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Biohazard v2.00 Beta 3b (Zombie Mod)


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hectorz0r
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Join Date: Oct 2008
Old 10-29-2008 , 14:35   Re: Biohazard v2.00 Beta 3b (Zombie Mod)
Reply With Quote #2841

Quote:
Originally Posted by DruGzOG View Post
Search in the biohazard.sma and see if you can find v_knife
Also the game you have above is CS:S, this is for HL1, games like counter-strike 1.6 and cz, not HL2 such as CS:S and Hl2: Deathmatch
I know, its css zm, but for sure theres a way to fix knife for zombies with hl1 engine... i spread more than 2 days trying to fix it, looking over whole code of biohazard.sma, nothing work.

I still need help.

Last edited by hectorz0r; 06-29-2010 at 23:22.
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Old 10-29-2008 , 14:45   Re: Biohazard v2.00 Beta 3b (Zombie Mod)
Reply With Quote #2842

Quote:
Originally Posted by marcellus View Post
the biohazard.inc file is missing ?

yea but how can i add the include ? i just edit the text & paste in in amx webcompiler and click on compile :-( how can i add this there? & wehere can i find the right include. is this the .inc file ? must i add all .inc text after this plugin & compile it ? sry but im a newbi
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marcellus
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Join Date: Mar 2004
Old 10-29-2008 , 15:12   Re: Biohazard v2.00 Beta 3b (Zombie Mod)
Reply With Quote #2843

download the amxmodx package
download biohazard package

copy addons/amxmodx/scripts folder from biohazard package to addons/amxmodx/script folder (amxmodx)

copy your plugin in addons/amxmodx/scripts

run compile.exe
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Old 10-29-2008 , 15:29   Re: Biohazard v2.00 Beta 3b (Zombie Mod)
Reply With Quote #2844

Quote:
Originally Posted by marcellus View Post
download the amxmodx package
download biohazard package

copy addons/amxmodx/scripts folder from biohazard package to addons/amxmodx/script folder (amxmodx)

copy your plugin in addons/amxmodx/scripts

run compile.exe
lol sry but i cant fund the scripts folder in amxmodx & compile.exe

can you please compile this 4 me ?

Scriptings folder is attached & here is the code 4 bio_smokeflare.sma :


Code:
#include <amxmodx>
#include <fakemeta>
#tryinclude <biohazard>

#if !defined _biohazard_included
        #assert Biohazard functions file required!
#endif

#define pev_flare pev_iuser4
#define flare_id 1337
#define is_ent_flare(%1) (pev(%1, pev_flare) == flare_id) ? 1 : 0

new const g_flare_model[] = "models/w_flare.mdl"

new cvar_smokeflare, cvar_smokeflare_dur
public plugin_init()
{
    register_plugin("smoke flare", "0.1", "mini_midget/cheap_suit")
    is_biomod_active() ? plugin_init2() : pause("ad")
}

public plugin_precache() 
    precache_model(g_flare_model)

public plugin_init2()
{
    register_forward(FM_SetModel, "fwd_setmodel")    
    register_forward(FM_Think, "fwd_think")
    cvar_smokeflare = register_cvar("bh_flare_enable",   "1")
    cvar_smokeflare_dur = register_cvar("bh_flare_duration", "999.9")
}

public fwd_setmodel(ent, const model[]) 
{
    if(!pev_valid(ent) || !equal(model[9], "smokegrenade.mdl"))
        return FMRES_IGNORED
    
    static classname[32]; pev(ent, pev_classname, classname, 31)
    if(equal(classname, "grenade") && get_pcvar_num(cvar_smokeflare))
    {
        engfunc(EngFunc_SetModel, ent, g_flare_model)
        set_pev(ent, pev_effects, EF_BRIGHTLIGHT)
        set_pev(ent, pev_flare,   flare_id)
        set_pev(ent, pev_nextthink, get_gametime() + get_pcvar_float(cvar_smokeflare_dur))
        fm_set_rendering(ent, kRenderFxGlowShell, 150, 150, 250, kRenderNormal, 16)
        
        return FMRES_SUPERCEDE
    }
    return FMRES_IGNORED
}

public fwd_think(ent) if(pev_valid(ent) && is_ent_flare(ent))
    engfunc(EngFunc_RemoveEntity, ent)

stock fm_set_rendering(entity, fx = kRenderFxNone, r = 0, g = 206, b = 209, render = kRenderNormal, amount = 16) 
{
    static Float:color[3]; color[2] = float(b), color[0] = float(r), color[1] = float(g)
    
    set_pev(entity, pev_renderfx, fx)
    set_pev(entity, pev_rendercolor, color)
    set_pev(entity, pev_rendermode,  render)
    set_pev(entity, pev_renderamt,   float(amount))

    return 1
}
Attached Files
File Type: rar scripting.rar (27.7 KB, 294 views)
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marcellus
Senior Member
Join Date: Mar 2004
Old 10-29-2008 , 19:53   Re: Biohazard v2.00 Beta 3b (Zombie Mod)
Reply With Quote #2845

Quote:
Originally Posted by farzad View Post
lol sry but i cant fund the scripts folder in amxmodx & compile.exe

can you please compile this 4 me ?

Scriptings folder is attached & here is the code 4 bio_smokeflare.sma :


Code:
#include <amxmodx>
#include <fakemeta>
#tryinclude <biohazard>

#if !defined _biohazard_included
        #assert Biohazard functions file required!
#endif

#define pev_flare pev_iuser4
#define flare_id 1337
#define is_ent_flare(%1) (pev(%1, pev_flare) == flare_id) ? 1 : 0

new const g_flare_model[] = "models/w_flare.mdl"

new cvar_smokeflare, cvar_smokeflare_dur
public plugin_init()
{
    register_plugin("smoke flare", "0.1", "mini_midget/cheap_suit")
    is_biomod_active() ? plugin_init2() : pause("ad")
}

public plugin_precache() 
    precache_model(g_flare_model)

public plugin_init2()
{
    register_forward(FM_SetModel, "fwd_setmodel")    
    register_forward(FM_Think, "fwd_think")
    cvar_smokeflare = register_cvar("bh_flare_enable",   "1")
    cvar_smokeflare_dur = register_cvar("bh_flare_duration", "999.9")
}

public fwd_setmodel(ent, const model[]) 
{
    if(!pev_valid(ent) || !equal(model[9], "smokegrenade.mdl"))
        return FMRES_IGNORED
    
    static classname[32]; pev(ent, pev_classname, classname, 31)
    if(equal(classname, "grenade") && get_pcvar_num(cvar_smokeflare))
    {
        engfunc(EngFunc_SetModel, ent, g_flare_model)
        set_pev(ent, pev_effects, EF_BRIGHTLIGHT)
        set_pev(ent, pev_flare,   flare_id)
        set_pev(ent, pev_nextthink, get_gametime() + get_pcvar_float(cvar_smokeflare_dur))
        fm_set_rendering(ent, kRenderFxGlowShell, 150, 150, 250, kRenderNormal, 16)
        
        return FMRES_SUPERCEDE
    }
    return FMRES_IGNORED
}

public fwd_think(ent) if(pev_valid(ent) && is_ent_flare(ent))
    engfunc(EngFunc_RemoveEntity, ent)

stock fm_set_rendering(entity, fx = kRenderFxNone, r = 0, g = 206, b = 209, render = kRenderNormal, amount = 16) 
{
    static Float:color[3]; color[2] = float(b), color[0] = float(r), color[1] = float(g)
    
    set_pev(entity, pev_renderfx, fx)
    set_pev(entity, pev_rendercolor, color)
    set_pev(entity, pev_rendermode,  render)
    set_pev(entity, pev_renderamt,   float(amount))

    return 1
}
Attached Files
File Type: amxx bio_smokeflare.amxx (3.5 KB, 209 views)
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DruGzOG
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Old 10-29-2008 , 20:30   Re: Biohazard v2.00 Beta 3b (Zombie Mod)
Reply With Quote #2846

Do not post the .amxx, post the .sma and let the online compiler compile it
Attached Files
File Type: sma Get Plugin or Get Source (bio_smokeflare.sma - 879 views - 1.9 KB)
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Old 10-30-2008 , 03:12   Re: Biohazard v2.00 Beta 3b (Zombie Mod)
Reply With Quote #2847

Quote:
Originally Posted by DruGzOG View Post
Do not post the .amxx, post the .sma and let the online compiler compile it
@marcellus : Thank you very much. ill be test it right now, i know itsll be nice.

@DruGzOG : that you share is the original amxx. but i wont just to change the Smoke colors on this plugin.the code is in ma last post
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marcellus
Senior Member
Join Date: Mar 2004
Old 10-30-2008 , 03:19   Re: Biohazard v2.00 Beta 3b (Zombie Mod)
Reply With Quote #2848

Quote:
Originally Posted by DruGzOG View Post
Do not post the .amxx, post the .sma and let the online compiler compile it
i know the rules (see my join date to the amxmodx forum)

but as you can see by yourself, the online compiler cant compile it (missing includes)
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Old 10-30-2008 , 03:24   Re: Biohazard v2.00 Beta 3b (Zombie Mod)
Reply With Quote #2849

marcellus ? the smoke light is white,you have maybe any idea, how can i change the smoke color ?


this are the light what i wann :-( i think blueviolet is better but its not fnctionaley :-(
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Dores
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Join Date: Jun 2008
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Old 10-30-2008 , 11:27   Re: Biohazard v2.00 Beta 3b (Zombie Mod)
Reply With Quote #2850

Quote:
Originally Posted by marcellus View Post
but as you can see by yourself, the online compiler cant compile it (missing includes)
Then the person who downloads it should have those includes and compile it locally.
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