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Show Teammates Armament


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EFFx
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Join Date: Feb 2016
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Old 04-13-2022 , 20:46   Re: Show Teammates Armament
Reply With Quote #21

Those are just warnings. The first one is because you used an interger instead of a float, should be 3.0.
The other warning is just telling you that g_fFreezeTime is not being used. If you remove it's existence, should be fine.

If still under complications, this should do what you asked for:
Attached Files
File Type: sma Get Plugin or Get Source (showequips.sma - 143 views - 13.9 KB)
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Last edited by EFFx; 04-13-2022 at 20:55.
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georgik57
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Old 04-13-2022 , 21:05   Re: Show Teammates Armament
Reply With Quote #22

Quote:
Originally Posted by iclassdon View Post
Thank you but the alterations didn't work. Used 3 seconds for my value.

(194) : warning 213: tag mismatch
(167) : warning 204: symbol is assigned a value that is never used: "g_fFreezeTime"
PHP Code:
g_fFreezeTime 3.0 
Ignore the other warning.
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iclassdon
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Join Date: May 2006
Old 04-13-2022 , 21:32   Re: Show Teammates Armament
Reply With Quote #23

Thank you. It compiled and it worked on first initial spawn for the specified time. After that the sprites never showed again after respawning. Using podbot as test bed.

p.s. It looked really cool. Good work.
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Siska1
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Join Date: Feb 2020
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Old 04-14-2022 , 00:36   Re: Show Teammates Armament
Reply With Quote #24

Is it possible that the plugin will not work if different models are used, for example from the original ones ?
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georgik57
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Old 04-14-2022 , 08:50   Re: Show Teammates Armament
Reply With Quote #25

Quote:
Originally Posted by Siska1 View Post
Is it possible that the plugin will not work if different models are used, for example from the original ones ?
They have to follow the original sprites' styles.
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EFFx
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Old 05-04-2022 , 23:00   Re: Show Teammates Armament
Reply With Quote #26

Quote:
Originally Posted by iclassdon View Post
Thank you. It compiled and it worked on first initial spawn for the specified time. After that the sprites never showed again after respawning. Using podbot as test bed.

p.s. It looked really cool. Good work.
Thank you for your words, sorry for the late message.

Quote:
Originally Posted by Siska1 View Post
Is it possible that the plugin will not work if different models are used, for example from the original ones ?
Well, I have tried the default models, so I'm not sure if tall player models will conflict with the code.
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Last edited by EFFx; 05-25-2022 at 21:39.
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Siska1
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Join Date: Feb 2020
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Old 05-22-2022 , 06:42   Re: Show Teammates Armament
Reply With Quote #27

I have this code and work for me
Code:
#include <amxmodx> 
#include <fakemeta> 
#include <engine> 
#include <cstrike> 
#include <hamsandwich> 

#define TASK_HUD_REMOVE 4853453 

new userSpr[33][6], g_buytime, bool:bTimeIsOver; 

new const g_szSprites[][] = 
{
    "sprites/1.spr",
    "sprites/10.spr",
    "sprites/100.spr",
    "sprites/1000.spr",
    "sprites/10000.spr",
    "sprites/cash.spr"
}

public plugin_init() 
{ 
    register_event("DeathMsg", "event_deathmsg", "a"); 
    register_event("HLTV", "event_new_round", "a", "1=0", "2=0"); 
    register_think("LOL", "fw_think"); 
    RegisterHam(Ham_Spawn, "player", "player_got_spawned", 1); 
    g_buytime = get_cvar_pointer("mp_buytime"); 
} 

public plugin_precache()
{
    for(new i = 0; i < sizeof g_szSprites; i++)
        precache_model(g_szSprites[i]);
}

public client_disconnected(id) 
{ 
    for(new i; i < sizeof userSpr[]; i++) 
    {     
        if(userSpr[id][i] > 0) remove_entity(userSpr[id][i]); 
        userSpr[id][i] = 0; 
    } 
} 

public reset(id)
{ 
    for(new i; i < sizeof userSpr[]; i++) 
    {     
        if(userSpr[id][i] > 0) remove_entity(userSpr[id][i]); 
        userSpr[id][i] = 0; 
    } 
} 

public event_deathmsg() 
{ 
    reset(read_data(2)); 
} 

public player_got_spawned(id) 
{ 
    if(!is_user_alive(id) || bTimeIsOver) return; 
    reset(id) ;
    set_user_HUDMONEY_onhead(id); 
} 

public event_new_round() 
{ 
    bTimeIsOver = false; 
    remove_task(TASK_HUD_REMOVE) 
    set_task(floatclamp(get_pcvar_float(g_buytime), 1.0, 60.0 * 20.0), "task_remove_HUD", TASK_HUD_REMOVE); 
} 

public task_remove_HUD() 
{ 
    new players[32],pnum; 
    get_players(players, pnum, "ah"); 
     
    for(new i; i < pnum; i++) 
    { 
        reset(players[i]); 
    } 
     
    bTimeIsOver = true; 
} 

set_user_HUDMONEY_onhead(id) 
{     
    new ent = create_entity("env_sprite"); 
    new Float:gTime = get_gametime(); 
     
    if(ent > 0) 
    { 
        userSpr[id][0] = ent; 
        set_pev(ent, pev_classname, "LOL"); 
        set_pev(ent, pev_nextthink, gTime + 0.1); 
        set_pev(ent, pev_movetype, MOVETYPE_NOCLIP); 
        engfunc(EngFunc_SetModel, ent, g_szSprites[0]); 
        set_pev(ent, pev_iuser4, id); 
        set_pev(ent, pev_iuser3, 4); 
        set_pev(ent, pev_frame, 0.0) 
        set_pev(ent, pev_framerate, 1.0) 
        set_pev(ent, pev_scale, 0.2) 
        set_rendering(ent, kRenderFxNone, 0, 255, 0, kRenderTransAdd, 200) 
    } 
     
    new ent2 = create_entity("env_sprite"); 
     
    if(ent2 > 0) 
    { 
        userSpr[id][1] = ent2; 
        set_pev(ent2, pev_classname, "LOL"); 
        set_pev(ent2, pev_nextthink, gTime + 0.1); 
        set_pev(ent2, pev_movetype, MOVETYPE_NOCLIP); 
        engfunc(EngFunc_SetModel, ent2, g_szSprites[1]); 
        set_pev(ent2, pev_iuser4, id); 
        set_pev(ent2, pev_iuser3, 3); 
        set_pev(ent2, pev_frame, 0.0) 
        set_pev(ent2, pev_framerate, 1.0) 
        set_pev(ent2, pev_scale, 0.2) 
        set_rendering(ent2, kRenderFxNone, 0, 255, 0, kRenderTransAdd, 200) 
    } 
     
    new ent3 = create_entity("env_sprite"); 
     
    if(ent3 > 0) 
    { 
        userSpr[id][2] = ent3; 
        set_pev(ent3, pev_classname, "LOL"); 
        set_pev(ent3, pev_nextthink, gTime + 0.1); 
        set_pev(ent3, pev_movetype, MOVETYPE_NOCLIP); 
        engfunc(EngFunc_SetModel, ent3, g_szSprites[2]); 
        set_pev(ent3, pev_iuser4, id); 
        set_pev(ent3, pev_iuser3, 2); 
        set_pev(ent3, pev_frame, 0.0) 
        set_pev(ent3, pev_framerate, 1.0) 
        set_pev(ent3, pev_scale, 0.2) 
        set_rendering(ent3, kRenderFxNone, 0, 255, 0, kRenderTransAdd, 200) 
    } 
     
    new ent4 = create_entity("env_sprite"); 
     
    if(ent4 > 0) 
    { 
        userSpr[id][3] = ent4; 
        set_pev(ent4, pev_classname, "LOL"); 
        set_pev(ent4, pev_nextthink, gTime + 0.1); 
        set_pev(ent4, pev_movetype, MOVETYPE_NOCLIP); 
        engfunc(EngFunc_SetModel, ent4, g_szSprites[3]); 
        set_pev(ent4, pev_iuser4, id); 
        set_pev(ent4, pev_iuser3, 1); 
        set_pev(ent4, pev_frame, 0.0) 
        set_pev(ent4, pev_framerate, 1.0) 
        set_pev(ent4, pev_scale, 0.2) 
        set_rendering(ent4, kRenderFxNone, 0, 255, 0, kRenderTransAdd, 200) 
    } 
     
    new ent5 = create_entity("env_sprite"); 
     
    if(ent5 > 0) 
    { 
        userSpr[id][4] = ent5; 
        set_pev(ent5, pev_classname, "LOL"); 
        set_pev(ent5, pev_nextthink, gTime + 0.1); 
        set_pev(ent5, pev_movetype, MOVETYPE_NOCLIP); 
        engfunc(EngFunc_SetModel, ent5, g_szSprites[4]); 
        set_pev(ent5, pev_iuser4, id); 
        set_pev(ent5, pev_iuser3, 0); 
        set_pev(ent5, pev_frame, 0.0) 
        set_pev(ent5, pev_framerate, 1.0) 
        set_pev(ent5, pev_scale, 0.2) 
        set_rendering(ent5, kRenderFxNone, 0, 255, 0, kRenderTransAdd, 200) 
    } 
     
    new ent6 = create_entity("env_sprite"); 
     
    if(ent > 0) 
    { 
        userSpr[id][5] = ent6; 
        set_pev(ent6, pev_classname, "LOL"); 
        engfunc(EngFunc_SetModel, ent6, g_szSprites[5]); 
        set_pev(ent6, pev_nextthink, gTime + 0.1); 
        set_pev(ent6, pev_movetype, MOVETYPE_NOCLIP); 
        set_pev(ent6, pev_iuser4, id); 
        set_pev(ent6, pev_iuser3, 5); 
        set_pev(ent6, pev_frame, 1.0) 
        set_pev(ent6, pev_framerate, 1.0) 
        set_pev(ent6, pev_scale, 0.22) 
        set_rendering(ent6, kRenderFxNone, 0, 255, 0, kRenderTransAdd, 200) 
    } 
} 

public fw_think(ent) 
{
    static Float:fOrigin[3], x, iUser; 
    pev((iUser=pev(ent, pev_iuser4)), pev_origin, fOrigin) 
     
    fOrigin[2] += 50.0; 
    set_pev(ent, pev_origin, fOrigin); 
     
    x = pev(ent, pev_iuser3); 
     
    if(x == 5) 
    { 
        set_pev(ent, pev_nextthink, get_gametime() + 0.1); 
        return; 
    } 
     
    static szMoney[6], szValue[2]; 
    arrayset(szMoney, 0, sizeof szMoney); 
    num_to_str(cs_get_user_money(iUser), szMoney, charsmax(szMoney)); 
     
    if(szMoney[x] == 0) 
    { 
        set_rendering(ent, kRenderFxNone, 0, 0, 0, kRenderTransAlpha, 0) 
        set_pev(ent, pev_nextthink, get_gametime() + 0.1); 
        return; 
    } 
     
    szValue[0] = szMoney[x]; 
    szValue[1] = 0; 
    set_rendering(ent, kRenderFxNone, 0, 255, 0, kRenderTransAdd, 200) 
    set_pev(ent, pev_frame, floatstr(szValue)) 
    set_pev(ent, pev_nextthink, get_gametime() + 0.1); 
}
But why did the plugin on this topic never work for me? I see that the plugins are similar...
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Etern1ty
Junior Member
Join Date: May 2022
Old 05-22-2022 , 18:47   Re: Show Teammates Armament
Reply With Quote #28

When someone tries to connect to the server they get this error:


Error: server failed to transmit file 'sprites/10000.spr'
Error: server failed to transmit file 'sprites/1000.spr'
Error: server failed to transmit file 'sprites/100.spr'
Error: server failed to transmit file 'sprites/10.spr'
Error: server failed to transmit file 'sprites/1.spr'
Error: server failed to transmit file 'sprites/weap.spr'
Error: server failed to transmit file 'sprites/weap2.spr'
Error: server failed to transmit file 'sprites/cash.spr'
Error: server failed to transmit file 'sprites/arrow.spr'
Error: could not load file sprites/10000.spr
Model sprites/10000.spr not found and not available from server
Cannot continue without model sprites/10000.spr, disconnecting.

Last edited by Etern1ty; 05-22-2022 at 18:48.
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Siska1
Senior Member
Join Date: Feb 2020
Location: BedRock
Old 05-22-2022 , 19:51   Re: Show Teammates Armament
Reply With Quote #29

I did not know that the plugin should be used without freeztime !
Now everything works without freeztime !
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OciXCrom
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Join Date: Oct 2013
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Old 05-23-2022 , 14:08   Re: Show Teammates Armament
Reply With Quote #30

Quote:
Originally Posted by Siska1 View Post
I did not know that the plugin should be used without freeztime !
Now everything works without freeztime !
The entire point of the plugin is to show information DURING freezetime.
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