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Realism for Paintball Gun & Mod


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KaPaTeJIb
Member
Join Date: Oct 2012
Location: Tbilisi
Old 04-07-2014 , 08:16   Re: Realism for Paintball Gun & Mod
Reply With Quote #561

If here someone, who can fix server's crashes?
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RageFace
New Member
Join Date: Jun 2014
Old 06-11-2014 , 13:39   Re: Realism for Paintball Gun & Mod
Reply With Quote #562

Hey guys,

I have some questions. I would like to speed up more the paintball shots interval (too slow at the moment) and also the recoil must be more centered and not too much left or right. How can I configure it correctly, maybe I need another plugin?

I tried to change the "pbgun_shots", "pbgun_velocity_marker" and "pbgun_dispersion" vars but nothing helps. If I change "pbgun_shots" to 150 or something it will not speed up the shots and also if I change "pbgun_dispersion" to 100 or lower like 50 the shots of the paintballs are also not centered.

Thanks in advance

plugins.ini (shortened version)
Code:
; Custom - Add 3rd party plugins here
paintballgun.amxx
paintballmod.amxx
paintballnade.amxx
paintballmoves.amxx
amx_parachute.amxx
modules.ini (shortened version)
Code:
fun
;engine
fakemeta
;geoip
;sockets
;regex
;nvault
cstrike
csx
hamsandwich
rpaintball.cfg
Code:
//Main gameplay vars (most common)

amx_pbgun 1 		//Toggles the paintballguns
pbgun_selectmode 0 	//0 = normal weapon mode / 1 = menu mode / 2 = random gun mode
amx_pbdm 0 		//If enabled players will respawn 3 seconds after killed
pbgun_gravity 0	//Toggles pellet gravity.
pbgun_nocrosshair 0 	//Toggles the crosshair.
pbmoves_enabled 1 	//Toggles the paintball moves plugin
amx_pbnade 0 		//Toggles the paintball grenade.
amx_pbgun_jam 1 	//Toggles if weapons can jam
amx_knifeonehitkill 1 	//Toggles if the knife kills on one hit (1 = enabled, 0 = disabled)
pbgun_real_pellets 0 	//Toggles the pellet behavior. 1 = some pellets don't explode on impact / 0 = All pellets explode on impact
amx_pbstrip 1		//Toggles if players weapons are stripped in spawn
pbgun_vendetta_enabled 1 //Toggle Vendetta on and off
pbgun_vendetta_cant 3	//Amount of times killed in a row to declare vendetta
amx_pbsnade 0		//Toggles coloured smoke grenades
pbgun_pbslauncher 0	//Toggles flashbangs into the paint super launcher

//Paintball moves misc vars
pbmoves_verbose 1 		//Toggles the HUD messages
pbmoves_usebatterymeter 1 	//Toggles using the battery meter to display the remaining stamina
pbmoves_rechargetime 10.0 	//How much time in secs without sprinting will recharge full stamina

//"Touch only if your server gets funny" vars
pbgun_shots 100 //How many paintball entities can be spawned at once. (If your server is crashing or lagging, decrease this value.)
pbgun_life 15 	//How long the paintball stay spawned
amx_pbmodel 1 	//Toggles if players use the Paintball player model

//Weapons & gameplay misc vars (the "I want to customize everything" vars)
pbgun_damage 100 		//Amount of damage a player takes when hit by a paintball
amx_pbspawnprotect 5 		//Time in seconds a player cannot be killed after spawning (0 to disable)
pbnade_radius 150 		//Radius (in cs units) a player has to be within to die from a grenade.
pbgun_fireratelow 1.1 		//The fire-rate in seconds for slow weapons (launcher and sniper) 
pbgun_fireratemedium 0.7 	//The fire-rate in seconds for medium weapons (shotgun)
pbgun_fireratehigh 0.16 	//The fire-rate for fast weapons (marker and guns)
pbgun_jamproblow 30 		//How many shots in average will jam slow weapons (this is based on probability).
pbgun_jamprobhigh 100 		//How many shots in average will jam fast weapons (this is based on probability). 
pbgun_velocity_marker 4000 	//The speed of the pellet shot by this weapon. Be carefull because this value CAN NOT be higher than your current sv_maxvelocity (the default for this is 2000 but my mod sets it to 4000).
pbgun_velocity_pistol 1500 	//Idem.
pbgun_velocity_launcher 1500 	//Idem.
pbgun_velocity_shotgun 1500 	//Idem.
pbgun_velocity_sniper 4000 	//Idem.
pbgun_dispersion 60 		//How much average dispersion (recoil) the weapons have. This doesn't affect the sniper with scope.

//Cosmetic vars
pbgun_color 2 //Color of the paintball 1=Random 2=Team 3=Green/Orange 4=Yellow/Purple
pbgun_glow c //a = paintball glows, b = paintball has trail, c = none
pbgun_sound 1 //Toggles the shooting and hitting sounds
amx_pbmodel 1 //Toggles if players use the Paintball player model
amx_pbmoney 1 //Toggles if players money is stripped

Last edited by RageFace; 06-11-2014 at 13:44.
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Old 06-12-2014, 13:08
biff1991
This message has been deleted by Seta00. Reason: Spam - https://forums.alliedmods.net/misc.php?do=showrules
biff1991
Member
Join Date: May 2011
Old 06-12-2014 , 17:42   Re: Realism for Paintball Gun & Mod
Reply With Quote #563

About Crash.

This happens if you throw a SuperLauncher at the end of round on spawn point.
Fix it - rpaintball.cfg:
pbgun_pbslauncher "0"

Last edited by biff1991; 06-12-2014 at 17:45.
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beasTez2
Member
Join Date: Sep 2013
Old 07-04-2014 , 14:09   Re: Realism for Paintball Gun & Mod
Reply With Quote #564

Quote:
Originally Posted by biff1991 View Post
About Crash.

This happens if you throw a SuperLauncher at the end of round on spawn point.
Fix it - rpaintball.cfg:
pbgun_pbslauncher "0"
I've tested as you say, but server is still crashes...
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^PaJaRO
Junior Member
Join Date: Oct 2008
Old 02-14-2015 , 16:59   Re: Realism for Paintball Gun & Mod
Reply With Quote #565

Sorry to revive, but also crash my server and I see no reason.

Last edited by ^PaJaRO; 02-14-2015 at 17:01.
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ANTICHRISTUS
kingdom of weird stuff
Join Date: Jun 2010
Location: My kingdom is not in thi
Old 02-14-2015 , 18:11   Re: Realism for Paintball Gun & Mod
Reply With Quote #566

that's why it has been unapproved, a nice but bugged mod.
__________________

Last edited by ANTICHRISTUS; 06-27-2015 at 17:38.
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chaves
Senior Member
Join Date: Oct 2011
Old 06-27-2015 , 09:03   Re: Realism for Paintball Gun & Mod
Reply With Quote #567

hello, someone managed to fix? My server also works 2 or 3 maps and falls without generating eros, do not know what can be, someone solved?
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chaves
Senior Member
Join Date: Oct 2011
Old 06-27-2015 , 09:12   Re: Realism for Paintball Gun & Mod
Reply With Quote #568

Quote:
Originally Posted by ConnorMcLeod View Post
PHP Code:
float(get_pcvar_num(damge
...


PHP Code:
float(pev(entpev_health
uh ?

new Float:flHealth
pev(ent, pev_health, flHealth)


what he was saying here? we have to replace it in the .sma posted?

another problem is detected nãosei is just to min, when entering the middle of the match in DM so I'm not alive only dead, does anyone know?

PS: Colorful smoke also do not add to turn round

Last edited by chaves; 06-27-2015 at 22:33. Reason: I found more bugs
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Old 09-12-2016, 08:22
INTEL-XTREME
This message has been deleted by INTEL-XTREME.
axelnieves2012
Senior Member
Join Date: Oct 2014
Location: Argentina
Old 12-25-2016 , 19:42   Re: Realism for Paintball Gun & Mod
Reply With Quote #569

Hello. Nice improvement. You still need to improve next: People can still buy ak47, m4a1, famas and other weapons. I can buy "Marker" as my main weapon and buy flashbang thru console.
There is the full list of aliases (made by me) if you need it to block buying...
I think you will love it
PHP Code:
Original idea taken from Restmenu.amxxthanks :)
12gauge
228compact
9x19mm
ak47
aug
autobuy
autoshotgun
awp
bullpup
buy
buymenu
buyammo1
buyammo2
buyequip
c90
cl_autobuy
cl_rebuy
cl_setautobuy
cl_setrebuy
clarion
cv47
d3au1
deagle
defender
defuser
elites
famas
flash
fn57
galil
glock
hegren
g3sg1
km45
krieg550
krieg552
m249
m3
m4a1
mac10
magnum
mp
mp5
mp5navy
nighthawk
nvgs
p228
p90
scout
sg550
sg552
sgren
shield
smg
tmp
rebuy
ump45
usp
vest
vesthelm
xm1014 
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axelnieves2012
Senior Member
Join Date: Oct 2014
Location: Argentina
Old 12-25-2016 , 19:58   Re: Realism for Paintball Gun & Mod
Reply With Quote #570

Another thing you need to fix is next:
When spawning, bomb is dropped. You should strip all user weapons by one on time (except c4).
Do fm_strip_user_gun(player_index, weapon_index) on each player's weapon (except c4 and knife).

You can use this to detect if a weapon is primary or secondary.I think it will be helpful:
PHP Code:
#define    snipers                ((1<<CSW_SCOUT)|(1<<CSW_SG550)|(1<<CSW_AWP)|(1<<CSW_G3SG1))
#define    rifles                ((1<<CSW_AUG)|(1<<CSW_GALIL)|(1<<CSW_FAMAS)|(1<<CSW_M4A1)|(1<<CSW_SG552)|(1<<CSW_AK47))
#define    shotguns            ((1<<CSW_XM1014)|(1<<CSW_M3))
#define smg                    ((1<<CSW_MAC10)|(1<<CSW_UMP45)|(1<<CSW_MP5NAVY)|(1<<CSW_TMP)|(1<<CSW_P90))
#define    pistols                ((1<<CSW_P228)|(1<<CSW_ELITE)|(1<<CSW_FIVESEVEN)|(1<<CSW_USP)|(1<<CSW_GLOCK18)|(1<<CSW_DEAGLE))
#define nades                ((1<<CSW_HEGRENADE)|(1<<CSW_SMOKEGRENADE)|(1<<CSW_FLASHBANG))
#define    primary                (snipers|rifles|shotguns|smg|(1<<CSW_M249))
#define secondary            (pistols)
#define    ct_primary            ((1<<CSW_TMP)|(1<<CSW_AUG)|(1<<CSW_M4A1)|(1<<CSW_FAMAS)|(1<<CSW_G3SG1))
#define    ct_secondary        ((1<<CSW_P228)|(1<<CSW_FIVESEVEN)|(1<<CSW_USP)|(1<<CSW_DEAGLE))
#define    tt_primary            ((1<<CSW_MAC10)|(1<<CSW_SG552)|(1<<CSW_AK47)|(1<<CSW_GALIL)|(1<<CSW_SG550))
#define    tt_secondary        ((1<<CSW_P228)|(1<<CSW_ELITE)|(1<<CSW_GLOCK18)|(1<<CSW_DEAGLE)) 
These functions were made by me. They may help you too
PHP Code:
/* Returns the ammount of enabled bits of given sum:
For example:
    if sum == 1 (0x001), enabled bits are 1
    if sum == 2 (0x010), enabled bits are 1
    if sum == 3 (0x011), enabled bits are 2
    if sum == 4 (0x100), enabled bits are 1
This is usefull to detect how many weapons a user has at same time, for example.
...Or how many grenades are in same slot, or how many pistols (if your mod supports multiple pistols), etc...
*/
stock bitsnum(sum)
{
    new 
EnabledBits 0
    
new iMax
    
if ( sum>iMax floatround(floatlog(float(sum), 2.0), floatround_ceil) + 1
    
for (new i=0i<=iMaxi++)
    {
        if ( (
1<<i)&sum == 0) continue
        else 
EnabledBits++
    }
    return 
EnabledBits
}

/* Calculates the original ID of something that where left-shifted (1<<id), just like weapons, for example.
Be sure passed arg has exactly 1 bit ENABLED (1). */
stock bits2id(bits)
{
     if ( 
bitsnum(bits) != ) return 0
    
return (floatround(floatlog(float(bits), 2.0), floatround_ceil))

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