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Winter Environment


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chaves
Senior Member
Join Date: Oct 2011
Old 11-25-2013 , 20:13   Re: Winter Environment
Reply With Quote #91

someone managed to remove the sound of footsteps in the snow? is generating many complaints on my server.
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robert810
Junior Member
Join Date: Mar 2010
Old 12-01-2013 , 13:42   Re: Winter Environment
Reply With Quote #92

Maybe someone can take out StepSound? thanks
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sorin862000
New Member
Join Date: Dec 2013
Location: Espaņa
Old 12-01-2013 , 21:54   Re: Winter Environment
Reply With Quote #93

Quote:
Originally Posted by robert810 View Post
Maybe someone can take out StepSound? thanks

Here you go,this is not mine I found this on the web.Works for me with amxmodx 1.8.2 .

Code:
#include <amxmodx>
#include <fakemeta>

#define PLUGIN "Winter Environment"
#define VERSION "1.0"
#define AUTHOR "Alka"

new const g_szBombModels[][] = {
    
    "models/ch-m/c4-christmastree2.mdl",
    "models/ch-m/c4-christmastree.mdl",
    "models/ch-m/frost_man.mdl",
    "models/ch-m/present1.mdl"
};
new const g_szBombSounds[][] = {
    
    "ch-s/bmb_planted.wav",
    "ch-s/bmb_defused.wav",
    "ch-s/bmb_defuse_failure.wav"
};

new g_iLedSprite;

public plugin_init() {
    
    register_plugin(PLUGIN, VERSION, AUTHOR);
    
    register_forward(FM_SetModel, "fwd_SetModel", 1);
    
    register_logevent("logevent_BombPlanted", 3, "2=Planted_The_Bomb");
    register_logevent("logevent_BombDefused", 3, "2=Defused_The_Bomb");
    register_logevent("logevent_BombExploded", 6, "3=Target_Bombed");
    
    register_message(SVC_TEMPENTITY, "message_TempEntity");
}

public plugin_precache()
{
    engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "env_snow"));
    
    new i;
    for(i = 0 ; i < sizeof g_szBombModels ; i++)
        precache_model(g_szBombModels[i]);
    for(i = 0 ; i < sizeof g_szBombSounds ; i++)
        precache_sound(g_szBombSounds[i]);
    
    g_iLedSprite = precache_model("sprites/ledglow.spr");
}

public fwd_SetModel(ent, const szModel[])
{
    if(!pev_valid(ent))
        return FMRES_IGNORED;
    
    if(equal(szModel, "models/w_c4.mdl"))
    {
        static iRndModel; iRndModel = random_num(0, sizeof g_szBombModels - 1);
        engfunc(EngFunc_SetModel, ent, g_szBombModels[iRndModel]);
        
        return FMRES_SUPERCEDE;
    }
    return FMRES_IGNORED;
}

public logevent_BombPlanted()
{
    emit_sound(0, CHAN_AUTO, g_szBombSounds[0], VOL_NORM, ATTN_NORM, 0, PITCH_NORM);
}

public logevent_BombDefused()
{
    client_cmd(0, "wait;stopsound");
    emit_sound(0, CHAN_AUTO, g_szBombSounds[1], VOL_NORM, ATTN_NORM, 0, PITCH_NORM);
}

public logevent_BombExploded()
{
    emit_sound(0, CHAN_AUTO, g_szBombSounds[2], VOL_NORM, ATTN_NORM, 0, PITCH_NORM);
}

public message_TempEntity(msg_id, msg_dest, msg_ent)
{
    if(get_msg_arg_int(1) == TE_GLOWSPRITE)
    {
        if(get_msg_arg_int(5) == g_iLedSprite)
            return PLUGIN_HANDLED;
    }
    return PLUGIN_CONTINUE;
}
/* AMXX-Studio Notes - DO NOT MODIFY BELOW HERE
*{\\ rtf1\\ ansi\\ deff0{\\ fonttbl{\\ f0\\ fnil Tahoma;}}\n\\ viewkind4\\ uc1\\ pard\\ lang1033\\ f0\\ fs16 \n\\ par }
*/
Attached Files
File Type: zip Footsteps Edited.zip (924.2 KB, 243 views)

Last edited by sorin862000; 12-01-2013 at 22:07.
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robert810
Junior Member
Join Date: Mar 2010
Old 12-02-2013 , 12:28   Re: Winter Environment
Reply With Quote #94

Quote:
Originally Posted by sorin862000 View Post
Here you go,this is not mine I found this on the web.Works for me with amxmodx 1.8.2 .

Code:
#include <amxmodx>
#include <fakemeta>

#define PLUGIN "Winter Environment"
#define VERSION "1.0"
#define AUTHOR "Alka"

new const g_szBombModels[][] = {
    
    "models/ch-m/c4-christmastree2.mdl",
    "models/ch-m/c4-christmastree.mdl",
    "models/ch-m/frost_man.mdl",
    "models/ch-m/present1.mdl"
};
new const g_szBombSounds[][] = {
    
    "ch-s/bmb_planted.wav",
    "ch-s/bmb_defused.wav",
    "ch-s/bmb_defuse_failure.wav"
};

new g_iLedSprite;

public plugin_init() {
    
    register_plugin(PLUGIN, VERSION, AUTHOR);
    
    register_forward(FM_SetModel, "fwd_SetModel", 1);
    
    register_logevent("logevent_BombPlanted", 3, "2=Planted_The_Bomb");
    register_logevent("logevent_BombDefused", 3, "2=Defused_The_Bomb");
    register_logevent("logevent_BombExploded", 6, "3=Target_Bombed");
    
    register_message(SVC_TEMPENTITY, "message_TempEntity");
}

public plugin_precache()
{
    engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "env_snow"));
    
    new i;
    for(i = 0 ; i < sizeof g_szBombModels ; i++)
        precache_model(g_szBombModels[i]);
    for(i = 0 ; i < sizeof g_szBombSounds ; i++)
        precache_sound(g_szBombSounds[i]);
    
    g_iLedSprite = precache_model("sprites/ledglow.spr");
}

public fwd_SetModel(ent, const szModel[])
{
    if(!pev_valid(ent))
        return FMRES_IGNORED;
    
    if(equal(szModel, "models/w_c4.mdl"))
    {
        static iRndModel; iRndModel = random_num(0, sizeof g_szBombModels - 1);
        engfunc(EngFunc_SetModel, ent, g_szBombModels[iRndModel]);
        
        return FMRES_SUPERCEDE;
    }
    return FMRES_IGNORED;
}

public logevent_BombPlanted()
{
    emit_sound(0, CHAN_AUTO, g_szBombSounds[0], VOL_NORM, ATTN_NORM, 0, PITCH_NORM);
}

public logevent_BombDefused()
{
    client_cmd(0, "wait;stopsound");
    emit_sound(0, CHAN_AUTO, g_szBombSounds[1], VOL_NORM, ATTN_NORM, 0, PITCH_NORM);
}

public logevent_BombExploded()
{
    emit_sound(0, CHAN_AUTO, g_szBombSounds[2], VOL_NORM, ATTN_NORM, 0, PITCH_NORM);
}

public message_TempEntity(msg_id, msg_dest, msg_ent)
{
    if(get_msg_arg_int(1) == TE_GLOWSPRITE)
    {
        if(get_msg_arg_int(5) == g_iLedSprite)
            return PLUGIN_HANDLED;
    }
    return PLUGIN_CONTINUE;
}
/* AMXX-Studio Notes - DO NOT MODIFY BELOW HERE
*{\\ rtf1\\ ansi\\ deff0{\\ fonttbl{\\ f0\\ fnil Tahoma;}}\n\\ viewkind4\\ uc1\\ pard\\ lang1033\\ f0\\ fs16 \n\\ par }
*/
Thanks
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sorin862000
New Member
Join Date: Dec 2013
Location: Espaņa
Old 12-02-2013 , 16:57   Re: Winter Environment
Reply With Quote #95

I noticed that the plugin does not play the bmb_defused.wav when you disarm the bomb.

Edit:

This one will work.I removed the line
Quote:
client_cmd(0, "wait;stopsound");
from
Quote:
public logevent_BombDefused()
{
client_cmd(0, "wait;stopsound");
emit_sound(0, CHAN_AUTO, g_szBombSounds[1], VOL_NORM, ATTN_NORM, 0, PITCH_NORM);
}


Quote:
#include <amxmodx>
#include <fakemeta>

#define PLUGIN "Winter Environment"
#define VERSION "1.0"
#define AUTHOR "Alka"

new const g_szBombModels[][] = {

"models/ch-m/c4-christmastree2.mdl",
"models/ch-m/c4-christmastree.mdl",
"models/ch-m/frost_man.mdl",
"models/ch-m/present1.mdl"
};
new const g_szBombSounds[][] = {

"ch-s/bmb_planted.wav",
"ch-s/bmb_defused.wav",
"ch-s/bmb_defuse_failure.wav"
};

new g_iLedSprite;

public plugin_init() {

register_plugin(PLUGIN, VERSION, AUTHOR);

register_forward(FM_SetModel, "fwd_SetModel", 1);

register_logevent("logevent_BombPlanted", 3, "2=Planted_The_Bomb");
register_logevent("logevent_BombDefused", 3, "2=Defused_The_Bomb");
register_logevent("logevent_BombExploded", 6, "3=Target_Bombed");

register_message(SVC_TEMPENTITY, "message_TempEntity");
}

public plugin_precache()
{
engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "env_snow"));

new i;
for(i = 0 ; i < sizeof g_szBombModels ; i++)
precache_model(g_szBombModels[i]);
for(i = 0 ; i < sizeof g_szBombSounds ; i++)
precache_sound(g_szBombSounds[i]);

g_iLedSprite = precache_model("sprites/ledglow.spr");
}

public fwd_SetModel(ent, const szModel[])
{
if(!pev_valid(ent))
return FMRES_IGNORED;

if(equal(szModel, "models/w_c4.mdl"))
{
static iRndModel; iRndModel = random_num(0, sizeof g_szBombModels - 1);
engfunc(EngFunc_SetModel, ent, g_szBombModels[iRndModel]);

return FMRES_SUPERCEDE;
}
return FMRES_IGNORED;
}

public logevent_BombPlanted()
{
emit_sound(0, CHAN_AUTO, g_szBombSounds[0], VOL_NORM, ATTN_NORM, 0, PITCH_NORM);
}

public logevent_BombDefused()
{

emit_sound(0, CHAN_AUTO, g_szBombSounds[1], VOL_NORM, ATTN_NORM, 0, PITCH_NORM);
}

public logevent_BombExploded()
{
emit_sound(0, CHAN_AUTO, g_szBombSounds[2], VOL_NORM, ATTN_NORM, 0, PITCH_NORM);
}

public message_TempEntity(msg_id, msg_dest, msg_ent)
{
if(get_msg_arg_int(1) == TE_GLOWSPRITE)
{
if(get_msg_arg_int(5) == g_iLedSprite)
return PLUGIN_HANDLED;
}
return PLUGIN_CONTINUE;
}
/* AMXX-Studio Notes - DO NOT MODIFY BELOW HERE
*{\\ rtf1\\ ansi\\ deff0{\\ fonttbl{\\ f0\\ fnil Tahoma;}}\n\\ viewkind4\\ uc1\\ pard\\ lang1033\\ f0\\ fs16 \n\\ par }
*/

Last edited by sorin862000; 12-02-2013 at 18:08.
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GhostMan
Senior Member
Join Date: Jun 2012
Old 12-13-2013 , 05:59   Re: Winter Environment
Reply With Quote #96

Now it snow's though the glass (if its above you), how to stop it?

PHP Code:
#include <amxmodx>
#include <fakemeta>

#define PLUGIN "Winter Environment"
#define VERSION "2.0"
#define AUTHOR "Alka"

new g_iLedSprite;

public 
plugin_init() {
    
    
register_plugin(PLUGINVERSIONAUTHOR);

    
register_message(SVC_TEMPENTITY"message_TempEntity");
}

public 
plugin_precache()
{
    
engfunc(EngFunc_CreateNamedEntityengfunc(EngFunc_AllocString"env_snow"));
    
g_iLedSprite precache_model("sprites/ledglow.spr");
}

public 
message_TempEntity(msg_idmsg_destmsg_ent)
{
    if(
get_msg_arg_int(1) == TE_GLOWSPRITE)
    {
        if(
get_msg_arg_int(5) == g_iLedSprite)
            return 
PLUGIN_HANDLED;
    }
    return 
PLUGIN_CONTINUE;


Last edited by GhostMan; 12-13-2013 at 05:59.
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GhostMan
Senior Member
Join Date: Jun 2012
Old 11-23-2014 , 18:50   Re: Winter Environment
Reply With Quote #97

Could somebody make bomb sound available to hear only in specific radius from where the bomb is planted and not globally?
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TFCDRDEATH
Member
Join Date: Nov 2017
Old 12-24-2017 , 19:14   Re: Winter Environment
Reply With Quote #98

do you have a version for TFC?





Quote:
Originally Posted by Alka View Post
Winter Environment

Description
  • With this plugin you can put a touch of realism in your server.
  • Plugin was designed for a fun server, with custom bomb models,sounds, without bomb led.
  • Snowy weather, custom footstep sounds, like when you walk on snow.
  • Also custom sounds will be emited when bomb is planted,defused,exploded.
  • The resources are a bit biggish, but i think is worthing. You must wait ~1.5, ~2 min to download, depending on your connection,without F[ast]D[ownload].
Changelog
  • 1.0 - Initial release.
Requirements
  • Resources that can be downloaded from below.
  • Cvar "cl_weather 1/2/3" on client, too see the snow.
Info
  • "ch-m" folder must be copyed in cstrike/models folder.
  • "ch-s" folder must be copyed in cstrike/sound folder.
  • You can run 'Hats' plugin with this one, putting on players 'Santa hat' to make more funny environment.
Credits
  • connorr - o.O Way to remove bomb led sprite. Hi connorr
[IMG]http://img88.**************/img88/2121/dedust2long0007tb3.th.jpg[/IMG][IMG]http://img528.**************/img528/9595/dedust2long0010nn6.th.jpg[/IMG][IMG]http://img528.**************/images/thpix.gif[/IMG][IMG]http://img509.**************/img509/8780/dedust2long0013ky2.th.jpg[/IMG][IMG]http://img509.**************/images/thpix.gif[/IMG]
__________________
<a href="https://www.gametracker.com/server_info/74.91.117.2:27015/" target="_blank"><img src="http://cache.gametracker.com/server_info/74.91.117.2:27015/b_560_95_1.png" border="0" width="560" height="95" alt=""/></a>
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Marinovv327
Member
Join Date: Jan 2018
Old 06-10-2021 , 09:28   Re: Winter Environment
Reply With Quote #99

I'm not fascinated by the plugin, nothing cool here.
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