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For people who want pacman for AMXX...


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laptopgun3
Senior Member
Join Date: Oct 2004
Old 06-10-2006 , 17:33   For people who want pacman for AMXX...
Reply With Quote #1

Here you go! I actually made pacman give you an m4a1 at start... (when i compiled it, it didnt give you one) i have never done this before so yea lol. it compiles with 18 errors but it works =P

EDIT: i have one question, how do i make it so that it switches to a different model? i tried using what morpheus has, but it says unknown string Entvars_Set_String or something like that. please help
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File Type: rar pacman_amxx_.rar (16.5 KB, 160 views)
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(null)
Junior Member
Join Date: Jun 2006
Old 06-11-2006 , 02:32  
Reply With Quote #2

u need some variables and precache

// VARIABLES
new gHeroName[]="Pacman"
new gHasPacManPower[SH_MAXSLOTS+1]

Code:
//---------------------------------------------------------------------------------------------- public plugin_precache() {     precache_model("models/shmod/pacman_m4.mdl") } //----------------------------------------------------------------------------------------------



public switchmodel(id)
Code:
  {     if ( !is_user_alive(id) || !gHasPacManPower[id] ) return     new clip, ammo, wpnid = get_user_weapon(id,clip,ammo)     if (wpnid == CSW_M4A1) {         Entvars_Set_String(id, EV_SZ_viewmodel, "models/shmod/pacman_m4")     } }
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laptopgun3
Senior Member
Join Date: Oct 2004
Old 06-11-2006 , 09:57  
Reply With Quote #3

this is what i have...

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

// PacMan - UbErNeSS hero..cant make it PaC cuz it wont work..and ya..

// CVARS
// PacMan_bullets - How many explosive bullets does he get each round
// PacMan_getM4A1 - Does he get a free M4A1 on respawn.
// PacMan_health - How much hp he has
// PacMan_armor - How much ap he has
// PacMan_gravity - How much gravity he has
// PacMan_speed - How fast he is


// VARIABLES
new gHeroName[]="PacMan"
new gHasPacManPower[SH_MAXSLOTS+1]
new M4A1sFired[33] = 0
// Test
new gLastWeapon[33]=0
new gLastClipCount[33]=0
new lastammo[33] 
new lastweap[33]

// sprites! 
new spr_laser 
new spr_laser_impact 
new spr_blast_shroom 

//----------------------------------------------------------------------------------------------
public plugin_precache()
{ 
    spr_laser = precache_model("sprites/laserbeam.spr") 
    spr_laser_impact = precache_model("sprites/zerogxplode.spr") 
    spr_blast_shroom = precache_model("sprites/mushroom.spr")
    precache_model("models/shmod/pacman_v_m4a1.mdl")
    precache_model("models/shmod/pacman_p_m4a1.mdl")
} 
//----------------------------------------------------------------------------------------------
public plugin_init()
{
  // Plugin Info
  register_plugin("SUPERHERO PacMan","1.2","PacMan")
 
  // FIRE THE EVENT TO CREATE THIS SUPERHERO!
  if ( isDebugOn() ) server_print("Attempting to create PacMan Hero")
  if ( !cvar_exists("PacMan_level") ) register_cvar("PacMan_level", "20")
  shCreateHero(gHeroName, "UBERNESS!!!", "You get explosive M4A1 bullets/hp/grav/ap/speed/", false, "PacMan_level" )
  
  // REGISTER EVENTS THIS HERO WILL RESPOND TO! (AND SERVER COMMANDS)
  // INIT
  register_srvcmd("PacMan_init", "PacMan_init")
  shRegHeroInit(gHeroName, "PacMan_init")
  register_event("ResetHUD","newSpawn","b")
  // M4A1 DAMAGE
  register_event("Damage", "M4A1_damage", "b", "2!0")
  // COUTING BULLETS
  register_event("CurWeapon","changeWeapon","be","1=1")
  // MAKE A TRAIL OF THE BULLETS
  register_event("CurWeapon","make_tracer", "be", "1=1", "3>0") 


  // DEFAULT THE CVARS
  if ( !cvar_exists("PacMan_bullets") ) register_cvar("PacMan_bullets", "30")
  if ( !cvar_exists("PacMan_getM4A1") ) register_cvar("PacMan_getM4A1", "1")
  if ( !cvar_exists("PacMan_gravity") ) register_cvar("PacMan_gravity", "0.40" )
  if ( !cvar_exists("PacMan_armor") ) register_cvar("PacMan_armor", "1000")
  if ( !cvar_exists("PacMan_health" ) ) register_cvar("PacMan_health", "1000")
  if ( !cvar_exists("PacMan_speed") ) register_cvar("PacMan_speed", "1000" )

  // variable thingys =D
  shSetMaxHealth(gHeroName, "PacMan_health" )
  shSetMinGravity(gHeroName, "PacMan_gravity" )
  shSetMaxArmor(gHeroName, "PacMan_armor" )
  shSetMaxSpeed(gHeroName, "PacMan_speed", "[0]" )

}
//----------------------------------------------------------------------------------------------
public PacMan_init()
{
  new temp[128]
  // First Argument is an id
  read_argv(1,temp,5)
  new id=str_to_num(temp)
  
  // 2nd Argument is 0 or 1 depending on whether the id has PacMan
  read_argv(2,temp,5)
  new hasPowers=str_to_num(temp)
  gHasPacManPower[id]=(hasPowers!=0)
}
//----------------------------------------------------------------------------------------------
public pacman_weapons(id)
{
	if ( is_user_alive(id) && shModActive() ) {
		shGiveWeapon(id,"weapon_m4a1")
	}
}
//----------------------------------------------------------------------------------------------
public newSpawn(id)
{ 
    if ( !is_user_alive(id) || !gHasPacManPower[id] ) return 
    new clip, ammo, wpnid = get_user_weapon(id,clip,ammo) 
    if (wpnid == CSW_M4A1) { 
        Entvars_Set_String(id, EV_SZ_viewmodel, "models/shmod/pacman_v_m4a1.mdl")
	Entvars_Set_String(id, EV_SZ_weaponmodel, "models/shmod/pacman_p_m4a1.mdl") 
    } 
}
//----------------------------------------------------------------------------------------------
public M4A1_damage(id)
{
    if (!shModActive()) return PLUGIN_CONTINUE

    new damage = read_data(2)
    new weapon, bodypart, attacker_id = get_user_attacker(id,weapon,bodypart)
    
    if ( attacker_id <=0 || attacker_id>SH_MAXSLOTS ) return PLUGIN_CONTINUE
  
    if ( gHasPacManPower[attacker_id] && weapon == CSW_M4A1 && is_user_alive(id) && (!gPlayerUltimateUsed[attacker_id]))
{ 
    new health = get_user_health(id) 

    // mah nigga $id wasn't attacked by another player 
    if (!is_user_connected(attacker_id)) return PLUGIN_CONTINUE 
    if (attacker_id == id) return PLUGIN_CONTINUE 

    // damage is less than 10% 
    if (((1.0 * damage) / (1.0 * (health + damage))) < 0.01) return PLUGIN_CONTINUE 

    new origin[3] 
    new attacker_team[2], victim_team[2] 

    get_user_origin(id, origin) 

    // player fades.. 
    set_user_rendering(id, kRenderFxFadeSlow, 255, 255, 255, kRenderTransColor, 4); 

    // beeeg explody! 
    message_begin(MSG_ALL, SVC_TEMPENTITY) 
    write_byte(3)            // TE_EXPLOSION 
    write_coord(origin[0]) 
    write_coord(origin[1]) 
    write_coord(origin[2]-22) 
    write_short(spr_blast_shroom)    // mushroom cloud 
    write_byte(40)            // scale in 0.1u 
    write_byte(12)            // frame rate 
    write_byte(12)            // TE_EXPLFLAG_NOpARTICLES & TE_EXPLFLAG_NOSOUND 
    message_end() 


    // do turn down that awful racket 

    // ..to be replaced by a blood spurt! 
    message_begin(MSG_ALL, SVC_TEMPENTITY) 
    write_byte(10)        // TE_LAVASPLASH 
    write_coord(origin[0]) 
    write_coord(origin[1]) 
    write_coord(origin[2]-26) 
    message_end() 

    // kill victim
	user_kill(id,1)
	message_begin( MSG_ALL, get_user_msgid("DeathMsg"),{0,0,0},0)
	write_byte(attacker_id)
	write_byte(id)
	write_byte(0)
	write_string("M4A1")
	message_end()
	//Save Hummiliation
   new namea[24],namev[24],authida[20],authidv[20],teama[8],teamv[8] 
   //Info On Attacker
   get_user_name(attacker_id,namea,23) 
   get_user_team(attacker_id,teama,7) 
   get_user_authid(attacker_id,authida,19) 
   //Info On Victim
   get_user_name(id,namev,23) 
   get_user_team(id,teamv,7) 
   get_user_authid(id,authidv,19)
	//Log This Kill
	log_message("^"%s<%d><%s><%s>^" killed ^"%s<%d><%s><%s>^" with ^"M4A1^"", 
    namea,get_user_userid(attacker_id),authida,teama,namev,get_user_userid(id),authidv,teamv)          

    /* set_user_health(id, 0) */ 

    // team check! 
	get_user_team(attacker_id, attacker_team, 1) 
	get_user_team(id, victim_team, 1) 

    // for some reason this doesn't update in the hud until the next round.. whatever. 
	if (!equali(attacker_team, victim_team)) { 
        // diff. team;    $attacker_id gets credited for the kill and $250 and XP.
        //        $id gets their suicidal -1 frag back. 
        set_user_frags(attacker_id, get_user_frags(attacker_id)+1) 
        set_user_money(attacker_id, get_user_money(attacker_id)+150)
		shAddXP(attacker_id, id, 1)
    } 
	else { 
        // same team;    $attacker loses a frag and $500 and XP.
        set_user_frags(attacker_id, get_user_frags(attacker_id)-1) 
        set_user_money(attacker_id, get_user_money(attacker_id)-500, 0)
		shAddXP(attacker_id, id, -1)
		} 
	return PLUGIN_CONTINUE 
	} 
return PLUGIN_CONTINUE
}
//----------------------------------------------------------------------------------------------,
public make_tracer(id) { 

    if (!shModActive()) return PLUGIN_CONTINUE 
        
    
    new weap = read_data(2)        // id of the weapon 
    new ammo = read_data(3)        // ammo left in clip 

if ( gHasPacManPower[id] && weap == CSW_M4A1 && 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) // origin; where you are 
        get_user_origin(id, vec2, 4) // termina; where your bullet goes 

        // tracer beam 
        message_begin(MSG_PAS, SVC_TEMPENTITY, vec1) 
        write_byte(0)        // TE_BEAMPOINTS 
        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(spr_laser)    // laserbeam sprite 
        write_byte(0)        // starting frame 
        write_byte(10)        // frame rate 
        write_byte(2)        // life in 0.1s 
        write_byte(4)        // line width in 0.1u 
        write_byte(1)        // noise in 0.1u 
        write_byte(0)        // red
        write_byte(153)      // green 
        write_byte(0)        // blue
        write_byte(80)        // brightness 
        write_byte(100)        // scroll speed 
        message_end() 

        // bullet impact explosion 
        message_begin(MSG_PAS, SVC_TEMPENTITY, vec2) 
        write_byte(3)        // TE_EXPLOSION 
        write_coord(vec2[0])    // end point of beam 
        write_coord(vec2[1]) 
        write_coord(vec2[2]) 
        write_short(spr_laser_impact)    // blast sprite 
        write_byte(10)            // scale in 0.1u 
        write_byte(30)            // frame rate 
        write_byte(8)            // TE_EXPLFLAG_NOpARTICLES 
        message_end()            // ..unless i'm mistaken, nOparticles helps avoid a crash 
    } 

    lastammo[id] = ammo 
    lastweap[id] = weap 

    return PLUGIN_CONTINUE 
	}
	return PLUGIN_CONTINUE 
} 
//----------------------------------------------------------------------------------------------
public changeWeapon(id)
{
    if ( !gHasPacManPower[id] || !shModActive() ) return PLUGIN_CONTINUE
    new  clip, ammo
    new wpn_id=get_user_weapon(id, clip, ammo);

    if ( wpn_id!=CSW_M4A1 ) return PLUGIN_CONTINUE

    // This event gets trigger on a switch to a weapon too...
	// Easy work around
	if ( wpn_id != gLastWeapon[id] )
	{
      gLastWeapon[id]=wpn_id  
	  return PLUGIN_CONTINUE // user just switched weapons
	}

    if ( clip >= gLastClipCount[id] )
	{
	  gLastClipCount[id]=clip
	  return PLUGIN_CONTINUE
	}
	gLastClipCount[id]=clip

	// Ok - if it fell through here - you got a user firing the M4A1

    return PLUGIN_CONTINUE
}
but i still get error 017: Undefined symbol "Entvars_Set_String"
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jtp10181
Veteran Member
Join Date: May 2004
Location: Madison, WI
Old 06-11-2006 , 10:12  
Reply With Quote #4

if you want to code it for amxx then change your includes as such

Code:
#include <amxmod.inc> 
#include <xtrafun> 
#include <superheromod.inc>
to...

Code:
#include <amxmodx> 
#include <engine> 
#include <superheromod>
then fix any errors about invalid function names by finding the correct function names for amxx.
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laptopgun3
Senior Member
Join Date: Oct 2004
Old 06-11-2006 , 11:09  
Reply With Quote #5

ok JTP, i did what you said, but now i get error 017: Undefined symbol "Entvars_Set_String" and error 017: Undefined symbol "Set_User_Money"
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donohowboutu
BANNED
Join Date: Jun 2006
Old 06-11-2006 , 11:26  
Reply With Quote #6

Code:
#define <Entvars_Set_String>
#include <Vexd_utilities>
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laptopgun3
Senior Member
Join Date: Oct 2004
Old 06-11-2006 , 11:48  
Reply With Quote #7

Code:
#include <amxmodx> #include <engine> #include <Vexd_utilities> #define Entvars_Set_String #include <superheromod> // PacMan - UbErNeSS hero..cant make it PaC cuz it wont work..and ya.. // CVARS // PacMan_bullets - How many explosive bullets does he get each round // PacMan_getM4A1 - Does he get a free M4A1 on respawn. // PacMan_health - How much hp he has // PacMan_armor - How much ap he has // PacMan_gravity - How much gravity he has // PacMan_speed - How fast he is // VARIABLES new gHeroName[]="PacMan" new bool:gHasPacManPower[SH_MAXSLOTS+1] new M4A1sFired[33] = 0 // Test new gLastWeapon[33]=0 new gLastClipCount[33]=0 new lastammo[33] new lastweap[33] // sprites! new spr_laser new spr_laser_impact new spr_blast_shroom //---------------------------------------------------------------------------------------------- public plugin_precache() {     spr_laser = precache_model("sprites/laserbeam.spr")     spr_laser_impact = precache_model("sprites/zerogxplode.spr")     spr_blast_shroom = precache_model("sprites/mushroom.spr")     precache_model("models/shmod/pacman_v_m4a1.mdl")     precache_model("models/shmod/pacman_p_m4a1.mdl") } //---------------------------------------------------------------------------------------------- public plugin_init() {   // Plugin Info   register_plugin("SUPERHERO PacMan","1.2","PacMan")     // FIRE THE EVENT TO CREATE THIS SUPERHERO!   if ( isDebugOn() ) server_print("Attempting to create PacMan Hero")   if ( !cvar_exists("PacMan_level") ) register_cvar("PacMan_level", "20")   shCreateHero(gHeroName, "UBERNESS!!!", "You get explosive M4A1 bullets/hp/grav/ap/speed/", false, "PacMan_level" )     // REGISTER EVENTS THIS HERO WILL RESPOND TO! (AND SERVER COMMANDS)   // INIT   register_srvcmd("PacMan_init", "PacMan_init")   shRegHeroInit(gHeroName, "PacMan_init")   register_event("ResetHUD","newSpawn","b")   // M4A1 DAMAGE   register_event("Damage", "M4A1_damage", "b", "2!0")   // COUTING BULLETS   register_event("CurWeapon","changeWeapon","be","1=1")   // MAKE A TRAIL OF THE BULLETS   register_event("CurWeapon","make_tracer", "be", "1=1", "3>0")   // DEFAULT THE CVARS   if ( !cvar_exists("PacMan_bullets") ) register_cvar("PacMan_bullets", "30")   if ( !cvar_exists("PacMan_getM4A1") ) register_cvar("PacMan_getM4A1", "1")   if ( !cvar_exists("PacMan_gravity") ) register_cvar("PacMan_gravity", "0.40" )   if ( !cvar_exists("PacMan_armor") ) register_cvar("PacMan_armor", "1000")   if ( !cvar_exists("PacMan_health" ) ) register_cvar("PacMan_health", "1000")   if ( !cvar_exists("PacMan_speed") ) register_cvar("PacMan_speed", "1000" )   // variable thingys =D   shSetMaxHealth(gHeroName, "PacMan_health" )   shSetMinGravity(gHeroName, "PacMan_gravity" )   shSetMaxArmor(gHeroName, "PacMan_armor" )   shSetMaxSpeed(gHeroName, "PacMan_speed", "[0]" ) } //---------------------------------------------------------------------------------------------- public PacMan_init() {   new temp[128]   // First Argument is an id   read_argv(1,temp,5)   new id=str_to_num(temp)     // 2nd Argument is 0 or 1 depending on whether the id has PacMan   read_argv(2,temp,5)   new hasPowers=str_to_num(temp)   gHasPacManPower[id]=(hasPowers!=0) } //---------------------------------------------------------------------------------------------- public pacman_weapons(id) {     if ( is_user_alive(id) && shModActive() ) {         shGiveWeapon(id,"weapon_m4a1")     } } //---------------------------------------------------------------------------------------------- public newSpawn(id) {     if ( !is_user_alive(id) || !gHasPacManPower[id] ) return     new clip, ammo, wpnid = get_user_weapon(id,clip,ammo)     if (wpnid == CSW_M4A1) {         Entvars_Set_String(id, EV_SZ_viewmodel, "models/shmod/pacman_v_m4a1.mdl")     Entvars_Set_String(id, EV_SZ_weaponmodel, "models/shmod/pacman_p_m4a1.mdl")     } } //---------------------------------------------------------------------------------------------- public M4A1_damage(id) {     if (!shModActive()) return PLUGIN_CONTINUE     new damage = read_data(2)     new weapon, bodypart, attacker_id = get_user_attacker(id,weapon,bodypart)         if ( attacker_id <=0 || attacker_id>SH_MAXSLOTS ) return PLUGIN_CONTINUE       if ( gHasPacManPower[attacker_id] && weapon == CSW_M4A1 && is_user_alive(id) && (!gPlayerUltimateUsed[attacker_id])) {     new health = get_user_health(id)     // mah nigga $id wasn't attacked by another player     if (!is_user_connected(attacker_id)) return PLUGIN_CONTINUE     if (attacker_id == id) return PLUGIN_CONTINUE     // damage is less than 10%     if (((1.0 * damage) / (1.0 * (health + damage))) < 0.01) return PLUGIN_CONTINUE     new origin[3]     new attacker_team[2], victim_team[2]     get_user_origin(id, origin)     // player fades..     set_user_rendering(id, kRenderFxFadeSlow, 255, 255, 255, kRenderTransColor, 4);     // beeeg explody!     message_begin(MSG_ALL, SVC_TEMPENTITY)     write_byte(3)            // TE_EXPLOSION     write_coord(origin[0])     write_coord(origin[1])     write_coord(origin[2]-22)     write_short(spr_blast_shroom)    // mushroom cloud     write_byte(40)            // scale in 0.1u     write_byte(12)            // frame rate     write_byte(12)            // TE_EXPLFLAG_NOpARTICLES & TE_EXPLFLAG_NOSOUND     message_end()     // do turn down that awful racket     // ..to be replaced by a blood spurt!     message_begin(MSG_ALL, SVC_TEMPENTITY)     write_byte(10)        // TE_LAVASPLASH     write_coord(origin[0])     write_coord(origin[1])     write_coord(origin[2]-26)     message_end()     // kill victim     user_kill(id,1)     message_begin( MSG_ALL, get_user_msgid("DeathMsg"),{0,0,0},0)     write_byte(attacker_id)     write_byte(id)     write_byte(0)     write_string("M4A1")     message_end()     //Save Hummiliation    new namea[24],namev[24],authida[20],authidv[20],teama[8],teamv[8]    //Info On Attacker    get_user_name(attacker_id,namea,23)    get_user_team(attacker_id,teama,7)    get_user_authid(attacker_id,authida,19)    //Info On Victim    get_user_name(id,namev,23)    get_user_team(id,teamv,7)    get_user_authid(id,authidv,19)     //Log This Kill     log_message("^"%s<%d><%s><%s>^" killed ^"%s<%d><%s><%s>^" with ^"M4A1^"",     namea,get_user_userid(attacker_id),authida,teama,namev,get_user_userid(id),authidv,teamv)               /* set_user_health(id, 0) */     // team check!     get_user_team(attacker_id, attacker_team, 1)     get_user_team(id, victim_team, 1)     // for some reason this doesn't update in the hud until the next round.. whatever.     if (!equali(attacker_team, victim_team)) {         // diff. team;    $attacker_id gets credited for the kill and $250 and XP.         //        $id gets their suicidal -1 frag back.         set_user_frags(attacker_id, get_user_frags(attacker_id)+1)         set_user_money(attacker_id, get_user_money(attacker_id)+150)         shAddXP(attacker_id, id, 1)     }     else {         // same team;    $attacker loses a frag and $500 and XP.         set_user_frags(attacker_id, get_user_frags(attacker_id)-1)         set_user_money(attacker_id, get_user_money(attacker_id)-500, 0)         shAddXP(attacker_id, id, -1)         }     return PLUGIN_CONTINUE     } return PLUGIN_CONTINUE } //----------------------------------------------------------------------------------------------, public make_tracer(id) {     if (!shModActive()) return PLUGIN_CONTINUE                 new weap = read_data(2)        // id of the weapon     new ammo = read_data(3)        // ammo left in clip if ( gHasPacManPower[id] && weap == CSW_M4A1 && 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) // origin; where you are         get_user_origin(id, vec2, 4) // termina; where your bullet goes         // tracer beam         message_begin(MSG_PAS, SVC_TEMPENTITY, vec1)         write_byte(0)        // TE_BEAMPOINTS         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(spr_laser)    // laserbeam sprite         write_byte(0)        // starting frame         write_byte(10)        // frame rate         write_byte(2)        // life in 0.1s         write_byte(4)        // line width in 0.1u         write_byte(1)        // noise in 0.1u         write_byte(0)        // red         write_byte(153)      // green         write_byte(0)        // blue         write_byte(80)        // brightness         write_byte(100)        // scroll speed         message_end()         // bullet impact explosion         message_begin(MSG_PAS, SVC_TEMPENTITY, vec2)         write_byte(3)        // TE_EXPLOSION         write_coord(vec2[0])    // end point of beam         write_coord(vec2[1])         write_coord(vec2[2])         write_short(spr_laser_impact)    // blast sprite         write_byte(10)            // scale in 0.1u         write_byte(30)            // frame rate         write_byte(8)            // TE_EXPLFLAG_NOpARTICLES         message_end()            // ..unless i'm mistaken, nOparticles helps avoid a crash     }     lastammo[id] = ammo     lastweap[id] = weap     return PLUGIN_CONTINUE     }     return PLUGIN_CONTINUE } //---------------------------------------------------------------------------------------------- public changeWeapon(id) {     if ( !gHasPacManPower[id] || !shModActive() ) return PLUGIN_CONTINUE     new  clip, ammo     new wpn_id=get_user_weapon(id, clip, ammo);     if ( wpn_id!=CSW_M4A1 ) return PLUGIN_CONTINUE     // This event gets trigger on a switch to a weapon too...     // Easy work around     if ( wpn_id != gLastWeapon[id] )     {       gLastWeapon[id]=wpn_id         return PLUGIN_CONTINUE // user just switched weapons     }     if ( clip >= gLastClipCount[id] )     {       gLastClipCount[id]=clip       return PLUGIN_CONTINUE     }     gLastClipCount[id]=clip     // Ok - if it fell through here - you got a user firing the M4A1     return PLUGIN_CONTINUE }

thanks that fixed it but now i get <106 -- 107>: error 029: invalid expression, assumed zero and undefined symbol: set_user_money
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donohowboutu
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Join Date: Jun 2006
Old 06-11-2006 , 12:23  
Reply With Quote #8

Code:
#define <set_user_money>
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laptopgun3
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Join Date: Oct 2004
Old 06-11-2006 , 12:59  
Reply With Quote #9

yea ok lol i tried that but i got another error.. it didnt do that now.. oh and btw its without the <> but i still get <108 -- 109: error 029: invalid expression, assumed zero
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jtp10181
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Join Date: May 2004
Location: Madison, WI
Old 06-11-2006 , 19:54  
Reply With Quote #10

donohowboutu, you are an idiot

laptopgun3: undo what he told you to do, "Entvars_Set_String" is now "entity_set_string" in amxx. anything that starts with "Entvars_" changed to "entity_"

set_suer_money -> cs_set_user_money

like I already told you, some of the function names changed. Dont be an idiot, do some research.
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