SourceMod Donor
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01-08-2011
, 21:33
Re: [ZP] Sub-Plugin: Parachute 1.1
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#16
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Quote:
Originally Posted by re333
Bug found : Human falls down safety , no damage getting .
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Quote:
Originally Posted by CSO-fag
thats the bug? i thought that the parachute is for safety fall down
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Hahahaha.
I tested your plugin on my server it works great, no sign of bug for low gravity being removed. The last plugin which I used did make you fall more smoothly though. Is there any chance you could remove the choppy falling action, if you know what I mean and it's possible. The work is really appreciated, you're really awesome.
Here's the last one I was using:
PHP Code:
/*******************************************************************************
Parachute
Version: 1.3 Author: KRoTaL/JTP10181
0.1 Release 0.1.1 Players can't buy a parachute if they already own one 0.1.2 Release for AMX MOD X 0.1.3 Minor changes 0.1.4 Players lose their parachute if they die 0.1.5 Added amx_parachute cvar 0.1.6 Changed set_origin to movetype_follow (you won't see your own parachute) 0.1.7 Added amx_parachute <name> | admins with admin level a get a free parachute 0.1.8 JTP - Cleaned up code, fixed runtime error 1.0 JTP - Should be final version, made it work on basically any mod 1.1 JTP - Added Changes from AMX Version 0.1.8 Added say give_parachute and parachute_fallspeed cvar Plays the release animation when you touch the ground Added chat responder for automatic help 1.2 JTP - Added cvar to disable the detach animation Redid animation code to improve organization Force "walk" animation on players when falling Change users gravity when falling to avoid choppiness 1.3 JTP - Upgraded to pCVARs
Commands:
say buy_parachute - buys a parachute (CStrike ONLY) saw sell_parachute - sells your parachute (75% of the purchase price) say give_parachute <nick, #userid or @team> - gives your parachute to the player
amx_parachute <nick, #userid or @team> - gives a player a free parachute (CStrike ONLY) amx_parachute @all - gives everyone a free parachute (CStrike ONLY)
Press +use to slow down your fall.
Cvars:
sv_parachute "1" - 0: disables the plugin - 1: enables the plugin
parachute_cost "1000" - cost of the parachute (CStrike ONLY)
parachute_payback "75" - how many percent of the parachute cost you get when you sell your parachute (ie. (75/100) * 1000 = 750$)
parachute_fallspeed "100" - speed of the fall when you use the parachute
Setup (AMXX 1.x):
Install the amxx file. Enable engine and cstrike (for cs only) in the amxx modules.ini Put the parachute.mdl file in the modname/models/ folder
*******************************************************************************/
#include <amxmodx> #include <amxmisc> #include <engine> #include <cstrike> #include <fun>
new bool:has_parachute[33] new para_ent[33] new gCStrike = 0 new pDetach, pFallSpeed, pEnabled, pCost, pPayback
#define PARACHUTE_LEVEL ADMIN_LEVEL_A
public plugin_init() { register_plugin("Parachute", "1.3", "KRoT@L/JTP10181") pEnabled = register_cvar("sv_parachute", "1" ) pFallSpeed = register_cvar("parachute_fallspeed", "100") pDetach = register_cvar("parachute_detach", "1")
if (cstrike_running()) gCStrike = true
if (gCStrike) {
pCost = register_cvar("parachute_cost", "1000") pPayback = register_cvar("parachute_payback", "75")
register_concmd("amx_parachute", "admin_give_parachute", PARACHUTE_LEVEL, "<nick, #userid or @team>" ) }
register_clcmd("say", "HandleSay") register_clcmd("say_team", "HandleSay")
register_event("ResetHUD", "newSpawn", "be") register_event("DeathMsg", "death_event", "a")
//Setup jtp10181 CVAR new cvarString[256], shortName[16] copy(shortName,15,"chute")
register_cvar("jtp10181","",FCVAR_SERVER|FCVAR_SPONLY) get_cvar_string("jtp10181",cvarString,255)
if (strlen(cvarString) == 0) { formatex(cvarString,255,shortName) set_cvar_string("jtp10181",cvarString) } else if (contain(cvarString,shortName) == -1) { format(cvarString,255,"%s,%s",cvarString, shortName) set_cvar_string("jtp10181",cvarString) } }
public plugin_natives() { set_module_filter("module_filter") set_native_filter("native_filter") }
public module_filter(const module[]) { if (!cstrike_running() && equali(module, "cstrike")) { return PLUGIN_HANDLED }
return PLUGIN_CONTINUE }
public native_filter(const name[], index, trap) { if (!trap) return PLUGIN_HANDLED
return PLUGIN_CONTINUE }
public plugin_precache() { precache_model("models/parachute.mdl") }
public client_connect(id) { parachute_reset(id) }
public client_disconnect(id) { parachute_reset(id) }
public death_event() { new id = read_data(2) parachute_reset(id) }
parachute_reset(id) { if(para_ent[id] > 0) { if (is_valid_ent(para_ent[id])) { remove_entity(para_ent[id]) } }
if (is_user_alive(id)) set_user_gravity(id, 1.0)
has_parachute[id] = false para_ent[id] = 0 }
public newSpawn(id) { if(para_ent[id] > 0) { remove_entity(para_ent[id]) set_user_gravity(id, 1.0) para_ent[id] = 0 }
if (!gCStrike || access(id,PARACHUTE_LEVEL) || get_pcvar_num(pCost) <= 0) { has_parachute[id] = true //set_view(id, CAMERA_3RDPERSON) } }
public HandleSay(id) { if(!is_user_connected(id)) return PLUGIN_CONTINUE
new args[128] read_args(args, 127) remove_quotes(args)
if (gCStrike) { if (equali(args, "buy_parachute")) { buy_parachute(id) return PLUGIN_HANDLED } else if (equali(args, "sell_parachute")) { sell_parachute(id) return PLUGIN_HANDLED } else if (containi(args, "give_parachute") == 0) { give_parachute(id,args[15]) return PLUGIN_HANDLED } }
if (containi(args, "parachute") != -1) { if (gCStrike) client_print(id, print_chat, "[AMXX] Parachute commands: buy_parachute, sell_parachute, give_parachute") client_print(id, print_chat, "[AMXX] To use your parachute press and hold your +use button while falling") }
return PLUGIN_CONTINUE }
public buy_parachute(id) { if (!gCStrike) return PLUGIN_CONTINUE if (!is_user_connected(id)) return PLUGIN_CONTINUE
if (!get_pcvar_num(pEnabled)) { client_print(id, print_chat, "[AMXX] Parachute plugin is disabled") return PLUGIN_HANDLED }
if (has_parachute[id]) { client_print(id, print_chat, "[AMXX] You already have a parachute") return PLUGIN_HANDLED }
new money = cs_get_user_money(id) new cost = get_pcvar_num(pCost)
if (money < cost) { client_print(id, print_chat, "[AMXX] You don't have enough moneyfor a parachute - Costs $%i", cost) return PLUGIN_HANDLED }
cs_set_user_money(id, money - cost) client_print(id, print_chat, "[AMXX] You have bought a parachute. To use it, press +use while falling.") has_parachute[id] = true
return PLUGIN_HANDLED }
public sell_parachute(id) { if (!gCStrike) return PLUGIN_CONTINUE if (!is_user_connected(id)) return PLUGIN_CONTINUE
if (!get_pcvar_num(pEnabled)) { client_print(id, print_chat, "[AMXX] Parachute plugin is disabled") return PLUGIN_HANDLED }
if (!has_parachute[id]) { client_print(id, print_chat, "[AMXX] You don't have a parachute to sell") return PLUGIN_HANDLED }
if (access(id,PARACHUTE_LEVEL)) { client_print(id, print_chat, "[AMXX] You cannot sell your free admin parachute") return PLUGIN_HANDLED }
parachute_reset(id)
new money = cs_get_user_money(id) new cost = get_pcvar_num(pCost)
new sellamt = floatround(cost * (get_pcvar_num(pPayback) / 100.0)) cs_set_user_money(id, money + sellamt)
client_print(id, print_chat, "[AMX] You have sold your used parachute for $%d", sellamt)
return PLUGIN_CONTINUE }
public give_parachute(id,args[]) { if (!gCStrike) return PLUGIN_CONTINUE if (!is_user_connected(id)) return PLUGIN_CONTINUE
if (!get_pcvar_num(pEnabled)) { client_print(id, print_chat, "[AMXX] Parachute plugin is disabled") return PLUGIN_HANDLED }
if (!has_parachute[id]) { client_print(id, print_chat, "[AMXX] You don't have a parachute to give") return PLUGIN_HANDLED }
new player = cmd_target(id, args, 4) if (!player) return PLUGIN_HANDLED
new id_name[32], pl_name[32] get_user_name(id, id_name, 31) get_user_name(player, pl_name, 31)
if(has_parachute[player]) { client_print(id, print_chat, "[AMXX] %s already has a parachute.", pl_name) return PLUGIN_HANDLED }
parachute_reset(id) has_parachute[player] = true
client_print(id, print_chat, "[AMXX] You have given your parachute to %s.", pl_name) client_print(player, print_chat, "[AMXX] %s has given thier parachute to you.", id_name)
return PLUGIN_HANDLED }
public admin_give_parachute(id, level, cid) {
if (!gCStrike) return PLUGIN_CONTINUE
if(!cmd_access(id,level,cid,2)) return PLUGIN_HANDLED
if (!get_pcvar_num(pEnabled)) { client_print(id, print_chat, "[AMXX] Parachute plugin is disabled") return PLUGIN_HANDLED }
new arg[32], name[32], name2[32], authid[35], authid2[35] read_argv(1,arg,31) get_user_name(id,name,31) get_user_authid(id,authid,34)
if (arg[0]=='@'){ new players[32], inum if (equali("T",arg[1])) copy(arg[1],31,"TERRORIST") if (equali("ALL",arg[1])) get_players(players,inum) else get_players(players,inum,"e",arg[1])
if (inum == 0) { console_print(id,"No clients in such team") return PLUGIN_HANDLED }
for(new a = 0; a < inum; a++) { has_parachute[players[a]] = true }
switch(get_cvar_num("amx_show_activity")) { case 2: client_print(0,print_chat,"ADMIN %s: gave a parachute to ^"%s^" players",name,arg[1]) case 1: client_print(0,print_chat,"ADMIN: gave a parachute to ^"%s^" players",arg[1]) }
console_print(id,"[AMXX] You gave a parachute to ^"%s^" players",arg[1]) log_amx("^"%s<%d><%s><>^" gave a parachute to ^"%s^"", name,get_user_userid(id),authid,arg[1]) } else {
new player = cmd_target(id,arg,6) if (!player) return PLUGIN_HANDLED
has_parachute[player] = true
get_user_name(player,name2,31) get_user_authid(player,authid2,34)
switch(get_cvar_num("amx_show_activity")) { case 2: client_print(0,print_chat,"ADMIN %s: gave a parachute to ^"%s^"",name,name2) case 1: client_print(0,print_chat,"ADMIN: gave a parachute to ^"%s^"",name2) }
console_print(id,"[AMXX] You gave a parachute to ^"%s^"", name2) log_amx("^"%s<%d><%s><>^" gave a parachute to ^"%s<%d><%s><>^"", name,get_user_userid(id),authid,name2,get_user_userid(player),authid2) } return PLUGIN_HANDLED }
public client_PreThink(id) { //parachute.mdl animation information //0 - deploy - 84 frames //1 - idle - 39 frames //2 - detach - 29 frames
if (!get_pcvar_num(pEnabled)) return if (!is_user_alive(id) || !has_parachute[id]) return
new Float:fallspeed = get_pcvar_float(pFallSpeed) * -1.0 new Float:frame
new button = get_user_button(id) new oldbutton = get_user_oldbutton(id) new flags = get_entity_flags(id)
if (para_ent[id] > 0 && (flags & FL_ONGROUND)) {
if (get_pcvar_num(pDetach)) {
if (get_user_gravity(id) == 0.1) set_user_gravity(id, 1.0)
if (entity_get_int(para_ent[id],EV_INT_sequence) != 2) { entity_set_int(para_ent[id], EV_INT_sequence, 2) entity_set_int(para_ent[id], EV_INT_gaitsequence, 1) entity_set_float(para_ent[id], EV_FL_frame, 0.0) entity_set_float(para_ent[id], EV_FL_fuser1, 0.0) entity_set_float(para_ent[id], EV_FL_animtime, 0.0) entity_set_float(para_ent[id], EV_FL_framerate, 0.0) return }
frame = entity_get_float(para_ent[id],EV_FL_fuser1) + 2.0 entity_set_float(para_ent[id],EV_FL_fuser1,frame) entity_set_float(para_ent[id],EV_FL_frame,frame)
if (frame > 254.0) { remove_entity(para_ent[id]) para_ent[id] = 0 } } else { remove_entity(para_ent[id]) set_user_gravity(id, 1.0) para_ent[id] = 0 }
return }
if (button & IN_USE) {
new Float:velocity[3] entity_get_vector(id, EV_VEC_velocity, velocity)
if (velocity[2] < 0.0) {
if(para_ent[id] <= 0) { para_ent[id] = create_entity("info_target") if(para_ent[id] > 0) { entity_set_string(para_ent[id],EV_SZ_classname,"parachute") entity_set_edict(para_ent[id], EV_ENT_aiment, id) entity_set_edict(para_ent[id], EV_ENT_owner, id) entity_set_int(para_ent[id], EV_INT_movetype, MOVETYPE_FOLLOW) entity_set_model(para_ent[id], "models/parachute.mdl") entity_set_int(para_ent[id], EV_INT_sequence, 0) entity_set_int(para_ent[id], EV_INT_gaitsequence, 1) entity_set_float(para_ent[id], EV_FL_frame, 0.0) entity_set_float(para_ent[id], EV_FL_fuser1, 0.0) } }
if (para_ent[id] > 0) {
entity_set_int(id, EV_INT_sequence, 3) entity_set_int(id, EV_INT_gaitsequence, 1) entity_set_float(id, EV_FL_frame, 1.0) entity_set_float(id, EV_FL_framerate, 1.0) set_user_gravity(id, 0.1)
velocity[2] = (velocity[2] + 40.0 < fallspeed) ? velocity[2] + 40.0 : fallspeed entity_set_vector(id, EV_VEC_velocity, velocity)
if (entity_get_int(para_ent[id],EV_INT_sequence) == 0) {
frame = entity_get_float(para_ent[id],EV_FL_fuser1) + 1.0 entity_set_float(para_ent[id],EV_FL_fuser1,frame) entity_set_float(para_ent[id],EV_FL_frame,frame)
if (frame > 100.0) { entity_set_float(para_ent[id], EV_FL_animtime, 0.0) entity_set_float(para_ent[id], EV_FL_framerate, 0.4) entity_set_int(para_ent[id], EV_INT_sequence, 1) entity_set_int(para_ent[id], EV_INT_gaitsequence, 1) entity_set_float(para_ent[id], EV_FL_frame, 0.0) entity_set_float(para_ent[id], EV_FL_fuser1, 0.0) } } } } else if (para_ent[id] > 0) { remove_entity(para_ent[id]) set_user_gravity(id, 1.0) para_ent[id] = 0 } } else if ((oldbutton & IN_USE) && para_ent[id] > 0 ) { remove_entity(para_ent[id]) set_user_gravity(id, 1.0) para_ent[id] = 0 } }
Looking into it I can see that plugin has "Change users gravity when falling to avoid choppiness" so could you add save gravity if such a function exists?
Last edited by Gam3ronE; 01-08-2011 at 22:23.
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