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Player model!


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arman1
Junior Member
Join Date: Jul 2011
Old 11-28-2012 , 14:08   Player model!
Reply With Quote #1

Hi, jelle or another player can help me pls with player model, the weapon model work fine and the maxlevel too but the player doesn't work... pls tell me where i scripting wrong... and if can resolve that i'll be very pleased
Thx!

PHP Code:
 // GREEN ARROW! - Exploding Arrows (bullets from scout)

 /* CVARS - copy and paste to shconfig.cfg

 // Green Arrow
 noob_level 10
 noob_arrows 10
 noob_getscout 0

 */

 #include <amxmod>
 #include <Vexd_Utilities>
 #include <superheromod>

 // VARIABLES
 
new gHeroName[]="Green Arrow"
 
new gHasnoobPower[SH_MAXSLOTS+1]
 new 
gHasnoobSelected[SH_MAXSLOTS+1]
 new 
gPlayerLevels[SH_MAXSLOTS+1]
 new 
bool:gmorphed[SH_MAXSLOTS+1]
 new 
noobs[SH_MAXSLOTS+1]
 
// Test
 
new gLastWeapon[SH_MAXSLOTS+1]
 new 
gLastClipCount[SH_MAXSLOTS+1]
 
// Sprites
 
new laser,laser_impact,blast_shroom

 
//----------------------------------------------------------------------------------------------
 
public plugin_init()
 {
    
// Plugin Info
    
register_plugin("SUPERHERO Noob","1.2","DON'T STOP ME")

    
// DO NOT EDIT THIS FILE TO CHANGE CVARS, USE THE SHCONFIG.CFG
    
register_cvar("noob_level","10")
    
register_cvar("noob_arrows""10")
    
register_cvar("noob_getdeagle""1")
    
register_cvar("noob_maxlevel""7")

    
// FIRE THE EVENT TO CREATE THIS SUPERHERO!
    
shCreateHero(gHeroName"Green Arrows""You get some Explosive Arrows for your deagle!"false"noob_level" )

    
// REGISTER EVENTS THIS HERO WILL RESPOND TO! (AND SERVER COMMANDS)

    // INIT
    
register_srvcmd("noob_init""noob_init")
    
shRegHeroInit(gHeroName"noob_init")


    
// NEW ROUND
    
register_event("ResetHUD","newRound","b")

    
// DEATH
    
register_event("DeathMsg""noob_death""a")

    
// LEVELS
    
register_srvcmd("noob_levels""noob_levels")
    
shRegLevels(gHeroName,"noob_levels")

    
// GREEN ARROW DAMAGE
    
register_event("Damage""noob_damage""b""2!0")

    
// ARROW FIRED
    
register_event("CurWeapon","noob_fire""be""1=1""3>0")
    
register_event("CurWeapon","weaponChange","be","1=1")
 }
 
//----------------------------------------------------------------------------------------------
 
public noob_init()
 {
    
// First Argument is an id
    
new temp[128]
    
read_argv(1,temp,5)
    new 
id str_to_num(temp)

    
// 2nd Argument is 0 or 1 depending on whether the id has noob
    
read_argv(2,temp,5)
    new 
hasPowers str_to_num(temp)

    
gHasnoobPower[id]=(hasPowers!=0)
        
gHasnoobSelected[id] = gHasnoobPower[id]

    if ( !
is_user_alive(id) ) return

    
switchmodel(id)
        
noob_unmorph(id)

    if ( 
gHasnoobPower[id] )
    {
        
noobs[id] = get_cvar_num("noob_arrows")

        if ( 
get_cvar_num("noob_getdeagle") == )
        
shGiveWeapon(id,"weapon_deagle")
    }
 }
 
//----------------------------------------------------------------------------------------------
 
public plugin_precache()
 {
    
laser precache_model("sprites/laserbeam.spr")
    
laser_impact precache_model("sprites/zerogxplode.spr")
    
blast_shroom precache_model("sprites/mushroom.spr")
    
precache_model("models/shmod/Noob_v.mdl")
    
precache_model("models/shmod/Noob_p.mdl")
    
precache_model("models/player/Noob/Noob.mdl")

 }
 
//----------------------------------------------------------------------------------------------
 
public noob_morph(id)
 {
    if ( 
gmorphed[id] || !is_user_alive(id) ) return

    
#if defined AMXX_VERSION
    
cs_set_user_model(id"Noob")
    
#else
    
CS_SetModel(id"Noob")
    
#endif

    // Message
    
set_hudmessage(5020550, -1.00.4020.024.00.010.17)
    
show_hudmessage(id"Noob - Prepared for war!")

    
gmorphed[id] = true
 
}
 
//----------------------------------------------------------------------------------------------
 
public noob_unmorph(id)
 {
    if ( 
gmorphed[id] ) {
        
// Message
        
set_hudmessage(5020550, -1.00.4020.024.00.010.17)
        
show_hudmessage(id"Noob - You're in suit now...")

        
#if defined AMXX_VERSION
        
cs_reset_user_model(id)
        
#else
        
CS_ClearModel(id)
        
#endif

        
gmorphed[id] = false

        
}
 }
 
//----------------------------------------------------------------------------------------------
 
public newRound(id)
 {
    
noob_checklevel(id)
    if ( 
gHasnoobPower[id] )
    {
        
noobs[id] = get_cvar_num("noob_arrows")
        
gLastWeapon[id] = -1  // I think the change Weapon automatically gets called on spawn death too...

        
if ( get_cvar_num("noob_getdeagle") == )
        
shGiveWeapon(id,"weapon_deagle")
    }
 }
 
//----------------------------------------------------------------------------------------------
 
public noob_death()
 {
    new 
id read_data(2)
    
noob_unmorph(id)

    
//Check is this player can use the hero
    
noob_checklevel(id)
 }
 
//----------------------------------------------------------------------------------------------
 
public noob_damage(id)
 {
    new 
damage read_data(2)
    new 
weaponbodypartattacker get_user_attacker(id,weapon,bodypart)

    if ( 
attacker || attacker SH_MAXSLOTS ) return PLUGIN_CONTINUE

    
if ( gHasnoobPower[attacker] && weapon == CSW_DEAGLE && noobs[attacker] >= && is_user_alive(id) )
    {
        new 
health get_user_health(id)

        
// damage is less than 10%
        
if ( ( (1.0 damage) / (1.0 * (health damage) ) ) < 0.01 ) return PLUGIN_CONTINUE

        
new origin[3]
        
get_user_origin(idorigin)

        
// player fades..
        
set_user_rendering(idkRenderFxFadeSlow255255255kRenderTransColor4);

        
// beeeg explody!
        
message_begin(MSG_ALLSVC_TEMPENTITY)
        
write_byte(3)            // TE_EXPLOSION
        
write_coord(origin[0])
        
write_coord(origin[1])
        
write_coord(origin[2]-22)
        
write_short(blast_shroom)    // mushroom cloud
        
write_byte(40)            // scale in 0.1's
        
write_byte(12)            // frame rate
        
write_byte(12)            // TE_EXPLFLAG_NOPARTICLES & TE_EXPLFLAG_NOSOUND
        
message_end()

        
// do turn down that awful racket..to be replaced by a blood spurt!
        
message_begin(MSG_ALLSVC_TEMPENTITY)
        
write_byte(10)    // TE_LAVASPLASH
        
write_coord(origin[0])
        
write_coord(origin[1])
        
write_coord(origin[2]-26)
        
message_end()

        
// kill victim
        
user_kill(id1)

        
message_beginMSG_ALLget_user_msgid("DeathMsg"),{0,0,0},)
        
write_byte(attacker)
        
write_byte(id)
        
write_byte(0)
        
write_string("deagle")
        
message_end()

        
//Save Hummiliation
        
new namea[24],namev[24],authida[20],authidv[20],teama[8],teamv[8]
        
//Info On Attacker
        
get_user_name(attacker,namea,23)
        
get_user_team(attacker,teama,7)
        
get_user_authid(attacker,authida,19)
        
//Info On Victim
        
get_user_name(id,namev,23)
        
get_user_team(id,teamv,7)
        
get_user_authid(id,authidv,19)
        
//Log This Kill
        
log_message("^"%s<%d><%s><%s>^" killed ^"%s<%d><%s><%s>^" with ^"Noob^"",
        
namea,get_user_userid(attacker),authida,teama,namev,get_user_userid(id),authidv,teamv)

        
// team check!
        
new attacker_team[2], victim_team[2]
        
get_user_team(attackerattacker_team1)
        
get_user_team(idvictim_team1)

        
// for some reason this doesn't update in the hud until the next round.. whatever.
        
if (!equali(attacker_teamvictim_team))
        {
            
// diff. team;    $attacker gets credited for the kill and $250 and XP.
            //        $id gets their suicidal -1 frag back.
            
set_user_frags(attackerget_user_frags(attacker)+1)

            
#if defined AMXX_VERSION
            
cs_set_user_money(attackercs_get_user_money(attacker)+150)
            
#else
            
set_user_money(attackerget_user_money(attacker)+150)
            
#endif

            
shAddXP(attackerid1.0)
        }
        else
        {
            
// same team;    $attacker loses a frag and $500 and XP.
            
set_user_frags(attackerget_user_frags(attacker)-1)

            
#if defined AMXX_VERSION
            
cs_set_user_money(attackercs_get_user_money(attacker)-5000)
            
#else
            
set_user_money(attackerget_user_money(attacker)-5000)
            
#endif

            
shAddXP(attackerid, -1.0)
        }
    }
    return 
PLUGIN_CONTINUE
 
}
 
//----------------------------------------------------------------------------------------------,
 
public noob_fire(id)
 {

    if ( !
gHasnoobPower[id] ) return PLUGIN_CONTINUE

    
new weap read_data(2)        // id of the weapon
    
new ammo read_data(3)        // ammo left in clip

    
if ( weap == CSW_DEAGLE && is_user_alive(id) )
    {
        if (
gLastWeapon[id] == 0gLastWeapon[id] = weap

        
if ( gLastClipCount[id] > ammo && gLastWeapon[id] == weap && noobs[id] > )
        {
            new 
vec1[3], vec2[3]
            
get_user_origin(idvec11// origin; where you are
            
get_user_origin(idvec24// termina; where your bullet goes

            // tracer beam
            
message_begin(MSG_PASSVC_TEMPENTITYvec1)
            
write_byte(0)        // TE_BEAMPOINTS
            
write_coord(vec1[0])
            
write_coord(vec1[1])
            
write_coord(vec1[2])
            
write_coord(vec2[0])
            
write_coord(vec2[1])
            
write_coord(vec2[2])
            
write_short(laser)    // laserbeam sprite
            
write_byte(0)        // starting frame
            
write_byte(10)        // frame rate
            
write_byte(2)        // life in 0.1s
            
write_byte(4)        // line width in 0.1u
            
write_byte(1)        // noise in 0.1u
            
write_byte(0)        // red
            
write_byte(153)        // green
            
write_byte(0)        // blue
            
write_byte(80)        // brightness
            
write_byte(100)        // scroll speed
            
message_end()

            
// bullet impact explosion
            
message_begin(MSG_PASSVC_TEMPENTITYvec2)
            
write_byte(3)        // TE_EXPLOSION
            
write_coord(vec2[0])    // end point of beam
            
write_coord(vec2[1])
            
write_coord(vec2[2])
            
write_short(laser_impact)    // blast sprite
            
write_byte(10)            // scale in 0.1u
            
write_byte(30)            // frame rate
            
write_byte(8)            // TE_EXPLFLAG_NOPARTICLES
            
message_end()            // ..unless i'm mistaken, noparticles helps avoid a crash

            
noobs[id]--

            new 
message[128]
            
format(message127"Mai ai %d arrow(s) ramase",noobs[id])
            
set_hudmessage(255,0,0,-1.0,0.3,0,0.25,1.0,0.0,0.0,4)
            
show_hudmessage(idmessage)

            if ( 
noobs[id] == noobs[id] = -1
        
}

        
gLastClipCount[id] = ammo
        gLastWeapon
[id] = weap
    
}
    return 
PLUGIN_CONTINUE
 
}
 
//----------------------------------------------------------------------------------------------
 
public switchmodel(id)
 {
    if ( !
is_user_alive(id) || !gHasnoobPower[id] ) return
    new 
clipammowpnid get_user_weapon(idclipammo)
    if (
wpnid == CSW_DEAGLE) {
        
// Weapon Model change for 3rd person view - vittu
        
Entvars_Set_String(idEV_SZ_viewmodel"models/shmod/Noob_v.mdl")
        
// Weapon Model change for 3rd person view - vittu
        
Entvars_Set_String(idEV_SZ_weaponmodel"models/shmod/Noob_p.mdl")
    }
 }
 
//----------------------------------------------------------------------------------------------
 
public weaponChange(id)
 {
    if ( !
gHasnoobPower[id] || !shModActive() ) return

    new 
wpnid read_data(2)
    new 
clip read_data(3)

    if ( 
wpnid == CSW_DEAGLE switchmodel(id)

    
switchmodel(id)

    
// Never Run Out of Ammo!
    
if ( clip == ) {
        
shReloadAmmo(id)
    }
 }
 
//----------------------------------------------------------------------------------------------
 
public noob_levels()
 {
    new 
id[5]
    new 
lev[5]

    
read_argv(1,id,4)
    
read_argv(2,lev,4)

    
gPlayerLevels[str_to_num(id)] = str_to_num(lev)

    
noob_checklevel(str_to_num(id))
 }
 
//----------------------------------------------------------------------------------------------
 
public noob_checklevel(id)
 {
    new 
noob_maxlvl get_cvar_num("noob_maxlevel")
    if (
gHasnoobSelected[id] && gPlayerLevels[id] > noob_maxlvl) {
        
client_print(id,print_chat"[SH](%s) Trebuie sa fii de level %d sau mai mic ca sa folosesti acest erou",gHeroName,noob_maxlvl)
        
gHasnoobPower[id] = false
        client_cmd
(id,"say drop %s",gHeroName)
    }

 }
 
//----------------------------------------------------------------------------------------------
 
public client_connect(id)
 {
    
gmorphed[id] = false
 
}
 
//---------------------------------------------------------------------------------------------- 
arman1 is offline
Jelle
[b]MOAR CANDY[/b]
Join Date: Aug 2009
Location: Denmark
Old 11-28-2012 , 15:00   Re: Player model!
Reply With Quote #2

The setting of the model is correctly done, however, it is actually never used. When a player picks the hero, it doesn't set the model, if a player spawns and have the hero it doesn't use the morph code either. I added the missing parts so it should be working now.

PHP Code:
// GREEN ARROW! - Exploding Arrows (bullets from scout)

/* CVARS - copy and paste to shconfig.cfg

// Green Arrow
noob_level 10
noob_arrows 10
noob_getscout 0

*/

#include <amxmod>
#include <Vexd_Utilities>
#include <superheromod>

// VARIABLES
new gHeroName[]="Green Arrow"
new gHasnoobPower[SH_MAXSLOTS+1]
new 
gHasnoobSelected[SH_MAXSLOTS+1]
new 
gPlayerLevels[SH_MAXSLOTS+1]
new 
bool:gmorphed[SH_MAXSLOTS+1]
new 
noobs[SH_MAXSLOTS+1]
// Test
new gLastWeapon[SH_MAXSLOTS+1]
new 
gLastClipCount[SH_MAXSLOTS+1]
// Sprites
new laser,laser_impact,blast_shroom

//----------------------------------------------------------------------------------------------
public plugin_init()
{
    
// Plugin Info
    
register_plugin("SUPERHERO Noob","1.2","DON'T STOP ME")
    
    
// DO NOT EDIT THIS FILE TO CHANGE CVARS, USE THE SHCONFIG.CFG
    
register_cvar("noob_level","10")
    
register_cvar("noob_arrows""10")
    
register_cvar("noob_getdeagle""1")
    
register_cvar("noob_maxlevel""7")
    
    
// FIRE THE EVENT TO CREATE THIS SUPERHERO!
    
shCreateHero(gHeroName"Green Arrows""You get some Explosive Arrows for your deagle!"false"noob_level" )
    
    
// REGISTER EVENTS THIS HERO WILL RESPOND TO! (AND SERVER COMMANDS)
    
    // INIT
    
register_srvcmd("noob_init""noob_init")
    
shRegHeroInit(gHeroName"noob_init")
    
    
    
// NEW ROUND
    
register_event("ResetHUD","newRound","b")
    
    
// DEATH
    
register_event("DeathMsg""noob_death""a")
    
    
// LEVELS
    
register_srvcmd("noob_levels""noob_levels")
    
shRegLevels(gHeroName,"noob_levels")
    
    
// GREEN ARROW DAMAGE
    
register_event("Damage""noob_damage""b""2!0")
    
    
// ARROW FIRED
    
register_event("CurWeapon","noob_fire""be""1=1""3>0")
    
register_event("CurWeapon","weaponChange","be","1=1")
}
//----------------------------------------------------------------------------------------------
public noob_init()
{
    
// First Argument is an id
    
new temp[128]
    
read_argv(1,temp,5)
    new 
id str_to_num(temp)
    
    
// 2nd Argument is 0 or 1 depending on whether the id has noob
    
read_argv(2,temp,5)
    new 
hasPowers str_to_num(temp)
    
    
gHasnoobPower[id]=(hasPowers!=0)
    
gHasnoobSelected[id] = gHasnoobPower[id]
    
    if ( !
is_user_alive(id) ) return
    
    
switchmodel(id)
        
noob_unmorph(id)
    
    if ( 
gHasnoobPower[id] )
    {
        
noobs[id] = get_cvar_num("noob_arrows")
        
        if ( 
is_user_alive(id) )
        {
            
noob_morph(id)
        }
        
        if ( 
get_cvar_num("noob_getdeagle") == )
            
shGiveWeapon(id,"weapon_deagle")
    }
}
//----------------------------------------------------------------------------------------------
public plugin_precache()
{
    
laser precache_model("sprites/laserbeam.spr")
    
laser_impact precache_model("sprites/zerogxplode.spr")
    
blast_shroom precache_model("sprites/mushroom.spr")
    
precache_model("models/shmod/Noob_v.mdl")
    
precache_model("models/shmod/Noob_p.mdl")
    
precache_model("models/player/Noob/Noob.mdl")
    
}
//----------------------------------------------------------------------------------------------
public sh_client_spawn(id)
{
    if ( 
sh_is_active() && is_user_alive(id) && gHasnoobPower[id] )
    {
        
noob_morph(id)
    }
}

public 
noob_morph(id)
{
    if ( 
gmorphed[id] || !is_user_alive(id) ) return
    
    
#if defined AMXX_VERSION
    
cs_set_user_model(id"Noob")
    
#else
    
CS_SetModel(id"Noob")
    
#endif
    
    // Message
    
set_hudmessage(5020550, -1.00.4020.024.00.010.17)
    
show_hudmessage(id"Noob - Prepared for war!")
    
    
gmorphed[id] = true
}
//----------------------------------------------------------------------------------------------
public noob_unmorph(id)
{
    if ( 
gmorphed[id] )
    {
        
// Message
        
set_hudmessage(5020550, -1.00.4020.024.00.010.17)
        
show_hudmessage(id"Noob - You're in suit now...")
        
        
#if defined AMXX_VERSION
        
cs_reset_user_model(id)
        
#else
        
CS_ClearModel(id)
        
#endif
        
        
gmorphed[id] = false
        
    
}
}
//----------------------------------------------------------------------------------------------
public newRound(id)
{
    
noob_checklevel(id)
    if ( 
gHasnoobPower[id] )
    {
        
noobs[id] = get_cvar_num("noob_arrows")
        
gLastWeapon[id] = -1  // I think the change Weapon automatically gets called on spawn death too...
        
        
if ( get_cvar_num("noob_getdeagle") == )
            
shGiveWeapon(id,"weapon_deagle")
    }
}
//----------------------------------------------------------------------------------------------
public noob_death()
{
    new 
id read_data(2)
    
noob_unmorph(id)
    
    
//Check is this player can use the hero
    
noob_checklevel(id)
}
//----------------------------------------------------------------------------------------------
public noob_damage(id)
{
    new 
damage read_data(2)
    new 
weaponbodypartattacker get_user_attacker(id,weapon,bodypart)
    
    if ( 
attacker || attacker SH_MAXSLOTS ) return PLUGIN_CONTINUE
    
    
if ( gHasnoobPower[attacker] && weapon == CSW_DEAGLE && noobs[attacker] >= && is_user_alive(id) )
    {
        new 
health get_user_health(id)
        
        
// damage is less than 10%
        
if ( ( (1.0 damage) / (1.0 * (health damage) ) ) < 0.01 ) return PLUGIN_CONTINUE
        
        
new origin[3]
        
get_user_origin(idorigin)
        
        
// player fades..
        
set_user_rendering(idkRenderFxFadeSlow255255255kRenderTransColor4);
        
        
// beeeg explody!
        
message_begin(MSG_ALLSVC_TEMPENTITY)
        
write_byte(3)            // TE_EXPLOSION
        
write_coord(origin[0])
        
write_coord(origin[1])
        
write_coord(origin[2]-22)
        
write_short(blast_shroom)    // mushroom cloud
        
write_byte(40)            // scale in 0.1's
        
write_byte(12)            // frame rate
        
write_byte(12)            // TE_EXPLFLAG_NOPARTICLES & TE_EXPLFLAG_NOSOUND
        
message_end()
        
        
// do turn down that awful racket..to be replaced by a blood spurt!
        
message_begin(MSG_ALLSVC_TEMPENTITY)
        
write_byte(10)    // TE_LAVASPLASH
        
write_coord(origin[0])
        
write_coord(origin[1])
        
write_coord(origin[2]-26)
        
message_end()
        
        
// kill victim
        
user_kill(id1)
        
        
message_beginMSG_ALLget_user_msgid("DeathMsg"),{0,0,0},)
        
write_byte(attacker)
        
write_byte(id)
        
write_byte(0)
        
write_string("deagle")
        
message_end()
        
        
//Save Hummiliation
        
new namea[24],namev[24],authida[20],authidv[20],teama[8],teamv[8]
        
//Info On Attacker
        
get_user_name(attacker,namea,23)
        
get_user_team(attacker,teama,7)
        
get_user_authid(attacker,authida,19)
        
//Info On Victim
        
get_user_name(id,namev,23)
        
get_user_team(id,teamv,7)
        
get_user_authid(id,authidv,19)
        
//Log This Kill
        
log_message("^"%s<%d><%s><%s>^" killed ^"%s<%d><%s><%s>^" with ^"Noob^"",
        
namea,get_user_userid(attacker),authida,teama,namev,get_user_userid(id),authidv,teamv)
        
        
// team check!
        
new attacker_team[2], victim_team[2]
        
get_user_team(attackerattacker_team1)
        
get_user_team(idvictim_team1)
        
        
// for some reason this doesn't update in the hud until the next round.. whatever.
        
if (!equali(attacker_teamvictim_team))
        {
            
// diff. team;    $attacker gets credited for the kill and $250 and XP.
            //        $id gets their suicidal -1 frag back.
            
set_user_frags(attackerget_user_frags(attacker)+1)
            
            
#if defined AMXX_VERSION
            
cs_set_user_money(attackercs_get_user_money(attacker)+150)
            
#else
            
set_user_money(attackerget_user_money(attacker)+150)
            
#endif
            
            
shAddXP(attackerid1.0)
        }
        else
        {
            
// same team;    $attacker loses a frag and $500 and XP.
            
set_user_frags(attackerget_user_frags(attacker)-1)
            
            
#if defined AMXX_VERSION
            
cs_set_user_money(attackercs_get_user_money(attacker)-5000)
            
#else
            
set_user_money(attackerget_user_money(attacker)-5000)
            
#endif
            
            
shAddXP(attackerid, -1.0)
        }
    }
    return 
PLUGIN_CONTINUE
}
//----------------------------------------------------------------------------------------------,
public noob_fire(id)
{
    
    if ( !
gHasnoobPower[id] ) return PLUGIN_CONTINUE
    
    
new weap read_data(2)        // id of the weapon
    
new ammo read_data(3)        // ammo left in clip
    
    
if ( weap == CSW_DEAGLE && is_user_alive(id) )
    {
        if (
gLastWeapon[id] == 0gLastWeapon[id] = weap
        
        
if ( gLastClipCount[id] > ammo && gLastWeapon[id] == weap && noobs[id] > )
        {
            new 
vec1[3], vec2[3]
            
get_user_origin(idvec11// origin; where you are
            
get_user_origin(idvec24// termina; where your bullet goes
            
            // tracer beam
            
message_begin(MSG_PASSVC_TEMPENTITYvec1)
            
write_byte(0)        // TE_BEAMPOINTS
            
write_coord(vec1[0])
            
write_coord(vec1[1])
            
write_coord(vec1[2])
            
write_coord(vec2[0])
            
write_coord(vec2[1])
            
write_coord(vec2[2])
            
write_short(laser)    // laserbeam sprite
            
write_byte(0)        // starting frame
            
write_byte(10)        // frame rate
            
write_byte(2)        // life in 0.1s
            
write_byte(4)        // line width in 0.1u
            
write_byte(1)        // noise in 0.1u
            
write_byte(0)        // red
            
write_byte(153)        // green
            
write_byte(0)        // blue
            
write_byte(80)        // brightness
            
write_byte(100)        // scroll speed
            
message_end()
            
            
// bullet impact explosion
            
message_begin(MSG_PASSVC_TEMPENTITYvec2)
            
write_byte(3)        // TE_EXPLOSION
            
write_coord(vec2[0])    // end point of beam
            
write_coord(vec2[1])
            
write_coord(vec2[2])
            
write_short(laser_impact)    // blast sprite
            
write_byte(10)            // scale in 0.1u
            
write_byte(30)            // frame rate
            
write_byte(8)            // TE_EXPLFLAG_NOPARTICLES
            
message_end()            // ..unless i'm mistaken, noparticles helps avoid a crash
            
            
noobs[id]--
            
            new 
message[128]
            
format(message127"Mai ai %d arrow(s) ramase",noobs[id])
            
set_hudmessage(255,0,0,-1.0,0.3,0,0.25,1.0,0.0,0.0,4)
            
show_hudmessage(idmessage)
            
            if ( 
noobs[id] == noobs[id] = -1
        
}
        
        
gLastClipCount[id] = ammo
        gLastWeapon
[id] = weap
    
}
    return 
PLUGIN_CONTINUE
}
//----------------------------------------------------------------------------------------------
public switchmodel(id)
{
    if ( !
is_user_alive(id) || !gHasnoobPower[id] ) return
    new 
clipammowpnid get_user_weapon(idclipammo)
    if (
wpnid == CSW_DEAGLE)
    {
        
// Weapon Model change for 3rd person view - vittu
        
Entvars_Set_String(idEV_SZ_viewmodel"models/shmod/Noob_v.mdl")
        
// Weapon Model change for 3rd person view - vittu
        
Entvars_Set_String(idEV_SZ_weaponmodel"models/shmod/Noob_p.mdl")
    }
}
//----------------------------------------------------------------------------------------------
public weaponChange(id)
{
    if ( !
gHasnoobPower[id] || !shModActive() ) return
    
    new 
wpnid read_data(2)
    new 
clip read_data(3)
    
    if ( 
wpnid == CSW_DEAGLE switchmodel(id)
    
    
switchmodel(id)
        
    
// Never Run Out of Ammo!
    
if ( clip == )
    {
        
shReloadAmmo(id)
    }
}
//----------------------------------------------------------------------------------------------
public noob_levels()
{
    new 
id[5]
    new 
lev[5]
    
    
read_argv(1,id,4)
    
read_argv(2,lev,4)
    
    
gPlayerLevels[str_to_num(id)] = str_to_num(lev)
    
    
noob_checklevel(str_to_num(id))
}
//----------------------------------------------------------------------------------------------
public noob_checklevel(id)
{
    new 
noob_maxlvl get_cvar_num("noob_maxlevel")
    if (
gHasnoobSelected[id] && gPlayerLevels[id] > noob_maxlvl)
    {
        
client_print(id,print_chat"[SH](%s) Trebuie sa fii de level %d sau mai mic ca sa folosesti acest erou",gHeroName,noob_maxlvl)
        
gHasnoobPower[id] = false
        client_cmd
(id,"say drop %s",gHeroName)
    }
    
}
//----------------------------------------------------------------------------------------------
public client_connect(id)
{
    
gmorphed[id] = false
}
//---------------------------------------------------------------------------------------------- 
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arman1
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Join Date: Jul 2011
Old 11-29-2012 , 03:13   Re: Player model!
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thx alot jelle ,you're the best
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