-2009 , 15:30   Re: HnS New Block gives Weapon 2 shots
Reply With Quote #30

Sure and i forgot to add this (Creds to snow)
Quote:
//create block or teleport depending on type
switch (szType[0])
{
case 'A': createBlock(0, BM_PLATFORM, vVec1, axis, size);
case 'B': createBlock(0, BM_BHOP, vVec1, axis, size);
case 'C': createBlock(0, BM_DAMAGE, vVec1, axis, size);
case 'D': createBlock(0, BM_HEALER, vVec1, axis, size);
case 'E': createBlock(0, BM_INVINCIBILITY, vVec1, axis, size);
case 'F': createBlock(0, BM_STEALTH, vVec1, axis, size);
case 'G': createBlock(0, BM_TRAMPOLINE, vVec1, axis, size);
case 'H': createBlock(0, BM_SPEEDBOOST, vVec1, axis, size);
case 'I': createBlock(0, BM_NOFALLDAMAGE, vVec1, axis, size);
case 'J': createBlock(0, BM_ICE, vVec1, axis, size);
case 'K': createBlock(0, BM_DEATH, vVec1, axis, size);
case 'L': createBlock(0, BM_NUKE, vVec1, axis, size);
case 'M': createBlock(0, BM_CAMOUFLAGE, vVec1, axis, size);
case 'N': createBlock(0, BM_LOWGRAVITY, vVec1, axis, size);
case 'O': createBlock(0, BM_FIRE, vVec1, axis, size);
case 'P': createBlock(0, BM_SLAP, vVec1, axis, size);
case 'Q': createBlock(0, BM_RANDOM, vVec1, axis, size);
case 'R': createBlock(0, BM_HONEY, vVec1, axis, size);
case 'S': createBlock(0, BM_BARRIER_CT, vVec1, axis, size);
case 'T': createBlock(0, BM_BARRIER_T, vVec1, axis, size);
case 'U': createBlock(0, BM_BOOTSOFSPEED, vVec1, axis, size);
case 'V': createBlock(0, BM_GLASS, vVec1, axis, size);
case 'W': createBlock(0, BM_BHOP_NOSLOW, vVec1, axis, size);
case 'X': createBlock(0, BM_AUTO_BHOP, vVec1, axis, size);
case 'Y': createBlock(0, BM_MYBLOCK, vVec1, axis, size);
Ill edit the blockmaker with he block and attach when im done

edit

Test this though i havent tested right now myself
Attached Files
File Type: sma Get Plugin or Get Source (blockmaker_v4.01.sma - 1253 views - 163.4 KB)

Last edited by micke1101; 04-28-2009 at 16:07.
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