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blockmaker_v4.01 [BM]


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Exolent[jNr]
Veteran Member
Join Date: Feb 2007
Location: Tennessee
Old 03-20-2009 , 16:40   Re: blockmaker_v4.01 [BM]
Reply With Quote #1

Umm... no. I don't code blockmaker for free.
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Quote:
Originally Posted by xPaw View Post
I love you exolent!
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Old 03-20-2009, 16:42
38914774
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38914774
Junior Member
Join Date: Nov 2008
Old 03-20-2009 , 16:44   Re: blockmaker_v4.01 [BM]
Reply With Quote #3

then it can help me how can I put a message in blocks example "Block Type: Creator: My name"
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powwoww
BANNED
Join Date: Oct 2008
Old 03-21-2009 , 00:00   Re: blockmaker_v4.01 [BM]
Reply With Quote #4

Is this a Fatal Bug?
when a player is using another knife model in ZP4.2,EX:
models/zombie_plague/v_knife_zombie.mdl
then the cmd -bmgrab crashes the server, i guess this is because that the length of model string buffer too short?(the error shows part of the model name, so...)
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Old 03-21-2009, 04:08
crazyeffect
This message has been deleted by crazyeffect. Reason: Rong
Exolent[jNr]
Veteran Member
Join Date: Feb 2007
Location: Tennessee
Old 03-21-2009 , 19:16   Re: blockmaker_v4.01 [BM]
Reply With Quote #6

Quote:
Originally Posted by Necro View Post
Features:
- Server Ops can edit the 'blockmaker_models.ini' file to specify alternative block models and rendering

Changing Block Models:
- New in version 3.60 is the ability to change the block models and the rendering of the blocks without editing the code.
- To do this, edit the file called 'blockmaker_models.ini' in the '/amxmodx/configs/' folder.
- Each line in the file can have a maximum of 7 parameters separated by white space.
- The 1st is the ID of the block, 2nd is the path and filename of the model, 3rd is the rendering type, 4th, 5th, 6th & 7th are the
- red, green, blue and alpha values for various glowing styles.
- The path to the model is relative to the '/cstrike/' folder. Folders in the path can be separated with either / or \.
- If you want to use the default block model but want to change the rendering of it then use 'DEFAULT' as the path.
- If at any time no information is specified or is invalid then default values are used.
- The different rendering types are:
-
- GLOWSHELL - Solid model with a glowing shell (The invincibility block uses this with white colour values and alpha 16)
- TRANSCOLOR - Transparent model with a glowing shell (No default block uses this rendering type)
- TRANSALPHA - Transparent model (By default the glass block looks like this with an alpha of 50)
- TRANSWHITE - Bright white transparent model (By default the stealth block looks like this with an alpha of 100)
-
- The TRANSALPHA and TRANSWHITE rendering types do not make use of the red, green and blue values.
- Here is a short example of a 'blockmaker_models.ini' file:

PLATFORM models/blockmaker/myblock_platform.mdl GLOWSHELL 0 255 0 16
BHOP models/blockmaker/myblock_bhop2.mdl TRANSALPHA 255 255 255 150
DAMAGE models/steves_dmg_block.mdl
HEALER DEFAULT GLOWSHELL 0 0 255 16

- The platform block would use a different model in the '/models/blockmaker/' folder and would glow green with a magnitude of 16.
- The bhop block would use a different model in the '/models/blockmaker/' folder and would be semi-transparent with an alpha of 150.
- The damage block would use a different model in the '/models/' folder and wouldn't glow at all.
- The healer block would use the default model and would glow blue with a magnitude of 16.
- All other blocks would use their hard-coded default values.
- The speed boost, trampoline and fire blocks will always have their sprites on top.
- The only blocks with default rendering are the invincibility, stealth and glass blocks.
- The plugin will automatically look for models with filename suffixed with _large and _small for the larger and smaller blocks.
Why don't you actually read the first post for yourself?
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Quote:
Originally Posted by xPaw View Post
I love you exolent!
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38914774
Junior Member
Join Date: Nov 2008
Old 03-27-2009 , 12:08   Re: blockmaker_v4.01 [BM]
Reply With Quote #7

someone help me please I have a doubt
set_hudmessage (gHudRed, gHudGreen, gHudBlue, gfTextX, gfTextY, gHudEffects, gfHudFxTime, gfHudHoldTime, gfHudFadeInTime, gfHudFadeOutTime, gHudChannel);
show_hudmessage (id, "Block Type:% s - Creator:" gszBlockNames [blockType]);
)
as put for appear - Creator: my name or my admins in BCM4 I got the code so that not the same thing is not my name or admins names which appear to code and only the names of the admins?
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znovit
Member
Join Date: Mar 2009
Location: Behind you :=
Old 04-02-2009 , 15:03   Re: blockmaker_v4.01 [BM]
Reply With Quote #8

@38914774

PHP Code:
       new szName[32];
            
pev(entpev_targetnameszName31);
            
            if( 
szName[0] == '^0' )
            {
                
copy(szName31"Unknown");
            }


set_hudmessage(gHudRedgHudGreengHudBluegfTextXgfTextYgHudEffectsgfHudFxTimegfHudHoldTimegfHudFadeInTimegfHudFadeOutTimegHudChannel); 
show_hudmessage(id"Block type: %s. Creator: %s"gszBlockNames[blockType], szName); 

Last edited by znovit; 05-13-2009 at 11:57. Reason: ...
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droskies420
Junior Member
Join Date: Oct 2007
Location: Chicago
Old 04-02-2009 , 13:41   Re: blockmaker_v4.01 [BM]
Reply With Quote #9

Can you save the blocks you spawned so they spawn next time the map loads?
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DarkGod
SourceMod DarkCrab
Join Date: Jul 2007
Location: Sweden
Old 04-02-2009 , 13:43   Re: blockmaker_v4.01 [BM]
Reply With Quote #10

Yes, it's on the menu.
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