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Explosion X


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cs1.6
Senior Member
Join Date: Dec 2006
Old 11-22-2007 , 13:31   Re: Explosion X
Reply With Quote #21

Quote:
Originally Posted by Simon Logic View Post
really funny plugin, but should be adjusted. it is too impulsive. and should support CSDM items

to support VEN's "real_nade" entities you should insert the line into public EXAPI_GenericShock(Floatrigin0, Floatrigin1, Floatrigin2, const SCALE, const Float:RADIUS, const FloatOWER) function:
Code:
GenericShock(origin, SCALE * RADIUS, "real_nade", 32, SCALE * POWER, OBJECT_GRENADE)


Hi Simon Logic,

thanks for the help. I will test it now and see if it works. Would be great.

Yes, it's impulsive as you say. The default settings are too strong, if you want it to play realistic, but for fun it's allright.

The two cvars are:

explosionx_power 0.01 //explosionx - Default 0.1
explosionx_radius 15 //explosionx - Default 15

After testing alot i found out the most realistic settings for me to be:


explosionx_power 0.05
explosionx_radius 10
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cs1.6
Senior Member
Join Date: Dec 2006
Old 11-22-2007 , 14:18   Re: Explosion X
Reply With Quote #22

Quote:
Originally Posted by Simon Logic View Post
really funny plugin, but should be adjusted. it is too impulsive. and should support CSDM items

to support VEN's "real_nade" entities you should insert the line into public EXAPI_GenericShock(Floatrigin0, Floatrigin1, Floatrigin2, const SCALE, const Float:RADIUS, const FloatOWER) function:
Code:
GenericShock(origin, SCALE * RADIUS, "real_nade", 32, SCALE * POWER, OBJECT_GRENADE)

I tested it. It works! Awesome man! +karamel ..or something like that

EDIT:

Funny, today i was/am testing Blinding Flashlight v0.2.3SL. I am going to implement it in the server. Now i saw your name was the same as the coder! Smaaal world!

Last edited by cs1.6; 11-22-2007 at 14:28. Reason: coincidence
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Simon Logic
Senior Member
Join Date: Nov 2006
Location: RF
Old 11-23-2007 , 11:37   Re: Explosion X
Reply With Quote #23

I think i know why default values are too impulsive. I have traced a plugin and explosion event called twice on HE grenade. I'll fix it soon. Also i already have made the following changes:

* pcvar usage (optimization)
* converted to use Fakemeta module instead of Engine (optimization)
- removed old style code
+ new cvar 'explosionx_affectmax'
+ added possibility to add affected entity classes by mask
+ added support for VEN' Real Nades (real_nade), CSDM (csdmw_*) & HLDM (item_*) entites
* reorganized code to make easier to add new affected entities
* other misc optimizations

Well, i have to say, that affecting CSDM (item mode) entities is not a good idea cause they fly away & continue respawning at those places
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Last edited by Simon Logic; 11-23-2007 at 11:39.
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cs1.6
Senior Member
Join Date: Dec 2006
Old 11-23-2007 , 12:53   Re: Explosion X
Reply With Quote #24

Wow that sounds neat!. How about hostages? I guess chickens are impossible.

With the supprt nades, it's so much better now. Out of fun, you can buy many grenades and drop them all around you, like in a circle around you..then you go a way and throw a handgrenade in the middle of the circle! Haha looks awesome! It's so cool, you should make a youtube video of it, if you realease that plugin.
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Super Fantastic
Junior Member
Join Date: Mar 2008
Old 06-25-2008 , 13:17   Re: Explosion X
Reply With Quote #25

there is some way, not push friends?

Thanks.
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endeffects
Senior Member
Join Date: Nov 2007
Old 06-10-2009 , 15:52   Re: Explosion X
Reply With Quote #26

i'd like to include the push effect to this bazooka plugin:
http://forums.alliedmods.net/showthread.php?t=7952

i added the complete exapi methode to the bazooka source:

Quote:
stock EXAPI_GenerateShock(Floatrigin[3], const SCALE, const Float:RADIUS, const FloatOWER) {}
and called the api withing the bazooka methode:
Quote:
public pfn_touch(ptr, ptd) {}
in this way:
Quote:
if (damage < get_user_health(i)) {
EXAPI_GenerateShock(EndOrigin, 15, 15.0, 0.1)
but it don't works, any ideas?
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Arkshine
AMX Mod X Plugin Approver
Join Date: Oct 2005
Old 06-10-2009 , 15:57   Re: Explosion X
Reply With Quote #27

No errors in the Amxx logs ?
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endeffects
Senior Member
Join Date: Nov 2007
Old 06-11-2009 , 00:55   Re: Explosion X
Reply With Quote #28

there are no errors in amxx and the server log, don't know whats wrong here =(
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Arkshine
AMX Mod X Plugin Approver
Join Date: Oct 2005
Old 06-11-2009 , 05:54   Re: Explosion X
Reply With Quote #29

Make sure EXAPI_GenerateShock is called, debug it. I mean place a client_print() before to see if it's called.
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ORUOH
New Member
Join Date: Jun 2010
Old 06-19-2010 , 12:08   Re: Explosion X
Reply With Quote #30

Please create new cvar explosionx_power on/off for teammate!

Sanks.
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