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[ES][ZP] Campo de Fuerza(SOLUCIONADO)


  
 
 
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Axelromero91
Member
Join Date: Jul 2013
Location: Buenos Aires, Argentina
Old 09-29-2013 , 21:38   [ES][ZP] Campo de Fuerza(SOLUCIONADO)
#1

Bueno, creo que ya postee tres thread pidiendo ayuda y dentro de poco me van a matar si sigo asi.

Bueno sin más preámbulos, yo agregue el campo de fuerza de el tutorial que hizo lucas:

Agregar campo de fuerza: http://forums.alliedmods.net/showthread.php?t=126352

y tengo el problema de que cuando tiro la bomba, no me muestra el model w_ de la granada en el piso, osea queda el model por default osea el de la flare. Lei algunos thread en los que decia que pasando las funciones a fakemeta el error desaparecia, pero la cosa es que no se como pasarlo a fakemeta. asique hice este tread para ver si me pueden ayudar a solucionarlo.

Last edited by Axelromero91; 10-02-2013 at 12:14.
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KermesS
Senior Member
Join Date: Jan 2013
Location: Amsterdam
Old 09-30-2013 , 10:13   Re: [ES][ZP] Campo de Fuerza
#2

Es porque ya hay un tema por eso en el zp default, en el cual habia que arreglar unas cosillas antes de poder agregar model w_ a las granadas flare, fire y frost y como soy un tipo de buena leche te voy a dejar mi función en la cual ya esta todo resuelto, lo que tenes que hacer con esta misma es reemplazarla por la de tu zp y agregarle lo de la granada bubble tal y como lo hiciste anteriormente:

PHP Code:
// Forward Set Model
public fw_SetModel(entity, const model[])
{
    
// We don't care
    
if (strlen(model) < 8)
        return 
FMRES_IGNORED;
    
    
// Remove weapons?
    
if (get_pcvar_float(cvar_removedropped) > 0.0)
    {
        
// Get entity's classname
        
static classname[10]
        
pev(entitypev_classnameclassnamecharsmax(classname))
        
        
// Check if it's a weapon box
        
if (equal(classname"weaponbox"))
        {
            
// They get automatically removed when thinking
            
set_pev(entitypev_nextthinkget_gametime() + get_pcvar_float(cvar_removedropped))
            return 
FMRES_IGNORED;
        }
    }
    
    
// Narrow down our matches a bit
    
if (model[7] != 'w' || model[8] != '_')
        return 
FMRES_IGNORED;
    
    
// Get damage time of grenade
    
static Float:dmgtime
    pev
(entitypev_dmgtimedmgtime)
    
    
// Grenade not yet thrown
    
if (dmgtime == 0.0)
        return 
FMRES_IGNORED;
    
    
// Get whether grenade's owner is a zombie
    
if (g_zombie[pev(entitypev_owner)])
    {
        if (
model[9] == 'h' && model[10] == 'e' && get_pcvar_num(cvar_extrainfbomb)) // Infection Bomb
        
{
            
// Give it a glow
            
fm_set_rendering(entitykRenderFxGlowShell02500kRenderNormal16);
            
            
// And a colored trail
            
message_begin(MSG_BROADCASTSVC_TEMPENTITY)
            
write_byte(TE_BEAMFOLLOW// TE id
            
write_short(entity// entity
            
write_short(g_trailSpr// sprite
            
write_byte(10// life
            
write_byte(10// width
            
write_byte(0// r
            
write_byte(250// g
            
write_byte(0// b
            
write_byte(200// brightness
            
message_end()
            
            
// Set grenade type on the thrown grenade entity
            
set_pev(entityPEV_NADE_TYPENADE_TYPE_INFECTION)
        }
    }
    else if (
model[9] == 'h' && model[10] == 'e' && get_pcvar_num(cvar_firegrenades)) // Napalm Grenade
    
{
        
// Give it a glow
        
fm_set_rendering(entitykRenderFxGlowShell20000kRenderNormal16);
        
        
// And a colored trail
        
message_begin(MSG_BROADCASTSVC_TEMPENTITY)
        
write_byte(TE_BEAMFOLLOW// TE id
        
write_short(entity// entity
        
write_short(g_trailSpr// sprite
        
write_byte(10// life
        
write_byte(10// width
        
write_byte(200// r
        
write_byte(0// g
        
write_byte(0// b
        
write_byte(200// brightness
        
message_end()
        
        
// Set grenade type on the thrown grenade entity
        
set_pev(entityPEV_NADE_TYPENADE_TYPE_NAPALM)
    }
    else if (
model[9] == 'f' && model[10] == 'l' && get_pcvar_num(cvar_frostgrenades)) // Frost Grenade
    
{
        
// Give it a glow
        
fm_set_rendering(entitykRenderFxGlowShell0100200kRenderNormal16);
        
        
// And a colored trail
        
message_begin(MSG_BROADCASTSVC_TEMPENTITY)
        
write_byte(TE_BEAMFOLLOW// TE id
        
write_short(entity// entity
        
write_short(g_trailSpr// sprite
        
write_byte(10// life
        
write_byte(10// width
        
write_byte(0// r
        
write_byte(100// g
        
write_byte(200// b
        
write_byte(200// brightness
        
message_end()
        
        
// Set grenade type on the thrown grenade entity
        
set_pev(entityPEV_NADE_TYPENADE_TYPE_FROST)
    }
    else if (
model[9] == 's' && model[10] == 'm' && get_pcvar_num(cvar_flaregrenades)) // Flare
    
{
        
// Build flare's color
        
static rgb[3]
        switch (
get_pcvar_num(cvar_flarecolor))
        {
            case 
0// white
            
{
                
rgb[0] = 255 // r
                
rgb[1] = 255 // g
                
rgb[2] = 255 // b
            
}
            case 
1// red
            
{
                
rgb[0] = random_num(50,255// r
                
rgb[1] = // g
                
rgb[2] = // b
            
}
            case 
2// green
            
{
                
rgb[0] = // r
                
rgb[1] = random_num(50,255// g
                
rgb[2] = // b
            
}
            case 
3// blue
            
{
                
rgb[0] = // r
                
rgb[1] = // g
                
rgb[2] = random_num(50,255// b
            
}
            case 
4// random (all colors)
            
{
                
rgb[0] = random_num(50,200// r
                
rgb[1] = random_num(50,200// g
                
rgb[2] = random_num(50,200// b
            
}
            case 
5// random (r,g,b)
            
{
                switch (
random_num(16))
                {
                    case 
1// red
                    
{
                        
rgb[0] = 250 // r
                        
rgb[1] = // g
                        
rgb[2] = // b
                    
}
                    case 
2// green
                    
{
                        
rgb[0] = // r
                        
rgb[1] = 250 // g
                        
rgb[2] = // b
                    
}
                    case 
3// blue
                    
{
                        
rgb[0] = // r
                        
rgb[1] = // g
                        
rgb[2] = 250 // b
                    
}
                    case 
4// cyan
                    
{
                        
rgb[0] = // r
                        
rgb[1] = 250 // g
                        
rgb[2] = 250 // b
                    
}
                    case 
5// pink
                    
{
                        
rgb[0] = 250 // r
                        
rgb[1] = // g
                        
rgb[2] = 250 // b
                    
}
                    case 
6// yellow
                    
{
                        
rgb[0] = 250 // r
                        
rgb[1] = 250 // g
                        
rgb[2] = // b
                    
}
                }
            }
        }
        
        
// Give it a glow
        
fm_set_rendering(entitykRenderFxGlowShellrgb[0], rgb[1], rgb[2], kRenderNormal16);
        
        
// And a colored trail
        
message_begin(MSG_BROADCASTSVC_TEMPENTITY)
        
write_byte(TE_BEAMFOLLOW// TE id
        
write_short(entity// entity
        
write_short(g_trailSpr// sprite
        
write_byte(10// life
        
write_byte(10// width
        
write_byte(rgb[0]) // r
        
write_byte(rgb[1]) // g
        
write_byte(rgb[2]) // b
        
write_byte(200// brightness
        
message_end()
        
        
// Set grenade type on the thrown grenade entity
        
set_pev(entityPEV_NADE_TYPENADE_TYPE_FLARE)
        
        
// Set flare color on the thrown grenade entity
        
set_pev(entityPEV_FLARE_COLORrgb)
    }
    return 
FMRES_SUPERCEDE;

Espero haberte ayudado.
__________________
KermesS is offline
Axelromero91
Member
Join Date: Jul 2013
Location: Buenos Aires, Argentina
Old 09-30-2013 , 13:29   Re: [ES][ZP] Campo de Fuerza
#3

Tengo Zp 4.2 este es mi fw_setmodel:

PHP Code:
public fw_SetModel(entity, const model[])
{
    
// Get remove dropped weapons setting
    
static Float:removeweapons
    removeweapons 
get_pcvar_float(cvar_removedropped)
    
    
// Remove weapons?
    
if (removeweapons 0.0)
    {
        
// Get entity's classname
        
static class[10]
        
pev(entitypev_classname, class, sizeof class - 1)
        
        
// Check if it's a weapon box
        
if (equal(class, "weaponbox"))
        {
            
// They get automatically removed when thinking
            
set_pev(entitypev_nextthinkget_gametime() + removeweapons)
            return;
        }
    }
    
    
// Get damage time of grenade
    
static Float:dmgtime
    pev
(entitypev_dmgtimedmgtime)
    
    
// Grenade not yet thrown
    
if (dmgtime == 0.0)
        return;
    
    if (
equal(model[7], "w_he"4))
    {
        if (
g_zombie[pev(entitypev_owner)]) // [ZOMBIE] - Infection Grenade
        
{
            
// Give it a glow
            
fm_set_rendering(entitykRenderFxGlowShell02000kRenderNormal16);
            
            
// And a colored trail
            
message_begin(MSG_BROADCASTSVC_TEMPENTITY)
            
write_byte(TE_BEAMFOLLOW// TE id
            
write_short(entity// entity
            
write_short(g_trailSpr// sprite
            
write_byte(10// life
            
write_byte(10// width
            
write_byte(0// r
            
write_byte(200// g
            
write_byte(0// b
            
write_byte(200// brightness
            
message_end()
            
            
// Set grenade type on the thrown grenade entity
            
set_pev(entityPEV_NADE_TYPENADE_TYPE_INFECTION)
        }
        else if (
get_pcvar_num(cvar_firegrenades)) // [HUMAN] - Fire Grenade
        
{
            
// Give it a glow
            
fm_set_rendering(entitykRenderFxGlowShell20000kRenderNormal16);
            
            
// And a colored trail
            
message_begin(MSG_BROADCASTSVC_TEMPENTITY)
            
write_byte(TE_BEAMFOLLOW// TE id
            
write_short(entity// entity
            
write_short(g_trailSpr// sprite
            
write_byte(10// life
            
write_byte(10// width
            
write_byte(200// r
            
write_byte(0// g
            
write_byte(0// b
            
write_byte(200// brightness
            
message_end()
            
            
// Set grenade type on the thrown grenade entity
            
set_pev(entityPEV_NADE_TYPENADE_TYPE_NAPALM)
        }
    }
    else if (
equal(model[7], "w_fl"4) && get_pcvar_num(cvar_frostgrenades)) // Frost Grenade
    
{
        
// Give it a glow
        
fm_set_rendering(entitykRenderFxGlowShell0100200kRenderNormal16);
        
        
// And a colored trail
        
message_begin(MSG_BROADCASTSVC_TEMPENTITY)
        
write_byte(TE_BEAMFOLLOW// TE id
        
write_short(entity// entity
        
write_short(g_trailSpr// sprite
        
write_byte(10// life
        
write_byte(10// width
        
write_byte(0// r
        
write_byte(100// g
        
write_byte(200// b
        
write_byte(200// brightness
        
message_end()
        
        
// Set grenade type on the thrown grenade entity
        
set_pev(entityPEV_NADE_TYPENADE_TYPE_FROST)
    }
    else if (
equal(model[7], "w_sm"4) && get_pcvar_num(cvar_flaregrenades)) // Flare
    
{
        if(!
g_zombie[pev(entitypev_owner)] && g_bubble_bomb[pev(entitypev_owner)]) 
        {
            
fm_set_rendering(entitykRenderFxGlowShell255255255kRenderNormal16
            
message_begin(MSG_BROADCASTSVC_TEMPENTITY)
            
write_byte(TE_BEAMFOLLOW
            
write_short(entity
            
write_short(g_trailSpr
            
write_byte(10
            
write_byte(10
            
write_byte(255
            
write_byte(255
            
write_byte(255
            
write_byte(500)
            
message_end()
            
            
            
set_pev(entitypev_flTimeStepSoundNADE_TYPE_CAMPO// tipo de bomba ( NADE_TYPE_CAMPO )
            
            
entity_set_model(entityw_campo// aca seteo el model, el cual no me está funcionando.
        
}
        else
        {
            
// Make the flare color
            
static rgb[3]
            switch (
get_pcvar_num(cvar_flarecolor))
            {
                case 
0// white
                
{
                    
rgb[0] = 255 // r
                    
rgb[1] = 255 // g
                    
rgb[2] = 255 // b
                
}
                case 
1// red
                
{
                    
rgb[0] = random_num(50,255// r
                    
rgb[1] = // g
                    
rgb[2] = // b
                
}
                case 
2// green
                
{
                    
rgb[0] = // r
                    
rgb[1] = random_num(50,255// g
                    
rgb[2] = // b
                
}
                case 
3// blue
                
{
                    
rgb[0] = // r
                    
rgb[1] = // g
                    
rgb[2] = random_num(50,255// b
                
}
                case 
4// random (all colors)
                
{
                    
rgb[0] = random_num(50,200// r
                    
rgb[1] = random_num(50,200// g
                    
rgb[2] = random_num(50,200// b
                
}
                case 
5// random (r,g,b)
                
{
                    switch (
random_num(13))
                    {
                        case 
1// red
                        
{
                            
rgb[0] = random_num(50,255// r
                            
rgb[1] = // g
                            
rgb[2] = // b
                        
}
                        case 
2// green
                        
{
                            
rgb[0] = // r
                            
rgb[1] = random_num(50,255// g
                            
rgb[2] = // b
                        
}
                        case 
3// blue
                        
{
                            
rgb[0] = // r
                            
rgb[1] = // g
                            
rgb[2] = random_num(50,255// b
                        
}
                    }
                }
            }
            
            
// Give it a glow
            
fm_set_rendering(entitykRenderFxGlowShellrgb[0], rgb[1], rgb[2], kRenderNormal16);
            
            
// And a colored trail
            
message_begin(MSG_BROADCASTSVC_TEMPENTITY)
            
write_byte(TE_BEAMFOLLOW// TE id
            
write_short(entity// entity
            
write_short(g_trailSpr// sprite
            
write_byte(10// life
            
write_byte(10// width
            
write_byte(rgb[0]) // r
            
write_byte(rgb[1]) // g
            
write_byte(rgb[2]) // b
            
write_byte(200// brightness
            
message_end()
            
            
// Set grenade type on the thrown grenade entity
            
set_pev(entityPEV_NADE_TYPENADE_TYPE_FLARE)
            
            
// Set flare color on the thrown grenade entity
            
set_pev(entityPEV_FLARE_COLORrgb)
        }
    }

Intente poniendo
PHP Code:
return FMRES_SUPERCEDE
, pero me tira error al compilar.

Last edited by Axelromero91; 09-30-2013 at 23:24.
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