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adding models to your plugin


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Da_sk8rboy
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Join Date: Jul 2006
Old 10-11-2006 , 19:29   adding models to your plugin
Reply With Quote #1

i want to be able, when i use my plugin command,

EX: amx_hp <target> <hp>

To make the target to turn into a model, i have the model i want to use i just dont know what i would put in my script to make it on the plugin.

Also heres my script, if its possible could someone tell me where the model script would go?

Code:
/* Plugin generated by AMXX-Studio */

#include <amxmodx>
#include <amxmisc>
#include <fun>
#include <cstrike>
 
#define PLUGIN "Admin_health"
#define VERSION "1.0"
#define AUTHOR "HeadxShot"
 
new MySound[] = "sound/headshot3.wav" 

public plugin_init()
{
     register_plugin(PLUGIN, VERSION, AUTHOR)
     register_concmd("amx_hp", "cmd_hp", ADMIN_SLAY, "<target> <hp>")
}

public plugin_precache()
{
    precache_sound(MySound)
}
 
public cmd_hp(id, level, cid)
{
     if (!cmd_access(id, level, cid, 3))
        return PLUGIN_HANDLED
 
     new Arg1[24]
     new Arg2[4]
 
     //Get the command arguments from the console
     read_argv(1, Arg1, 23)
     read_argv(2, Arg2, 3)
 
     //Convert the health from a string to a number
     new Health = str_to_num(Arg2)
 
     //Is the first character the @ symbol?
     if (Arg1[0] == '@')
     {
          new Team = 0
          if (equali(Arg1[1], "CT"))
          {
               Team = 2
          } else if (equali(Arg1[1], "T")) {
               Team = 1
          }
          new players[32], num
          get_players(players, num)
          new i
          for (i=0; i<num; i++)
          {
               if (!Team)
               {
                    set_user_health(players[i], Health)
            emit_sound(id,4,MySound,0.7,0.8,0,100)
               } else {
                    if (get_user_team(players[i]) == Team)
                    {
                         set_user_health(players[i], Health)
             emit_sound(id,4,MySound,0.7,0.8,0,100)
                    }
               }
          }
     } else {
          new player = cmd_target(id, Arg1, 1)
          if (!player)
          {
               console_print(id, "Sorry, player %s could not be found or targetted!", Arg1)
               return PLUGIN_HANDLED
          } else {
               set_user_health(player, Health)
           emit_sound(id,4,"sound/headshot3.wav",0.7,0.8,0,100)
          }
     }
 
     return PLUGIN_HANDLED
 
   }
Please give me suggestions and whatever else to get the models on there.
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XxAvalanchexX
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Join Date: Oct 2004
Location: abort73.com
Old 10-11-2006 , 22:20   Re: adding models to your plugin
Reply With Quote #2

After each of your set_user_health's, add:
Code:
cs_set_user_model(players[i],"modelname");
Also, you would use "player" instead of "players[i]" for your last set_user_health. Remember that the model's file must be "models/player/modelname/modelname.mdl"
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g3x
Member
Join Date: Sep 2006
Old 10-11-2006 , 23:03   Re: adding models to your plugin
Reply With Quote #3

hmm i always forget to do this but thanks for reminding me Avalanche
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Imanoobie
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Join Date: Sep 2006
Old 10-12-2006 , 10:06   Re: adding models to your plugin
Reply With Quote #4

Hey g3x ;)
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Da_sk8rboy
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Join Date: Jul 2006
Old 10-12-2006 , 15:53   Re: adding models to your plugin
Reply With Quote #5

Oh ok avalanche, like this?
Code:
set_user_health(player, Health)
Also after everyone of those if i wanted to add a model to that i would just add

Code:
cs_set_user_model(players[i],"modelname");
so would it look like this:

Code:
set_user_health(player, Health)
cs_set_user_model(players[i],"modelname");
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Old 10-12-2006 , 16:04   Re: adding models to your plugin
Reply With Quote #6

Where would the changes go if i wanted to put the .mdl in there?


Code:
/* Plugin generated by AMXX-Studio */
#include <amxmodx>
#include <amxmisc>
#include <fun>
#include <cstrike>
 
#define PLUGIN "Admin_health"
#define VERSION "1.0"
#define AUTHOR "HeadxShot"
 
 // Add your code here...
public plugin_init()
{
     register_plugin(PLUGIN, VERSION, AUTHOR)
     register_concmd("amx_hp", "cmd_hp", ADMIN_SLAY, "<target> <hp>")
}
 
public cmd_hp(id, level, cid)
{
     if (!cmd_access(id, level, cid, 3))
        return PLUGIN_HANDLED
 
     new Arg1[24]
     new Arg2[4]
 
     //Get the command arguments from the console
     read_argv(1, Arg1, 23)
     read_argv(2, Arg2, 3)
 
     //Convert the health from a string to a number
     new Health = str_to_num(Arg2)
 
     //Is the first character the @ symbol?
     if (Arg1[0] == '@')
     {
          new Team = 0
          if (equali(Arg1[1], "CT"))
          {
               Team = 2
          } else if (equali(Arg1[1], "T")) {
               Team = 1
          }
          new players[32], num
          get_players(players, num)
          new i
          for (i=0; i<num; i++)
          {
               if (!Team)
               {
                    set_user_health(players[i], Health)
               } else {
                    if (get_user_team(players[i]) == Team)
                    {
                         set_user_health(players[i], Health)
                    }
               }
          }
     } else {
          new player = cmd_target(id, Arg1, 1)
          if (!player)
          {
               console_print(id, "Sorry, player %s could not be found or targetted!", Arg1)
               return PLUGIN_HANDLED
          } else {
               set_user_health(player, Health)
          }
     }
 
     return PLUGIN_HANDLED
     
   }
[
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XxAvalanchexX
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Old 10-12-2006 , 16:42   Re: adding models to your plugin
Reply With Quote #7

Code:
/* Plugin generated by AMXX-Studio */ #include <amxmodx> #include <amxmisc> #include <fun> #include <cstrike>   #define PLUGIN "Admin_health" #define VERSION "1.0" #define AUTHOR "HeadxShot"    // Add your code here... public plugin_init() {      register_plugin(PLUGIN, VERSION, AUTHOR)      register_concmd("amx_hp", "cmd_hp", ADMIN_SLAY, "<target> <hp>") }   public cmd_hp(id, level, cid) {      if (!cmd_access(id, level, cid, 3))         return PLUGIN_HANDLED        new Arg1[24]      new Arg2[4]        //Get the command arguments from the console      read_argv(1, Arg1, 23)      read_argv(2, Arg2, 3)        //Convert the health from a string to a number      new Health = str_to_num(Arg2)        //Is the first character the @ symbol?      if (Arg1[0] == '@')      {           new Team = 0           if (equali(Arg1[1], "CT"))           {                Team = 2           } else if (equali(Arg1[1], "T")) {                Team = 1           }           new players[32], num           get_players(players, num)           new i           for (i=0; i<num; i++)           {                if (!Team)                {                     set_user_health(players[i], Health)                     cs_set_user_model(players[i], "spiderman")                } else {                     if (get_user_team(players[i]) == Team)                     {                          set_user_health(players[i], Health)                          cs_set_user_model(players[i], "spiderman")                     }                }           }      } else {           new player = cmd_target(id, Arg1, 1)           if (!player)           {                console_print(id, "Sorry, player %s could not be found or targetted!", Arg1)                return PLUGIN_HANDLED           } else {                set_user_health(player, Health)                cs_set_user_model(player, "spiderman")           }      }        return PLUGIN_HANDLED          }

But you also have to precache it, so that players who don't have the model yet will be forced to download it. So add this somewhere:

Code:
public plugin_precache() {      precache_model("models/player/spiderman/spiderman.mdl") }

And of course change the "spiderman"s throughout the code to the name of the model you are using.
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Da_sk8rboy
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Join Date: Jul 2006
Old 10-12-2006 , 23:40   Re: adding models to your plugin
Reply With Quote #8

Quote:
Code:
public plugin_precache(){ precache_model("models/player/spiderman/spiderman.mdl")}
Where would i place that in my plugin.

also so do i put the model in my models/player/ folder?
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XxAvalanchexX
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Old 10-13-2006 , 00:37   Re: adding models to your plugin
Reply With Quote #9

You can place it anywhere. Most people place it underneath of plugin_init. Also, you have to create a folder in models/player/ that is the name of the model. So if the file was named "spiderman.mdl", you would create a folder named "spiderman" in models/player/, and then place the model file in there. So the final path would be "models/player/spiderman/spiderman.mdl"
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Da_sk8rboy
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Join Date: Jul 2006
Old 10-13-2006 , 01:27   Re: adding models to your plugin
Reply With Quote #10

ok avalanche, final question, before i even tested the plugin with the spiderman.mdl

it was just a hp giver basically. but anyways i would use my command on the target and it would not only work but it would kill everyone in his team. Any suggestions, something obviously has to be scripted wrong, but not sure wat. so if you could help it would be much appreciated

Thnx,

HeadxShot
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