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Monster Mod


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solano
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Join Date: Nov 2009
Old 11-29-2009 , 10:09   Re: Monster Mod
Reply With Quote #71

what are you so mad about it doesnt fix the problem
and i looked at the reference for those and because it wasnt working for the bazooka i tried adding them
and even though i always asking question(even stupid ones) i try to write it on my own
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Arkshine
AMX Mod X Plugin Approver
Join Date: Oct 2005
Old 11-29-2009 , 10:45   Re: Monster Mod
Reply With Quote #72

I'm not mad, I gave you example and you add random things. That's not right. About your problem I don't know. Why do you check pev_deadflag ?
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solano
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Join Date: Nov 2009
Old 11-29-2009 , 10:50   Re: Monster Mod
Reply With Quote #73

because while the death animation is running if you hit the monster you get frags and if you dismantle the corpse you get frag too
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solano
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Join Date: Nov 2009
Old 11-30-2009 , 12:24   Re: Monster Mod
Reply With Quote #74

hey arkshine how can i order the zombies around.
for instance make them go to a specific position or do a certain task
isnt that what you are doing with your monster ai?


and how can i check if some player typed "amx_something 12 15 12" in the console

Last edited by solano; 11-30-2009 at 12:43.
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solano
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Join Date: Nov 2009
Old 12-01-2009 , 03:51   Re: Monster Mod
Reply With Quote #75

why does
Code:
#include <amxmodx>
#include <core>
#include <fun>

public plugin_init()
{
    register_plugin("Glow Fun","0.1","Fortis");
    register_clcmd( "glow", "fnc_MakeMeGlow",ADMIN_SLAP,"glow <r> <g> <b>");
    register_clcmd( "noglow", "fnc_UnglowMe",ADMIN_SLAP,"glow <r> <g> <b>");
}

public fnc_MakeMeGlow( const id )
{
    new r,g,b;
    r=get_argv(1);
    g=get_argv(1);
    b=get_argv(1);
    set_user_rendering(id,kRenderFxGlowShell,r,g,b,kRenderNormal,25)
}

public func_UnglowMe( const id)
{
    set_user_rendering(id,kRenderFxGlowShell,0,0,0,kRenderNormal,25);
}
compile but when i type glow 255 0 0 in the console it says unknown function
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Arkshine
AMX Mod X Plugin Approver
Join Date: Oct 2005
Old 12-01-2009 , 04:03   Re: Monster Mod
Reply With Quote #76

Because you don't return PLUGIN_HANDLED;

How is related to your original problem ? Please don't start to ask make an all-in-one thread for all your problems. One tread = one problem.
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solano
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Join Date: Nov 2009
Old 12-01-2009 , 04:24   Re: Monster Mod
Reply With Quote #77

sorry bout that but i thought it was a small problem and starting a thread just for that
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Arkshine
AMX Mod X Plugin Approver
Join Date: Oct 2005
Old 12-01-2009 , 04:29   Re: Monster Mod
Reply With Quote #78

For you previous questions, try EngFunc_MoveToOrigin.
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solano
Member
Join Date: Nov 2009
Old 12-01-2009 , 04:55   Re: Monster Mod
Reply With Quote #79

EngFunc_MoveToOrigin == pev_origin == set_entity_origin
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Old 12-01-2009, 05:11
solano
This message has been deleted by solano. Reason: i answered my own question
Arkshine
AMX Mod X Plugin Approver
Join Date: Oct 2005
Old 12-01-2009 , 05:17   Re: Monster Mod
Reply With Quote #80

Quote:
Originally Posted by solano View Post
EngFunc_MoveToOrigin == pev_origin == set_entity_origin
Code:
// MoveToOrigin stuff #define  MOVE_START_TURN_DIST 64 // when this far away from moveGoal, start turning to face next goal #define  MOVE_STUCK_DIST      32 // if a monster can't step this far, it is stuck. // MoveToOrigin stuff #define  MOVE_NORMAL        0// normal move in the direction monster is facing #define  MOVE_STRAFE        1// moves in direction specified, no matter which way monster is facing

Code:
// spawn flags 256 and above are already taken by the engine extern void UTIL_MoveToOrigin( edict_t* pent, const Vector &vecGoal, float flDist, int iMoveType );
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