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Runemod 2


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PEREDELSKY
Junior Member
Join Date: Jul 2009
Old 09-20-2009 , 05:54   Re: Runemod 2
Reply With Quote #271

How made players pick up two and more runes??? thanks
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ot_207
Veteran Member
Join Date: Jan 2008
Location: Romania The Love Country
Old 09-28-2009 , 08:25   Re: Runemod 2
Reply With Quote #272

Quote:
Originally Posted by PEREDELSKY View Post
How made players pick up two and more runes??? thanks
Modify the original plugin!

I want to announce that RuneModX (RuneMod 3) is in progress.
Here are some plans on the future release:
  • No more stuckable runes!
  • 3 types of spawn generators (Thanks to: Bail, GHW Cronic, EKS)
  • A lot of natives that will be useful for scripters
  • Internal total new api
  • Functionality change
  • Even more readable source code!
  • Zombie mod support
  • Extentions that will allow for stats and other addins
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Arkshine
AMX Mod X Plugin Approver
Join Date: Oct 2005
Old 09-28-2009 , 14:13   Re: Runemod 2
Reply With Quote #273

Sounds sexy.
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EKS
Veteran Member
Join Date: Mar 2004
Location: Norway
Old 09-28-2009 , 17:41   Re: Runemod 2
Reply With Quote #274

Quote:
Originally Posted by ot_207 View Post
Modify the original plugin!

I want to announce that RuneModX (RuneMod 3) is in progress.

Here are some plans on the future release:
  • No more stuckable runes!
  • 3 types of spawn generators (Thanks to: Bail, GHW Cronic, EKS)
  • A lot of natives that will be useful for scripters
  • Internal total new api
  • Functionality change
  • Even more readable source code!
  • Zombie mod support
  • Extentions that will allow for stats and other addins
great news.

One thing, remember to keep "all" credits if you take any of my code ( feel free, as long as its open sourced in some way ). Not only to myself, but others that i give credits to also.

And a tip, my generator is not good for new servers with unkown maps as its based on playermovement. But should be good with a known map, or when ppl have played a while on that map ( last i remember at least ).
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ot_207
Veteran Member
Join Date: Jan 2008
Location: Romania The Love Country
Old 09-29-2009 , 02:11   Re: Runemod 2
Reply With Quote #275

Quote:
Originally Posted by EKS View Post
great news.

One thing, remember to keep "all" credits if you take any of my code ( feel free, as long as its open sourced in some way ). Not only to myself, but others that i give credits to also.

And a tip, my generator is not good for new servers with unkown maps as its based on playermovement. But should be good with a known map, or when ppl have played a while on that map ( last i remember at least ).
Thanks and don't worry I will keep all the credits. The plugin will work the same and will be improved.
And about the generator by movement I know that it will not do the job properly on unknown maps but still most maps that are played are the popular ones so it is not a problem.
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GordonFreeman (RU)
Veteran Member
Join Date: Jan 2010
Location: Uzbekistan
Old 01-07-2010 , 00:35   Re: Runemod 2
Reply With Quote #276

Server Crash with this plugin!!!!
ERROR: call message empty
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CantShoot
Junior Member
Join Date: Jan 2007
Location: Delaware
Old 01-24-2010 , 09:09   Re: Runemod 2
Reply With Quote #277

Here is an update where I corrected most of the runes that didn't work.

Waiting for the new RuneMod 3!
Attached Files
File Type: zip runemod 2.2.3.zip (627.0 KB, 320 views)

Last edited by CantShoot; 01-24-2010 at 09:11.
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ribmaster
New Member
Join Date: Feb 2010
Old 02-04-2010 , 12:42   Re: Runemod 2
Reply With Quote #278

ok If I'm missing something let me know, but in the read me for this plugin it mentions runemod_base.amxx but where exactly do you get this file I have been unable to find it in any of the posted dl's
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ot_207
Veteran Member
Join Date: Jan 2008
Location: Romania The Love Country
Old 06-16-2010 , 05:18   Re: Runemod 2
Reply With Quote #279

Sorry for the delay, I have been offline for a while.
I will resume the Runemod Project once I finish Block Wallhack.
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One
Veteran Member
Join Date: Oct 2008
Location: Hardstyle-eSports.de
Old 10-09-2010 , 14:42   Re: Runemod 2
Reply With Quote #280

please fix Run speed.
use curweapon to change the speed.
the user has to drop his item & pick it again to get more speed ( by changing the weapon ). i think you know what i mean.


PHP Code:
/*
About:
This is a runemod powerup plugin that interfaces with runemod_base.amxx

About this rune:
Increases your maxpspeed by 100%

Credits:
Ops in #AMXmod @ Quakenet for alot of help ( + AssKicker & CheesyPeteza ) 
Thanks to BAILOPAN & PM for help on misc problems
kaddar for orginal runemod

Todo:
No plans
*/

#include <amxmodx>
#include <engine>
#include <fun>
#include "runemod.inc"        // We need to include this file, as it contains info we need. Like #define`s and stocks

#define MAXSPEED 2.00            // How much to add to the max speed

new g_MaxPlayers
new g_HasRune[MAXPLAYERS+1]     // This is the Array used to store if the user is holding a rune.(Remember the base plugin informs this plugin once he picks up a rune.)
new g_SpeedLocked[MAXPLAYERS+1]

public 
plugin_init() 
{
    
register_plugin("RuneMod Speed""1.0.0""EKS")
    
register_event("API_CurWeaponChange""ev_CheckWeapon""be""1=1")
    
g_MaxPlayers get_maxplayers()
    
RegisterPlugin("SpeedName","SpeedDisc",{255,255,10},API_SPEEDCHANGE+API_ROUNDSTARTED+API_EVENTCHANGEWEAPON+API_USELANGSYSTEM)
}

public 
API_CurWeaponChange(id,WeaponIndex)
{
    if(
g_SpeedLocked[id]) return PLUGIN_CONTINUE
    IncreaseSpeed
(id,get_user_maxspeedint(id))
    return 
PLUGIN_CONTINUE
}
public 
API_UnLockSpeedChange(id)
{
    
g_SpeedLocked[id] = 0
}
public 
API_LockSpeedChange(id)
{
    
g_SpeedLocked[id] = 1
}

public 
API_DropedRune(id,Reason//This function is called by the base plugin to inform about the user droped his rune for whatever reason ( he could have used droprune or died )
{
    if(
Reason != USER_DISCONNECTED)
        
ResetUserSpeed(id)
    
g_HasRune[id] = 0
}

// This function is used base plugin to inform this plugin that a user has picked up the rune.
public API_PickUpRune(id
{
    if(!
g_SpeedLocked[id])
        
IncreaseSpeed(id,get_user_maxspeedint(id))
    
g_HasRune[id] = 1
}
public 
API_RoundStarted()
{
    new 
Speed
    
for(new i=1;i<=g_MaxPlayers;i++) if(g_HasRune[i])
    {
        
Speed ResetUserSpeed(i)
        
IncreaseSpeed(i,Speed)
    }
}
stock IncreaseSpeed(id,maxpspeed)
{
    
set_user_maxspeed(id,(maxpspeed MAXSPEED))    
}
stock get_user_maxspeedint(id)
{
    return 
floatround(get_user_maxspeed(id))

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Last edited by One; 10-19-2010 at 05:27.
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