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Subplugin Submission [ZP] Bazooka + New Modes v1.6


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Vechta
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Join Date: Jun 2010
Old 11-07-2010 , 08:30   Re: [ZP] Bazooka + New Modes
Reply With Quote #21

Updated again, there was a bug with camera.
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F0RCE
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Join Date: Oct 2010
Old 11-07-2010 , 10:34   Re: [ZP] Bazooka + New Modes
Reply With Quote #22

thx a lot , you finally released something that is not sh*t

Your Sniper plugin was bugged everywhere

Last edited by F0RCE; 11-07-2010 at 10:55.
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Vechta
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Join Date: Jun 2010
Old 11-07-2010 , 10:40   Re: [ZP] Bazooka + New Modes
Reply With Quote #23

xD

Will fix Sniper item in few days too
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DjReactive
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Join Date: Sep 2010
Location: Russia
Old 11-07-2010 , 12:07   Re: [ZP] Bazooka + New Modes
Reply With Quote #24

When you buy an antivirus that to you the bazooka free of charge is given
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Vechta
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Join Date: Jun 2010
Old 11-07-2010 , 13:04   Re: [ZP] Bazooka + New Modes
Reply With Quote #25

Quote:
Originally Posted by DjReactive View Post
When you buy an antivirus that to you the bazooka free of charge is given
Only for admin, you can disable it.
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IbaneZ
Senior Member
Join Date: May 2009
Old 11-07-2010 , 13:19   Re: [ZP] Bazooka + New Modes
Reply With Quote #26

Can you or someone else fix the weapon drop bug?
Cause when you drop it, you still hold it until you switch weapons.
And if you drop it and someone else picks it up, the person does not own the weapon.
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meTaLiCroSS
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Join Date: Feb 2009
Location: Viņa del Mar, Chile
Old 11-07-2010 , 13:32   Re: [ZP] Bazooka + New Modes
Reply With Quote #27

Quote:
Originally Posted by abdul-rehman View Post
Nice Job My friend
But you dont need the engine include if you have included fakemeta

Instead of this:
Code:
create_entity("info_target");

You can use this Code:
engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "info_target"));


2-Instead of this:
Code:
entity_set_int(ent, EV_INT_rendermode, 1)

You can use this:
Code:
set_pev(ent, pev_rendermode, 1)

Same goes for entity_set_vector/entity_get_vector/VelocityByAim

3-Instead of this :
Code:
attach_view(id, ent)

You can use FM's attach view function

And last
Instead of using Prethink to detect if the player pressed the fire key you can simply use FM_CmdStart forward and then check thier buttons through get_uc( UC_Handle, UC_Buttons) since it will be more effiecient and easy !!

Hope that you implement my suggestions in ur plugin
Wrong.

If you have functions in fakemeta that you can do in engine, DO IT in engine.
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Kiryu Zero
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Join Date: Apr 2010
Location: Sankt-Peterburg, Russia
Old 11-07-2010 , 17:30   Re: [ZP] Bazooka + New Modes
Reply With Quote #28

Bug with the countdown to recharge bazookas. If the change from 10 to 9 seconds, then it will count for 10 seconds. Also, if after the shot to take up arms again and then return to the bazooka, I saw only a knife, and only then if the charge bazooka again take up arms and return to the model bazooka bazookas appear.
And yet for some reason a lot of mistakes on threw bazooka:

L 11/07/2010 - 23:275: [AMXX] To enable debug mode, add "debug" after the plugin name in plugins.ini (without quotes).
L 11/07/2010 - 23:275: [AMXX] Run time error 4 (plugin "zp_bazooka_new.amxx") - debug not enabled!
L 11/07/2010 - 23:275: [AMXX] To enable debug mode, add "debug" after the plugin name in plugins.ini (without quotes).
L 11/07/2010 - 23:275: [AMXX] Run time error 4 (plugin "zp_bazooka_new.amxx") - debug not enabled!

and so where some 50 times. After this error does not write for that.
Debug set.
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abdul-rehman
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Join Date: Jan 2010
Location: Khi, Pakistan
Old 11-08-2010 , 05:02   Re: [ZP] Bazooka + New Modes
Reply With Quote #29

Quote:
Originally Posted by meTaLiCroSS View Post
Wrong.

If you have functions in fakemeta that you can do in engine, DO IT in engine.
Ya i know that but in his plugin alot of things are seriiously un-effecient
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Vechta
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Join Date: Jun 2010
Old 11-08-2010 , 06:50   Re: [ZP] Bazooka + New Modes
Reply With Quote #30

Quote:
Originally Posted by abdul-rehman View Post
Ya i know that but in his plugin alot of things are seriiously un-effecient
Can you show me a list of all these things?

Quote:
Originally Posted by Kiryu Zero View Post
Bug with the countdown to recharge bazookas. If the change from 10 to 9 seconds, then it will count for 10 seconds. Also, if after the shot to take up arms again and then return to the bazooka, I saw only a knife, and only then if the charge bazooka again take up arms and return to the model bazooka bazookas appear.
And yet for some reason a lot of mistakes on threw bazooka:

L 11/07/2010 - 23:275: [AMXX] To enable debug mode, add "debug" after the plugin name in plugins.ini (without quotes).
L 11/07/2010 - 23:275: [AMXX] Run time error 4 (plugin "zp_bazooka_new.amxx") - debug not enabled!
L 11/07/2010 - 23:275: [AMXX] To enable debug mode, add "debug" after the plugin name in plugins.ini (without quotes).
L 11/07/2010 - 23:275: [AMXX] Run time error 4 (plugin "zp_bazooka_new.amxx") - debug not enabled!

and so where some 50 times. After this error does not write for that.
Debug set.
Add debug after amxx file and send errors again.
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