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make water...


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One
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Old 12-28-2009 , 20:43   make water...
Reply With Quote #1

hi,

i it possible to make water ? anything like block maker but make water.
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Arkshine
AMX Mod X Plugin Approver
Join Date: Oct 2005
Old 12-28-2009 , 21:11   Re: make water...
Reply With Quote #2

Good luck : http://www.twhl.co.za/wiki.php?id=198 ^^
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Old 12-28-2009 , 21:26   Re: make water...
Reply With Quote #3

i mean with amx oO i think its for mapper. else i understand nothing oO

i tough i can maybe copy water. but water isnt a entity

i tried somthing like this but i dont like that what i did i want to code a good plugin

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Arkshine
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Old 12-28-2009 , 21:30   Re: make water...
Reply With Quote #4

You can spawn entity in game, like func_water. I'm not mapper, there is a tuto to explain a bit.
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Old 12-28-2009 , 21:46   Re: make water...
Reply With Quote #5

i want to do it with amxmodx. im not making a map or somthing else. i want to do water on maps with amxmodx.
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Old 12-28-2009 , 21:47   Re: make water...
Reply With Quote #6

...

Quote:
You can spawn entity in game
... with amxx.
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Old 12-28-2009 , 21:50   Re: make water...
Reply With Quote #7

how ?
i mean i can spawn a model or sothing like this but water isnt a model or sprite or .. idk how to spawn func_water
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Arkshine
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Old 12-28-2009 , 21:53   Re: make water...
Reply With Quote #8

Search. It's soooo common used that you can find so many thread/plugins which use/spawn entities.. To create water you have to understand how it needs to be created. See the tutorial. Searh on google and use amxx to spawn entities you need.
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Old 12-29-2009 , 07:16   Re: make water...
Reply With Quote #9

so i tried this one but happends nothing

where am i wrong?

PHP Code:
#include <amxmodx>
#include <amxmisc>
#include <fakemeta>
#include <engine>

#define PLUGIN "New Plug-In"
#define VERSION "1.0"
#define AUTHOR "author"


public plugin_init() 
{
    
register_plugin(PLUGINVERSIONAUTHOR)
    
register_clcmd"amx_makewater""ClientCommand_Createwater" )
}
public 
plugin_precache() 
{      
    new 
breakable create_entity"func_water" );      
    
DispatchSpawnbreakable);      
    
remove_entitybreakable); 
}
public 
ClientCommand_Createwater( const Player, const Level, const Cid )
{
    if ( !
cmd_accessPlayerLevelCid) )
    {
        return 
PLUGIN_HANDLED;
    }
    
    new 
Float:Origin[3];
    new 
Entity;
    
pevPlayerpev_originOrigin );
    if ( ( 
Entity create_entity"func_water" ) ) )
    {
        
set_pevEntitypev_classname"func_water" )
    
        
engfuncEngFunc_SetSize  EntityFloat:{ -1.0, -1.0, -1.0 }, Float:{ 1.01.01.0 } )
        
engfuncEngFunc_SetOriginEntityOrigin )
           
        
set_pevEntitypev_effects1/*          * 0 = Normal
                                * 1 = Slow Pulse
                                * 2 = Fast Pulse
                                * 3 = Slow Wide Pulse
                                * 4 = Fast Wide Pulse
                                * 5 = Slow Fade Away
                                * 6 = Fast Fade Away
                                * 7 = Slow Become Solid
                                * 8 = Fast Become Solid
                                * 9 = Slow Strobe
                                * 10 = Fast Strobe
                                * 11 = Faster Strobe
                                * 12 = Slow Flicker
                                * 13 = Fast Flicker
                                * 14 = Constant Glow
                                * 15 = Distort
                                * 16 = Hologram (Distort and Fade)*/

        
set_pev(Entity,pev_rendermode,0/*           * 0 = Normal
                                * 1 = Color
                                * 2 = Texture
                                * 3 = Glow
                                * 4 = Solid
                                * 5 = Additive*/

        
set_pev(Entity,pev_pitch_speed,0.2)        //Pitch Yaw Roll (angles) - Sets the pitch (up / down), yaw (left / right) and roll (bank) respectively. The compass in WorldCraft / Hammer corresponds to Yaw. The settings are not always (or not all) used.
        
        
entity_set_float(Entity,EV_FL_animtime,2.0)
        
entity_set_float(Entity,EV_FL_framerate,1.0)
        
entity_set_int(Entity,EV_INT_sequence,0)
        
set_pevEntitypev_solidSOLID_BBOX )
        
set_pevEntitypev_movetypeMOVETYPE_NONE)
        
set_pevEntitypev_ownerPlayer )        
    }

    return 
PLUGIN_HANDLED_MAIN;

no error, no crashes...nothing
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xPaw
Retired AMX Mod X Moderator
Join Date: Jul 2008
Old 12-29-2009 , 07:20   Re: make water...
Reply With Quote #10

keyvalues, set them with DispatchKeyValue

Code:
"classname" "func_water"
"rendercolor" "0 0 0"
"rendermode" "2"
"renderamt" "130"
"skin" "-3"
"WaveHeight" "5"
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