Want to give the trampoline your own skin? That damn mother fucking piece of shit sprite getting in the way? (The flashing thingy)
Well, its very simple to remove it! Follow these easy steps!
Search for:
PHP Code:
new const gszBlockModelDefault[] = "models/blockmaker/bm_block_default.mdl";
new const gszBlockModelPlatform[] = "models/blockmaker/bm_block_platform.mdl";
new const gszBlockModelBhop[] = "models/blockmaker/bm_block_bhop.mdl";
new const gszBlockModelDamage[] = "models/blockmaker/bm_block_damage.mdl";
new const gszBlockModelHealer[] = "models/blockmaker/bm_block_healer.mdl";
new const gszBlockModelInvincibility[] = "models/blockmaker/bm_block_invincibility.mdl";
new const gszBlockModelStealth[] = "models/blockmaker/bm_block_stealth.mdl";
new const gszBlockModelSpeedBoost[] = "models/blockmaker/bm_block_speedboost.mdl";
new const gszBlockModelNoFallDamage[] = "models/blockmaker/bm_block_nofalldamage.mdl";
new const gszBlockModelIce[] = "models/blockmaker/bm_block_ice.mdl";
new const gszBlockModelTrampoline[] = "models/blockmaker/bm_block_default.mdl";
new const gszBlockModelDeath[] = "models/blockmaker/bm_block_death.mdl";
new const gszBlockModelNuke[] = "models/blockmaker/bm_block_nuke.mdl";
new const gszBlockModelCamouflage[] = "models/blockmaker/bm_block_camouflage.mdl";
new const gszBlockModelLowGravity[] = "models/blockmaker/bm_block_lowgravity.mdl";
new const gszBlockModelFire[] = "models/blockmaker/bm_block_fire.mdl";
new const gszBlockModelRandom[] = "models/blockmaker/bm_block_random.mdl";
new const gszBlockModelSlap[] = "models/blockmaker/bm_block_slap.mdl";
new const gszBlockModelHoney[] = "models/blockmaker/bm_block_honey.mdl";
new const gszBlockModelBarrierCT[] = "models/blockmaker/bm_block_barrier_ct.mdl";
new const gszBlockModelBarrierT[] = "models/blockmaker/bm_block_barrier_t.mdl";
new const gszBlockModelBootsOfSpeed[] = "models/blockmaker/bm_block_bootsofspeed.mdl";
new const gszBlockModelGlass[] = "models/blockmaker/bm_block_glass.mdl";
new const gszBlockModelBhopNoSlow[] = "models/blockmaker/bm_block_bhop_noslow.mdl";
new const gszBlockModelAutoBhop[] = "models/blockmaker/bm_block_autobhop.mdl";
I added the Trampoline in between ice and death. You can change the skin of course.
Search for:
PHP Code:
// block sprites
new const gszBlockSpriteFire[] = "sprites/blockmaker/bm_block_fire.spr"; //custom
new const gszBlockSpriteFireSmall[] = "sprites/blockmaker/bm_block_fire_small.spr"; //custom
new const gszBlockSpriteFireLarge[] = "sprites/blockmaker/bm_block_fire_large.spr"; //custom
new const gszBlockSpriteTrampoline[] = "sprites/blockmaker/bm_block_trampoline.spr"; //custom
new const gszBlockSpriteTrampolineSmall[] = "sprites/blockmaker/bm_block_trampoline_small.spr"; //custom
new const gszBlockSpriteTrampolineLarge[] = "sprites/blockmaker/bm_block_trampoline_large.spr"; //custom
new const gszBlockSpriteSpeedBoost[] = "sprites/blockmaker/bm_block_speedboost.spr"; //custom
new const gszBlockSpriteSpeedBoostSmall[] = "sprites/blockmaker/bm_block_speedboost_small.spr"; //custom
new const gszBlockSpriteSpeedBoostLarge[] = "sprites/blockmaker/bm_block_speedboost_large.spr"; //custom
new const gszFireSprite[] = "sprites/blockmaker/bm_block_fire_flame.spr"; //custom
Make it look like:
PHP Code:
// block sprites
new const gszBlockSpriteFire[] = "sprites/blockmaker/bm_block_fire.spr"; //custom
new const gszBlockSpriteFireSmall[] = "sprites/blockmaker/bm_block_fire_small.spr"; //custom
new const gszBlockSpriteFireLarge[] = "sprites/blockmaker/bm_block_fire_large.spr"; //custom
new const gszBlockSpriteSpeedBoost[] = "sprites/blockmaker/bm_block_speedboost.spr"; //custom
new const gszBlockSpriteSpeedBoostSmall[] = "sprites/blockmaker/bm_block_speedboost_small.spr"; //custom
new const gszBlockSpriteSpeedBoostLarge[] = "sprites/blockmaker/bm_block_speedboost_large.spr"; //custom
new const gszFireSprite[] = "sprites/blockmaker/bm_block_fire_flame.spr"; //custom
Search for:
PHP Code:
//precache sprites
precache_model(gszBlockSpriteFire);
precache_model(gszBlockSpriteFireSmall);
precache_model(gszBlockSpriteFireLarge);
precache_model(gszBlockSpriteTrampoline);
precache_model(gszBlockSpriteTrampolineSmall);
precache_model(gszBlockSpriteTrampolineLarge);
precache_model(gszBlockSpriteSpeedBoost);
precache_model(gszBlockSpriteSpeedBoostSmall);
precache_model(gszBlockSpriteSpeedBoostLarge);
precache_model(gszTeleportSpriteStart);
precache_model(gszTeleportSpriteEnd);
gSpriteIdFire = precache_model(gszFireSprite);
gSpriteIdBeam = precache_model("sprites/zbeam4.spr");
Make it look like:
PHP Code:
//precache sprites
precache_model(gszBlockSpriteFire);
precache_model(gszBlockSpriteFireSmall);
precache_model(gszBlockSpriteFireLarge);
precache_model(gszBlockSpriteSpeedBoost);
precache_model(gszBlockSpriteSpeedBoostSmall);
precache_model(gszBlockSpriteSpeedBoostLarge);
precache_model(gszTeleportSpriteStart);
precache_model(gszTeleportSpriteEnd);
gSpriteIdFire = precache_model(gszFireSprite);
gSpriteIdBeam = precache_model("sprites/zbeam4.spr");
Search for:
PHP Code:
{
case SMALL:
{
//set sprite model depending on block type
switch (blockType)
{
case BM_SPEEDBOOST: entity_set_model(sprite, gszBlockSpriteSpeedBoostSmall);
case BM_FIRE: entity_set_model(sprite, gszBlockSpriteFireSmall);
}
}
case NORMAL:
{
//set sprite model depending on block type
switch (blockType)
{
case BM_TRAMPOLINE: entity_set_model(sprite, gszBlockSpriteTrampoline);
case BM_SPEEDBOOST: entity_set_model(sprite, gszBlockSpriteSpeedBoost);
case BM_FIRE: entity_set_model(sprite, gszBlockSpriteFire);
}
}
case LARGE:
{
//set sprite model depending on block type
switch (blockType)
{
case BM_TRAMPOLINE: entity_set_model(sprite, gszBlockSpriteTrampolineLarge);
case BM_SPEEDBOOST: entity_set_model(sprite, gszBlockSpriteSpeedBoostLarge);
case BM_FIRE: entity_set_model(sprite, gszBlockSpriteFireLarge);
}
}
}
Make it look like:
PHP Code:
{
case SMALL:
{
//set sprite model depending on block type
switch (blockType)
{
case BM_SPEEDBOOST: entity_set_model(sprite, gszBlockSpriteSpeedBoostSmall);
case BM_FIRE: entity_set_model(sprite, gszBlockSpriteFireSmall);
}
}
case NORMAL:
{
//set sprite model depending on block type
switch (blockType)
{
case BM_SPEEDBOOST: entity_set_model(sprite, gszBlockSpriteSpeedBoost);
case BM_FIRE: entity_set_model(sprite, gszBlockSpriteFire);
}
}
case LARGE:
{
//set sprite model depending on block type
switch (blockType)
{
case BM_SPEEDBOOST: entity_set_model(sprite, gszBlockSpriteSpeedBoostLarge);
case BM_FIRE: entity_set_model(sprite, gszBlockSpriteFireLarge);
}
}
}
Search for:
PHP Code:
//set task for animating the sprite
if (blockType == BM_FIRE || blockType == BM_TRAMPOLINE)
{
new params[2];
params[0] = sprite;
params[1] = 8; //both the fire and trampoline sprites have 8 frames
set_task(0.1, "taskSpriteNextFrame", TASK_SPRITE + sprite, params, 2, "b");
}
}
}
Make it look like:
PHP Code:
//set task for animating the sprite
if (blockType == BM_FIRE)
{
new params[2];
params[0] = sprite;
params[1] = 8; //both the fire and trampoline sprites have 8 frames
set_task(0.1, "taskSpriteNextFrame", TASK_SPRITE + sprite, params, 2, "b");
}
}
}
Now search for:
PHP Code:
gszBlockModels[BM_TRAMPOLINE] = gszBlockModelDefault;
Make it look like:
PHP Code:
gszBlockModels[BM_TRAMPOLINE] = gszBlockModelTrampoline;
Now search for:
PHP Code:
//if blocktype is one which requires an additional sprite
if (blockType == BM_FIRE || blockType == BM_TRAMPOLINE || blockType == BM_SPEEDBOOST)
Make it look like:
PHP Code:
//if blocktype is one which requires an additional sprite
if (blockType == BM_FIRE || blockType == BM_SPEEDBOOST)
Your done! All we were simply doing was removing the sprite, and placing your skin!
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