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Half-Life UT Style Weapons Floating


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avril-lavigne
Banned
Join Date: Apr 2009
Old 08-26-2010 , 01:20   Re: Half-Life UT Style Weapons Floating
Reply With Quote #21

Why HL ? it works perfectly in cs too
first i was using it for cs and even did not see thats for HL ..
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getup
Member
Join Date: Jun 2007
Old 10-17-2010 , 23:57   Re: Half-Life UT Style Weapons Floating
Reply With Quote #22

Is there a way to not have the health an batters not float? when map stats they are on the floor. but after you pick them up they float and sometimes hard to reach have to jump to get it.. maybe something to look into.

Quote:
/* --| Half-Life item entity names */
new const gHalfLifeItemNames[][] = { "item_battery", "item_healthkit", "item_longjump", "item_suit" };


/* --| Half-Life weapons entity names */
new const gHalfLifeWeaponEntitiesNames[][] =
{
"ammo_357", "ammo_9mmAR", "ammo_9mmbox", "ammo_9mmclip", "ammo_ARgrenades",
"ammo_buckshot", "ammo_crossbow", "ammo_egonclip", "ammo_gaussclip", "ammo_glockclip",
"ammo_mp5clip", "ammo_mp5grenades", "ammo_rpgclip", "weaponbox", "weapon_357",
"weapon_9mmAR", "weapon_9mmhandgun", "weapon_crossbow", "weapon_egon", "weapon_gauss",
"weapon_glock", "weapon_handgrenade", "weapon_hornetgun", "weapon_mp5", "weapon_python",
"weapon_rpg", "weapon_satchel", "weapon_shotgun", "weapon_snark", "weapon_tripmine"
};
can i just remove this
Quote:
"item_battery", "item_healthkit"

Last edited by getup; 10-18-2010 at 00:01.
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Arkshine
AMX Mod X Plugin Approver
Join Date: Oct 2005
Old 10-18-2010 , 06:11   Re: Half-Life UT Style Weapons Floating
Reply With Quote #23

Try and see. Don't wait an answer falling from the sky.
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getup
Member
Join Date: Jun 2007
Old 10-18-2010 , 20:36   Re: Half-Life UT Style Weapons Floating
Reply With Quote #24

yep It worked This should be an update attach is without floating health pack and battery's
Attached Files
File Type: amxx HL_WeaponFloating.amxx (5.2 KB, 248 views)
File Type: sma Get Plugin or Get Source (HL_WeaponFloating.sma - 941 views - 6.4 KB)
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Arkshine
AMX Mod X Plugin Approver
Join Date: Oct 2005
Old 10-19-2010 , 05:36   Re: Half-Life UT Style Weapons Floating
Reply With Quote #25

No, you're wrong. Just because it doesn't work well for 2 entities doesn't mean you have to remove them. It's the plugin fault. Maybe the size should be increased or something.
Also it's up to the users to choose what entities they want, so remove the attached files, it's pointless.
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Old 08-27-2011, 06:19
BodyBuilder
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Booyaka_619
Junior Member
Join Date: Dec 2011
Old 01-02-2012 , 23:12   Re: Half-Life UT Style Weapons Floating
Reply With Quote #26

can this plugin put in cs 1.6 ???
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tuty
Veteran Member
Join Date: Jul 2008
Location: UK
Old 01-23-2012 , 06:52   Re: Half-Life UT Style Weapons Floating
Reply With Quote #27

Quote:
Originally Posted by BodyBuilder View Post
http://www.youtube.com/watch?v=IJ3whCyWcZ0

Update: hope to enjoy



weapons_spin_on_off "1"
weapons_spin_speed "35.0"
weapons_effects_on_off "1"

//mode 1: Hologram.
//mode 2: Explode models will be big.
//mode 3: Glow Shell random rgb colors.
//mode 4: Glow Shell manual color with "weapons_glows_color" cvar.
//mode 5: Glow Shell transparent

weapons_effects_mode "3"
weapons_glows_color "255 255 255"
weapons_glows_thickness "255"



PHP Code:
#include amxmodx
#include engine
#include hamsandwich
#include fakemeta_util

#define PLUGIN "HL Weapons Floating; Updated By: BodyBuilder"
#define VERSION "2.0"
#define AUTHOR "tuty"


new const HalfLifeWeaponsEntities[][] = 
{
    
"ammo_357""ammo_9mmAR""ammo_9mmbox""ammo_9mmclip""ammo_ARgrenades",
    
"ammo_buckshot""ammo_crossbow""ammo_egonclip""ammo_gaussclip""ammo_glockclip",
    
"ammo_mp5clip""ammo_mp5grenades""ammo_rpgclip""weaponbox""weapon_357"
    
"weapon_9mmAR""weapon_9mmhandgun""weapon_crossbow""weapon_egon""weapon_gauss",
    
"weapon_glock""weapon_handgrenade""weapon_hornetgun""weapon_mp5""weapon_python",
    
"weapon_rpg""weapon_satchel""weapon_shotgun""weapon_snark""weapon_tripmine"
}

new const 
hldmitems[][] = 

"item_battery"
"item_healthkit"
"item_longjump",
"item_suit" 
}

new
weapons_spin_on_off,
weapons_spin_speed,
weapons_effects_on_off,
weapons_effects_mode,
weapons_glows_color,
weapons_glows_thickness

public plugin_init()
{
    
register_plugin(PLUGINVERSIONAUTHOR)

    for(new 
0sizeof(HalfLifeWeaponsEntities); i++)
{
    
register_touch(HalfLifeWeaponsEntities[i],"worldspawn","WeaponsTouchTheGround")
}
    
set_task(0.25,"Item_Task")

    
weapons_spin_on_off register_cvar("weapons_spin_on_off","1")
    
weapons_spin_speed register_cvar("weapons_spin_speed","35.0")
    
weapons_effects_on_off register_cvar("weapons_effects_on_off","1")
    
weapons_effects_mode register_cvar("weapons_effects_mode","3")
    
weapons_glows_color register_cvar("weapons_glows_color","255 255 255")
    
weapons_glows_thickness register_cvar("weapons_glows_thickness","255")
}

public 
Item_Task(ent)
{
    for(new 
0sizeof(hldmitems); i++)
    while((
ent find_ent_by_class(ent,hldmitems[i])) > 0)
{
    
WeaponsSpinAndEffects(ent)
}
    return 
PLUGIN_CONTINUE
}

public 
WeaponsTouchTheGround(ent)
{
    if(
is_valid_ent(ent))
{
    
WeaponsSpinAndEffects(ent)
}
    return 
PLUGIN_CONTINUE
}

public 
WeaponsSpinAndEffects(ent)
{
    new 
Float:WeaponOrigin[3]

    
entity_get_vector(ent,EV_VEC_origin,WeaponOrigin)
        
    
WeaponOrigin[2] += 30.0
        
    entity_set_origin
(ent,WeaponOrigin)

    
entity_set_int(ent,EV_INT_movetype,MOVETYPE_NOCLIP)
        
    
set_task(0.25,"WeaponSpinGoGo",ent)
    
    static 
redgreenblue,
    
rgbthickness

    r 
random(255)
    
random(0)
    
random(0)

    
get_glow_color(red,green,blue)

    
thickness get_pcvar_num(weapons_glows_thickness)
    
    if(
get_pcvar_num(weapons_effects_on_off))
{
    switch(
get_pcvar_num(weapons_effects_mode))
{
    case 
1:
{
    
fm_set_rendering(ent,kRenderFxHologram,0,0,0,kRenderTransAdd)
}
    case 
2:
{
    
fm_set_rendering(ent,kRenderFxExplode,0,0,0,kRenderNormal)
}
    case 
3:
{
    
fm_set_rendering(ent,kRenderFxGlowShell,r,g,b,kRenderNormal,thickness)
}
    case 
4:
{
    
fm_set_rendering(ent,kRenderFxGlowShell,red,green,blue,kRenderNormal,thickness)
}
    case 
5:
{
    
fm_set_rendering(ent,kRenderFxGlowShell,red,green,green,kRenderTransColor,1)
}
}
}
    return 
PLUGIN_CONTINUE
}

public 
get_glow_color(&r, &g, &b
{
    static 
color[20], red[5], green[5], blue[5]
    
get_pcvar_string(weapons_glows_color,color,charsmax(color))
    
parse(color,red,charsmax(red),green,charsmax(green),blue,charsmax(blue))
    
str_to_num(red)
    
str_to_num(green)
    
str_to_num(blue)
    return 
PLUGIN_CONTINUE
}

public 
WeaponSpinGoGo(ent)
{
    if(
get_pcvar_num(weapons_spin_on_off) && is_valid_ent(ent))
{
    new 
Float:Avelocity[3]
    
    
Avelocity[0] = get_pcvar_float(weapons_spin_speed)
    
Avelocity[1] = get_pcvar_float(weapons_spin_speed)
    
Avelocity[2] = get_pcvar_float(weapons_spin_speed)
        
    
entity_set_vector(ent,EV_VEC_avelocity,Avelocity)
}
    return 
PLUGIN_CONTINUE

did you had my permission tu update it and put it in my original thread?
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frank_freeman
Member
Join Date: Nov 2012
Old 01-13-2013 , 08:41   Re: Half-Life UT Style Weapons Floating
Reply With Quote #28

Can this plugin be used with the "Weaponbox Models for HLDM" plugin - without issues?
http://forums.alliedmods.net/showthread.php?t=117916

Edit: checked it --> doesn't work

Last edited by frank_freeman; 01-13-2013 at 09:15.
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Br0k3nPh1LL1p
Junior Member
Join Date: Apr 2013
Location: Serbia, Belgrade
Old 04-21-2013 , 12:40   Re: Half-Life UT Style Weapons Floating
Reply With Quote #29

Lovin' da plugin
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FlyingCrowbar
New Member
Join Date: Jun 2013
Old 06-26-2013 , 08:29   Re: Half-Life UT Style Weapons Floating
Reply With Quote #30

Have problems with this plugin. cant respawn after killing my self. anyone know how to solv this?
/FC
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