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solid_bsp without movetype_push


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BANNED
Join Date: May 2012
Location: in your heart
Old 07-14-2013 , 06:37   solid_bsp without movetype_push
Reply With Quote #1

When I type /give_helmet, the CS crash and showed windows dialog "Solid_BSP Without Movetype_Push". What's wrong?
PHP Code:
#include <amxmodx>
#include <amxmisc>
#include <hamsandwich>
#include <fakemeta>
#include <fakemeta_stocks>

#define PLUGIN    "Helmet Protection"
#define VERSION    "1.0"
#define AUTHOR    "DavidJr"

new bool:g_have_helmet[33]

public 
plugin_init() 
{
    
register_plugin(PLUGINVERSIONAUTHOR)
    
register_clcmd("say /helmet""give_helmet")
    
register_concmd("helmet""give_helmet")    
    
RegisterHam(Ham_TraceAttack"player""fw_trace")
}
public 
plugin_precache()
{    
    
precache_model("models/cspb/headgear.mdl")
}
public 
fw_trace(victimidFloat:damageFloat:dir[3], ptrbits
{
    new 
victim read_data(2)
    if (
get_user_attacker(id) == victim  && is_user_connected(id) && is_user_alive(id))
    {
        if (
get_tr2(ptrTR_iHitgroup) == HIT_HEAD//be attacked on head, drop the helmet
        

            
client_cmd(id"spk cspb/helmet_hit.wav")
            
client_cmd(victim"spk cspb/helmet_protection.wav")
            
client_print(victimprint_chat"Helmet Protection!")
            
g_have_helmet[id] = false
            drop_helmet
(id)
        }
    }
    return 
HAM_IGNORED 
}
public 
give_helmet(idimodelnumtargeter//set helmet on head
{
    if (
g_have_helmet[id] == false)
    {
        
set_pev(g_have_helmet[id], pev_movetypeMOVETYPE_FOLLOW)
        
set_pev(g_have_helmet[id], pev_aimentid)
        
set_pev(g_have_helmet[id], pev_rendermodekRenderNormal)
        
engfunc(EngFunc_SetModelg_have_helmet[id], "models/cspb/headgear.mdl")
        
client_print(idprint_chat"You got a helmet.")
    }
    return 
true
}
public 
drop_helmet(id//drop helmet on ground
{
    if (
g_have_helmet[id] == true)
    {
        
set_pev(g_have_helmet[id], pev_movetypeMOVETYPE_NONE)
        
set_pev(g_have_helmet[id], pev_aimentid)
        
set_pev(g_have_helmet[id], pev_rendermodekRenderNormal)
        
engfunc(EngFunc_SetModelg_have_helmet[id], "models/cspb/headgear.mdl")
    }
    return 
false

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BaD CopY
Senior Member
Join Date: Oct 2014
Location: Home
Old 03-07-2015 , 17:37   Re: solid_bsp without movetype_push
Reply With Quote #2

Bump.. same problem :/
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Jhob94
AMX Mod X Donor
Join Date: Jul 2012
Old 03-08-2015 , 00:24   Re: solid_bsp without movetype_push
Reply With Quote #3

Quote:
Originally Posted by BaD CopY View Post
Bump.. same problem :/
you can't, it is how the game works by default.

Use one of this:
Code:
#define	SOLID_NOT                       0           // No interaction with other objects
#define	SOLID_TRIGGER                   1           // Touch on edge, but not blocking
#define	SOLID_BBOX                      2           // Touch on edge, block
#define	SOLID_SLIDEBOX                  3           // Touch on edge, but not an onground
I guess you want bsp because bbox makes user stuck on the entity (i am not sure if it was you that said in the other thread)
If i am right, you can try TRIGGER and search for one movetype that causes collisions and suits fine for your needs.
Quote:
Originally Posted by hlsdk_const.inc
// NOTE: Some movetypes will cause collisions independent of SOLID_NOT/SOLID_TRIGGER when the entity moves
Movetypes:
Code:
#define	MOVETYPE_NONE                   0           // Never moves
#define	MOVETYPE_WALK                   3           // Player only - moving on the ground
#define	MOVETYPE_STEP                   4           // Gravity, special edge handling -- monsters use this
#define	MOVETYPE_FLY                    5           // No gravity, but still collides with stuff
#define	MOVETYPE_TOSS                   6           // Gravity/Collisions
#define	MOVETYPE_PUSH                   7           // No clip to world, push and crush
#define	MOVETYPE_NOCLIP                 8           // No gravity, no collisions, still do velocity/avelocity
#define	MOVETYPE_FLYMISSILE             9           // Extra size to monsters
#define	MOVETYPE_BOUNCE                 10          // Just like Toss, but reflect velocity when contacting surfaces
#define MOVETYPE_BOUNCEMISSILE          11          // Bounce w/o gravity
#define MOVETYPE_FOLLOW                 12          // Track movement of aiment
#define	MOVETYPE_PUSHSTEP               13          // BSP model that needs physics/world collisions (uses nearest hull for world collision)
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