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leave only the bomb


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Celena Luna
Veteran Member
Join Date: Aug 2013
Location: Nagazora
Old 07-03-2020 , 15:06   Re: leave only the bomb
Reply With Quote #11

m_bIsBomb is an offset.
Use get|set_pdata_* for those offset data.

Quote:
Originally Posted by HamletEagle View Post
Check if the weaponbox entity has m_bIsBomb set.
m_bIsBomb is 105
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Last edited by Celena Luna; 07-03-2020 at 15:07.
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jonny1990
Senior Member
Join Date: Apr 2020
Old 07-03-2020 , 15:25   Re: leave only the bomb
Reply With Quote #12

Quote:
Originally Posted by Celena Luna View Post
m_bIsBomb is an offset.
Use get|set_pdata_* for those offset data.



m_bIsBomb is 105
I don't know where to put this in the code itself
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Celena Luna
Veteran Member
Join Date: Aug 2013
Location: Nagazora
Old 07-03-2020 , 15:42   Re: leave only the bomb
Reply With Quote #13

if you don't know how to write, just post it on request section ==

put it here
PHP Code:
if(equali(classname,"weaponbox")) 
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Last edited by Celena Luna; 07-03-2020 at 15:44.
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jonny1990
Senior Member
Join Date: Apr 2020
Old 07-03-2020 , 15:51   Re: leave only the bomb
Reply With Quote #14

Quote:
Originally Posted by Celena Luna View Post
if you don't know how to write, just post it on request section ==

put it here
PHP Code:
if(equali(classname,"weaponbox")) 
do I need to prescribe this?
if(equali(classname,"set_pdata_bIsBomb"))
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Celena Luna
Veteran Member
Join Date: Aug 2013
Location: Nagazora
Old 07-03-2020 , 15:58   Re: leave only the bomb
Reply With Quote #15

It is not like that..

Here
https://www.amxmodx.org/api/

search for set_pdata_ and read it...

in this case, we use bool
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Last edited by Celena Luna; 07-03-2020 at 15:58.
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jonny1990
Senior Member
Join Date: Apr 2020
Old 07-03-2020 , 16:02   Re: leave only the bomb
Reply With Quote #16

Quote:
Originally Posted by Celena Luna View Post
It is not like that..

Here
https://www.amxmodx.org/api/

search for set_pdata_ and read it...

in this case, we use bool
https://www.amxmodx.org/api/fakemeta/set_pdata_bool
I still don't understand
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Celena Luna
Veteran Member
Join Date: Aug 2013
Location: Nagazora
Old 07-03-2020 , 16:17   Re: leave only the bomb
Reply With Quote #17

PHP Code:
if(equali(classname,"weaponbox") && get_pdata_bool(ent1054)) //Check if the entity is weapon box and if it is a bomb or not. (m_bIsBomb = 105) 
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Last edited by Celena Luna; 07-03-2020 at 16:18.
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jonny1990
Senior Member
Join Date: Apr 2020
Old 07-03-2020 , 16:29   Re: leave only the bomb
Reply With Quote #18

Quote:
Originally Posted by Celena Luna View Post
PHP Code:
if(equali(classname,"weaponbox") && get_pdata_bool(ent1054)) //Check if the entity is weapon box and if it is a bomb or not. (m_bIsBomb = 105) 
does not work, all weapons are spinning including the bomb and no glow
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HamletEagle
AMX Mod X Plugin Approver
Join Date: Sep 2013
Location: Romania
Old 07-04-2020 , 02:54   Re: leave only the bomb
Reply With Quote #19

Show whar you tried(the code). If you keep saying it does not work we can't help.
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jonny1990
Senior Member
Join Date: Apr 2020
Old 07-04-2020 , 03:06   Re: leave only the bomb
Reply With Quote #20

Quote:
Originally Posted by HamletEagle View Post
Show whar you tried(the code). If you keep saying it does not work we can't help.
Code:
#include <amxmodx>
#include <amxmisc>
#include <engine>
#include <fakemeta>
#include <fun>

new maxplayers
new speed_pcvar
new toggle_pcvar

public plugin_init()
{
	register_plugin("UT Style Floating Weapons",VERSION,"GHW_Chronic")

	speed_pcvar = register_cvar("FW_speed","25.0")
	toggle_pcvar = register_cvar("FW_enabled","1")

	register_forward(FM_SetModel,"W_Model_Hook",1)
	register_touch("weaponbox","worldspawn","touch")
	set_task(1.0,"newgame")

	set_task(0.1,"force_spin",0,"",0,"b")

	maxplayers = get_maxplayers()
}

public W_Model_Hook(ent,model[])
{
	if(get_pcvar_num(toggle_pcvar) && pev_valid(ent))
	{
		static classname[32]
		pev(ent,pev_classname,classname,31)
		if(equali(classname,"bIsBomb") && get_pdata_bool(ent, 105, 4))
		{
			set_pev(ent,pev_renderfx,kRenderFxGlowShell)
			switch(random_num(1,4))
			{
				case 1: set_pev(ent,pev_rendercolor,Float:{0.0,0.0,255.0})
				case 2: set_pev(ent,pev_rendercolor,Float:{0.0,255.0,0.0})
				case 3: set_pev(ent,pev_rendercolor,Float:{255.0,0.0,0.0})
				case 4: set_pev(ent,pev_rendercolor,Float:{255.0,255.0,255.0})
			}
			static Float:angles[3]
			pev(ent,pev_angles,angles)
			angles[0] -= 90.0
			angles[1] += 45.0
			set_pev(ent,pev_angles,angles)
		}
	}
}

public touch(weaponbox,worldspawn)
{
	if(get_pcvar_num(toggle_pcvar) && pev_valid(weaponbox))
	{
		
		set_pev(weaponbox,pev_movetype,MOVETYPE_FLY)
		static Float:origin[3]
		pev(weaponbox,pev_origin,origin)
		origin[2] += 30.0
		set_pev(weaponbox,pev_origin,origin)
	}
}

public force_spin()
{
	if(get_pcvar_num(toggle_pcvar))
	{
		static ent, classname[16], Float:angles[3]
		ent = engfunc(EngFunc_FindEntityInSphere,maxplayers,Float:{0.0,0.0,0.0},4800.0)
		while(ent)
		{
			if(pev_valid(ent))
			{
				pev(ent,pev_classname,classname,15)
				if(containi(classname,"armoury")!=-1 || containi(classname,"weaponbox")!=-1)
				{
					pev(ent,pev_angles,angles)
					angles[1] += get_pcvar_float(speed_pcvar) / 10.0
					if(angles[1]>=180.0)
					{
						angles[1] -= 360.0
					}
					set_pev(ent,pev_angles,angles)
				}
			}
			ent = engfunc(EngFunc_FindEntityInSphere,ent,Float:{0.0,0.0,0.0},4800.0)
		}
	}
}

public newgame()
{
	if(get_pcvar_num(toggle_pcvar))
	{
		static ent, classname[8], Float:angles[3]
		ent = engfunc(EngFunc_FindEntityInSphere,maxplayers,Float:{0.0,0.0,0.0},4800.0)
		while(ent)
		{
			if(pev_valid(ent))
			{
				pev(ent,pev_classname,classname,7)
				if(containi(classname,"armoury")!=-1)
				{
					set_pev(ent,pev_renderfx,kRenderFxGlowShell)
					switch(random_num(1,4))
					{
						case 1: set_pev(ent,pev_rendercolor,Float:{0.0,0.0,255.0})
						case 2: set_pev(ent,pev_rendercolor,Float:{0.0,255.0,0.0})
						case 3: set_pev(ent,pev_rendercolor,Float:{255.0,0.0,0.0})
						case 4: set_pev(ent,pev_rendercolor,Float:{255.0,255.0,255.0})
					}
					pev(ent,pev_angles,angles)
					angles[0] -= 90.0
					angles[1] += 45.0
					set_pev(ent,pev_angles,angles)
					touch(ent,0)
				}
			}
			ent = engfunc(EngFunc_FindEntityInSphere,ent,Float:{0.0,0.0,0.0},4800.0)
		}
	}
}

Last edited by jonny1990; 07-04-2020 at 03:10.
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