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Nade Modes (Nomexous) v11.2


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phoeniXYZ
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Join Date: Aug 2008
Old 09-20-2008 , 06:02   Re: Nade Modes (Nomexous) v6.0c
Reply With Quote #111

hooray! Thx!
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ot_207
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Join Date: Jan 2008
Location: Romania The Love Country
Old 09-20-2008 , 06:05   Re: Nade Modes (Nomexous) v6.0c
Reply With Quote #112

Quote:
Originally Posted by phoeniXYZ View Post
hooray! Thx!
Please test it. If any errors come up please post them!
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anakin_cstrike
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Old 09-20-2008 , 06:27   Re: Nade Modes (Nomexous) v6.0c
Reply With Quote #113

Foarte misto ma...bravo !
Very nice....gj!
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ot_207
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Old 09-20-2008 , 06:30   Re: Nade Modes (Nomexous) v6.0c
Reply With Quote #114

Quote:
Originally Posted by anakin_cstrike View Post
Foarte misto ma...bravo !
Very nice....gj!
Mersi/Thanks!

A little update to the site!
Now we have a logo!!!
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ot_207
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Old 09-26-2008 , 12:01   Re: Nade Modes (Nomexous) v7.0
Reply With Quote #115

New version 7.0

Known problens that have been resolved with this version:
Quote:
3. The plugin has problems with GHW_Weapon_Replacement, if you use the plugin to change the nade models, the only thing you can do is to remove the new nade models.

Things from 'To Do List' that have been done:
Add limit of the number of type of nades you can use.

Changelog:
PHP Code:
Version 7.0
 
Nademodes limit addednow plugin works with ghw model changeCSX module removed laser engine bug fix less cpu usage 
Need testers that have the GHW_Weapon_Replacement.amxx plugin and change the model of the nades, to confirm if the plugin is compatible now with it!
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Last edited by ot_207; 09-26-2008 at 12:04.
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koleos
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Join Date: Jul 2008
Old 09-26-2008 , 22:46   Re: Nade Modes (Nomexous) v7.0
Reply With Quote #116

AWesome!!! i test it on my server and it works fine :X THANKS :X :X :X
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tiago_mix
Member
Join Date: Jul 2008
Old 09-26-2008 , 23:01   Re: Nade Modes (Nomexous) v7.0
Reply With Quote #117

very good work

update in my server =D
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letgoofmyeggs
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Join Date: Aug 2006
Old 09-26-2008 , 23:52   Re: Nade Modes (Nomexous) v6.0b
Reply With Quote #118

Quote:
Originally Posted by Nomexous View Post
Wow. My baby has really grow up. I glanced at the code, and I have to say, ot_207, good job being able to read my code. I'm especially impressed that you figured out how to do the menus. I'm officially passing the torch on to you, and you deserve it.

Now, let me make one more contribution. I have two new, unreleased grenade modes. One is a homing mode, and the other is a rocket mode. I've attached the source code (still labeled version 3.1) so you can see how to implement them.

In homing mode, I detect when a player throws a grenade. Using TraceToss, I calculate where the grenade will land. Then, I use FindEntityInSphere to select the closest target. Each "think," the grenade will check if the target is in line of sight. If it is, it will seek the target. So, if you know there might be someone around the corner, don't bother bouncing the grenade. Just lob it, and it will curve around to the target once it reaches the corner.

ot_207, you might want to change the seek strength. It's a bit strong right now.

Rocket mode is supposed to be used in open areas. Again, I detect when a player throws the rocket grenade. Using TraceToss, I calculate where it will land, and store the location. Each "think" I check to see whether or not the grenade is falling or not by checking the sinage of the velocity in the Z-axis. If it's negative, meaning its passed the apogee of its flight, it'll shoot in a straight path at very high speed towards the location previously stored. This means the grenade should hit the same spot that it would if it were just a regular grenade.

As soon as the grenade is propelled, it is changed to an impact grenade. Unfortunately, because the velocity is a magnitude of 3000, it'll actually bounce off the target and get a good distance away before it explodes. This has to do with the time between thinks. It's pretty scary, though. ot_207, you might want to dress the rocket grenades up a little, too. Change the angles so the grenade's pointing towards the target, and draw a sprite and play a sound to make it look and sound like a rocket igniting.

Well, there you go! I'll return once in a while to check out the improvements you make to this. I'm busy with college, but who knows, I might return to the world of AMXX. Have fun!

PS. Will you take over Weapon Physics and Lie Flat too? Weapon Physics really needs some love and attention.
wer u plannin on implementing this into the plugin
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ot_207
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Location: Romania The Love Country
Old 09-27-2008 , 01:02   Re: Nade Modes (Nomexous) v6.0b
Reply With Quote #119

Quote:
Originally Posted by letgoofmyeggs View Post
wer u plannin on implementing this into the plugin
I will implement them in the plugin, in future versions this plugin will get better and better, the problem is that I'm starting college, so the updates will come slower.
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letgoofmyeggs
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Join Date: Aug 2006
Old 09-27-2008 , 03:53   Re: Nade Modes (Nomexous) v7.0
Reply With Quote #120

o its ok. i was jus wondering. cant wait for the future updates
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