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Duda efecto granada


  
 
 
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Roccoxx
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Join Date: Jan 2012
Location: Argentina
Old 06-28-2012 , 00:21   Duda efecto granada
#1

hola hace poco edite mi zp , y es como que cuando tiro la granada de fuego al zombie lo tendira que incendiar en llamas , pero esto no es asi , pero lo que si escucho a zm gritar , las demas granadas funcionan bien , quisiera que me dijiesen en que parte esta este efecto asi puedo ver que problema tiene y de ultima lo posteo aqui gracias:

code:

PHP Code:
new const sprite_grenade_fire[] = { "sprites/flame.spr" }

g_flameSpr precache_model(sprite_grenade_fire)

new 
g_trailSprg_exploSprg_flameSprg_smokeSprg_glassSprg_molotovSprg_trailmolotovSpr,

// Burning Flames
public burning_flame(args[1], taskid)
{
    
// Get player origin and flags
    
static Float:originF[3], flags
    pev
(ID_BLOODpev_originoriginF)
    
flags pev(ID_BLOODpev_flags)
    
    
// Madness mode - in water - burning stopped
    
if (g_nodamage[ID_BLOOD] || (flags FL_INWATER) || FLAME_DURATION 1)
    {
        
// Smoke sprite
        
engfunc(EngFunc_MessageBeginMSG_PVSSVC_TEMPENTITYoriginF0)
        
write_byte(TE_SMOKE// TE id
        
engfunc(EngFunc_WriteCoordoriginF[0]) // x
        
engfunc(EngFunc_WriteCoordoriginF[1]) // y
        
engfunc(EngFunc_WriteCoordoriginF[2]-50.0// z
        
write_short(g_smokeSpr// sprite
        
write_byte(random_num(1520)) // scale
        
write_byte(random_num(1020)) // framerate
        
message_end()
        
        return;
    }
    
    
// Randomly play burning zombie scream sounds (not for nemesis)
    
if (!random_num(020) && !g_nemesis[ID_BLOOD])
        
engfunc(EngFunc_EmitSoundID_BLOODCHAN_VOICEgrenade_fire_player[random_num(0sizeof grenade_fire_player 1)], 1.0ATTN_NORM0PITCH_NORM)
    
    
// Get fire slow down setting
    
static Float:slowdown
    slowdown 
get_pcvar_float(cvar_fireslowdown)
    
    
// Fire slow down, unless nemesis
    
if (slowdown 0.0 && !g_nemesis[ID_BLOOD] && (flags FL_ONGROUND))
    {
        static 
Float:velocity[3]
        
pev(ID_BLOODpev_velocityvelocity)
        
xs_vec_mul_scalar(velocityslowdownvelocity)
        
set_pev(ID_BLOODpev_velocityvelocity)
    }
    
    
// Get health and fire damage setting
    
static healthfiredamage
    health 
pev(ID_BLOODpev_health)
    
firedamage get_pcvar_num(cvar_firedamage)
    
    
// Take damage from the fire
    
if (g_nemround)
    {
        
fm_set_user_health(ID_BLOODhealth firedamage)
    }
    else
    {
    if (
health firedamage)
        
fm_set_user_health(ID_BLOODhealth firedamage)
    }
    
    
// Flame sprite
    
engfunc(EngFunc_MessageBeginMSG_PVSSVC_TEMPENTITYoriginF0)
    
write_byte(TE_SPRITE// TE id
    
engfunc(EngFunc_WriteCoordoriginF[0]+random_float(-5.05.0)) // x
    
engfunc(EngFunc_WriteCoordoriginF[1]+random_float(-5.05.0)) // y
    
engfunc(EngFunc_WriteCoordoriginF[2]+random_float(-10.010.0)) // z
    
write_short(g_flameSpr// sprite
    
write_byte(random_num(510)) // scale
    
write_byte(200// brightness
    
message_end()
    
    
// Decrease task cycle counter
    
FLAME_DURATION -= 1;
    
    
// Keep sending flame messaegs
    
set_task(0.2"burning_flame"taskidargssizeof args)
}

Fire Grenade Explosion
fire_explode
(ent)
{
    
// Get origin
    
static Float:originF[3]
    
pev(entpev_originoriginF)
    
    
// Make the explosion
    
create_blast2(originF)
    
    
// Fire nade explode sound
    
emit_sound(entCHAN_WEAPONgrenade_fire[random_num(0charsmax(grenade_fire))], 1.0ATTN_NORM0PITCH_NORM)
    
    
// Collisions
    
static victim
    victim 
= -1
    
    
while ((victim engfunc(EngFunc_FindEntityInSpherevictimoriginFNADE_EXPLOSION_RADIUS)) != 0)
    {
        
// Only effect alive zombies
        
if (!is_user_valid_alive(victim) || !g_zombie[victim] || g_nodamage[victim])
            continue;
        
        
// Heat icon
        
message_begin(MSG_ONE_UNRELIABLEg_msgDamage_victim)
        
write_byte(0// damage save
        
write_byte(0// damage take
        
write_long(DMG_BURN// damage type
        
write_coord(0// x
        
write_coord(0// y
        
write_coord(0// z
        
message_end()

        if (
g_nemesis[victim] || g_assassin[victim]) // fire duration (nemesis takes less)
            
g_burning_duration[victim] += get_pcvar_num(cvar_fireduration)
        else
            
g_burning_duration[victim] += get_pcvar_num(cvar_fireduration)*5
        
        
// Set burning task on victim
        
if (!task_exists(victim+TASK_BURN))
            
set_task(0.2"burning_flame"victim+TASK_BURN__"b")

    }
    
    
// Get rid of the grenade
    
engfunc(EngFunc_RemoveEntityent)
}

// Fire Grenade Explosion
fire2_explode(ent)
{
    
// Get origin
    
static Float:originF[3]
    
pev(entpev_originoriginF)
    
    
// Make the explosion
    
create_blast2(originF)
    
    
// Fire nade explode sound
    
emit_sound(entCHAN_WEAPONgrenade_fire[random_num(0charsmax(grenade_fire))], 1.0ATTN_NORM0PITCH_NORM)
    
    static 
attacker
    attacker 
pev(entpev_owner)
    
    
g_kill_bomb[attacker] = false

    
// Collisions
    
static victim
    victim 
= -1
    
    
while ((victim engfunc(EngFunc_FindEntityInSpherevictimoriginFNADE_EXPLOSION_RADIUS)) != 0)
    {
        
// Only effect alive zombies
        
if (!is_user_valid_alive(victim) || g_zombie[victim] || g_nodamage[victim])
            continue;
        
        
// Heat icon
        
message_begin(MSG_ONE_UNRELIABLEg_msgDamage_victim)
        
write_byte(0// damage save
        
write_byte(0// damage take
        
write_long(DMG_BURN// damage type
        
write_coord(0// x
        
write_coord(0// y
        
write_coord(0// z
        
message_end()
        
        
// Our task params
        
static params[1]
        
        if (
g_nemesis[victim]) // fire duration (nemesis takes less)
            
params[0] = get_pcvar_num(cvar_fireduration)
        else
            
params[0] = get_pcvar_num(cvar_fireduration)*5
        
        
// Set burning task on victim
        
set_task(0.1"burning_flame"victim+TASK_BLOODparamssizeof params)
    }
    
    
// Get rid of the grenade
    
engfunc(EngFunc_RemoveEntityent)


Last edited by Roccoxx; 06-28-2012 at 02:48. Reason: postie el code
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nike!
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Join Date: May 2009
Location: Melmac
Old 06-28-2012 , 02:08   Re: Duda efecto granada
#2

como que le falta esto ?
Quote:
"sprites/flame.spr"
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Roccoxx
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Join Date: Jan 2012
Location: Argentina
Old 06-28-2012 , 02:22   Re: Duda efecto granada
#3

Quote:
Originally Posted by nike! View Post
como que le falta esto ?
si, pero el sprite esta en la carpeta asi que no se que puede ser
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Desktop
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Old 06-28-2012 , 13:55   Re: Duda efecto granada
#4

PHP Code:
    engfunc(EngFunc_MessageBeginMSG_PVSSVC_TEMPENTITYoriginF0)
    
write_byte(TE_SPRITE// TE id
    
engfunc(EngFunc_WriteCoordoriginF[0]+random_float(-5.05.0)) // x
    
engfunc(EngFunc_WriteCoordoriginF[1]+random_float(-5.05.0)) // y
    
engfunc(EngFunc_WriteCoordoriginF[2]+random_float(-10.010.0)) // z
    
write_short(g_flameSpr// sprite
    
write_byte(random_num(510)) // scale
    
write_byte(200// brightness
    
message_end() 
--->
PHP Code:
    message_begin(MSG_PVSSVC_TEMPENTITYoriginF)
    
write_byte(TE_SPRITE// TE id
   
write_coord(originF[0]+random_num(-55)) // x
    
write_coord(originF[1]+random_num(-55)) // y
    
write_coord(originF[2]+random_num(-1010)) // z
    
write_short(g_flameSpr// sprite
    
write_byte(random_num(510)) // scale
    
write_byte(200// brightness
    
message_end() 
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Roccoxx
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Join Date: Jan 2012
Location: Argentina
Old 06-28-2012 , 18:21   Re: Duda efecto granada
#5

Quote:
Originally Posted by Desktop View Post
PHP Code:
    engfunc(EngFunc_MessageBeginMSG_PVSSVC_TEMPENTITYoriginF0)
    
write_byte(TE_SPRITE// TE id
    
engfunc(EngFunc_WriteCoordoriginF[0]+random_float(-5.05.0)) // x
    
engfunc(EngFunc_WriteCoordoriginF[1]+random_float(-5.05.0)) // y
    
engfunc(EngFunc_WriteCoordoriginF[2]+random_float(-10.010.0)) // z
    
write_short(g_flameSpr// sprite
    
write_byte(random_num(510)) // scale
    
write_byte(200// brightness
    
message_end() 
--->
PHP Code:
    message_begin(MSG_PVSSVC_TEMPENTITYoriginF)
    
write_byte(TE_SPRITE// TE id
   
write_coord(originF[0]+random_num(-55)) // x
    
write_coord(originF[1]+random_num(-55)) // y
    
write_coord(originF[2]+random_num(-1010)) // z
    
write_short(g_flameSpr// sprite
    
write_byte(random_num(510)) // scale
    
write_byte(200// brightness
    
message_end() 
gracias por responder , pero no funciona , y tampoco escucho a los zm gritar :/
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Matians
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Join Date: Nov 2010
Location: ME QUIEREN ROBAR
Old 06-28-2012 , 19:31   Re: Duda efecto granada
#6

se te bugea por que ya esta en zombieplague.ini? fijate eso talvez sea eso, el que esta en configs, yo para cambiar el sprite, voy c:/valve/cstrike/addons/amxmodx/configs y dentro busco zombieplague y busco que sea el .ini y reemplazo esta parte...

PHP Code:
[Grenade Sprites]
TRAIL sprites/laserbeam.spr
RING 
sprites/shockwave.spr
FIRE 
sprites/flame.spr
SMOKE 
sprites/black_smoke3.spr
GLASS 
models/glassgibs.mdl 
no se si tiene que ver pero tenes 1 coma de mas "," aca mira

PHP Code:
new g_trailSprg_exploSprg_flameSprg_smokeSprg_glassSprg_molotovSprg_trailmolotovSpr//despues de trailmotolovSpr,... 

Last edited by Matians; 06-28-2012 at 19:34.
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Old 06-28-2012, 19:32
rak
This message has been deleted by lucas_7_94.
Old 06-28-2012, 19:35
leonard19941
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Old 06-28-2012, 19:37
rak
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Old 06-28-2012, 19:46
Matians
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Roccoxx
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Join Date: Jan 2012
Location: Argentina
Old 06-28-2012 , 20:02   Re: Duda efecto granada
#7

Quote:
Originally Posted by Matians View Post
lol por que? si no pedi soporte no-steam... cada uno lo tiene en su directorio, trankilamente se puede cambiar...
em matians gracias por comentar pero eso vi alla arriba eso de una coma de mas yo no la tengo en mi sma , copie mal ahi jajaj , todavia no lo solucione :/
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rak
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Old 06-28-2012 , 20:10   Re: Duda efecto granada
#8

mostra

PHP Code:
fire_explode(ent
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Last edited by rak; 06-28-2012 at 20:10.
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Roccoxx
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Location: Argentina
Old 06-28-2012 , 20:11   Re: Duda efecto granada
#9

bueno, gracias rak

PHP Code:
// Fire Grenade Explosion
fire_explode(ent)
{
    
// Get origin
    
static Float:originF[3]
    
pev(entpev_originoriginF)
    
    
// Make the explosion
    
create_blast2(originF)
    
    
// Fire nade explode sound
    
emit_sound(entCHAN_WEAPONgrenade_fire[random_num(0charsmax(grenade_fire))], 1.0ATTN_NORM0PITCH_NORM)
    
    
// Collisions
    
static victim
    victim 
= -1
    
    
while ((victim engfunc(EngFunc_FindEntityInSpherevictimoriginFNADE_EXPLOSION_RADIUS)) != 0)
    {
        
// Only effect alive zombies
        
if (!is_user_valid_alive(victim) || !g_zombie[victim] || g_nodamage[victim])
            continue;
        
        
// Heat icon
        
message_begin(MSG_ONE_UNRELIABLEg_msgDamage_victim)
        
write_byte(0// damage save
        
write_byte(0// damage take
        
write_long(DMG_BURN// damage type
        
write_coord(0// x
        
write_coord(0// y
        
write_coord(0// z
        
message_end()

        if (
g_nemesis[victim] || g_assassin[victim]) // fire duration (nemesis takes less)
            
g_burning_duration[victim] += get_pcvar_num(cvar_fireduration)
        else
            
g_burning_duration[victim] += get_pcvar_num(cvar_fireduration)*5
        
        
// Set burning task on victim
        
if (!task_exists(victim+TASK_BURN))
            
set_task(0.2"burning_flame"victim+TASK_BURN__"b")

    }
    
    
// Get rid of the grenade
    
engfunc(EngFunc_RemoveEntityent)
}

// Fire Grenade Explosion
fire2_explode(ent)
{
    
// Get origin
    
static Float:originF[3]
    
pev(entpev_originoriginF)
    
    
// Make the explosion
    
create_blast2(originF)
    
    
// Fire nade explode sound
    
emit_sound(entCHAN_WEAPONgrenade_fire[random_num(0charsmax(grenade_fire))], 1.0ATTN_NORM0PITCH_NORM)
    
    static 
attacker
    attacker 
pev(entpev_owner)
    
    
g_kill_bomb[attacker] = false

    
// Collisions
    
static victim
    victim 
= -1
    
    
while ((victim engfunc(EngFunc_FindEntityInSpherevictimoriginFNADE_EXPLOSION_RADIUS)) != 0)
    {
        
// Only effect alive zombies
        
if (!is_user_valid_alive(victim) || g_zombie[victim] || g_nodamage[victim])
            continue;
        
        
// Heat icon
        
message_begin(MSG_ONE_UNRELIABLEg_msgDamage_victim)
        
write_byte(0// damage save
        
write_byte(0// damage take
        
write_long(DMG_BURN// damage type
        
write_coord(0// x
        
write_coord(0// y
        
write_coord(0// z
        
message_end()
        
        
// Our task params
        
static params[1]
        
        if (
g_nemesis[victim]) // fire duration (nemesis takes less)
            
params[0] = get_pcvar_num(cvar_fireduration)
        else
            
params[0] = get_pcvar_num(cvar_fireduration)*5
        
        
// Set burning task on victim
        
set_task(0.1"burning_flame"victim+TASK_BLOODparamssizeof params)
    }
    
    
// Get rid of the grenade
    
engfunc(EngFunc_RemoveEntityent)

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rak
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Old 06-28-2012 , 20:27   Re: Duda efecto granada
#10

cuando usas fire2_explode(ent) ? O.o
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Last edited by rak; 06-28-2012 at 20:28.
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