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Naruto-Mod [Version 2.5]


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Blubb
Member
Join Date: May 2008
Location: Germany
Old 06-07-2008 , 15:18   Re: Naruto-Mod [Version 2.0]
Reply With Quote #21

thanks fxfighter so i think i fixed it now but the menus i dont really know how to make them right so sorry ^^
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KANE-EX
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Join Date: Jun 2008
Location: Overthrow SV, CS, iA HL
Old 06-07-2008 , 18:00   Re: Naruto-Mod [Version 2.0]
Reply With Quote #22

i Have Update, have Bugs All Models, No Work
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Blubb
Member
Join Date: May 2008
Location: Germany
Old 06-08-2008 , 11:47   Re: Naruto-Mod [Version 2.0]
Reply With Quote #23

i tested it now
but i cant get it work ~-~ fxfighter maybe u could help again here is the sma file in attachment fot v3

Code:
//////////////////////////////////////////////////////////////////////////
//        '      .      '-.             .     .~-.         .            //
//       =s     (Bs.  .zNNNh<   'D-    -NN< .=NNNNs'   (szNNs.          //
// .-.  <ND    <NNN-  =NNNNNND- hNs    sNNB.hNNNNNNB   hNNNNNB          // 
//-BNB. sNN   .BNNN<  BNNNNNNNh'NNB.   BNNh+NNNNNNNh  <NNNNNNNN         //
//DNNN  zNN   <NNNND .NNN.sNNNB(NNN'  (NNNs+NNNNNNh' -NNNNNNNNNN        //
//NNNh  BNB   hNNNNN'.NNB~DNNND=NNN.  =NNN~ =hNNND   hNNNN<hNNNv        //
//NNNN.'NNB  'NNNNNN(.NNNNNNNN+zNNN   DNNB   .NNNz  'NNNN+ .BNNv        //
//NNNN<(NNN -DNN+NNN= BNNNNNNh.hNNN  -NNNh   'NNN=  +NNND   =NNN        //
//NNNNDsNNN =NNN'hNNs BNNNNNh. zNNN  <NNN=   'NNN(  DNNN(   =NNN        //
//NNNNNNNNB sNNNNNNNs'NNNNB+   sNNB .DNNN~   'NNN(  BNNN<   BNNN        //
//NNNNNNNNh BNNNNNNN==NNNN-    sNNB.-NNNN.   'NNN-  sNNN+  +NNN         //
//NB=NNNNN+(NNNNDBNN(+NNNNz    zNNNzzNNND    'NNN.  zNNN+ -BNNN         //
//N= BNNNN'zNNs. hNN'-NNNNNs.  zNNNNNNNNh    'NNN   zNNNz'DNNN          //
//N~ +NNNs DNN(  BND 'NNNNNND- +NNNNNNNND    -NNB   =NNNNBNNN+          //
//N. .BNB. BNN.  NN< 'NN+BNNNB<.BNNNNNNNN.   -NNN   -NNNNNNN+           //
//D   ~=-  NNh   sB. .NN'-BNNNNh+BNNhBNNh    'NNh    +NNNNB~            // 
//.        ~z.   -(  .ND   +NNNNN(-. (Ns.     +D-     (DB+.             //
//                    ''    'sNNNN(   '                                 //
//                            -hNNN<                                    //
//                              (BN=                                    //
//                               .~.                                    //
//               .-       .       --.                                   //
//     <zh.     'hN(  (szNNs.    .NNND(                    ///////////////
//    <NNN<    -BNN<  hNNNNNB'   ~NNNNN(            //////////////////////
//    <NNNz.   DNNN< <NNNNNNND.  'NNNNNN(               //////////////////
//    .NNNND' +NNNB.-NNNNNNNNN<  'NNBNNNN-                              //
//    .NNNNND<NNNNh hNNNN<hNNND  -NNs'zNNB'                             //   
//    'NNBNNNNNNNN='NNNN+ .BNNN. -NNs  sNNz                             //
//    ~NNs<NNNNNNN=+NNND   =NNN- (NN+  .BNN-                            //
//    <NN+ DNNB=NN=DNNN(   =NNN. <NN(   =NN<                            //
//    =NN< =ND'=NN+BNNN<   BNNh  =NN-   <NN<                            //
//    zNN~ ~N~ zNN(sNNN+  +NNN<  zNN'   (NN~                            //
//    DNN-  (  DNN'zNNN+ -BNND   BNN    =NN.                            //
//   .NNN.     NND zNNNz'DNNN~   NNNz'.+NNz                             //
//    BNs      BN+ =NNNNBNNN+   =NNNNNNNNN-                             //
//    sN'     'NN. -NNNNNNN+    NNNNNNNNN<                              //
//    <+       N=   +NNNNB~    .NNNNNNNh~                               //
//    .        h.    (DB+.      zDhs(~.                                 //
//                                                                      //
//////////////////////////////////////////////////////////////////////////                                                                                                                                                           
///////NN/////////////////////////////////////////////////////////////////
///////NN               //////////////////////////////////////////////////
///////NN                                      ///////////////////////////
//     NN                                           //////////////////////
//     NN'sBNh-   hN~   ~Nh                                ///////////////
//     NNBNNNNB'  <Ns   sN<                        ///////////////////////
//     NNs- 'hNs  .NB   BN.                 //////////////////////////////
//     NN    -ND   zN~ ~Ns            ////////////////////////////////////
//     NN     NN   ~Ns =N~                       /////////////////////////
//     NN    .NB    BB BD                                       //////////
//     NN    ~Nh    =N+N+                                     ////////////
//     NN~. ~DN<    'NNN'                                   //////////////
//     NNNNNNNh      hNz                                  ////////////////
//     NB+DNB=.      <N(                                //////////////////
//////////           zB                               ////////////////////
////////////////////~N=                             //////////////////////  
////////////////////hN-                       ////////////////////////////      
///////////////////(Nh////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
////////NN/////////NN//////////////NN/////////////////////////////////////
////////NNNNND=.   NN              NN         NN//////////////////////////
////////NNNNNNNz   NN              NN         NN//////////////////////////
////////NN   (NN   NN              NN         NN//////////////////////////
////////NN    ND   NN   NN    NN   NN'sBNh-   NN'sBNh-////////////////////
////////NN  .+N(   NN   NN    NN   NNBNNNNB'  NNBNNNNB'///////////////////
////////NNNNNNh'   NN   NN    NN   NNs- 'hNs  NNs- 'hNs///////////////////
////////NNNNNNNB-  NN   NN    NN   NN    -ND  NN    -ND///////////////////
////////NN   .sNz  NN   NN    NN   NN     NN  NN     NN///////////////////
////////NN    .NN  NN   NN    NN///NN    .NB  NN    .NB///////////////////
////////NN    .NB  NN   NN.   NN///NN    ~Nh  NN    ~Nh///////////////////
////////NN   'zNz  NN   DN+ -zNN///NN~. ~DN<  NN~. ~DN<///////////////////
////////NNNNNNNB'  NN   =NNNNBNN///NNNNNNNh   NNNNNNNh////////////////////
////////NNNNNBs'   NN    sBBs'NN///NB+DNB=.   NB+DNB=.////////////////////
//////////////////////////////////////////////////////////////////////////                                                                               
//If u want report bugs or u have Ideas for the Mod post them in the    //
//Naruto-Mod Thread in the www.amxmodx.org Forums. Thanks for all bug   //
//reports. :)                                                           //
//////////////////////////////////////////////////////////////////////////
//History                                //
//////////////////////////////////////////////////////////////////////////
//Version 2:                                //
//I changed the model direction, because some of u couldnt use this, I    //
//hope its working for all fine now.                    //
//                                    //
//Version 1:                                //
//The mod is done. ;)                                                   //
//////////////////////////////////////////////////////////////////////////
//    Copyright (C) <2008>  <[b]lubb>                                   //
//////////////////////////////////////////////////////////////////////////
//  This program is free software: you can redistribute it and/or modify//
//  it under the terms of the GNU General Public License as published by//
//  the Free Software Foundation, either version 3 of the License, or   //
//  (at your option) any later version.                                 //
//                                                                      //
//  This program is distributed in the hope that it will be useful,     //
//  but WITHOUT ANY WARRANTY; without even the implied warranty of      //
//  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the       //
//  GNU General Public License for more details.                        //
//                                                                      //
//  You should have received a copy of the GNU General Public License   //
//  along with this program. If not, see <http://www.gnu.org/licenses/>.//
//////////////////////////////////////////////////////////////////////////



#include <amxmodx>
#include <amxmisc>

#include <fakemeta>
#include <fakemeta_util>

#include <hamsandwich>
#include <nvault>

#define PLUGIN "Naruto Mod"
#define VERSION "1.0" 
#define AUTHOR "[b]lubb"

#define TASK_INTERVAL 4.0  
#define MAX_HEALTH 255  

#define MAXCLASSES 10

#define MAXLEVELS 99
#define STANDARDTIMESTEPSOUND 400

new bool:g_silent[33]

new const CLASSES[MAXCLASSES][] = {
    "None",
    "Sasuke", 
    "Naruto",
    "Sakura",
    "Kakashi",
    "Haku",
    "Gaara",
    "Neji",
    "Rock Lee",
    "Hinata"
}

new knife_model[33] 
new g_Menu

new onlyknife = 1

new CVAR_HIGHSPEED
new CVAR_LOWSPEED
new CVAR_LOWGRAV
new CVAR_NORMGRAV
new CVAR_HEALTH_ADD
new CVAR_HEALTH_MAX
new CVAR_DAMAGE 

new const LEVELS[MAXLEVELS] = {
    200,
    400,
    600,
    800,
    1000,
    1250,
    1500,
    1750,
    2000,
    2250,
    2500,
    2750,
    3000,
    3300,
    3600,
    3900,
    4200,
    4500,
    5000,
    5500,
    6000,
    7500,
    8000,
    8500,
    9000,
    9500,
    10000,
    10500,        
    11000,    
    11500,
    12000,
    12500,
    13000,
    13500,
    14000,
    14500,
    15000,
    15500,
    16000,
    16500,
    17000,
    17500,
    18000,
    18500,
    19000,
    19500,
    20000,
    20500,
    21000,
    21500,
    22000,
    22500,
    23000,
    23500,
    24000,
    25000,
    26000,
    27000,
    28000,
    29000,
    30000,
    31000,
    32000,
    33000,
    34000,
    35000,
    36000,
    37000,
    38000,
    39000,
    40000,
    41000,
    42000,
    43000,
    44000,
    45000,
    46000,
    47000,
    48000,
    49000,
    50000,
    51500,
    53000,
    54500,
    56000,
    57500,
    59000,
    60500,
    62000,
    65000,
    68000,
    71000,
    74000,
    77000,
    80000,
    85000,
    90000,
    95000,
    100000
}

new PlayerXP[33],PlayerLevel[33],PlayerClass[33]

new NM_Kill,NM_Knife,NM_Hs,NM_Perfect,SaveXP,g_vault


public plugin_init() { 
    
    register_plugin(PLUGIN, VERSION, AUTHOR) 
    
    register_event("DeathMsg", "eDeath", "a")
    register_event( "Damage", "event_damage", "be" )
    register_event("CurWeapon","CurWeapon","be","1=1")
    register_event("CurWeapon","knife","b")
    
    g_Menu = register_menuid("Knife Mod")
    register_menucmd(g_Menu, 1023, "knifemenu")
    
    register_clcmd("say /changeability", "display_knife")
    register_clcmd("say_team /changeability", "display_knife")
    register_clcmd("say /ca", "display_knife")
    register_clcmd("say_team /ca", "display_knife")
    register_clcmd("say /ability", "display_knife")
    register_clcmd("say_team /ability", "display_knife")
    register_clcmd("say /changeclass", "ChangeClass")
    register_clcmd("say_team /changeclass", "ChangeClass")
    register_clcmd("say /menu", "ChangeClass")
    register_clcmd("say_team /menu", "ChangeClass")
    register_clcmd("say /naruto", "ChangeClass")
    register_clcmd("say_team /naruto", "ChangeClass")
    register_clcmd("say /info", "ShowHud")
    register_clcmd("say_team /info", "ShowHud")
    register_clcmd("say /level", "ShowHud")
    register_clcmd("say_team /level", "ShowHud")
    register_clcmd("say /lvl", "ShowHud")
    register_clcmd("say_team /lvl", "ShowHud")
    register_clcmd("say /lv", "ShowHud")
    register_clcmd("say_team /lv", "ShowHud")
    
    SaveXP = register_cvar("SaveXP","1")
    NM_Kill=register_cvar("nm_per_kill", "25")
    NM_Hs=register_cvar("nm_hs_bonus","25")
    NM_Knife=register_cvar("nm_knife_bonus","0")
    //NM_Defuse=register_cvar("nm_defuse","25")
    NM_Perfect=register_cvar("nm_perfect","50")
    //NM_Plant=register_cvar("nm_plant","25")
    g_vault = nvault_open("naruto_mod")
    CVAR_HIGHSPEED = register_cvar("nm_highspeed","340")
    CVAR_LOWSPEED = register_cvar("nm_lowspeed","170")
    CVAR_HEALTH_ADD = register_cvar("nm_addhealth", "5")
    CVAR_HEALTH_MAX = register_cvar("nm_maxhealth", "75")
    CVAR_DAMAGE = register_cvar("nm_damage", "2")
    CVAR_LOWGRAV = register_cvar("nm_lowgravity" , "400")
    CVAR_NORMGRAV = get_cvar_pointer("sv_gravity")
    
    RegisterHam ( Ham_Touch, "func_buyzone", "Touch_Buyzone" );
    
    set_task(480.0, "kmodmsg", 0, _, _, "b")
}

public eDeath(  ) 
{
    new headshot,attacker = read_data( 1 )
    new weapon = get_user_weapon(attacker,headshot,headshot)
    headshot = read_data( 3 )
    new health = get_user_health(attacker)
    
    if(PlayerClass[attacker] == 0)
        return PLUGIN_CONTINUE
    
    PlayerXP[attacker] += get_pcvar_num(NM_Kill)
    
    if(headshot)
        PlayerXP[attacker] += get_pcvar_num(NM_Hs)
        
    if(health == 100)
        PlayerXP[attacker] += get_pcvar_num(NM_Perfect)
        
    if(weapon == CSW_KNIFE)
        PlayerXP[attacker] += get_pcvar_num(NM_Knife)
    
    while(PlayerXP[attacker] >= LEVELS[PlayerLevel[attacker]])
    {
        client_print(attacker, print_chat, "[Naruto Mod] Congratulations! You are a level %i %s!",PlayerLevel[attacker],CLASSES[PlayerClass[attacker]])
        PlayerLevel[attacker] += 1
    }
    
    ShowHud(attacker)
    SaveData(attacker)
    return PLUGIN_CONTINUE
}
public OnHealth(id)
{
    if(PlayerLevel[id] == 90) 
    {
        set_pev(id, pev_health, 255);
    }  
}
 
public ShowHud(id)
{
    client_print(id, print_chat, "Level: %i",PlayerLevel[id])
    client_print(id, print_chat, "Experience: %i",PlayerXP[id])
    client_print(id, print_chat, "Ability: %s",CLASSES[PlayerClass[id]])
}

public ChangeClass(id)
{    
    
    new menu = menu_create("Naruto Mod - Character Menu" , "Class_Handle")
    
    
    menu_additem(menu ,"Sasuke", "1" , 0);
    menu_additem(menu ,"Naruto", "2" , 0);
    menu_additem(menu ,"Sakura", "3" , 0);
    menu_additem(menu ,"Kakashi", "4" , 0);
    menu_additem(menu ,"Haku", "5" , 0);
    menu_additem(menu ,"Gaara", "6" , 0);
    menu_additem(menu ,"Neji", "7" , 0);
    menu_additem(menu ,"Rock Lee", "8" , 0);
    menu_additem(menu ,"Hinata", "9" , 0);
    
    
    menu_setprop(menu , MPROP_EXIT , MEXIT_ALL);
    
    
    menu_display(id , menu , 0);
    
    return PLUGIN_CONTINUE;
    
}
public Class_Handle(id , menu , item) 
{
    
    if(item == MENU_EXIT) 
    {    
        menu_destroy(menu);    
    }
    
    
    new szCommand[6] , szName[64];
    new access , callback;
    
    
    menu_item_getinfo(menu , item , access , szCommand , 5 , szName , 63 , callback);
    
    
    new i = str_to_num(szCommand)
    

    if(PlayerClass[id] != i)
    {
        PlayerClass[id] = i
        client_print(id,print_chat,"[Naruto Mod] You are now %s",CLASSES[i])
    }

    else
    {
        client_print(id,print_chat,"[Naruto Mod] You are already %s",CLASSES[i])
    }

    menu_destroy(menu);
    return PLUGIN_CONTINUE
}

public knife(id){
       
        if(onlyknife==1){
            new clip, ammo
            new usersweapon = get_user_weapon(id,clip,ammo)
            if(usersweapon==CSW_FLASHBANG){
                
            } else if(usersweapon==CSW_KNIFE) {
            
            } else {
        client_cmd(id,"drop")
            }
        }
        return PLUGIN_CONTINUE
}


public plugin_precache() { 
    precache_model("models/naruto-mod/v_kunai.mdl") 
}

public display_knife(id) {
    new menuBody[512]
    add(menuBody, 511, "\rNaruto Mod - Ability Menu\w^n^n")
    add(menuBody, 511, "1. \rMore Damage/Low Speed\w^n")
    add(menuBody, 511, "2. \rNo Footsteps\w^n")
    add(menuBody, 511, "3. \rMore Speed\w^n")
    add(menuBody, 511, "4. \rLow Gravity\w^n")
    add(menuBody, 511, "5. \rHealth Regeneration\w^n^n")
    add(menuBody, 511, "0. Exit^n")
    
    new keys = ( 1<<0 | 1<<1 | 1<<2 | 1<<3 | 1<<4 | 1<<9 )
    show_menu(id, keys, menuBody, -1, "Knife Mod")
}

public knifemenu(id, key) {
    switch(key) 
    {
        case 0: SetKnife(id , 4)
        case 1: SetKnife(id , 2)
        case 2: SetKnife(id , 3)
        case 3: SetKnife(id , 1)
        case 4: SetKnife(id , 0)
        default: return PLUGIN_HANDLED
    }
    SaveData(id)
    return PLUGIN_HANDLED
} 

public SetKnife(id , Knife) {
    knife_model[id] = Knife
    
    new Clip, Ammo, Weapon = get_user_weapon(id, Clip, Ammo) 
    if ( Weapon != CSW_KNIFE )
        return PLUGIN_HANDLED
    
    new vModel[56]
    
    switch(Knife)
    {
        case 0: {
            format(vModel,55,"models/naruto-mod/v_kunai.mdl")
        }
        case 1: {
            format(vModel,55,"models/naruto-mod/v_kunai.mdl")
        }
        case 2: {
            format(vModel,55,"models/naruto-mod/v_kunai.mdl")
        }
        case 3: {
            format(vModel,55,"models/naruto-mod/v_kunai.mdl")
        }
        case 4: {
            format(vModel,55,"models/naruto-mod/v_kunai.mdl")
        }
    } 
    
    set_pev(id, pev_viewmodel, vModel)
    
    return PLUGIN_HANDLED;  
}

public event_damage( id ) {
    
    new victim_id = id;
    if( !is_user_connected( victim_id ) ) return PLUGIN_CONTINUE
    new dmg_take = read_data( 2 );
    new dmgtype = read_data( 3 );
    new Float:multiplier = get_pcvar_float(CVAR_DAMAGE);
    new Float:damage = dmg_take * multiplier;
    new health = get_user_health( victim_id );
    
    new iWeapID, attacker_id = get_user_attacker( victim_id, iWeapID );
    
    if( !is_user_connected( attacker_id ) || !is_user_alive( victim_id ) ) {
        return PLUGIN_HANDLED
    }
    
    if( iWeapID == CSW_KNIFE && knife_model[attacker_id] == 4 ) {
        
        if( floatround(damage) >= health ) {
            if( victim_id == attacker_id ) {
                return PLUGIN_CONTINUE
                }else{
                log_kill( attacker_id, victim_id, "knife", 0 );
            }
            
            return PLUGIN_CONTINUE
            }else {
            if( victim_id == attacker_id ) return PLUGIN_CONTINUE
            
            fm_fakedamage( victim_id, "weapon_knife", damage, dmgtype );
        }
    }
    return PLUGIN_CONTINUE
}

public CurWeapon(id)
    {
    new Weapon = read_data(2)
    
    SetKnife(id, knife_model[id])   
        
    if(knife_model[id] == 0 && !task_exists(id) && Weapon == CSW_KNIFE)
        set_task(TASK_INTERVAL , "task_healing",id,_,_,"b")
    else if(task_exists(id))
        remove_task(id)
        
    fm_set_user_footsteps(id , ( (knife_model[id] == 2 && Weapon == CSW_KNIFE) ? 1 : 0) )
    
    new Float:Gravity = ((knife_model[id] == 1 && Weapon == CSW_KNIFE)? get_pcvar_float(CVAR_LOWGRAV) : get_pcvar_float(CVAR_NORMGRAV)) / 800.0
    set_pev(id, pev_gravity, Gravity)
    
    new Float:Speed
    if(Weapon != CSW_KNIFE || knife_model[id] < 3)
        return PLUGIN_CONTINUE
    else if(knife_model[id] == 3)
        Speed = get_pcvar_float(CVAR_HIGHSPEED)
    else if(knife_model[id] == 4)
        Speed = get_pcvar_float(CVAR_LOWSPEED)
    
    set_pev(id, pev_maxspeed, Speed)
    
    return PLUGIN_HANDLED   
    
}

stock log_kill(killer, victim, weapon[],headshot) {
    user_silentkill( victim );
    
    message_begin( MSG_ALL, get_user_msgid( "DeathMsg" ), {0,0,0}, 0 );
    write_byte( killer );
    write_byte( victim );
    write_byte( headshot );
    write_string( weapon );
    message_end();
    
    new kfrags = get_user_frags(killer);
    set_pev(killer, pev_frags, kfrags++);
    new vfrags = get_user_frags(victim);
    set_pev(victim, pev_frags, vfrags++ );
    
    return  PLUGIN_CONTINUE
} 


public task_healing(id) {  
    new addhealth = get_pcvar_num(CVAR_HEALTH_ADD)  
    if (!addhealth)
        return  
    
    new maxhealth = get_pcvar_num(CVAR_HEALTH_MAX)  
    if (maxhealth > MAX_HEALTH) { 
        set_pcvar_num(CVAR_HEALTH_MAX, MAX_HEALTH)  
        maxhealth = MAX_HEALTH 
    }  
    
    new health = get_user_health(id)   
    
    if (is_user_alive(id) && (health < maxhealth)) { 
        set_pev(id, pev_health,health + addhealth)
        set_hudmessage(0, 255, 0, -1.0, 0.25, 0, 1.0, 2.0, 0.1, 0.1, 4)
        show_hudmessage(id,"<< !!HEAL IN PROGRESS!! >>")
        message_begin(MSG_ONE, get_user_msgid("ScreenFade"), {0,0,0}, id)
        write_short(1<<10)
        write_short(1<<10)
        write_short(0x0000)
        write_byte(0)
        write_byte(200)
        write_byte(0)
        write_byte(75)
        message_end()
    }
    
    else {
        if (is_user_alive(id) && (health > maxhealth))
            remove_task(id)
    }
}  

public client_disconnect(id) {  
    if(task_exists(id)) remove_task(id)  
    
    if(get_pcvar_num(SaveXP) == 1)
    {
        SaveData(id)
    }

    PlayerXP[id] = 0
    PlayerLevel[id] = 0
    PlayerClass[id] = 0
}  


public kmodmsg() { 
    
    client_print(0,print_chat,"[Naruto Mod] Type /ability to change your ability")
}  

public client_authorized(id)
    {
    LoadData(id)
    
    if(get_pcvar_num(SaveXP) == 1)
    {
        LoadData(id)
}


    }
SaveData(id)
{     
    new AuthID[35]
    get_user_authid(id,AuthID,34)
    
    new vaultkey[64],vaultdata[256]
    format(vaultkey,63,"%s-Mod",AuthID)
    format(vaultdata,255,"%i#%i#",PlayerXP[id],PlayerLevel[id])
    nvault_set(g_vault,vaultkey,vaultdata)
    return PLUGIN_CONTINUE
}

LoadData(id) 
{     
    new AuthID[35]
    get_user_authid(id,AuthID,34)
    
    new vaultkey[64],vaultdata[256]
    format(vaultkey,63,"%s-Mod",AuthID)
    format(vaultdata,255,"%i#%i#",PlayerXP[id],PlayerLevel[id])
    nvault_get(g_vault,vaultkey,vaultdata,255)
    
    replace_all(vaultdata, 255, "#", " ")
    
    new playerxp[32], playerlevel[32]
    
    parse(vaultdata, playerxp, 31, playerlevel, 31)
    
    PlayerXP[id] = str_to_num(playerxp)
    PlayerLevel[id] = str_to_num(playerlevel)
    
    return PLUGIN_CONTINUE
}

fm_set_user_footsteps(index, set = 1)
{
        if (set)
    {                
                set_pev(index, pev_flTimeStepSound, 999)
                g_silent[index] = true
        }
        else
    {
                set_pev(index, pev_flTimeStepSound, STANDARDTIMESTEPSOUND)
                g_silent[index] = false
        }

        return 1
}
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fxfighter
Veteran Member
Join Date: Feb 2007
Location: Trollhättan
Old 06-09-2008 , 05:26   Re: Naruto-Mod [Version 2.0]
Reply With Quote #24

If your talking about power menu for example.
Then i dont see a reason why it should work in the first place.
You never change there gravity speed ....
The only thing it dose is canging the model to something it already is by defult.
Dont see why you use cases to format it to the same.
There are many things you can optimize and some things that dosent make eny sense.

Thare to much in this code to fix so i wont even bother doing it.
Think you should read some more guides/tutorials before continuing this.
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Last edited by fxfighter; 06-09-2008 at 06:31.
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Blubb
Member
Join Date: May 2008
Location: Germany
Old 06-09-2008 , 07:33   Re: Naruto-Mod [Version 2.0]
Reply With Quote #25

okay thanks fxfighter i will try to make a new naruto mod after i have written all my exams in the next two weeks ^^
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Blubb
Member
Join Date: May 2008
Location: Germany
Old 06-22-2008 , 07:30   Re: Naruto-Mod [Version 2.5]
Reply With Quote #26

So the Version 2.5 is released now. I tested it and it should work now. Im waiting for ur feedback.
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ConnorMcLeod
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Join Date: Jul 2006
Location: France (95)
Old 06-22-2008 , 07:46   Re: Naruto-Mod [Version 2.5]
Reply With Quote #27

This function is never called :

PHP Code:
public OnHealth(id)
{
    if(
PlayerLevel[id] == 90
    {
        
set_pev(idpev_health255);
    }  

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Blubb
Member
Join Date: May 2008
Location: Germany
Old 06-22-2008 , 07:52   Re: Naruto-Mod [Version 2.5]
Reply With Quote #28

this is part of the knife mod and i though it is for the ability to get regeneration maybe you can tell me how i use this part of the script
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ConnorMcLeod
Veteran Member
Join Date: Jul 2006
Location: France (95)
Old 06-22-2008 , 08:07   Re: Naruto-Mod [Version 2.5]
Reply With Quote #29

I can't, just remove it if you don't use it.
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Blubb
Member
Join Date: May 2008
Location: Germany
Old 06-22-2008 , 08:41   Re: Naruto-Mod [Version 2.5]
Reply With Quote #30

okay thanks i will delete it and then in the next version you dont find it ^^
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