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PUBNite: BattleRoyale MOD - FINAL VERSION RELEASED!!!


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Sanjay Singh
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Old 02-28-2019 , 11:50   Re: PUBNITE - BattleGround (PUBG + FORTNITE) - [2.0 VERSION RELEASED]
Reply With Quote #261

Quote:
Originally Posted by EFFx View Post
As I see, the PUBG_Main wasn't even loaded. If it does load, check if you're using the lastest include file.
I tried but plugin isnt getting loaded and about inc file i downloaded the latest one which you provided in this thread.
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EFFx
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Old 02-28-2019 , 18:09   Re: PUBNITE - BattleGround (PUBG + FORTNITE) - [2.0 VERSION RELEASED]
Reply With Quote #262

UPDATED TO 2.1

- Fixes

- The teammate hud was getting bugged when the first person of the list gets knocked out.
- When a knocked player falls and die, the message that was displaying was wrong.
- Fixed the grenades pickup issue.
- Fixed some kill messages.
- Players were using the medkit while driving the car.
- When you use the medkit and change to the chug jug, you still use the medkit (and vice-versa).
- Sometimes the hud that shows the damage was wrong.
- Fixed an issue with invite menus.

- Changed

- Changed the chest volume. It was too loud and players couldn't hear the rest of the gameplay.
- Changed the 'You placed' message.
- Changed some channels on some sounds.
- Removed the MAX_NAME_LENGTH define.
- Now the check to see if the player has a team is on the menu instead in the handler. Same as the isTeammate check.
- Now the gravity of the supply box returns to normal when it touches the ground.
- Now you have a change to get 2 medkits from chests.
- Now the chance to find X item on chest is changed:

- Chug Jug is now 16%.
- M249 is now 30%.
- Medkit is now 25%.
- Guspe is now 25%.
- Helmet is now 25%.
- Bag is now 20%.
- Kevlar is now 33%.

- Now you can get items with level 2 instead of only 3 items (50/50).
- Instead of adding a random chance to all avaliable items, now it only creates X items per chest.
- Helmet and Armor item doesn't count on the bag anymore.
- Changed the medkit sound + time.
- Now the parachute automatically opens (bus-drop only, player can control if he used the guspe) - controlable via cvar.
OBS: I added that new style because players were dropping in the begining and with strafe, could go anywhere, making the flying feature on the bus useless.

- Removed an useless code on the preThink.
- Changed all admin commands from amx_ tag to pubnite_ tag. Also, changed from clcmd to concmd.
- Instead of using C to talk with teammate, you can use the C button to change the channel (hear everyone, team only or you mute everybody)
- Removed iHeadHits.
- Changed (fVecVelocity[2] + 40.0) to (fVecVelocity[2] + 150.0) in the parachute code (avoiding suicides due low fps).
- Changed the parachute fallsped to -250.0
- Removed pev_avelocity in impulseEntity.
- Removed the bag check on helmet and armor items.
- Changed the right top corner.
- Changed the whole MOD's prefixes to pubnite_ and some commands name as well.
- Removed the 'This weapon cannot be dropped' message.
- Changed the main Menu options.
- Now you need to use the KNIFE to use the MEDKIT.

- New features

- Added more statistics on /top15_wins.
- Now the rank command shows more statistics.
- Now leaders (who started the duo/squad) can kick which player he wants to.
- Added a new forwards:
~ pubnite_TeamEliminated(iTeamID)
~ pubnite_roundStarted(iPlayersNum, iSoloNum, iTeamNum)


- Added a new native: pubnite_teamsLeft(iCheckSoloPlayers).
- Instead of a plugin that don't let the mp_timelimit reset, added a plugin which makes a votemap after X rounds (controlable by a cvar).
- Now the frags are updated in some kill cases. Like 'finalized' feature.
- Now the player loses the parachute when gets knocked while using it.
- Added new cvars:

Code:
// How many rounds until votemap starts
pubnite_votemap_rounds

// The countdown value until the votemap menu shows up.
pubnite_votemap_countdown_time

// Mininum number of players to start the votemap.
pubnite_votemap_min_players

// How many seconds to end the votemap
pubnite_votemap_vote_delay

// The wall LIFE
pubnite_wall_life

// How much health it'll take every second from the wall
pubnite_wall_life_to_take

// Set glow color to the wall depending of it's health
pubnite_wall_life_glow

// How many items the chest is avaliable to create
pubnite_max_items_on_chest

// Controls how players will use the parachute 
// [0 = automatically open | 1 = Press E to open/close]
pubnite_parachute_type
- Added a new item: Wall = When players press both MOUSE1 + MOUSE2 with the knife in hands, it creates a solid wall that blocks all shots (It takes X seconds to be auto-removed).
- When players are impulsed and die due the fall damage, the impulser will get kill count.
- Now chests can give weapons too (the rarity is between GREEN and GOLD).
- Added a function that automatically unstuck all players depending of the situation.
- Now you can turn off some features of the mod.

------------------------------------------------------------------
Quote:
Originally Posted by Sanjay Singh View Post
I tried but plugin isnt getting loaded and about inc file i downloaded the latest one which you provided in this thread.
That's weird. As I see all secondary plugins are being loaded, but blocked due the PUBG_Main that wasnt, check if everything is installed correctly.
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Last edited by EFFx; 02-28-2019 at 18:09.
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Sanjay Singh
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Old 03-01-2019 , 01:09   Re: PUBNITE - BattleRoyale (PUBG + FORTNITE) - [NEW VERSION RELEASED]
Reply With Quote #263

So you updated to new version , i will try this bdw can you please add me on discord? So we can fix this issue asap . Give me your discord id.
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Sanjay Singh
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Old 03-01-2019 , 01:35   Re: PUBNITE - BattleRoyale (PUBG + FORTNITE) - [NEW VERSION RELEASED]
Reply With Quote #264

//// PUBNite_Main.sma
// H:\AMX 1.8.2\scripting\include\pubnite_mod.inc(103) : warning 200: symbol "pubnite_get_players_left_in_tea" is truncated to 31 characters
// H:\AMX 1.8.2\scripting\PUBNite_Main.sma(1617) : warning 209: function "forward_SetClientListening" should return a value
// H:\AMX 1.8.2\scripting\PUBNite_Main.sma(1687) : error 017: undefined symbol "MAX_NAME_LENGTH"
// H:\AMX 1.8.2\scripting\PUBNite_Main.sma(168 : error 017: undefined symbol "szClassName"
// H:\AMX 1.8.2\scripting\PUBNite_Main.sma(168 : error 072: "sizeof" operator is invalid on "function" symbols
// H:\AMX 1.8.2\scripting\PUBNite_Main.sma(168 : error 029: invalid expression, assumed zero
// H:\AMX 1.8.2\scripting\PUBNite_Main.sma(168 : fatal error 107: too many error messages on one line
//
// Compilation aborted.
// 5 Errors.
// Could not locate output file H:\AMX 1.8.2\scripting\compiled\PUBNite_Main.amx (compile failed).
//
// Compilation Time: 1.98 sec
// ----------------------------------------
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iceeedr
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Location: Brazil
Old 03-01-2019 , 10:45   Re: PUBNITE - BattleRoyale (PUBG + FORTNITE) - [NEW VERSION RELEASED]
Reply With Quote #265

Add to sma, if this is not the case, wait for the author.

Code:
#if !defined MAX_NAME_LENGTH
#define MAX_NAME_LENGTH			32
#endif
Code:
public forward_SetClientListening(iReceiver, iSender, bool:bListen)
{
	if(__is_user_alive(iReceiver) && !__is_user_alive(iSender))
	{
		if(!get_pcvar_num(g_pCvars[cAllowVoice]))
		{
			engfunc(EngFunc_SetClientListening, iReceiver, iSender, false)
			forward_return(FMV_CELL, false)
			return FMRES_SUPERCEDE
		}
		
		if(isTeammate(iSender, iReceiver))
		{
			engfunc(EngFunc_SetClientListening, iReceiver, iSender, true)
			forward_return(FMV_CELL, true)
			return FMRES_SUPERCEDE
		}
		engfunc(EngFunc_SetClientListening, iReceiver, iSender, false)
		forward_return(FMV_CELL, false)
		return FMRES_SUPERCEDE
	}
	else if(((g_dUserData[iSender][iVoiceMode] == 1) || (g_dUserData[iReceiver][iVoiceMode] == 1)))
	{
		if(!isTeammate(iSender, iReceiver))
		{
			engfunc(EngFunc_SetClientListening, iReceiver, iSender, false)
			forward_return(FMV_CELL, false)
			return FMRES_SUPERCEDE
		}
		engfunc(EngFunc_SetClientListening, iReceiver, iSender, true)
		forward_return(FMV_CELL, true)
		return FMRES_SUPERCEDE
	}		
	else if((g_dUserData[iReceiver][iVoiceMode] > 1) || (g_dUserData[iSender][iVoiceMode] > 1))
	{
		engfunc(EngFunc_SetClientListening, iReceiver, iSender, false)
		forward_return(FMV_CELL, false)
		return FMRES_SUPERCEDE
	}
	else
	{
		engfunc(EngFunc_SetClientListening, iReceiver, iSender, true)
		forward_return(FMV_CELL, true)
		return FMRES_SUPERCEDE
	}
}


Code:
public forward_SetClientListening(iReceiver, iSender, bool:bListen)
{
	if(__is_user_alive(iReceiver) && !__is_user_alive(iSender))
	{
		if(!get_pcvar_num(g_pCvars[cAllowVoice]))
		{
			engfunc(EngFunc_SetClientListening, iReceiver, iSender, false)
			forward_return(FMV_CELL, false)
			return FMRES_SUPERCEDE
		}
		
		if(isTeammate(iSender, iReceiver))
		{
			engfunc(EngFunc_SetClientListening, iReceiver, iSender, true)
			forward_return(FMV_CELL, true)
			return FMRES_SUPERCEDE
		}
		engfunc(EngFunc_SetClientListening, iReceiver, iSender, false)
		forward_return(FMV_CELL, false)
		return FMRES_SUPERCEDE
	}
	else if(((g_dUserData[iSender][iVoiceMode] == 1) || (g_dUserData[iReceiver][iVoiceMode] == 1)))
	{
		if(!isTeammate(iSender, iReceiver))
		{
			engfunc(EngFunc_SetClientListening, iReceiver, iSender, false)
			forward_return(FMV_CELL, false)
			return FMRES_SUPERCEDE
		}
		engfunc(EngFunc_SetClientListening, iReceiver, iSender, true)
		forward_return(FMV_CELL, true)
		return FMRES_SUPERCEDE
	}		
	else if((g_dUserData[iReceiver][iVoiceMode] > 1) || (g_dUserData[iSender][iVoiceMode] > 1))
	{
		engfunc(EngFunc_SetClientListening, iReceiver, iSender, false)
		forward_return(FMV_CELL, false)
		return FMRES_SUPERCEDE
	}
	else
	{
		engfunc(EngFunc_SetClientListening, iReceiver, iSender, true)
		forward_return(FMV_CELL, true)
		return FMRES_SUPERCEDE
	}
	return FMRES_IGNORED
}
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Quote:
Originally Posted by fysiks View Post
Please stop trying to help. You appear to just be posting random stuff. Wait until you actually understand more about AMX Mod X and how the game works.
https://iceeedr.com.br/

Last edited by iceeedr; 03-01-2019 at 10:50.
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EFFx
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Location: São Paulo, Brasil
Old 03-01-2019 , 14:40   Re: PUBNITE - BattleRoyale (PUBG + FORTNITE) - [NEW VERSION RELEASED]
Reply With Quote #266

Anyway I gotta make it compilable with 1.8.2, it compiles perfectly with 1.8.3.
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hsky
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Join Date: Feb 2019
Old 03-02-2019 , 10:18   Re: PUBNITE - BattleRoyale (PUBG + FORTNITE) - [NEW VERSION RELEASED]
Reply With Quote #267

GOOD JOB ! Maybe prepare fortnite dances to new update huh?

Last edited by hsky; 03-02-2019 at 10:18.
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EFFx
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Location: São Paulo, Brasil
Old 03-02-2019 , 12:45   Re: PUBNITE - BattleRoyale (PUBG + FORTNITE) - [NEW VERSION RELEASED]
Reply With Quote #268

Thank you for the lovely words (I really gets happy when I saw that kind of stuff and videos of people having fun with the MOD xD).
There is an emotions plugin around here already, you can use it.
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Sanjay Singh
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Old 03-02-2019 , 13:00   Re: PUBNITE - BattleRoyale (PUBG + FORTNITE) - [NEW VERSION RELEASED]
Reply With Quote #269

Quote:
Originally Posted by EFFx View Post
Thank you for the lovely words (I really gets happy when I saw that kind of stuff and videos of people having fun with the MOD xD).
There is an emotions plugin around here already, you can use it.
Bro Please help me out to fix this installation issue with amx 1.8.2 :/ idk whats actually causing problem.
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EFFx
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Old 03-02-2019 , 13:51   Re: PUBNITE - BattleRoyale (PUBG + FORTNITE) - [NEW VERSION RELEASED]
Reply With Quote #270

Download the PUBNite_Plugins again on the main post.
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Last edited by EFFx; 03-17-2019 at 01:26.
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