Raised This Month: $32 Target: $400
 8% 

[CS|CZ] Team Semiclip 3.3.1 [5 Jun 2017]


Post New Thread Reply   
 
Thread Tools Display Modes
georgik57
Veteran Member
Join Date: Oct 2008
Location: 🎧Music World
Old 02-12-2011 , 12:20   Re: [CS|DoD|CZ] Team Semiclip 1.8.1 RC (all mods) [01-16-10]
Reply With Quote #101

Quote:
Originally Posted by georgik57 View Post
Quote:
Originally Posted by ot_207 View Post
2. I donīt know what is_user_valid_ETC. is
Quote:
#define is_user_valid_connected(%1) (1 <= %1 <= g_maxplayers && g_isconnected[%1])
#define is_user_valid_alive(%1) (1 <= %1 <= g_maxplayers && g_isalive[%1])
@schmurgel do you mess with glow too when setting the render amount?
take a look at these pics...it's about the cso models

__________________
georgik57 is offline
Send a message via MSN to georgik57 Send a message via Yahoo to georgik57 Send a message via Skype™ to georgik57
ot_207
Veteran Member
Join Date: Jan 2008
Location: Romania The Love Country
Old 02-24-2011 , 07:03   Re: [CS|DoD|CZ] Team Semiclip 1.8.1 RC (all mods) [01-16-10]
Reply With Quote #102

Here you go. You just need to add a check to see if the user attacks with knife.

PHP Code:
// Plugin_init
    
register_forward(FM_TraceLine"fw_traceline"1)
    
register_forward(FM_TraceHull"fw_tracehull"1)

public 
fw_traceline(Float:start[3], Float:end[3], fNoMonstersidptr)
{
    if (!
is_user_alive(id))
        return 
FMRES_IGNORED
    
    
// We already hitted an entity or nothing we just skip.
    
if (!is_user_alive(get_tr2(ptrTR_pHit)))
        return 
FMRES_IGNORED
    
    
new trace create_tr2(), Float:vector[3]
    
    
// We are doing the trace again to see if we hit other entities other than players
    
engfunc(EngFunc_TraceLinestartendfNoMonsters IGNORE_MONSTERSidtrace)
    
    
get_tr2(traceTR_flFractionvector[0])
    
    
// Collisions with other ents, we just ignore
    
if (vector[0] < 1.0)
    {
        
free_tr2(trace)
        return 
FMRES_IGNORED
    
}
    
    new 
players[32], num
    get_players
(playersnum"a"// Get alive players
    
    
for (new i=0i<numi++)
    {
        
// Skip players that do not present interest
        
if (cs_get_user_team(id) == cs_get_user_team(players[i]))
        {
            continue
        }
        
        
// This checks if you hit an enemy, does not support walls, that is why I did the check before.
        
engfunc(EngFunc_TraceModelstartendHULL_POINTplayers[i], trace)
        
        
// We hited an enemy
        
if (is_user_alive(get_tr2(trTR_pHit)))
        {
            
// copy ints
            
set_tr2(ptr,TR_AllSolid,get_tr2(trace,TR_AllSolid));
            
set_tr2(ptr,TR_StartSolid,get_tr2(trace,TR_StartSolid));
            
set_tr2(ptr,TR_InOpen,get_tr2(trace,TR_InOpen));
            
set_tr2(ptr,TR_InWater,get_tr2(trace,TR_InWater));
            
set_tr2(ptr,TR_pHit,get_tr2(trace,TR_pHit));
            
set_tr2(ptr,TR_iHitgroup,get_tr2(trace,TR_iHitgroup));
            
            
// copy floats
            
get_tr2(trace,TR_flFraction,vector[0]);
            
set_tr2(ptr,TR_flFraction,vector[0]);
            
get_tr2(trace,TR_flPlaneDist,vector[0]);
            
set_tr2(ptr,TR_flPlaneDist,vector[0]);
            
            
// copy vecs
            
get_tr2(trace,TR_vecEndPos,vector);
            
set_tr2(ptr,TR_vecEndPos,vector);
            
get_tr2(trace,TR_vecPlaneNormal,vector);
            
set_tr2(ptr,TR_vecPlaneNormal,vector);
            
            
// get rid of new trace
            
free_tr2(trace);
            
            return 
FMRES_IGNORED
        
}
        
    }
    
    
free_tr2(trace);
    return 
FMRES_IGNORED
}

public 
fw_tracehull(Float:start[3], Float:end[3], fNoMonstershullNumberidptr)
{
    if (!
is_user_alive(id))
        return 
FMRES_IGNORED
    
    
// We already hitted an entity or nothing we just skip.
    
if (!is_user_alive(get_tr2(ptrTR_pHit)))
        return 
FMRES_IGNORED
    
    
new trace create_tr2(), Float:vector[3]
    
    
// We are doing the trace again to see if we hit other entities other than players
    
engfunc(EngFunc_TraceHullstartendfNoMonsters IGNORE_MONSTERShullNumberidtrace)
    
    
get_tr2(traceTR_flFractionvector[0])
    
    
// Collisions with other ents, we just ignore
    
if (vector[0] < 1.0)
    {
        
free_tr2(trace)
        return 
FMRES_IGNORED
    
}
    
    new 
players[32], num
    get_players
(playersnum"a"// Get alive players
    
    
for (new i=0i<numi++)
    {
        
// Skip players that do not present interest
        
if (cs_get_user_team(id) == cs_get_user_team(players[i]))
        {
            continue
        }
        
        
// This checks if you hit an enemy, does not support walls, that is why I did the check before.
        
engfunc(EngFunc_TraceModelstartendhullNumberplayers[i], trace)
        
        
// We hited an enemy
        
if (is_user_alive(get_tr2(trTR_pHit)))
        {
            
// copy ints
            
set_tr2(ptr,TR_AllSolid,get_tr2(trace,TR_AllSolid));
            
set_tr2(ptr,TR_StartSolid,get_tr2(trace,TR_StartSolid));
            
set_tr2(ptr,TR_InOpen,get_tr2(trace,TR_InOpen));
            
set_tr2(ptr,TR_InWater,get_tr2(trace,TR_InWater));
            
set_tr2(ptr,TR_pHit,get_tr2(trace,TR_pHit));
            
set_tr2(ptr,TR_iHitgroup,get_tr2(trace,TR_iHitgroup));
            
            
// copy floats
            
get_tr2(trace,TR_flFraction,vector[0]);
            
set_tr2(ptr,TR_flFraction,vector[0]);
            
get_tr2(trace,TR_flPlaneDist,vector[0]);
            
set_tr2(ptr,TR_flPlaneDist,vector[0]);
            
            
// copy vecs
            
get_tr2(trace,TR_vecEndPos,vector);
            
set_tr2(ptr,TR_vecEndPos,vector);
            
get_tr2(trace,TR_vecPlaneNormal,vector);
            
set_tr2(ptr,TR_vecPlaneNormal,vector);
            
            
// get rid of new trace
            
free_tr2(trace);
            
            return 
FMRES_IGNORED
        
}
        
    }
    
    
free_tr2(trace);
    return 
FMRES_IGNORED

__________________
My approved plug-ins | Good for newbies! | Problems?

Back, will come around when I have time.

Last edited by ot_207; 02-24-2011 at 07:06.
ot_207 is offline
schmurgel1983
Veteran Member
Join Date: Aug 2006
Location: Germany
Old 02-24-2011 , 09:15   Re: [CS|DoD|CZ] Team Semiclip 1.8.1 RC (all mods) [01-16-10]
Reply With Quote #103

Code:
* v1.8.2 beta:
    - Added: new cvars for render color and fx,
       knife trace to next enemy when you stay
       inside a teammate and aiming a enemy
    - Fixed: cvar checking for zombie plague
       and biohazard (plugin_init)
Code:
semiclip_rendercolor_R 0 // Render color (red) [0-255]
semiclip_rendercolor_G 0 // Render color (green) [0-255]
semiclip_rendercolor_B 0 // Render color (blue) [0-255]
semiclip_renderfx 0 // Render fx (look amxconst.inc -> Fx for set_user_rendering) [0-20]
thats for you georgik57 ^^
Attached Files
File Type: sma Get Plugin or Get Source (team_semiclip_beta.sma - 886 views - 26.0 KB)
__________________

Working on:
nothing
schmurgel1983 is offline
ot_207
Veteran Member
Join Date: Jan 2008
Location: Romania The Love Country
Old 02-24-2011 , 12:42   Re: [CS|DoD|CZ] Team Semiclip 1.8.1 RC (all mods) [01-16-10]
Reply With Quote #104

Good job.
I will wait for the demo, to see how my functions react. After I will see them I will tune them up.
__________________
My approved plug-ins | Good for newbies! | Problems?

Back, will come around when I have time.
ot_207 is offline
schmurgel1983
Veteran Member
Join Date: Aug 2006
Location: Germany
Old 02-24-2011 , 13:00   Re: [CS|DoD|CZ] Team Semiclip 1.8.1 RC (all mods) [01-16-10]
Reply With Quote #105

ah ok here the demo ^^ with your method
Attached Files
File Type: zip semiclip.zip (840.7 KB, 238 views)
__________________

Working on:
nothing
schmurgel1983 is offline
georgik57
Veteran Member
Join Date: Oct 2008
Location: 🎧Music World
Old 02-24-2011 , 16:15   Re: [CS|DoD|CZ] Team Semiclip 1.8.1 RC (all mods) [01-16-10]
Reply With Quote #106

Quote:
Originally Posted by schmurgel1983 View Post
Code:
semiclip_rendercolor_R 0 // Render color (red) [0-255]
semiclip_rendercolor_G 0 // Render color (green) [0-255]
semiclip_rendercolor_B 0 // Render color (blue) [0-255]
semiclip_renderfx 0 // Render fx (look amxconst.inc -> Fx for set_user_rendering) [0-20]
thats for you georgik57 ^^
thank you but what exactly are those supposed to do?
is that transparent aura from the cso models or is it from your plugin?
cause that's what's making the cso models invisible when the render amount is lower than 129
__________________
georgik57 is offline
Send a message via MSN to georgik57 Send a message via Yahoo to georgik57 Send a message via Skype™ to georgik57
schmurgel1983
Veteran Member
Join Date: Aug 2006
Location: Germany
Old 02-24-2011 , 16:36   Re: [CS|DoD|CZ] Team Semiclip 1.8.1 RC (all mods) [01-16-10]
Reply With Quote #107

the first picture looks like kRenderGlow but its normal with render effects
and the second its to dark for me.
and i don't know why cso model under 129 get full invisible...
__________________

Working on:
nothing
schmurgel1983 is offline
georgik57
Veteran Member
Join Date: Oct 2008
Location: 🎧Music World
Old 02-25-2011 , 08:40   Re: [CS|DoD|CZ] Team Semiclip 1.8.1 RC (all mods) [01-16-10]
Reply With Quote #108

it's because of that glow...can't you see that when it's in semiclip you can only see the things that are out of that aura(or glow...how you want to call it) - only the hands and weapon and when it's not in semiclip exactly the opposite happens
__________________
georgik57 is offline
Send a message via MSN to georgik57 Send a message via Yahoo to georgik57 Send a message via Skype™ to georgik57
schmurgel1983
Veteran Member
Join Date: Aug 2006
Location: Germany
Old 02-25-2011 , 10:25   Re: [CS|DoD|CZ] Team Semiclip 1.8.1 RC (all mods) [01-16-10]
Reply With Quote #109

this problem can't fixed.
thats the renderamt...

EDIT: What's new?
Code:
v1.8.2:
    - Added: new cvars for render color and fx,
       bitsum vars, knife trace to next enemy
       when you stay inside a teammate and aiming a
       enemy for CS and DoD
    - Rewrite: some stuff for optimization plugin,
       lower cpu/memory usage
    - Fixed: cvar checking for zombie plague
       and biohazard (plugin_init), TeamID on DoD
__________________

Working on:
nothing

Last edited by schmurgel1983; 02-26-2011 at 04:18.
schmurgel1983 is offline
georgik57
Veteran Member
Join Date: Oct 2008
Location: 🎧Music World
Old 02-26-2011 , 06:32   Re: [CS|DoD|CZ] Team Semiclip 1.8.2 RC (all mods) [02-26-11]
Reply With Quote #110

wow...you're really the best
no further comment xD ^^
__________________
georgik57 is offline
Send a message via MSN to georgik57 Send a message via Yahoo to georgik57 Send a message via Skype™ to georgik57
Reply


Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 09:45.


Powered by vBulletin®
Copyright ©2000 - 2024, vBulletin Solutions, Inc.
Theme made by Freecode