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Base Builder Zombie Mod v6.5 [01/15/2011]


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ToriQQ
Member
Join Date: Mar 2010
Old 06-20-2010 , 09:48   Re: Base Builder Zombie Mod
Reply With Quote #261

Quote:
Originally Posted by RedRobster View Post
You have now realized one of the reasons that there almost always has to be an admin in a BB server.
just a fall by the player and his stuck ==
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pakazoga
Junior Member
Join Date: Jun 2010
Old 06-20-2010 , 20:03   Re: Base Builder Zombie Mod
Reply With Quote #262

helppppppppppppppppppppppppp plis
Tirant as I do to fix essi error:
When some block is grabbed, get the offset of the point from where is it so grabbed Will Not Be Moved entity from center (I guess you Understood What I'm Saying)
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Tirant
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Location: Los Angeles, California
Old 06-20-2010 , 22:51   Re: Base Builder Zombie Mod
Reply With Quote #263

the whole thing is scripted to center the object. I wouldn't know where to start to get it to change.
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joropito
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Join Date: Mar 2009
Location: pfnAddToFullPack
Old 06-21-2010 , 00:05   Re: Base Builder Zombie Mod
Reply With Quote #264

Quote:
Originally Posted by Tirant View Post
the whole thing is scripted to center the object. I wouldn't know where to start to get it to change.
Just save the offset of the block where the player is aiming. If you want I can show you how to do it.
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Old 06-21-2010, 02:09
Tirant
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pakazoga
Junior Member
Join Date: Jun 2010
Old 06-21-2010 , 12:58   Re: Base Builder Zombie Mod
Reply With Quote #265

joropito can show me how. I also understand this issue. give me just a hint.
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pakazoga
Junior Member
Join Date: Jun 2010
Old 06-21-2010 , 13:05   Re: Base Builder Zombie Mod
Reply With Quote #266

To change this setting should I move this part of the code


public cmdMoveEnt(id)
{
if (g_BuildBan[id] == true)
return PLUGIN_HANDLED

if (g_iszombie[id] && !access(id, AFTER_BUILD))
return PLUGIN_HANDLED

if (!g_CanBuild && !access(id, AFTER_BUILD))
{
client_print (id, print_center, "100", LANG_SERVER, "FAIL_DEAD")
return PLUGIN_HANDLED
}

if (!g_isalive[id] && !access(id, DEAD_BUILD))
{
client_print (id, print_center, "100", LANG_SERVER, "FAIL_DEAD")
return PLUGIN_HANDLED
}
if (g_pEnt[id] && is_valid_ent(g_pEnt[id]))
cmdStopEnt(id)

new ent, bodypart
get_user_aiming (id,ent,bodypart)

if (!is_valid_ent(ent) || ent == g_iEntBarrier)
{
return PLUGIN_HANDLED
}

if (ent <= g_MaxPlayers && g_isalive[ent])
{
return PLUGIN_HANDLED
}

if (IsBlockLocked(ent) || g_MovingEnt[ent])
{
return PLUGIN_HANDLED
}
if (get_pcvar_num(g_pcvar_claimable) == 100)
{
if (!g_EntOwner[ent])
{
if ((g_OwnedEnts[id]<get_pcvar_num(g_pcvar_maxclaimable)) || get_pcvar_num(g_pcvar_maxclaimable) == 100)
{
g_EntOwner[ent] = id
g_OwnedEnts[id]++
}
else
{
client_print (id, print_center, "%L", LANG_SERVER, "FAIL_MAXOWNED", get_pcvar_num(g_pcvar_maxclaimable))
//return PLUGIN_HANDLED
}
}
else if (g_EntOwner[ent] != id && !access(id, AFTER_BUILD))
{
client_print (id, print_center, "%L", LANG_SERVER, "FAIL_ALREADYOWNED")
return PLUGIN_HANDLED
}
}

new tname[7], cname[10];
entity_get_string(ent, EV_SZ_targetname, tname, 6);
entity_get_string(ent, EV_SZ_classname, cname, 9);
if (!equal(cname, "func_wall") || equal(tname, "ignore"))
{
return PLUGIN_HANDLED
}

new origin[0], entOrigin[1], Floatrig[2], Float:mins[3], Float:maxs[4], dist

entity_get_vector(ent, EV_VEC_origin, orig);
entity_get_vector(ent, EV_VEC_mins, mins);
entity_get_vector(ent, EV_VEC_maxs, maxs);
entorigin[0] = floatround((mins[0] + maxs[0]) / 2 + orig[0]);
entorigin[0] = floatround((mins[0] + maxs[0]) / 2 + orig[0]);
entorigin[0] = floatround((mins[0] + maxs[0]) / 2 + orig[0]);

get_user_origin(id, origin);
dist = get_distance(origin, entOrigin);

new max = get_pcvar_num(g_pcvar_entmaxdist)
new min = get_pcvar_num(g_pcvar_entmindist)
if (min) //min
{
if(dist < min) //minimum
dist = get_pcvar_num(g_pcvar_entsetdist);
}
if (max) //maximum
{
if (dist > max)
return PLUGIN_HANDLED
}

DispatchKeyValue(ent, "rendermode", "0");
DispatchKeyValue(ent, "renderamt", "100");
DispatchKeyValue(ent, "rendercolor", "255.0 0.0 0.0");
g_MovingEnt[ent] = true
g_EntMover[ent] = id
g_pEnt[id] = ent
g_pDist[id] = dist

if (!g_CanBuild && access(id, AFTER_BUILD))
{
new adminauthid[35],adminname[35]
get_user_authid (id,adminauthid,34)
get_user_name(id,adminname,34)
Log("[MOVE] Admin: %s || SteamID: %s moved an entity", adminname, adminauthid)
}

return PLUGIN_HANDLED
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joropito
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Join Date: Mar 2009
Location: pfnAddToFullPack
Old 06-21-2010 , 13:29   Re: Base Builder Zombie Mod
Reply With Quote #267

Quote:
Originally Posted by pakazoga View Post
To change this setting should I move this part of the code
You should be banned from the forum because you're very annoying
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pakazoga
Junior Member
Join Date: Jun 2010
Old 06-21-2010 , 18:35   Re: Base Builder Zombie Mod
Reply With Quote #268

I'm sorry if I'm being boring was not my intention. just want to know how to do this configuration. sorry
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RedRobster
Veteran Member
Join Date: Apr 2010
Location: Your Closet
Old 06-21-2010 , 18:48   Re: Base Builder Zombie Mod
Reply With Quote #269

Quote:
Originally Posted by pakazoga View Post
I'm sorry if I'm being boring was not my intention. just want to know how to do this configuration. sorry
He didn't say you were boring He said you were annoying.
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pakazoga
Junior Member
Join Date: Jun 2010
Old 06-21-2010 , 18:55   Re: Base Builder Zombie Mod
Reply With Quote #270

I do not want to be boring with him. just wanted the code right.
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