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Freezetime?


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Arje
Senior Member
Join Date: Apr 2020
Location: Córdoba, Argentina
Old 06-07-2020 , 13:53   Freezetime?
Reply With Quote #1

is it possible to block the "primary attack" during freezetime so they can't shoot? but only during the time of freezetime!
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OciXCrom
Veteran Member
Join Date: Oct 2013
Location: Macedonia
Old 06-07-2020 , 14:02   Re: Freezetime?
Reply With Quote #2

That's already how it works.
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Arje
Senior Member
Join Date: Apr 2020
Location: Córdoba, Argentina
Old 06-07-2020 , 14:31   Re: Freezetime?
Reply With Quote #3

Quote:
Originally Posted by OciXCrom View Post
That's already how it works.
The problem is that I am with a mode (paintballmod) in which it can be fired during freezetime, and I would like to avoid that in some way, it is only a small detail but if it can be done I would like to do it.

I was thinking of something like "mp_freezetime" blocking "in_attack" but I would not be understanding how to script it in_attack and block it
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mahbodsr
Member
Join Date: Jun 2016
Old 06-07-2020 , 15:27   Re: Freezetime?
Reply With Quote #4

The primary attack is blocked by default in freezetime
so what's the problem?
u mean seconday attack?

Last edited by mahbodsr; 06-07-2020 at 15:27.
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Firippu
Senior Member
Join Date: Jan 2007
Old 06-07-2020 , 16:05   Re: Freezetime?
Reply With Quote #5

It may be the case that his paintball plugin bypasses the normal attack procedure, such as using Think & command detection, thus freezetime wouldn't affect it. Whatever it might be, it would be useful to link directly to the plugin you're using, so others can pick it apart & help solve your issue.
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Arje
Senior Member
Join Date: Apr 2020
Location: Córdoba, Argentina
Old 06-07-2020 , 16:43   Re: Freezetime?
Reply With Quote #6

Quote:
Originally Posted by mahbodsr View Post
The primary attack is blocked by default in freezetime
so what's the problem?
u mean seconday attack?
PHP Code:

register_event
("HLTV""ev_roundstart""a""1=0""2=0")

public 
ev_roundstart()
{
    for (new 
1<= g_pbcounta++)
        if (
g_pbstatus[a] != 0)
            
paint_reset(g_paintballs[a]+TASK_PB_RESET);
    if (
freezetime)
        
freezetime 0;
}

public 
paint_reset(ent)
{
    
remove_task(ent);
    
ent -= TASK_PB_RESET;
    new 
afindpb 1;
    while (
a++ <= g_pbcount && findpb)
        if (
g_paintballs[a] == ent)
            
findpb g_pbstatus[a] = 0;

    
set_pev(entpev_effectspev(entpev_effects) | EF_NODRAW);
    
engfunc(EngFunc_SetSizeentFloat:{0.00.00.0}, Float:{0.00.00.0});
    
set_pev(entpev_velocityFloat:{0.00.00.0});
    
engfunc(EngFunc_SetOriginentFloat:{-2000.0, -2000.0, -2000.0});
    if (
pev(entpev_renderfx) != kRenderFxNone)
        
set_rendering(ent);

Well, I think here's the problem, the problem is that I can shoot paintballs during the freezetime
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