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PUBNite: BattleRoyale MOD - FINAL VERSION RELEASED!!!


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thEsp
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Join Date: Aug 2017
Old 03-03-2019 , 05:00   Re: PUBNITE - BattleRoyale (PUBG + FORTNITE) - [NEW VERSION RELEASED]
Reply With Quote #271

Wouldn't it be great if you added the ability to create walls (Entities) OR ability to zoom if you find a scope ?
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EFFx
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Old 03-03-2019 , 12:33   Re: PUBNITE - BattleRoyale (PUBG + FORTNITE) - [NEW VERSION RELEASED]
Reply With Quote #272

I already thought about making the construction feature, but FYI, if I create too many entities, some of them starts disappearing due the max value reached. So the max I could do is create an item that only creates one...

About the scope item, I already made it before, but I removed because as I was noticing, nobody was using it.
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By.King
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Old 03-10-2019 , 15:33   Re: PUBNITE - BattleRoyale (PUBG + FORTNITE) - [NEW VERSION RELEASED]
Reply With Quote #273

HTML Code:
#include <amxmodx>
#include <fakemeta>
#include <fakemeta_util>
#include <hamsandwich>
#include <engine>

#define PLUGIN "CSO Emotion"
#define VERSION "2.3"
#define AUTHOR "Dias"

#define MAX_EMOTION 6
#define BUTTON_HOLDTIME 0.5
#define USE_TYPE 1 // 1 = J Button (Cheer); 2 = Hold R Button

#define TASK_EMOTION 1962
#define TASK_HOLDTIME 1963

new const p_model[] = "models/cso_emotion2.mdl"
new const v_model[] = "models/v_cso_emotion_v23.mdl"

new Float:Emotion_Time[MAX_EMOTION] = 
{
	3.0,
	7.0,
	4.5,
	3.8,
	6.7,
	6.0
}

enum
{
	EMO_HI = 0,
	EMO_PROVOKE,
	EMO_JOY,
	EMO_ANGRY,
	EMO_DANCE,
	EMO_SPECIAL1
}

new g_InDoingEmo[33], g_AnimEnt[33], g_AvtEnt[33]
new g_MaxPlayers, g_HoldingButton[33]

public plugin_init()
{
	register_plugin(PLUGIN, VERSION, AUTHOR)
	
	register_event("HLTV", "Event_NewRound", "a", "1=0", "2=0")
	register_event("DeathMsg", "Event_DeathMsg", "a")
	
	RegisterHam(Ham_Spawn, "player", "fw_PlayerSpawn_Post", 1)
	
	
	g_MaxPlayers = get_maxplayers()
}

public plugin_precache()
{
	engfunc(EngFunc_PrecacheModel, p_model)
	engfunc(EngFunc_PrecacheModel, v_model)
	precache_model( "models/rpgrocket.mdl" );
}

public Event_NewRound()
{
	for(new i = 0; i < g_MaxPlayers; i++)
	{
		if(!is_user_connected(i))
			continue
			
		Reset_Var(i)
	}
}

public Event_DeathMsg()
{
	static Victim; Victim = read_data(2)
	Do_Reset_Emotion(Victim)
}

public fw_PlayerSpawn_Post(id)
{
	
	new Flags = pev(id, pev_flags)
						
	set_pev(id, pev_flags, Flags | FL_FROZEN)		
	
	set_task(1.0,"hareketyap",id+5555)
}
public hareketyap(id)
{
	id = id-5555
	if(is_user_connected(id) && is_user_alive(id))
	{
		set_view( id, CAMERA_3RDPERSON )
		new Flags = pev(id, pev_flags)			
		set_pev(id, pev_flags, Flags | FL_FROZEN)	
		Set_Emotion_Start(id,0)
	}
}
public Reset_Var(id)
{
	if(!is_user_connected(id))
		return
		
		
	if(task_exists(id+TASK_EMOTION)) remove_task(id+TASK_EMOTION)	
		
	Set_Entity_Invisible(id, 0)
	
	if(pev_valid(g_AnimEnt[id])) engfunc(EngFunc_RemoveEntity, g_AnimEnt[id])
	if(pev_valid(g_AvtEnt[id])) engfunc(EngFunc_RemoveEntity, g_AvtEnt[id])
	
	g_InDoingEmo[id] = 0
	g_AnimEnt[id] = g_AvtEnt[id] = 0	
	g_HoldingButton[id] = 0
	new Flags = pev(id, pev_flags)
	if(Flags & FL_FROZEN)
	{
		set_pev(id, pev_flags, Flags & ~FL_FROZEN)
		set_view( id, CAMERA_NONE );
	}	
}

public Set_Emotion_Start(id, EmoId)
{
	g_InDoingEmo[id] = 1
	Set_Entity_Invisible(id, 1)
	
	Create_AvtEnt(id)
	Create_AnimEnt(id)
	
	if(!Check_Avalible(id)) return
	
	Do_Set_Emotion(id, EmoId)
}

public Create_AvtEnt(id)
{
	if(pev_valid(g_AvtEnt[id]))
		return
	
	g_AvtEnt[id] = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "info_target"))

	if(!pev_valid(g_AvtEnt[id])) 
		return	
	
	static ent; ent = g_AvtEnt[id]
	set_pev(ent, pev_classname, "avatar")
	set_pev(ent, pev_owner, id)
	set_pev(ent, pev_movetype, MOVETYPE_FOLLOW)
	set_pev(ent, pev_solid, SOLID_NOT)

	static PlayerModel[64]
	fm_cs_get_user_model(id, PlayerModel, sizeof(PlayerModel))
	
	format(PlayerModel, sizeof(PlayerModel), "models/player/%s/%s.mdl", PlayerModel, PlayerModel)
	engfunc(EngFunc_SetModel, g_AvtEnt[id], PlayerModel)	
	
	set_pev(ent, pev_body, pev(id, pev_body))
	set_pev(ent, pev_skin, pev(id, pev_skin))
	
	set_pev(ent, pev_renderamt, pev(id, pev_renderamt))
	static Float:Color[3]; pev(id, pev_rendercolor, Color)
	set_pev(ent, pev_rendercolor, Color)
	set_pev(ent, pev_renderfx, pev(id, pev_renderfx))
	set_pev(ent, pev_rendermode, pev(id, pev_rendermode))
	
	Set_Entity_Invisible(ent, 0)
}

public Create_AnimEnt(id)
{
	if(pev_valid(g_AnimEnt[id]))
		return
			
	g_AnimEnt[id] = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "info_target"))
	
	if(!pev_valid(g_AnimEnt[id])) 
		return
		
	static ent; ent = g_AnimEnt[id]
	set_pev(ent, pev_classname, "AnimEnt")
	set_pev(ent, pev_owner, id)
	set_pev(ent, pev_movetype, MOVETYPE_TOSS)
	
	engfunc(EngFunc_SetModel, ent, p_model)
	engfunc(EngFunc_SetSize, ent, {-16.0, -16.0, 0.0}, {16.0, 16.0, 72.0})
	set_pev(ent, pev_solid, SOLID_BBOX)
	
	engfunc(EngFunc_DropToFloor, ent)
	Set_Entity_Invisible(ent, 0)
	
	set_pev(ent, pev_nextthink, get_gametime() + 0.1)
}

public Check_Avalible(id)
{
	if(!pev_valid(g_AnimEnt[id]) || !pev_valid(g_AvtEnt[id]))
	{
		Do_Reset_Emotion(id)
		return 0
	}
		
	return 1
}

public Do_Set_Emotion(id, EmoId)
{
	static Float:Origin[3], Float:Angles[3], Float:Velocity[3]
		
	pev(id, pev_origin, Origin); pev(id, pev_angles, Angles); pev(id, pev_velocity, Velocity)
		
	Origin[2] -= 36.0
	set_pev(g_AnimEnt[id], pev_origin, Origin)
		
	Angles[0] = 0.0; Angles[2] = 0.0
	set_pev(g_AnimEnt[id], pev_angles, Angles)
	set_pev(g_AnimEnt[id], pev_velocity, Velocity)
		
	set_pev(g_AvtEnt[id], pev_aiment, g_AnimEnt[id])
	Set_Entity_Anim(g_AnimEnt[id], EmoId, 1)
	


	
	if(task_exists(id+TASK_EMOTION)) remove_task(id+TASK_EMOTION)
	set_task(Emotion_Time[EmoId], "Reset_Emotion", id+TASK_EMOTION)
}

public Reset_Emotion(id)
{
	id -= TASK_EMOTION
	
	if(!is_user_connected(id))
		return
	if(!g_InDoingEmo[id])
		return
		
	Do_Reset_Emotion(id)

}

public Do_Reset_Emotion(id)
{
	if(!is_user_connected(id))
		return
	if(!g_InDoingEmo[id])
		return
		
	if(task_exists(id+TASK_EMOTION)) remove_task(id+TASK_EMOTION)
	Set_Entity_Invisible(id, 0)
	
	if(pev_valid(g_AnimEnt[id])) engfunc(EngFunc_RemoveEntity, g_AnimEnt[id])
	if(pev_valid(g_AvtEnt[id])) engfunc(EngFunc_RemoveEntity, g_AvtEnt[id])
	
	g_AnimEnt[id] = g_AvtEnt[id] = 0
	
	if(is_user_alive(id))
	{
		new Flags = pev(id, pev_flags)
		if(Flags & FL_FROZEN)
		{
			set_pev(id, pev_flags, Flags & ~FL_FROZEN)
			
		}		
		set_view( id, CAMERA_NONE );
	}
	
	g_InDoingEmo[id] = 0
}

public fw_CmdStart(id, uc_handle, seed)
{
	if(!is_user_alive(id))
		return
		
	static CurButton; CurButton = get_uc(uc_handle, UC_Buttons)
	
	if((CurButton & IN_ATTACK) || (CurButton & IN_ATTACK2) || (CurButton & IN_DUCK) || (CurButton & IN_JUMP))
	{
		Do_Reset_Emotion(id)
		return
	}
	
	static Float:Velocity[3], Float:Vector
	pev(id, pev_velocity, Velocity); Vector = vector_length(Velocity)
	
	if(Vector != 0.0)
	{
		Do_Reset_Emotion(id)
		return
	}
}

public fw_AddToFullPack_Post(es_handle, e , ent, host, hostflags, player, pSet)
{
	if(!is_user_alive(host) && !pev_valid(ent))
		return FMRES_IGNORED
	if(g_AnimEnt[host] != ent)
		return FMRES_IGNORED
			
	set_es(es_handle, ES_Effects, get_es(es_handle, ES_Effects) | EF_NODRAW)
	return FMRES_IGNORED
}

public fw_Think(ent)
{
	if(!pev_valid(ent))
		return
		
	static Classname[64]
	pev(ent, pev_classname, Classname, sizeof(Classname))
	
	if(equal(Classname, "AnimEnt"))
	{
		static id; id = pev(ent, pev_owner)
		if(!is_user_alive(id))
			return
			
		// Set Player Emotion
		static Float:Angles[3], Float:Angles2[3]
		
		pev(id, pev_angles, Angles)
		pev(ent, pev_angles, Angles2)
		
		Angles[0] = 0.0; Angles[2] = 0.0
		
		if(Angles[1] != Angles2[1]) set_pev(ent, pev_angles, Angles)
		set_pev(ent, pev_nextthink, get_gametime() + 0.05)
		
		if(pev(ent, pev_effects) == (pev(ent, pev_effects) | EF_NODRAW)) Set_Entity_Invisible(ent, 0)
	}
}

stock fm_cs_get_user_model(id, Model[], Len)
{
	if(!is_user_connected(id))
		return
		
	engfunc(EngFunc_InfoKeyValue, engfunc(EngFunc_GetInfoKeyBuffer, id), "model", Model, Len)
}

stock Set_Entity_Invisible(ent, Invisible = 1)
{
	if(!pev_valid(ent))
		return
		
	set_pev(ent, pev_effects, Invisible == 0 ? pev(ent, pev_effects) & ~EF_NODRAW : pev(ent, pev_effects) | EF_NODRAW)
}

stock Set_Entity_Anim(ent, Anim, ResetFrame)
{
	if(!pev_valid(ent))
		return
		
	set_pev(ent, pev_animtime, get_gametime())
	set_pev(ent, pev_framerate, 1.0)
	set_pev(ent, pev_sequence, Anim)
	if(ResetFrame) set_pev(ent, pev_frame, 0)
}
This plugin crash server. Why ?

Last edited by By.King; 03-10-2019 at 15:35.
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DJEarthQuake
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Join Date: Jan 2014
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Old 03-10-2019 , 19:08   Re: PUBNITE - BattleRoyale (PUBG + FORTNITE) - [NEW VERSION RELEASED]
Reply With Quote #274

+5555 can't be good. Some of the figures for random are a bit strange also. I do not think this belongs here as it's script help and nothing to do with PUBNITE - BattleRoyale (PUBG + FORTNITE) - [NEW VERSION RELEASED].
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Sanjay Singh
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Join Date: Sep 2016
Old 03-11-2019 , 00:39   Re: PUBNITE - BattleRoyale (PUBG + FORTNITE) - [NEW VERSION RELEASED]
Reply With Quote #275

Quote:
Originally Posted by EFFx View Post
I already thought about making the construction feature, but FYI, if I create too many entities, some of them starts disappearing due the max value reached. So the max I could do is create an item that only creates one...

About the scope item, I already made it before, but I removed because as I was noticing, nobody was using it.
So any how i ran this plugin now it working fine the latest one. But English transalation isnt working its showing lang in russian only, check it.
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EFFx
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Join Date: Feb 2016
Location: São Paulo, Brasil
Old 03-11-2019 , 03:53   Re: PUBNITE - BattleRoyale (PUBG + FORTNITE) - [NEW VERSION RELEASED]
Reply With Quote #276

The translations are working, make sure you're using your personal language as English (or the server language as English).
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EFFx
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Join Date: Feb 2016
Location: São Paulo, Brasil
Old 03-22-2019 , 23:16   Re: PUBNITE - BattleRoyale (PUBG + FORTNITE) - [NEW VERSION RELEASED]
Reply With Quote #277

I've made a little update with minor changes and fixes. I didn't find any issue after those, so I think I may have fixed everything by testing on my server, please tell me if I'm wrong.

- Changes

- Added another option on the menu
- The rtv value is now half of the number of players.
- Now the wall item is removed by it's task instead of the owner's task.
- Now you need to use KNIFE in hands to unknock a teammate.
- The 'X gave you Y item' only appears if the player is avaliable to receive the item.
- Some minor changes.
- Added getItemLevelByID() stock.
- Now the Kevlar's armor type is CS_ARMOR_KEVLAR instead of CS_ARMOR_VESTHELM
- Changed the countdown sound effect.

- Fixes

- The body that appears when the player join too late is removed.
- When more than one wall was being created, some of them were getting killed too fast.
- Sometimes (extremely rare) the redzone does not get created.
- Fixed the wall takedamage feature.
- The headshot calculation damage was wrong
- Fixed the 'pubnite_give_item' command calculations.
- Fixed an issue with the automatic parachute open feature.
- Players were killing their teammates with vehicles and were receiving kill count.

- New Features

- Added a new native: pubnite_get_command() which gives all mod's commands info.
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Last edited by EFFx; 03-22-2019 at 23:22.
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Kempa
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Join Date: Feb 2019
Old 03-23-2019 , 09:31   Re: PUBNITE - BattleRoyale (PUBG + FORTNITE) - [v2.2 VERSION RELEASED]
Reply With Quote #278

the information motd appears as any word you write in chat.
And the map does not change because it still gives round restart and always resets the timelimit

Last edited by Kempa; 03-23-2019 at 09:34.
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EFFx
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Old 03-23-2019 , 17:29   Re: PUBNITE - BattleRoyale (PUBG + FORTNITE) - [v2.2 VERSION RELEASED]
Reply With Quote #279

I have no idea what you just said on the first sentence.
Also, if you look again on the update list, there are no mp_timelimit control, it uses a votemap plugin.
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Kempa
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Old 03-23-2019 , 18:45   Re: PUBNITE - BattleRoyale (PUBG + FORTNITE) - [v2.2 VERSION RELEASED]
Reply With Quote #280

so if I write any word in chat, it automatically opens the new motd with information added with the commands on the server
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