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[HELP][BB] anti block doors zombie


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Natsheh
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Old 10-08-2017 , 13:18   Re: [HELP][BB] anti block doors zombie
Reply With Quote #11

Its scripting help spooky not a free services
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Relaxing
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Old 10-08-2017 , 15:02   Re: [HELP][BB] anti block doors zombie
Reply With Quote #12

You can prevent in a way, but the survivor can block the way by setting a path, that leads to a dead end.
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spooky HL15
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Old 10-10-2017 , 15:21   Re: [HELP][BB] anti block doors zombie
Reply With Quote #13

Quote:
Originally Posted by Natsheh View Post
Its scripting help spooky not a free services
ok sorry this is not a free services but how i can make you help me ?
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DjSoftero
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Old 10-11-2017 , 07:55   Re: [HELP][BB] anti block doors zombie
Reply With Quote #14

check the doors origin and then if the block is closer than a defined distance, set block origin to the one where the block has been picked up
there are all the functions you need: https://www.amxmodx.org/api/

in the 6.4 version abrriers entity index is held in g_iEntBarrier variable. get it`s origin and when player is about to place the block, do the checks, and set the origin of the block to the one, that is alowed
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Last edited by DjSoftero; 10-11-2017 at 08:05.
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Natsheh
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Old 10-11-2017 , 09:04   Re: [HELP][BB] anti block doors zombie
Reply With Quote #15

Quote:
Originally Posted by DjSoftero View Post
check the doors origin and then if the block is closer than a defined distance, set block origin to the one where the block has been picked up
there are all the functions you need: https://www.amxmodx.org/api/

in the 6.4 version abrriers entity index is held in g_iEntBarrier variable. get it`s origin and when player is about to place the block, do the checks, and set the origin of the block to the one, that is alowed
Not a great idea..
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DjSoftero
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Old 10-11-2017 , 09:22   Re: [HELP][BB] anti block doors zombie
Reply With Quote #16

Quote:
Originally Posted by Natsheh View Post
Not a great idea..
then perhaps don`t let go of the wall even when the key is released?
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KiLLeR.
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Old 10-11-2017 , 10:20   Re: [HELP][BB] anti block doors zombie
Reply With Quote #17

Quote:
Originally Posted by Natsheh View Post
Not a great idea..
Why not, at least you could explain?!
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Natsheh
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Old 10-11-2017 , 10:21   Re: [HELP][BB] anti block doors zombie
Reply With Quote #18

Quote:
Originally Posted by DjSoftero View Post
then perhaps don`t let go of the wall even when the key is released?
There may be thier multiplied barrier doors each one on a different location each one has a different origin but the problem is all the barrier doors are only attached/tied to a one brush entity which result in one origin.

The best way is to find entity in sphere the given origin is the block origin. Check if it has the barrier door in its sphere, if so set block origin to 0.0 0.0 0.0 its spawn origin.

There are useful bb forwards in version 6.5

Called drop post/pre you could go check for the correct names...
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Last edited by Natsheh; 10-11-2017 at 10:28.
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spooky HL15
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Old 10-16-2017 , 13:27   Re: [HELP][BB] anti block doors zombie
Reply With Quote #19

Quote:
Originally Posted by DjSoftero View Post
check the doors origin and then if the block is closer than a defined distance, set block origin to the one where the block has been picked up
there are all the functions you need: https://www.amxmodx.org/api/

in the 6.4 version abrriers entity index is held in g_iEntBarrier variable. get it`s origin and when player is about to place the block, do the checks, and set the origin of the block to the one, that is alowed
if i give you set block origin to 0.0 0.0 0.0 for 3 maps can you make this anti ?
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edon1337
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Join Date: Jun 2016
Location: Macedonia
Old 10-17-2017 , 05:54   Re: [HELP][BB] anti block doors zombie
Reply With Quote #20

Idk if it's gonna work but try it.
PHP Code:
#include < amxmodx >
#include < basebuilder >
#include < engine >

new g_iBarrierEnt;

const 
Float:g_iMaxDistance_X 10.0;
const 
Float:g_iMaxDistance_Y 10.0;
const 
Float:g_iMaxDistance_Z 10.0;

public 
plugin_init( )
{
    
register_plugin"Prevent Door Blocking""1.0""DoNii" );

    
g_iBarrierEnt find_ent_by_class( -1"barrier" );
}

public 
bb_round_started( )
{
    if( ! 
is_valid_entg_iBarrierEnt ) )
    return 
PLUGIN_CONTINUE;

    new 
Float:fOriginDoor], Float:fOriginBlock];
    
entity_get_vectorg_iBarrierEntEV_VEC_originfOriginDoor );

    new 
iEnt = -1;

    while( ( 
iEnt find_ent_by_class( -1"func_wall" ) ) != )
    {
        
entity_get_vectoriEntEV_VEC_originfOriginBlock );

        if ( ( ( 
fOriginDoor] - fOriginBlock] ) <= g_iMaxDistance_X ) || ( ( fOriginBlock] - fOriginDoor] ) <= g_iMaxDistance_X )
        || ( ( ( 
fOriginDoor] - fOriginBlock] ) <= g_iMaxDistance_Y ) || ( ( fOriginBlock] - fOriginDoor] ) <= g_iMaxDistance_Y )
        || ( ( ( 
fOriginDoor] - fOriginBlock] ) <= g_iMaxDistance_Z ) || ( ( fOriginBlock] - fOriginDoor] ) <= g_iMaxDistance_Z ) ) ) )
        {
            
            
fOriginBlock] = fOriginBlock] / 10.0;
            
fOriginBlock] = fOriginBlock] / 20.0;
            
fOriginBlock] = fOriginBlock] / 30.0;
            
            
entity_set_vectoriEntEV_VEC_originfOriginBlock );
        }
    }
    return 
PLUGIN_CONTINUE;

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Last edited by edon1337; 10-17-2017 at 14:35.
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