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szafa323
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Join Date: Jul 2013
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Old 01-17-2014 , 09:26   Zombie Plague Shade 1.0.2 - Bombardier Branch
Reply With Quote #1

EN:Hi there. Last hotels found Zombie Plague 1.0.2 Shade - Bombardier Branch to kronos and it is a cool effect of the explosion of grenades, infections and Sniper shots. Could someone tell me / give the files that I could do such an effect on a zombie plague advance 1.6.1? Thank you for your help.

PL:Cześć. Ostatno znalazłem Zombie Plague Shade 1.0.2 - Bombardier Branch by kronos i na nim jest fajny efekt wybuchu granatów, infekcji i strzałów snipera. Moglby mi ktoś powiedzieć/podać pliki abym mógł zrobić taki efekt na zombie plague advance 1.6.1? Dziekuje za pomoc.



Zombie infection effect:
[img]http://imagizer.**************/v2/800x600q90/823/h6fc.png[/img]

Sniper shoot effect:
[img]http://imagizer.**************/v2/800x600q90/838/oky0.png[/img]

Last edited by szafa323; 01-27-2014 at 16:28.
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szafa323
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Old 01-26-2014 , 00:03   Re: Zombie Plague Shade 1.0.2 - Bombardier Branch
Reply With Quote #2

refresh
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Old 01-26-2014, 00:28
K4rim
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szafa323
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Old 01-27-2014 , 03:49   Re: Zombie Plague Shade 1.0.2 - Bombardier Branch
Reply With Quote #3

it isn't work maybe in engine?
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K4rim
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Old 01-27-2014 , 03:55   Re: Zombie Plague Shade 1.0.2 - Bombardier Branch
Reply With Quote #4

Post you default zp sma here
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oxygen935
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Old 01-27-2014 , 10:07   Re: Zombie Plague Shade 1.0.2 - Bombardier Branch
Reply With Quote #5

Grenades Effect(Extracted From ZP Shade):
PHP Code:
// Fire Grenade: Fire Blast
create_blast2(const Float:originF[3])
{    
    
// Medium ring
    
engfunc(EngFunc_MessageBeginMSG_PVSSVC_TEMPENTITYoriginF0)
    
write_byte(TE_BEAMCYLINDER// TE id
    
engfunc(EngFunc_WriteCoordoriginF[0]) // x
    
engfunc(EngFunc_WriteCoordoriginF[1]) // y
    
engfunc(EngFunc_WriteCoordoriginF[2]) // z
    
engfunc(EngFunc_WriteCoordoriginF[0]) // x axis
    
engfunc(EngFunc_WriteCoordoriginF[1]) // y axis
    
engfunc(EngFunc_WriteCoordoriginF[2]+470.0// z axis
    
write_short(g_exploSpr// sprite
    
write_byte(0// startframe
    
write_byte(0// framerate
    
write_byte(4// life
    
write_byte(60// width
    
write_byte(0// noise
    
write_byte(255// red
    
write_byte(127// green
    
write_byte(80// blue
    
write_byte(200// brightness
    
write_byte(0// speed
    
message_end()
    
    
// Largest ring
    
engfunc(EngFunc_MessageBeginMSG_PVSSVC_TEMPENTITYoriginF0)
    
write_byte(TE_BEAMCYLINDER// TE id
    
engfunc(EngFunc_WriteCoordoriginF[0]) // x
    
engfunc(EngFunc_WriteCoordoriginF[1]) // y
    
engfunc(EngFunc_WriteCoordoriginF[2]) // z
    
engfunc(EngFunc_WriteCoordoriginF[0]) // x axis
    
engfunc(EngFunc_WriteCoordoriginF[1]) // y axis
    
engfunc(EngFunc_WriteCoordoriginF[2]+555.0// z axis
    
write_short(g_exploSpr// sprite
    
write_byte(0// startframe
    
write_byte(0// framerate
    
write_byte(4// life
    
write_byte(60// width
    
write_byte(0// noise
    
write_byte(255// red
    
write_byte(127// green
    
write_byte(80// blue
    
write_byte(200// brightness
    
write_byte(0// speed
    
message_end()
    
    
// Luz Dinamica
    
engfunc(EngFunc_MessageBeginMSG_PVSSVC_TEMPENTITYoriginF0)
    
write_byte(TE_DLIGHT// TE id
    
engfunc(EngFunc_WriteCoordoriginF[0]) // x
    
engfunc(EngFunc_WriteCoordoriginF[1]) // y
    
engfunc(EngFunc_WriteCoordoriginF[2]) // z
    
write_byte(50// radio
    
write_byte(255// red
    
write_byte(127// green
    
write_byte(80// blue
    
write_byte(30// vida en 0.1, 30 = 3 segundos
    
write_byte(30// velocidad de decaimiento
    
message_end()

    
engfunc(EngFunc_MessageBeginMSG_BROADCAST,SVC_TEMPENTITYoriginF0)
    
write_byte(TE_EXPLOSION)
    
engfunc(EngFunc_WriteCoordoriginF[0]) // x axis
        
engfunc(EngFunc_WriteCoordoriginF[1]) // y axis
    
engfunc(EngFunc_WriteCoordoriginF[2]+75// z axis
    
write_short(g_explofre)
    
write_byte(17)
    
write_byte(15)
    
write_byte(TE_EXPLFLAG_NOSOUND)
    
message_end();    
    
    
engfunc(EngFunc_MessageBeginMSG_BROADCAST,SVC_TEMPENTITYoriginF0)
        
write_byte(TE_SPRITETRAIL// TE ID
        
engfunc(EngFunc_WriteCoordoriginF[0]) // x axis
        
engfunc(EngFunc_WriteCoordoriginF[1]) // y axis
        
engfunc(EngFunc_WriteCoordoriginF[2] + 40// z axis
        
engfunc(EngFunc_WriteCoordoriginF[0]) // x axis
        
engfunc(EngFunc_WriteCoordoriginF[1]) // y axis
        
engfunc(EngFunc_WriteCoordoriginF[2]) // z axis
        
write_short(firegib// Sprite Index
        
write_byte(30// Count
        
write_byte(10// Life
        
write_byte(2// Scale
        
write_byte(50// Velocity Along Vector
        
write_byte(10// Rendomness of Velocity
        
message_end();

}

// Frost Grenade: Freeze Blast
create_blast3(const Float:originF[3])
{    
    
// Medium ring
    
engfunc(EngFunc_MessageBeginMSG_PVSSVC_TEMPENTITYoriginF0)
    
write_byte(TE_BEAMCYLINDER// TE id
    
engfunc(EngFunc_WriteCoordoriginF[0]) // x
    
engfunc(EngFunc_WriteCoordoriginF[1]) // y
    
engfunc(EngFunc_WriteCoordoriginF[2]) // z
    
engfunc(EngFunc_WriteCoordoriginF[0]) // x axis
    
engfunc(EngFunc_WriteCoordoriginF[1]) // y axis
    
engfunc(EngFunc_WriteCoordoriginF[2]+470.0// z axis
    
write_short(g_exploSpr// sprite
    
write_byte(0// startframe
    
write_byte(0// framerate
    
write_byte(4// life
    
write_byte(60// width
    
write_byte(0// noise
    
write_byte(0// red
    
write_byte(191// green
    
write_byte(255// blue
    
write_byte(200// brightness
    
write_byte(0// speed
    
message_end()
    
    
// Largest ring
    
engfunc(EngFunc_MessageBeginMSG_PVSSVC_TEMPENTITYoriginF0)
    
write_byte(TE_BEAMCYLINDER// TE id
    
engfunc(EngFunc_WriteCoordoriginF[0]) // x
    
engfunc(EngFunc_WriteCoordoriginF[1]) // y
    
engfunc(EngFunc_WriteCoordoriginF[2]) // z
    
engfunc(EngFunc_WriteCoordoriginF[0]) // x axis
    
engfunc(EngFunc_WriteCoordoriginF[1]) // y axis
    
engfunc(EngFunc_WriteCoordoriginF[2]+555.0// z axis
    
write_short(g_exploSpr// sprite
    
write_byte(0// startframe
    
write_byte(0// framerate
    
write_byte(4// life
    
write_byte(60// width
    
write_byte(0// noise
    
write_byte(0// red
    
write_byte(191// green
    
write_byte(255// blue
    
write_byte(200// brightness
    
write_byte(0// speed
    
message_end()
    
    
// Luz Dinamica
    
engfunc(EngFunc_MessageBeginMSG_PVSSVC_TEMPENTITYoriginF0)
    
write_byte(TE_DLIGHT// TE id
    
engfunc(EngFunc_WriteCoordoriginF[0]) // x
    
engfunc(EngFunc_WriteCoordoriginF[1]) // y
    
engfunc(EngFunc_WriteCoordoriginF[2]) // z
    
write_byte(50// radio
    
write_byte(0// red
    
write_byte(191// green
    
write_byte(255// blue
    
write_byte(30// vida en 0.1, 30 = 3 segundos
    
write_byte(30// velocidad de decaimiento
    
message_end()

    
engfunc(EngFunc_MessageBeginMSG_BROADCAST,SVC_TEMPENTITYoriginF0)
    
write_byte(TE_EXPLOSION)
    
engfunc(EngFunc_WriteCoordoriginF[0]) // x axis
        
engfunc(EngFunc_WriteCoordoriginF[1]) // y axis
    
engfunc(EngFunc_WriteCoordoriginF[2]+75// z axis
    
write_short(g_explosfr)
    
write_byte(17)
    
write_byte(15)
    
write_byte(TE_EXPLFLAG_NOSOUND)
    
message_end();
    
    
    
engfunc(EngFunc_MessageBeginMSG_BROADCAST,SVC_TEMPENTITYoriginF0)
        
write_byte(TE_SPRITETRAIL// TE ID
        
engfunc(EngFunc_WriteCoordoriginF[0]) // x axis
        
engfunc(EngFunc_WriteCoordoriginF[1]) // y axis
        
engfunc(EngFunc_WriteCoordoriginF[2] + 40// z axis
        
engfunc(EngFunc_WriteCoordoriginF[0]) // x axis
        
engfunc(EngFunc_WriteCoordoriginF[1]) // y axis
        
engfunc(EngFunc_WriteCoordoriginF[2]) // z axis
        
write_short(frostgib// Sprite Index
        
write_byte(30// Count
        
write_byte(10// Life
        
write_byte(2// Scale
        
write_byte(50// Velocity Along Vector
        
write_byte(10// Rendomness of Velocity
        
message_end();

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Last edited by oxygen935; 01-27-2014 at 10:08.
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szafa323
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Join Date: Jul 2013
Location: Poland
Old 01-27-2014 , 13:52   Re: Zombie Plague Shade 1.0.2 - Bombardier Branch
Reply With Quote #6

please add this, compile and send me ;p
maybe i do bad, look [img]http://imagizer.**************/v2/800x600q90/809/e9id.png[/img]
Attached Files
File Type: sma Get Plugin or Get Source (zombie_plague_advance_v1-6-1.sma - 165 views - 420.2 KB)
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K4rim
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Old 01-27-2014 , 14:37   Re: Zombie Plague Shade 1.0.2 - Bombardier Branch
Reply With Quote #7

here
Attached Files
File Type: sma Get Plugin or Get Source (zombie_plague_advance_v1-6-1.sma - 644 views - 420.3 KB)
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szafa323
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Location: Poland
Old 01-27-2014 , 15:05   Re: Zombie Plague Shade 1.0.2 - Bombardier Branch
Reply With Quote #8

Thanks very much! Grenade is done, maybe someone know how to do infection + light or sniper?


Here is?
Quote:
// Infection special effects
infection_effects(id)
{
// Screen fade? (unless frozen)
if (!g_frozen[id] && get_pcvar_num(cvar_infectionscreenfade))
{
message_begin(MSG_ONE_UNRELIABLE, g_msgScreenFade, _, id)
write_short(UNIT_SECOND) // duration
write_short(0) // hold time
write_short(FFADE_IN) // fade type
if (g_nemesis[id])
{
write_byte(get_pcvar_num(cvar_nemnvgcolor[0])) // r
write_byte(get_pcvar_num(cvar_nemnvgcolor[1])) // g
write_byte(get_pcvar_num(cvar_nemnvgcolor[2])) // b
}
else
{
write_byte(get_pcvar_num(cvar_nvgcolor[0])) // r
write_byte(get_pcvar_num(cvar_nvgcolor[1])) // g
write_byte(get_pcvar_num(cvar_nvgcolor[2])) // b
}
write_byte (255) // alpha
message_end()
}

// Screen shake?
if (get_pcvar_num(cvar_infectionscreenshake))
{
message_begin(MSG_ONE_UNRELIABLE, g_msgScreenShake, _, id)
write_short(UNIT_SECOND*75) // amplitude
write_short(UNIT_SECOND*5) // duration
write_short(UNIT_SECOND*75) // frequency
message_end()
}

// Infection icon?
if (get_pcvar_num(cvar_hudicons))
{
message_begin(MSG_ONE_UNRELIABLE, g_msgDamage, _, id)
write_byte(0) // damage save
write_byte(0) // damage take
write_long(DMG_NERVEGAS) // damage type - DMG_RADIATION
write_coord(0) // x
write_coord(0) // y
write_coord(0) // z
message_end()
}

// Get player's origin
static origin[3]
get_user_origin(id, origin)

// Tracers?
if (get_pcvar_num(cvar_infectiontracers))
{
message_begin(MSG_PVS, SVC_TEMPENTITY, origin)
write_byte(TE_IMPLOSION) // TE id
write_coord(origin[0]) // x
write_coord(origin[1]) // y
write_coord(origin[2]) // z
write_byte(12 // radius
write_byte(20) // count
write_byte(3) // duration
message_end()
}

// Particle burst?
if (get_pcvar_num(cvar_infectionparticles))
{
message_begin(MSG_PVS, SVC_TEMPENTITY, origin)
write_byte(TE_PARTICLEBURST) // TE id
write_coord(origin[0]) // x
write_coord(origin[1]) // y
write_coord(origin[2]) // z
write_short(50) // radius
write_byte(70) // color
write_byte(3) // duration (will be randomized a bit)
message_end()
}

// Light sparkle?
if (get_pcvar_num(cvar_infectionsparkle))
{
message_begin(MSG_PVS, SVC_TEMPENTITY, origin)
write_byte(TE_DLIGHT) // TE id
write_coord(origin[0]) // x
write_coord(origin[1]) // y
write_coord(origin[2]) // z
write_byte(20) // radius
write_byte(get_pcvar_num(cvar_nvgcolor[0])) // r
write_byte(get_pcvar_num(cvar_nvgcolor[1])) // g
write_byte(get_pcvar_num(cvar_nvgcolor[2])) // b
write_byte(2) // life
write_byte(0) // decay rate
message_end()
}

// get target's origin
new vorigin[ 3 ], pos[ 3 ];
get_user_origin( id, vorigin );

// modify origins
vorigin[ 2 ] -= 26;
pos[ 0 ] = vorigin[ 0 ] + 150;
pos[ 1 ] = vorigin[ 1 ] + 150;
pos[ 2 ] = vorigin[ 2 ] + 800;

// create lightning bolt
Thunder( pos, vorigin );
// create smoke
Smoke( vorigin, 10, 10 );
}

Thunder( start[ 3 ], end[ 3 ] )
{
message_begin( MSG_BROADCAST, SVC_TEMPENTITY );
write_byte( TE_BEAMPOINTS );
write_coord( start[ 0 ] );
write_coord( start[ 1 ] );
write_coord( start[ 2 ] );
write_coord( end[ 0 ] );
write_coord( end[ 1 ] );
write_coord( end[ 2 ] );
write_short( g_lightning );
write_byte( 1 );
write_byte( 5 );
write_byte( 7 );
write_byte( 20 );
write_byte( 30 );
write_byte( 200 );
write_byte( 200 );
write_byte( 200 );
write_byte( 200 );
write_byte( 200 );
message_end();

message_begin( MSG_PVS, SVC_TEMPENTITY, end );
write_byte( TE_SPARKS );
write_coord( end[ 0 ] );
write_coord( end[ 1 ]);
write_coord( end[ 2 ] );
message_end();
}

Smoke( iorigin[ 3 ], scale, framerate )
{
message_begin( MSG_BROADCAST, SVC_TEMPENTITY );
write_byte( TE_SMOKE );
write_coord( iorigin[ 0 ] );
write_coord( iorigin[ 1 ] );
write_coord( iorigin[ 2 ] );
write_short( g_smoke );
write_byte( scale );
write_byte( framerate );
message_end();
}

Last edited by szafa323; 01-27-2014 at 16:29.
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szafa323
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Old 01-29-2014 , 10:38   Re: Zombie Plague Shade 1.0.2 - Bombardier Branch
Reply With Quote #9

if someone can pleasae do it here
Attached Files
File Type: sma Get Plugin or Get Source (zombie_plague_advance_v1-6-1.sma - 642 views - 420.5 KB)
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Pinnker123
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Location: BG
Old 02-19-2015 , 13:13   Re: Zombie Plague Shade 1.0.2 - Bombardier Branch
Reply With Quote #10

Bombraider work with ZPa ?
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