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REQUEST paint balls


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David131
Junior Member
Join Date: Aug 2006
Old 08-04-2006 , 17:12   REQUEST paint balls
Reply With Quote #1

ok my freind made a map called cspaintball1 or somthing like that and to make the paintball theme go up he was wondering if there possibly a paintball mod so that when the bullets hit the wall they make a color spalt and he was wondering if there was a paintball gun model i think this is a good idea
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ThomasNguyen
Senior Member
Join Date: May 2006
Old 08-04-2006 , 17:20   Re: REQUEST paint balls
Reply With Quote #2

damn... i coulda swore a saw a plugin that made a splat everytime it would hit a wall, and when it hits a person it makes them glow that color. and for the paintball gun, you could use the models from dpb but the only problem with that is that every time you shoot, the model keeps turning to the side like its gonna reload.
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David131
Junior Member
Join Date: Aug 2006
Old 08-04-2006 , 17:34   Re: REQUEST paint balls
Reply With Quote #3

kk and what is dpb or whatever (im a nooby at this)
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Egarim
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Join Date: Jul 2006
Location: TheWorld (but not this o
Old 08-04-2006 , 18:38   Re: REQUEST paint balls
Reply With Quote #4

dpb is a HL mod.. Digital PaintBall.. As for the plugin, keep looking ...
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Mini_Midget
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Join Date: Jan 2006
Location: It's a mystery.
Old 08-04-2006 , 22:18   Re: REQUEST paint balls
Reply With Quote #5

I just used search and i find this and it works cause i used it before
+karma if this is what you need
Code:
/* *   AMX Paint Ball * *   Author: KRoTaL *   Version: 0.21 * *   $Id: paintball.sma 723 2006-03-14 02:55:59Z NiLuJe $ * *   0.1    Release *   0.2    Optimization + added cvar paintball_randomcolor *   0.20   Port to AMX Mod X ( NiLuJe ) *   0.21   Use pcvar ( NiLuJe ) * * *   Cvars: * *   paintball "1"      - 0: disables the plugin *                  1: enables the plugin * *   paintball_randomcolor "1"  - 0: use defined colors *                  1: completely random colors * * *   Setup (AMX Mod X): * *   Install the amx file. *   Enable engine * * */ #include <amxmodx> #include <engine> #pragma semicolon 1 #define MAX_COLORS 9 new g_paintSprite[2][] = { "sprites/bhit.spr", "sprites/richo1.spr" }; new g_paintColors[MAX_COLORS][3] = {     { 255, 255, 255 },  // white     { 255, 0, 0 },   // red     { 0, 255, 0 },   // green     { 0, 0, 255 },   // blue     { 255, 255, 0 },    // yellow     { 255, 0, 255 },    // magenta     { 0, 255, 255 },    // cyan     { 255, 20, 147 },   // pink     { 255, 165, 0 }     // orange }; new lastwpn[33], lastammo[33]; new pcvar_pb, pcvar_pb_rndcol; new bool:paintball, bool:pb_rndcolor; public plugin_init( ) {     register_plugin( "Paint Ball", "0.21", "KRoTaL" );     pcvar_pb = register_cvar( "paintball", "1" );     pcvar_pb_rndcol = register_cvar( "paintball_randomcolor", "1" );     register_event( "CurWeapon", "make_paint", "be", "3>0" );     register_logevent( "new_round", 2, "0=World triggered", "1=Round_Start" ); } public plugin_precache( ) {     precache_model( "sprites/bhit.spr" );     precache_model( "sprites/richo1.spr" ); } stock worldInVicinity( Float:origin[3] ) {     new ent = find_ent_in_sphere( -1, origin, 4.0 );     while( ent > 0 )     {         if( entity_get_float( ent, EV_FL_health ) > 0.0 || entity_get_float( ent, EV_FL_takedamage ) > 0.0 )             return 0;         ent = find_ent_in_sphere( ent, origin, 4.0 );     }         new Float:traceEnds[8][3], Float:traceHit[3], hitEnt;         traceEnds[0][0] = origin[0] - 2.0;     traceEnds[0][1] = origin[1] - 2.0;     traceEnds[0][2] = origin[2] - 2.0;         traceEnds[1][0] = origin[0] - 2.0;     traceEnds[1][1] = origin[1] - 2.0;     traceEnds[1][2] = origin[2] + 2.0;         traceEnds[2][0] = origin[0] + 2.0;     traceEnds[2][1] = origin[1] - 2.0;     traceEnds[2][2] = origin[2] + 2.0;         traceEnds[3][0] = origin[0] + 2.0;     traceEnds[3][1] = origin[1] - 2.0;     traceEnds[3][2] = origin[2] - 2.0;         traceEnds[4][0] = origin[0] - 2.0;     traceEnds[4][1] = origin[1] + 2.0;     traceEnds[4][2] = origin[2] - 2.0;         traceEnds[5][0] = origin[0] - 2.0;     traceEnds[5][1] = origin[1] + 2.0;     traceEnds[5][2] = origin[2] + 2.0;         traceEnds[6][0] = origin[0] + 2.0;     traceEnds[6][1] = origin[1] + 2.0;     traceEnds[6][2] = origin[2] + 2.0;         traceEnds[7][0] = origin[0] + 2.0;     traceEnds[7][1] = origin[1] + 2.0;     traceEnds[7][2] = origin[2] - 2.0;         for ( new i = 0; i < 8; i++ )     {         if ( PointContents( traceEnds[i] ) != CONTENTS_EMPTY )             return 1;                 hitEnt = trace_line( 0, origin, traceEnds[i], traceHit );         if ( hitEnt != -1 )             return 1;         for ( new j = 0; j < 3; j++ )         {             if ( traceEnds[i][j] != traceHit[j] )                 return 1;         }     }         return 0; } public make_paint( id ) {     new wpn = read_data( 2 );     new ammo = read_data( 3 );     if( paintball && lastwpn[id] == wpn && lastammo[id] > ammo )     {         new iOrigin[3];         get_user_origin( id, iOrigin, 4 );         new Float:fOrigin[3];         IVecFVec( iOrigin, fOrigin );                 if( entity_count( ) < ( get_global_int( GL_maxEntities ) - 100 ) && worldInVicinity( fOrigin ) )         {             new ent = create_entity( "info_target" );             if( ent > 0 )             {                 entity_set_string( ent, EV_SZ_classname, "paint_ent" );                 entity_set_int( ent, EV_INT_movetype, 0 );                 entity_set_int( ent, EV_INT_solid, 0 );                 entity_set_model( ent, g_paintSprite[random_num( 0, 1 )] );                 new r, g, b;                 if( ! pb_rndcolor )                 {                     new i = random_num( 0, MAX_COLORS - 1 );                     r = g_paintColors[i][0];                     g = g_paintColors[i][1];                     b = g_paintColors[i][2];                 }                 else                 {                     r = random_num( 64, 255 );                     g = random_num( 64, 255 );                     b = random_num( 64, 255 );                 }                 set_rendering( ent, kRenderFxNoDissipation, r, g, b, kRenderGlow, 255 );                 entity_set_origin( ent, fOrigin );             }         }     }     lastwpn[id] = wpn;     lastammo[id] = ammo; } public new_round( ) {     remove_entity_name( "paint_ent" );     /* Check the cvars on newround */     if ( get_pcvar_num( pcvar_pb ) )         paintball = true;     else         paintball = false;     if ( get_pcvar_num( pcvar_pb_rndcol ) )         pb_rndcolor = true;     else         pb_rndcolor = false; }
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ThomasNguyen
Senior Member
Join Date: May 2006
Old 08-05-2006 , 01:34   Re: REQUEST paint balls
Reply With Quote #6

hmm, anyway to convert that script so they theres a model. or actually change it into a paintball mod type play? 2 teams, round start gun[paintball gun] 1hit out.
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Mini_Midget
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Join Date: Jan 2006
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Old 08-05-2006 , 02:20   Re: REQUEST paint balls
Reply With Quote #7

that could be possible if ur talking about cs
you'll need to slow down the bullets alot
and paintballs dont go through walls
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SweatyBanana
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Join Date: Sep 2005
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Old 08-05-2006 , 02:32   Re: REQUEST paint balls
Reply With Quote #8

PS: Mini u forgot to attach the precached files.
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Mini_Midget
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Join Date: Jan 2006
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Old 08-05-2006 , 03:36   Re: REQUEST paint balls
Reply With Quote #9

they're in built of half life so everyone has them
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ThomasNguyen
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Join Date: May 2006
Old 08-05-2006 , 14:19   Re: REQUEST paint balls
Reply With Quote #10

Quote:
Originally Posted by Mini_Midget
that could be possible if ur talking about cs
you'll need to slow down the bullets alot
and paintballs dont go through walls
um, cant that be modified somehow? because theres a plugin to make all guns shoot through walls, cant it be the opposite?
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