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Mod: Dead By Daylight


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Argon Svng
Member
Join Date: Sep 2014
Old 07-30-2019 , 05:54   Mod: Dead By Daylight
Reply With Quote #1

hey guys i liked this game but i want to play it in cs1.6, can some one make it like "Dead By Daylight"
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Last edited by Argon Svng; 07-30-2019 at 09:15. Reason: mistake
Argon Svng is offline
OciXCrom
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Join Date: Oct 2013
Location: Macedonia
Old 07-30-2019 , 08:05   Re: Mod: Dead By Daylight
Reply With Quote #2

Explain what you're looking for. This is not the "Scripting help" section.
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Point
Junior Member
Join Date: Oct 2014
Old 07-30-2019 , 13:45   Re: Mod: Dead By Daylight
Reply With Quote #3

I see you edited your post, that were some good models but whatever.
I had the same idea some time ago but i stopped working on it early because of the goldsrc limitations. The scripting part ain't big deal but what i stumbled on is the map design and things as models 'n stuff. It's just a lot of work and doesn't really worth it after all in my opinion but i'm willing to help if you can at least create one complete map.



For some reason screenshots aren't showing so:
Here

crappy project
PHP Code:
#include <amxmodx>
#include <amxmisc>
#include <cstrike>
#include <engine>
#include <fakemeta>
#include <hamsandwich>
#include <fun>
#include <xs>

new const PluginAuthor[] = "Icebeam"

#define Get_BitVar(%1,%2)        (%1 & (1 << (%2 & 31)))
#define Set_BitVar(%1,%2)        (%1 |= (1 << (%2 & 31)));
#define UnSet_BitVar(%1,%2)        (%1 &= ~(1 << (%2 & 31)));

#define HUD_HIDE_RHA        (1<<3)
#define HUD_HIDE_TIMER     (1<<4)
#define HUD_HIDE_MONEY     (1<<5)

stock const INGAME_JOIN_MSG_SPEC[] = "#IG_Team_Select_Spect"
const iMaxLen sizeof(INGAME_JOIN_MSG_SPEC);

new 
gBitAlive
new CTCountTCountg_MaxPlayersg_MsgShowMenug_MsgScreenFadeg_msgHideWeapong_msgBarTime

new g_IsKillerg_IsSurvivor

new Float:gflLauchGameTime[32 1];
new 
Float:gflTimeToReachPosition;
new 
Float:gfPlayerViewAngles[32 1][3]

new 
g_GameStartg_RoundEndg_HuntingStart
new g_SyncHudGameInfo;

public 
plugin_init() 
{
    
register_plugin("Dead By Daylight [ENGINE]""1.0"PluginAuthor);
    
    
register_clcmd("say /startgame""Players_Ready_Check");
    
    
register_clcmd("chooseteam""Jointeam")
    
register_clcmd("jointeam""Jointeam")
    
register_clcmd("joinclass""Jointeam")
    
    
RegisterHam(Ham_Spawn"player""Player_Spawn"1)
//    RegisterHam(Ham_Player_Jump, "player", "Player_Jump")
    
    
register_forward(FM_GetGameDescription"Game_Description");
    
    
register_think("PlayerCamera""Rotating_Cam_Think");
    
    
register_message(get_user_msgid("ShowMenu"), "Message_ShowMenu")
    
register_message(get_user_msgid("VGUIMenu"), "Message_VGUIMenu")
    
register_message(get_user_msgid("HideWeapon"), "Message_HideWeapon")
    
register_message(get_user_msgid("MOTD"), "Message_MOTD");
    
    
g_MaxPlayers get_maxplayers()
    
g_MsgShowMenu get_user_msgid("ShowMenu");
    
g_MsgScreenFade get_user_msgid("ScreenFade")
    
g_msgHideWeapon get_user_msgid("HideWeapon")
    
g_msgBarTime get_user_msgid("BarTime")
    
    
register_event("ResetHUD""Reset_HUD""b")
    
    
g_SyncHudGameInfo CreateHudSyncObj();
    
    
// [ GOLDEN EYE ]
    
gflTimeToReachPosition = ((1.5 3.14) / (1.41));
}

public 
client_putinserver(id)
{
}

public 
plugin_precache()
{

    
create_entity"env_rain" );
    
    new 
iEntity create_entity("env_fog");
    
DispatchKeyValue(iEntity"density""0.009");
    
DispatchKeyValue(iEntity"rendercolor""128 128 128");

    
/*
    iEntity = create_entity("ambient_generic");
    entity_set_float(iEntity, EV_FL_health, 10.0);
    entity_set_string(iEntity, EV_SZ_message, "ambience/rain.wav");
    entity_set_int(iEntity, EV_INT_spawnflags, (1 << 0));
    DispatchSpawn(iEntity);
    */
}

public 
plugin_cfg()
{
    
server_cmd("sv_maxspeed 999.9")
    
server_cmd("sv_velocity 999.9")
    
server_cmd("sv_airaccelerate 10.0")
    
server_cmd("sv_buytime 9999.9")
    
server_cmd("mp_freezetime 0")
    
server_cmd("mp_timelimit 0")
    
server_cmd("mp_flashlights 1")
    
server_cmd("mp_roundtime 0")
    
server_cmd("mp_footsteps 0")
    
server_cmd("mp_round_infinite 1")
    
server_cmd("sv_alltalk 1")
    
set_cvar_num("mp_autokick"0);
    
    
set_cvar_string("sv_skyname""DrkG")
}
public 
client_disconnected(id)
{
    
UnSet_BitVar(g_IsKillerid)
    
UnSet_BitVar(g_IsSurvivorid)
}

public 
Game_Description()
{
    static 
szGameName[32];
    
format(szGameNamecharsmax(szGameName), "Dead By Daylight(beta)");
    
forward_return(FMV_STRINGszGameName); 
    
    return 
FMRES_SUPERCEDE;
}

public 
Players_Ready_Check()
{
    
g_HuntingStart 0
    
    set_hudmessage
(025500.060.6311.01.10.20.23)
    
ShowSyncHudMsg(0g_SyncHudGameInfo"Game will be started in 5 seconds...");
            
    
set_task(5.0"Start_Game");
}


public 
Start_Game()
{
    
g_HuntingStart 1
    client_print
(0print_chat"Game Started");

    for(new 
0g_MaxPlayersi++)
    {
        
set_dhudmessage(1281281280.050.6500.06.02.01.0);
        
show_dhudmessage(i" Dead by Daylight^n_______________^n   Shelter Woods");
        
        if(
is_user_survivor(i))
        {
            
PlayerRespawn(i)
            
SurvivorStuff(i)
        }
        
        if(
is_user_killer(i))
        {
            
PlayerRespawn(i)
            
KillerStuff(i)
        }
    }

}

public 
Player_Spawn(id)
{
    if(!
is_user_connected(id) || !is_user_alive(id)) return;
    
    switch(
cs_get_user_team(id))
    {
        case 
CS_TEAM_T    set_task(0.3"KillerStuff"id)
        case 
CS_TEAM_CT   set_task(0.3"SurvivorStuff"id)
    }
}
/*
public Player_Jump(id)
{
    static iOldbuttons ; iOldbuttons = entity_get_int(id, EV_INT_oldbuttons)
    if(!(iOldbuttons & IN_JUMP))
    {
        entity_set_int(id, EV_INT_oldbuttons, iOldbuttons | IN_JUMP)
        return HAM_HANDLED
    }
    return HAM_IGNORED
}  
*/

/* Gameplay Stuff */

public KillerStuff(id)
{
    
Set_BitVar(g_IsKillerid)
    
    if(!
g_HuntingStart)
    {
        
strip_user_weapons(id);
        
set_task(0.01"Set_LightStart"id)
    }
    else
    {
        
give_item(id"weapon_knife")
        
engfunc(EngFunc_SetClientMaxspeedid250.0)
        
        
PlayerScreenFade(id)
        
set_task(2.5"PlayerScreenRotate"id)
        
    }
    
    
cs_set_user_money(id0);
    
    
set_user_footsteps(id1)
    
set_user_godmode(id1)

    
//cs_set_user_model(id, "slenderman")
}

public 
SurvivorStuff(id)
{
    
Set_BitVar(g_IsSurvivorid)
    
    if(!
g_HuntingStart)
    {
        
set_task(0.01"Set_LightStart"id)
    }
    else
    {
        
PlayerScreenFade(id)
        
set_task(2.5"PlayerScreenRotate"id)
        
    }
    
    
strip_user_weapons(id);
    
cs_set_user_money(id0);
    
    
set_user_footsteps(id0)
    
set_user_godmode(id0)
    
    
cs_set_user_model(id"gsg9")
    
}

public 
Rotating_Cam_Think(iEnt)
{
    static 
iOwner;
    
iOwner entity_get_edict(iEntEV_ENT_owner);

    if (!
is_user_alive(iOwner))
    {
        
remove_entity(iEnt);
        return 
PLUGIN_CONTINUE;
    }

    static 
Float:flOriginCamera[3], Float:flOriginPlayer[3], Float:flVelocity[3], Float:flAddVelocity[3], Float:flOffset[3], iHeightCheck;
    
entity_get_vector(iEntEV_VEC_originflOriginCamera);
    
flOffset[0] = 10.0;
    
get_offset_origin(iOwnerflOffsetflOriginPlayer);

    if(
floatsqroot(floatpower((flOriginPlayer[0] - flOriginCamera[0]), 2.0) + floatpower((flOriginPlayer[1] - flOriginCamera[1]), 2.0)) <= 10.0)
    {
        
remove_entity(iEnt);
        
attach_view(iOwneriOwner);
        return 
PLUGIN_CONTINUE;
    }

    
flVelocity[0] = ((flOriginCamera[1] - flOriginPlayer[1]) * 0.5);
    
flVelocity[1] = ((flOriginPlayer[0] - flOriginCamera[0]) * 0.5);

    
entity_get_vector(iEntEV_VEC_velocityflAddVelocity);
    
flAddVelocity[0] = flAddVelocity[1] = 0.0;
    
    if(!(
iHeightCheck = (-0.25 <= (flOriginCamera[2] - (flOriginPlayer[2] + 18.0)) <= 0.25 )) && (flAddVelocity[2] == 0.0))
    {
        
flAddVelocity[2] = ((flOriginPlayer[2] - flOriginCamera[2]) * 0.5);
        
xs_vec_add(flVelocityflAddVelocityflVelocity);
    }
    else if(
iHeightCheck)
    {
        
flVelocity[2] = 0.0;
    }
    
flAddVelocity[2] = 0.0;

    if (
gflLauchGameTime[iOwner] <= get_gametime())
    {
        
flAddVelocity[0] = ((flOriginPlayer[0] - flOriginCamera[0]) * 0.5);
        
flAddVelocity[1] = ((flOriginPlayer[1] - flOriginCamera[1]) * 0.5);
        
xs_vec_add(flVelocityflAddVelocityflVelocity);
    }

    
entity_set_vector(iEntEV_VEC_velocityflVelocity);

    
flOriginPlayer[2] += 18.0;
    
entity_set_aim(iEntflOriginCameraflOriginPlayer);

    
entity_set_float(iEntEV_FL_nextthinkget_gametime());

    return 
PLUGIN_CONTINUE;
}

public 
Message_MOTD(msgiddestid)
{
    if(
get_msg_arg_int(1) == 1)
    {
        return 
PLUGIN_HANDLED;
    }
    return 
PLUGIN_CONTINUE;
}

public 
Message_ShowMenu(iMsgidiDestid)
{
    static 
sMenuCode[iMaxLen];
    
get_msg_arg_string(4sMenuCodesizeof(sMenuCode) - 1)
    
    if(
equal(sMenuCode"#Team_Select") || equal(sMenuCode"#Team_Select_Spect"))
    {
        
Show_Team_Menu(id)
        return 
PLUGIN_HANDLED
        
    
}
    return 
PLUGIN_CONTINUE;
}

public 
Message_VGUIMenu(iMsgidiDestid)
{
    if(
get_msg_arg_int(1) != 2)
    {
        return 
PLUGIN_CONTINUE;
    }
    
    
Show_Team_Menu(id)
    return 
PLUGIN_HANDLED;
}

public 
Show_Team_Menu(id)
{
    static 
menu
    
    menu 
menu_create("Dead by Daylight^n\dsteamcommunity.com/id/_icebeam^n""Team_Choice")
    
    if(
TCount 1)
    {
        
menu_additem(menu"\rPlay as Killer""1"0)
    }
    else 
        
menu_additem(menu"\dPlay as Killer (Already Selected)""1"1<<31)
    
    
menu_additem(menu"\yPlay as Survivor""2"0)

    
menu_setprop(menuMPROP_EXITMEXIT_NEVER);  
    
menu_display(idmenu)
    
    return 
PLUGIN_HANDLED
}

public 
Team_Choice(idmenuitem)
{
    static 
dst[32], data[5], accesscallback
    
static restorevguimsgblock
    
    restore 
get_pdata_int(id510)
    
vgui restore & (1<<0)
    if(
vgui)
    {
        
set_pdata_int(id510restore & ~(1<<0))
    }
    
    
menu_item_getinfo(menuitemaccessdatacharsmax(data), dstcharsmax(dst), callback)
    
menu_destroy(menu)
    
    switch(
data[0])
    {
        case(
'1'): 
        {            
            
Count_Teams()
            
            if(
TCount 1)
            {
                
msgblock get_msg_block(g_MsgShowMenu)
                
set_msg_block(g_MsgShowMenuBLOCK_ONCE)
                
engclient_cmd(id"jointeam""1")
                
engclient_cmd(id"joinclass""1")
                
set_msg_block(g_MsgShowMenumsgblock)
                
client_print(0print_chat"you are a killer!")
            }
            else
            {
                
msgblock get_msg_block(g_MsgShowMenu)
                
set_msg_block(g_MsgShowMenuBLOCK_ONCE)
                
engclient_cmd(id"jointeam""2")
                
engclient_cmd(id"joinclass""2")
                
set_msg_block(g_MsgShowMenumsgblock)
                
client_print(0print_chat"already a killer!")
            }
            
        }
        case(
'2'): 
        {
            
msgblock get_msg_block(g_MsgShowMenu)
            
set_msg_block(g_MsgShowMenuBLOCK_ONCE)
            
engclient_cmd(id"jointeam""2")
            
engclient_cmd(id"joinclass""2")
            
set_msg_block(g_MsgShowMenumsgblock)
            
client_print(0print_chat"you are a survivor!")
        }
        
    }
    
    if(
vgui)
    {
        
set_pdata_int(id510restore)
    }
    
    return 
PLUGIN_HANDLED
}

public 
Count_Teams()
{
    
CTCount 0
    TCount 
0
    
    
new Players[32]
    new 
playerCount
    get_players
(PlayersplayerCount""
    
    for(
i=0playerCounti++) 
    {
        if(
is_user_connected(Players[i])) 
        {
            if(
cs_get_user_team(Players[i]) == CS_TEAM_CTCTCount++
            if(
cs_get_user_team(Players[i]) == CS_TEAM_TTCount++
        }
    }
}

public 
Jointeam(id) return PLUGIN_HANDLED;

public 
PlayerRespawn(idExecuteHamB(Ham_CS_RoundRespawnid);

public 
Reset_HUD(id)
{
    new 
iHideFlags GetHudHideFlags()
    if(
iHideFlags)
    {
        
message_begin(MSG_ONEg_msgHideWeapon_id)
        
write_byte(iHideFlags)
        
message_end()
    }    
}

public 
Message_HideWeapon()
{
    new 
iHideFlags GetHudHideFlags()
    if(
iHideFlags)
        
set_msg_arg_int(1ARG_BYTEget_msg_arg_int(1) | iHideFlags)
}

GetHudHideFlags()
{
    new 
iFlags
    
    iFlags 
|= HUD_HIDE_RHA
    iFlags 
|= HUD_HIDE_TIMER
    iFlags 
|= HUD_HIDE_MONEY

    
return iFlags
}

public 
PlayerScreenRotate(id)
{
    
gflLauchGameTime[id] = (get_gametime() + gflTimeToReachPosition);

    new    
iEnt create_entity("info_target");
    
    if(
is_valid_ent(iEnt))
    {
        new 
Float:flOrigin[3], Float:flOffset[3];
        
flOffset[1] = 75.0;
        
flOffset[2] = 25.0;

        
entity_set_string(iEntEV_SZ_classname"PlayerCamera");
        
entity_set_model(iEnt"models/w_usp.mdl");
        
entity_set_byte(iEntEV_INT_solidSOLID_NOT);
        
entity_set_int(iEntEV_INT_movetypeMOVETYPE_NOCLIP);
        
entity_set_edict(iEntEV_ENT_ownerid);

        
get_offset_origin(idflOffsetflOrigin);
        
entity_set_vector(iEntEV_VEC_originflOrigin);

        
entity_set_int(iEntEV_INT_rendermodekRenderTransTexture);
        
entity_set_float(iEntEV_FL_renderamt0.0);

        
attach_view(idiEnt);
        
entity_set_float(iEntEV_FL_nextthinkget_gametime());
    }
    
    
set_task(8.0"PlayerResetSpeed"id);
}

public 
PlayerScreenFade(id)
{
    
message_begin(MSG_ONE_UNRELIABLEg_MsgScreenFade, {0,0,0}, id)
    
write_short(FixedUnsigned16(2.51<<12))
    
write_short(FixedUnsigned16(2.51<<12))
    
write_short((0x0000))
    
write_byte(0)
    
write_byte(0)
    
write_byte(0)
    
write_byte(255)
    
message_end()
    
    
SetPlayerLight(id"b")
    
set_pev(idpev_maxspeed1.0)
}

public 
PlayerResetSpeed(id)
{
    switch(
cs_get_user_team(id))
    {
        case 
CS_TEAM_T    engfunc(EngFunc_SetClientMaxspeedid130.0)
        case 
CS_TEAM_CT   engfunc(EngFunc_SetClientMaxspeedid150.0)
    }
}

public 
is_user_killer(id) return Get_BitVar(g_IsKillerid)
public 
is_user_survivor(id) return Get_BitVar(g_IsSurvivorid)

// test map light
public Set_LightStart(id)
{
    
SetPlayerLight(id"h")
    
set_lights("b")
}

stock SetPlayerLight(id, const LightStyle[])
{
    if(
id != 0)
    {
        
message_begin(MSG_ONE_UNRELIABLESVC_LIGHTSTYLE, .player id)
        
write_byte(0)
        
write_string(LightStyle)
        
message_end()        
    } else {
        
message_begin(MSG_BROADCASTSVC_LIGHTSTYLE)
        
write_byte(0)
        
write_string(LightStyle)
        
message_end()    
    }
}

stock FixedUnsigned16(Float:flValueiScale)
{
    new 
iOutput;

    
iOutput floatround(flValue iScale);

    if ( 
iOutput )
        
iOutput 0;

    if ( 
iOutput 0xFFFF )
        
iOutput 0xFFFF;

    return 
iOutput;
}

get_offset_originiEnt, const Float:flOffset], Float:flOrigin] )
{
    if ( 
is_valid_entiEnt ) )
    {
        new 
Float:flAngle];
        
entity_get_vectoriEntEV_VEC_originflOrigin );
        
entity_get_vectoriEntEV_VEC_anglesflAngle );

        
flOrigin] += floatcosflAngle], degrees ) * flOffset];
        
flOrigin] += floatsinflAngle], degrees ) * flOffset];

        
flOrigin] += floatsinflAngle], degrees ) * flOffset];
        
flOrigin] += floatcosflAngle], degrees ) * flOffset];

        
flOrigin] += floatcosflAngle], degrees ) * flOffset];
        
flOrigin] -= floatsinflAngle], degrees ) * flOffset];

        
flOrigin] += floatsinflAngle], degrees ) * flOffset];
        
flOrigin] += floatcosflAngle], degrees ) * flOffset];

        
flOrigin] += floatcosflAngle], degrees ) * flOffset];
        
flOrigin] -= floatsinflAngle], degrees ) * flOffset];

        
flOrigin] += floatcosflAngle], degrees ) * flOffset];
        
flOrigin] -= floatsinflAngle], degrees ) * flOffset];

        
flOrigin] -= flOffset];
        
flOrigin] -= flOffset];
        
flOrigin] -= flOffset];
    }
}

entity_set_aimiEnt, const Float:flEntOrigin], const Float:flOrigin2] )
{
    if ( 
is_valid_entiEnt ) )
    {
        static 
Float:flOrigin], Float:flVectorLengthFloat:flAimVector], Float:flNewAngles];

        
flOrigin] = flOrigin2];
        
flOrigin] = flOrigin2];
        
flOrigin] = flOrigin2];

        
flOrigin] -= flEntOrigin];
        
flOrigin] -= flEntOrigin];
        
flOrigin] -= flEntOrigin];

        
flVectorLength vector_lengthflOrigin );

        
flAimVector] = flOrigin] / flVectorLength;
        
flAimVector] = flOrigin] / flVectorLength;
        
flAimVector] = flOrigin] / flVectorLength;

        
vector_to_angleflAimVectorflNewAngles );

        
flNewAngles] *= -1;

        if ( 
flNewAngles] > 180.0 )
        {
            
flNewAngles] -= 360;
        }
        if ( 
flNewAngles] < -180.0 )
        {
            
flNewAngles] += 360;
        }
        if ( 
flNewAngles] == 180.0 || flNewAngles] == -180.0 )
        {
            
flNewAngles] = -179.999999;
        }

        
entity_set_vectoriEntEV_VEC_anglesflNewAngles );
        
entity_set_intiEntEV_INT_fixangle);
    }


Last edited by Point; 07-30-2019 at 13:50.
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Natsheh
Veteran Member
Join Date: Sep 2012
Old 07-30-2019 , 14:42   Re: Mod: Dead By Daylight
Reply With Quote #4

Explaining the game will be probably more easily for the people/coders that have never played the game, but you need proper English to describe every single function in the game to determined the possibilitis.

As I saw from a video on YT goldsrc engine wouldn't be the best kind of engine to make the mod for such a game.
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Last edited by Natsheh; 07-30-2019 at 14:46.
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EFFx
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Join Date: Feb 2016
Location: São Paulo, Brasil
Old 07-30-2019 , 15:46   Re: Mod: Dead By Daylight
Reply With Quote #5

One person is the killer, he needs to search for the players that are trying to scape. The players needs to work in group to find some objects that will help them to scape, the killer need to stop it from happening, this is the objective.

Among this, there are a lot of features that entertain the players who are playing.
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Argon Svng
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Old 08-04-2019 , 21:50   Re: Mod: Dead By Daylight
Reply With Quote #6


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Last edited by Argon Svng; 08-05-2019 at 07:32.
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Old 08-05-2019 , 08:59   Re: Mod: Dead By Daylight
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i'm started to convert some models and i try to make a map for the game, but i need someone help me for the script
for example the generator progress bar:
if player start to repair the generator it show the progress bar and keep it status when he stop repaired. Also when two people repair the same generator the progress bar increase in speed
( sorry for my bad english )
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Old 08-05-2019 , 13:22   Re: Mod: Dead By Daylight
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Quote:
Originally Posted by Argon Svng View Post
That look so good.

PHP Code:
new checkPlayerTime
new checkPlayerPressed[33]

    
checkPlayerTime 50
    checkPlayerPressed
[id] = 0

public Generator_Think(id)
{
    static 
EntEnt = -1
    
static Float:Origin[3]; pev(idpev_originOrigin)

    while((
Ent find_ent_in_sphere(EntOrigin30.0)) != 0)
    {
        if(
get_user_button(id) & IN_USE
        {
            static 
iTargetiBodyszAimingEnt[32]; 
            
get_user_aiming(idiTargetiBody75); 
            
entity_get_string(iTargetEV_SZ_classnameszAimingEntcharsmax(szAimingEnt));
        
            if(
equali(szAimingEnt"DbdGenerator")) 
            {
                
checkPlayerPressed[id]++
            
                switch(
checkPlayerPressed[id])
                {
                    case 
1checkPlayerTime--
                    case 
2checkPlayerTime -= 2
                    
case 3checkPlayertime -= 3
                    
case 4checkPlayertime -= 4
                
}
                
                
Make_BarTime(idcheckPlayerTime
                
                
client_print(0print_chat"%i"checkPlayerTime)
            } 
        }
    }
    else
    {
        
checkPlayerPressed[id] = 0
    
}
        
    if(
checkPlayerTime == 0)
    {
        
Generator_Trigger()
    }
}

Make_BarTime(idcheckPlayerTime)

    
message_begin(MSG_ONE_UNRELIABLEg_BarTime, .player=id
    
write_short(checkPlayerTime
    
message_end() 

i'm not sure if it works i can't test rn but try something like that
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Old 08-05-2019 , 14:58   Re: Mod: Dead By Daylight
Reply With Quote #9

thanks bro i will try it
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Old 08-05-2019 , 16:03   Re: Mod: Dead By Daylight
Reply With Quote #10

IDK shit about this game, but man... These models look so damn awesome.
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