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Biohazard v2.00 Beta 3b (Zombie Mod)


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Krtola
Veteran Member
Join Date: Oct 2013
Location: Serbia
Old 01-25-2015 , 19:29   Re: Biohazard v2.00 Beta 3b (Zombie Mod)
Reply With Quote #4021

Flare:

PHP Code:
#include <amxmodx>
#include <fakemeta>

#define pev_flare pev_iuser4
#define flare_id 1337
#define is_ent_flare(%1) (pev(%1, pev_flare) == flare_id) ? 1 : 0

new const g_flare_model[] = "models/w_flare.mdl"

new cvar_smokeflarecvar_smokeflare_dur
public plugin_init()
{
    
register_plugin("Smoke Flare""1.0""xbatista")
    
register_forward(FM_SetModel"fwd_setmodel")    
    
register_forward(FM_Think"fwd_think")
    
cvar_smokeflare register_cvar("bh_flare_enable",   "1")
    
cvar_smokeflare_dur register_cvar("bh_flare_duration""999.9")
}

public 
plugin_precache() 
    
precache_model(g_flare_model)
public 
fwd_setmodel(ent, const model[]) 
{
    if(!
pev_valid(ent) || !equal(model[9], "smokegrenade.mdl"))
        return 
FMRES_IGNORED
    
static Float:light_origin[3]  // get origin
    
pev(ent,pev_origin,light_origin)
    static 
classname[32]; pev(entpev_classnameclassname31)
    if(
equal(classname"grenade") && get_pcvar_num(cvar_smokeflare))
    {
        
engfunc(EngFunc_SetModelentg_flare_model)
        
set_task(0.1"flare"ent)
        
set_pev(entpev_flare,   flare_id)
        
set_pev(entpev_nextthinkget_gametime() + get_pcvar_float(cvar_smokeflare_dur))
        
fm_set_rendering(entkRenderFxGlowShell2002550kRenderNormal16)
        
        return 
FMRES_SUPERCEDE
    
}
    return 
FMRES_IGNORED
}

public 
flare(ent
{
    if(!
pev_valid(ent))
        return 
FMRES_IGNORED
    
static Float:light_origin[3]  // get origin
    
pev(ent,pev_origin,light_origin)
    static 
classname[32]; pev(entpev_classnameclassname31)
    if(
equal(classname"grenade") && get_pcvar_num(cvar_smokeflare))
    {
        
engfunc(EngFunc_SetModelentg_flare_model)
        
message_begin(MSG_BROADCAST,SVC_TEMPENTITY)
        
write_byte(27// TE_DLIGHT Dinamic light
        
engfunc(EngFunc_WriteCoord,light_origin[0]) // X
        
engfunc(EngFunc_WriteCoord,light_origin[1]) // Y
        
engfunc(EngFunc_WriteCoord,light_origin[2]) // Z
        
write_byte(25)    // radius
        
write_byte(255)    // R
        
write_byte(0)    // G
        
write_byte(0)     // B
        
write_byte(3)     // life
        
write_byte(0)    // decay rate
        
message_end()
        
set_task(0.1,"flare",ent);
        
        return 
FMRES_SUPERCEDE
    
}
    return 
FMRES_IGNORED
}
public 
fwd_think(ent) if(pev_valid(ent) && is_ent_flare(ent))
    
engfunc(EngFunc_RemoveEntityent)

stock fm_set_rendering(entityfx kRenderFxNone2002550render kRenderNormalamount 16
{
    static 
Float:color[3]; color[2] = float(b), color[0] = float(r), color[1] = float(g)
    
    
set_pev(entitypev_renderfxfx)
    
set_pev(entitypev_rendercolorcolor)
    
set_pev(entitypev_rendermode,  render)
    
set_pev(entitypev_renderamt,   float(amount))

    return 
1

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TickTack
Member
Join Date: Dec 2009
Old 01-26-2015 , 09:19   Re: Biohazard v2.00 Beta 3b (Zombie Mod)
Reply With Quote #4022

Thanks, i have edited the plugin a little so it suits me.
Do you know anything about weapon primary ammo (not reserve/backpack) modification?

Last edited by TickTack; 01-26-2015 at 09:19.
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Krtola
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Join Date: Oct 2013
Location: Serbia
Old 01-26-2015 , 09:47   Re: Biohazard v2.00 Beta 3b (Zombie Mod)
Reply With Quote #4023

Quote:
Originally Posted by TickTack View Post
Thanks, i have edited the plugin a little so it suits me.
Do you know anything about weapon primary ammo (not reserve/backpack) modification?
Maybe, what exactly do you mean?

Last edited by Krtola; 01-26-2015 at 09:48.
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TickTack
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Old 01-26-2015 , 11:45   Re: Biohazard v2.00 Beta 3b (Zombie Mod)
Reply With Quote #4024

I want P90 to have 100 bullets of primary ammo (100 bullets in gun) and MP5 to have 50 bullets of primary ammo.
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Krtola
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Join Date: Oct 2013
Location: Serbia
Old 01-26-2015 , 13:18   Re: Biohazard v2.00 Beta 3b (Zombie Mod)
Reply With Quote #4025

Quote:
Originally Posted by TickTack View Post
I want P90 to have 100 bullets of primary ammo (100 bullets in gun) and MP5 to have 50 bullets of primary ammo.
This plugin is for that (I used it, works without problems)

https://forums.alliedmods.net/showth...=82093?t=82093
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TickTack
Member
Join Date: Dec 2009
Old 01-26-2015 , 15:19   Re: Biohazard v2.00 Beta 3b (Zombie Mod)
Reply With Quote #4026

Yeah I just installed that one. Thanks.
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TickTack
Member
Join Date: Dec 2009
Old 01-27-2015 , 17:39   Re: Biohazard v2.00 Beta 3b (Zombie Mod)
Reply With Quote #4027

I have a few problems

1. When a zombie with ALIEN model dies on an laser (Tripmine 2.3) his model stays in mid air in swimming animation.
Same happens with BURNT ZOMBIE model as well. I remember there was a fix for this, do you know it?
2. When a person buys an laser mine (tripmine 2.3) he can not see names of other players. There was a fix for that as well.
3. Some times laser makes 1000 kills on one person.
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Krtola
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Join Date: Oct 2013
Location: Serbia
Old 01-28-2015 , 06:20   Re: Biohazard v2.00 Beta 3b (Zombie Mod)
Reply With Quote #4028

1. You can use plugin for corpse remove.
2.I have never explored that problem.
3.I'm not sure I understand that 1000 kills. You think for 1 kill give you 1000 frags?
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TickTack
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Old 01-28-2015 , 08:40   Re: Biohazard v2.00 Beta 3b (Zombie Mod)
Reply With Quote #4029

It constantly kills an player that touched it, some times making the score over 1000.
But in the end it doesn't matter because those kills do not go into scoreboard.
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Krtola
Veteran Member
Join Date: Oct 2013
Location: Serbia
Old 01-28-2015 , 09:53   Re: Biohazard v2.00 Beta 3b (Zombie Mod)
Reply With Quote #4030

If you do not want instant kill,you should take a look on
PHP Code:
//laser hit damage mode. (0 is frame dmg, 1 is once dmg, 2 is seconds dmg)
amx_ltm_ldmgmode "1"

//seconds dmg. (dmg mode 2 only, damage / seconds default 1 sec)
amx_ltm_ldmgseconds "1" 
maybe this
PHP Code:
//laser hit damage.
amx_ltm_dmg "200" 
these settings is in ltm_cvars.cfg,or bhltm_cvars.cfg
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