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blockmaker_v4.01 [BM]


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38914774
Junior Member
Join Date: Nov 2008
Old 03-20-2009 , 17:30   Re: blockmaker_v4.01 [BM]
Reply With Quote #1061

exolent you could help me? through the code of the spam to duck blockmaker
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Exolent[jNr]
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Join Date: Feb 2007
Location: Tennessee
Old 03-20-2009 , 17:40   Re: blockmaker_v4.01 [BM]
Reply With Quote #1062

Umm... no. I don't code blockmaker for free.
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Quote:
Originally Posted by xPaw View Post
I love you exolent!
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Old 03-20-2009, 17:42
38914774
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38914774
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Join Date: Nov 2008
Old 03-20-2009 , 17:44   Re: blockmaker_v4.01 [BM]
Reply With Quote #1063

then it can help me how can I put a message in blocks example "Block Type: Creator: My name"
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powwoww
BANNED
Join Date: Oct 2008
Old 03-21-2009 , 01:00   Re: blockmaker_v4.01 [BM]
Reply With Quote #1064

Is this a Fatal Bug?
when a player is using another knife model in ZP4.2,EX:
models/zombie_plague/v_knife_zombie.mdl
then the cmd -bmgrab crashes the server, i guess this is because that the length of model string buffer too short?(the error shows part of the model name, so...)
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Old 03-21-2009, 05:08
crazyeffect
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S0ldi3rDK
Member
Join Date: Feb 2009
Old 03-21-2009 , 19:19   Re: blockmaker_v4.01 [BM]
Reply With Quote #1065

TEST!

i would like to have tested Necro's plugin i have been working a little while. I have edited some things with the block models, and would like to know if it works on your servers.

EDITED:
That i have changed is ONLY the textures on the blocks and some of the pictures. Nothing else have been editted.

Please take a look at it.

S0ldi3r

Last edited by Exolent[jNr]; 03-21-2009 at 19:32. Reason: Removed attachments.
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Exolent[jNr]
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Join Date: Feb 2007
Location: Tennessee
Old 03-21-2009 , 19:20   Re: blockmaker_v4.01 [BM]
Reply With Quote #1066

Do not upload .amxx files.
Also, why are you doing this? Editing block models is already possible with the current version.
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Quote:
Originally Posted by xPaw View Post
I love you exolent!
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S0ldi3rDK
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Join Date: Feb 2009
Old 03-21-2009 , 19:23   Re: blockmaker_v4.01 [BM]
Reply With Quote #1067

Quote:
Originally Posted by Exolent[jNr] View Post
Do not upload .amxx files.
Also, why are you doing this? Editing block models is already possible with the current version.
I just want to see if it works on other servers.
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Exolent[jNr]
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Location: Tennessee
Old 03-21-2009 , 19:31   Re: blockmaker_v4.01 [BM]
Reply With Quote #1068

You changed the author and the version number just because you changed the block models, just like anyone can do?
Don't do that.

Also, you are changing the block models the wrong way.
You're not supposed to change them in the plugin itself.
You are supposed to edit the addons/amxmodx/configs/blockmaker_models.ini
In this format:
Code:
PLATFORM "models/blockmaker/bm_block_platform2.mdl"
etc.
It explains it just like that on the first post.
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Quote:
Originally Posted by xPaw View Post
I love you exolent!
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S0ldi3rDK
Member
Join Date: Feb 2009
Old 03-21-2009 , 19:49   Re: blockmaker_v4.01 [BM]
Reply With Quote #1069

Quote:
Originally Posted by Exolent[jNr] View Post
You changed the author and the version number just because you changed the block models, just like anyone can do?
Don't do that.

Also, you are changing the block models the wrong way.
You're not supposed to change them in the plugin itself.
You are supposed to edit the addons/amxmodx/configs/blockmaker_models.ini
In this format:
Code:
PLATFORM "models/blockmaker/bm_block_platform2.mdl"
etc.
It explains it just like that on the first post.
So i actually never really needed to compile.exe the .sma file and replace the blockmaker models with mine and etc.. ???
I just had to write in blockmaker_models.ini :
PLATFORM "models/blockmaker/bm_block_platform2.mdl" or what??

Last edited by S0ldi3rDK; 03-21-2009 at 19:55.
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Exolent[jNr]
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Join Date: Feb 2007
Location: Tennessee
Old 03-21-2009 , 20:16   Re: blockmaker_v4.01 [BM]
Reply With Quote #1070

Quote:
Originally Posted by Necro View Post
Features:
- Server Ops can edit the 'blockmaker_models.ini' file to specify alternative block models and rendering

Changing Block Models:
- New in version 3.60 is the ability to change the block models and the rendering of the blocks without editing the code.
- To do this, edit the file called 'blockmaker_models.ini' in the '/amxmodx/configs/' folder.
- Each line in the file can have a maximum of 7 parameters separated by white space.
- The 1st is the ID of the block, 2nd is the path and filename of the model, 3rd is the rendering type, 4th, 5th, 6th & 7th are the
- red, green, blue and alpha values for various glowing styles.
- The path to the model is relative to the '/cstrike/' folder. Folders in the path can be separated with either / or \.
- If you want to use the default block model but want to change the rendering of it then use 'DEFAULT' as the path.
- If at any time no information is specified or is invalid then default values are used.
- The different rendering types are:
-
- GLOWSHELL - Solid model with a glowing shell (The invincibility block uses this with white colour values and alpha 16)
- TRANSCOLOR - Transparent model with a glowing shell (No default block uses this rendering type)
- TRANSALPHA - Transparent model (By default the glass block looks like this with an alpha of 50)
- TRANSWHITE - Bright white transparent model (By default the stealth block looks like this with an alpha of 100)
-
- The TRANSALPHA and TRANSWHITE rendering types do not make use of the red, green and blue values.
- Here is a short example of a 'blockmaker_models.ini' file:

PLATFORM models/blockmaker/myblock_platform.mdl GLOWSHELL 0 255 0 16
BHOP models/blockmaker/myblock_bhop2.mdl TRANSALPHA 255 255 255 150
DAMAGE models/steves_dmg_block.mdl
HEALER DEFAULT GLOWSHELL 0 0 255 16

- The platform block would use a different model in the '/models/blockmaker/' folder and would glow green with a magnitude of 16.
- The bhop block would use a different model in the '/models/blockmaker/' folder and would be semi-transparent with an alpha of 150.
- The damage block would use a different model in the '/models/' folder and wouldn't glow at all.
- The healer block would use the default model and would glow blue with a magnitude of 16.
- All other blocks would use their hard-coded default values.
- The speed boost, trampoline and fire blocks will always have their sprites on top.
- The only blocks with default rendering are the invincibility, stealth and glass blocks.
- The plugin will automatically look for models with filename suffixed with _large and _small for the larger and smaller blocks.
Why don't you actually read the first post for yourself?
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