Author
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Message
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Member
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10-11-2011
, 08:17
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#1
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using this
/*============================================ ====================================
-----------------------------------
-*- [ZP] Class: Zombie: Dragon -*-
-----------------------------------
This plugin is part of Zombie Plague Mod and is distributed under the
terms of the GNU General Public License. Check ZP_ReadMe.txt for details.
============================================= ===================================*/
#include <amxmodx>
#include <zp50_class_zombie>
// Dragon Zombie Attributes
new const zombieclass1_name[] = "Dragon Zombie"
new const zombieclass1_info[] = "=Balanced="
new const zombieclass1_models[][] = { "dragon_zombie" }
new const zombieclass1_clawmodels[][] = { "models/zombie_plague/zombi_teeth.mdl" }
const zombieclass1_health = 1800
const Float:zombieclass1_speed = 0.75
const Float:zombieclass1_gravity = 1.0
const Float:zombieclass1_knockback = 1.0
new g_ZombieClassID
public plugin_precache()
{
register_plugin("[ZP] Class: Zombie: Classic", ZP_VERSION_STRING, "ZP Dev Team")
new index
g_ZombieClassID = zp_class_zombie_register(zombieclass1_name, zombieclass1_info, zombieclass1_health, zombieclass1_speed, zombieclass1_gravity)
zp_class_zombie_register_kb(g_ZombieClassID, zombieclass1_knockback)
for (index = 0; index < sizeof zombieclass1_models; index++)
zp_class_zombie_register_model(g_ZombieClassI D, zombieclass1_models[index])
for (index = 0; index < sizeof zombieclass1_clawmodels; index++)
zp_class_zombie_register_claw(g_ZombieClassID , zombieclass1_clawmodels[index])
}
how can i make it fly?
#include <amxmodx>
#include <engine>
#define PLUGIN "Fly"
#define VERSION "1.0"
#define AUTHOR "Stereo"
public plugin_init()
register_plugin(PLUGIN, VERSION, AUTHOR)
public client_PreThink(id)
{
if( is_user_alive(id) )
{
new Float:fAim[3] , Float:fVelocity[3];
VelocityByAim(id , 250 , fAim);
if(!(get_user_button(id) & IN_JUMP))
{
fVelocity[0] = fAim[0];
fVelocity[1] = fAim[1];
fVelocity[2] = fAim[2];
set_user_velocity(id , fVelocity);
}
}
return PLUGIN_CONTINUE;
}
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