Junior Member
Join Date: Dec 2004
Location: CA
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02-18-2005
, 03:04
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#7
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Here is another try of this. (arrgh)
Code:
#include <amxmod.inc>
#include <amxmisc>
#include <xtrafun>
#include <superheromod.inc>
#include <vexd_utilities>
// GREEN ARROW - Exploding Arrows (bullets from scout)
// CVARS
// noob_arrows- How many Arrows does he get each round
// garrow_getscout - Does he get a free scout on respawn.
// VARIABLES
new gHeroName[]="Noob"
new gHasNoobPower[SH_MAXSLOTS+1]
new gPlayerLevels[SH_MAXSLOTS+1]
new gArrowsFired[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_init()
{
// Plugin Info
register_plugin("SUPERHERO Noob","1.2","AssKicR")
// FIRE THE EVENT TO CREATE THIS SUPERHERO!
if ( isDebugOn() ) server_print("Attempting to create Noob Hero")
if ( !cvar_exists("noob_level") ) register_cvar("noob_level", "0")
if ( !cvar_exists("maxnoob_level") ) register_cvar("maxnoob_level", "6")
shCreateHero(gHeroName, "exploding deagle shots", "U WILL HAVE A DEAGE WITH 3 EXPLODING SHOTS!!", false, "noob_level" )
// REGISTER EVENTS THIS HERO WILL RESPOND TO! (AND SERVER COMMANDS)
// INIT
register_srvcmd("noob_init", "noob_init")
shRegHeroInit(gHeroName, "noob_init")
register_event("ResetHUD","newRound","b")
// GREEN ARROW DAMAGE
register_event("Damage", "noob_damage", "b", "2!0")
// COUTING ARROWS
register_event("CurWeapon","changeWeapon","be","1=1")
// MAKE A TRAIL OF THE ARROW
register_event("CurWeapon","make_tracer", "be", "1=1", "3>0")
// LEVELS
register_srvcmd("noob_levels", "noob_levels")
shRegLevels(gHeroName,"dracula_levels")
// DEFAULT THE CVARS
if ( !cvar_exists("noob_arrows") ) register_cvar("noob_arrows", "1")
if ( !cvar_exists("noob_getdeagle") ) register_cvar("noob_getdeagle", "1")
}
//----------------------------------------------------------------------------------------------
public noob_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 garrow
read_argv(2,temp,5)
new hasPowers=str_to_num(temp)
gHasNoobPower[id]=(hasPowers!=0)
}
//----------------------------------------------------------------------------------------------
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")
return PLUGIN_CONTINUE
}
//----------------------------------------------------------------------------------------------
public noob_levels()
{
new id[5]
new lev[5]
read_argv(1,id,4)
read_argv(2,lev,4)
gPlayerLevels[str_to_num(id)] = str_to_num(lev)
}
//----------------------------------------------------------------------------------------------
public newRound(id)
{
new parm[1]
parm[0]=id
gArrowsFired[id] = 0
gPlayerUltimateUsed[id]=false
gLastWeapon[id]=-1 // I think the change Weapon automatically gets called on spawn death too...
if (gHasNoobPower[id] && get_cvar_num("noob_getdeagle")==1) {
shGiveWeapon(id,"weapon_deagle")
}
}
//----------------------------------------------------------------------------------------------
public noob_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 ( gHasNoobPower[attacker_id] && weapon == CSW_DEAGLE && 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 130
// ..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("deagle")
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 ^"Noob^"",
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 ( gHasNoobPower[id] && weap == CSW_DEAGLE && 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(153) // red
write_byte(0) // 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
}
//----------------------------------------------------------------------------------------------
//!!!!!!!!!!!!!!!!!!!!!!!!!!LOOK FOR ERRORS BELOW PLEASE!!!!!!!!!!!!!!!!!!!!!!!!!!!!
public changeWeapon(id)
{
if ( !gHasNoobPower[id] || !shModActive() ) return PLUGIN_CONTINUE
new clip, ammo
new wpn_id=get_user_weapon(id, clip, ammo);
if ( is_user_alive(id) && gHasNoobPower[id]) {
if (gPlayerLevels[id] > get_cvar_num("maxnoob_level"))
server_cmd (amx_slay #(id))
else
noob(id)
}
if ( wpn_id!=CSW_DEAGLE ) 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 scout
// Bullet Count
gArrowsFired[id]=(gArrowsFired[id] + 1)
new arrows = (get_cvar_num("noob_arrows")-gArrowsFired[id])
if (arrows == 0) {
gPlayerUltimateUsed[id]=true
}
if (arrows <= 0) {
gPlayerUltimateUsed[id]=true
}
if ((arrows != 0) && arrows >= 0 ) {
new message[128]
format(message, 127, "You Have %d Red Things left",arrows)
set_hudmessage(255,0,0,-1.0,0.3,0,0.25,1.0,0.0,0.0,4)
show_hudmessage(id, message)
}
return PLUGIN_CONTINUE
}
All the errors are on line 273; server_cmd (amx_slay #(id))
error 017: undefined symbol "amx_slay"
warning 215: expression has no effect
error 001: expected token ";", but found ")"
error 029: invalid expression, assumed zero
fatal error 107: too many error messages on one line.
-These errors are what screws it up obviously--
Any help at all would be greatly appreciated!!! Thank you!
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