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Sticky nades


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SubFive
Senior Member
Join Date: Dec 2005
Location: USA
Old 12-20-2005 , 21:46  
Reply With Quote #11

If either of you makes the sticky nade plugin I'm in.
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VEN
Veteran Member
Join Date: Jan 2005
Old 12-22-2005 , 12:02  
Reply With Quote #12

Do you want have a nades which able to stick to any object or only to a player?
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SubFive
Senior Member
Join Date: Dec 2005
Location: USA
Old 12-22-2005 , 22:11  
Reply With Quote #13

I think sticking only to a player would be much better.
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VEN
Veteran Member
Join Date: Jan 2005
Old 12-22-2005 , 23:38  
Reply With Quote #14

Why?
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SubFive
Senior Member
Join Date: Dec 2005
Location: USA
Old 12-23-2005 , 00:47  
Reply With Quote #15

Because if it stuck to walls, that completely changes the design of a nade and in my opinion makes it a lot less useful. You cant throw it around corners, you wont hear the clink clink sound, etc. I really like the sticking to people part though.

Just my opinion though.
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Bender1
New Member
Join Date: Dec 2005
Old 12-23-2005 , 00:53  
Reply With Quote #16

So basically a person would become a ticking time bomb.... kinda ehh... if you ask me... but whatever works/
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MaximusBrood
Veteran Member
Join Date: Sep 2005
Location: The Netherlands
Old 12-23-2005 , 01:40  
Reply With Quote #17

If you ever played Halo you know what Subvive is talking about
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Released six formerly private plugins. Not active here since ages.
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SubFive
Senior Member
Join Date: Dec 2005
Location: USA
Old 12-23-2005 , 01:43  
Reply With Quote #18

Quote:
Originally Posted by MaximusBrood
If you ever played Halo you know what Subvive is talking about
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VEN
Veteran Member
Join Date: Jan 2005
Old 12-23-2005 , 02:29  
Reply With Quote #19

Okay (stick to players only)
Code:
// #include <amxmodx> #include <engine> public plugin_init() {     register_plugin("Sticky Nades", "0.1b1", "VEN")     register_touch("grenade", "player", "touch_nade") } public plugin_modules() {     require_module("engine") } public touch_nade(nade, id) {     if (entity_get_int(nade, EV_INT_movetype) != MOVETYPE_BOUNCE)         return     entity_set_edict(nade, EV_ENT_aiment, id)     entity_set_int(nade, EV_INT_movetype, MOVETYPE_FOLLOW) }


EDIT:

This is "total-sticky" version

Code:
// #include <amxmodx> #include <engine> #include <fakemeta> #define BOUNCE_SOUNDS 4 new const BOUNCE_SOUND[BOUNCE_SOUNDS][] = {     "weapons/grenade_hit1.wav",     "weapons/grenade_hit2.wav",     "weapons/grenade_hit3.wav",     "weapons/he_bounce-1.wav" } public plugin_init() {     register_plugin("Sticky Nades", "0.1b2", "VEN")     register_touch("grenade", "player", "touch_nade")     register_forward(FM_EmitSound, "forward_emit_sound") } public plugin_modules() {     require_module("engine")     require_module("fakemeta") } public touch_nade(nade, id) {     if (entity_get_int(nade, EV_INT_movetype) != MOVETYPE_BOUNCE)         return         entity_set_edict(nade, EV_ENT_aiment, id)     entity_set_int(nade, EV_INT_movetype, MOVETYPE_FOLLOW) } public forward_emit_sound(entity, channel, sample[]) {     for (new i = 0; i < BOUNCE_SOUNDS; ++i) {         if (equal(sample, BOUNCE_SOUND[i])) {             entity_set_int(entity, EV_INT_movetype, MOVETYPE_NONE)             break         }     } }
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Xanimos
Veteran Member
Join Date: Apr 2005
Location: Florida
Old 12-23-2005 , 10:15  
Reply With Quote #20

VEN since 1.50 you no longer need the public plugin_modules() and require_module()
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