Kód:
#include <amxmodx>
#include <wtf>
#include <engine>
new Weapon:weapon_scigun
public weapons_init()
{
weapon_scigun = register_weapon(weapontype_automatic)
weapon_config(weapon_scigun,"weaponname","weapon_scigun")
weapon_config(weapon_scigun,"rateoffire","0.5")
weapon_config(weapon_scigun,"deploydelay","0.5")
weapon_config(weapon_scigun,"attackforward","scigun_attack")
weapon_config(weapon_scigun,"drawanim","6")
weapon_config(weapon_scigun,"attackanim","1")
weapon_config(weapon_scigun,"viewmodel","models/v_shotgun.mdl")
weapon_config(weapon_scigun,"playermodel","models/p_shotgun.mdl")
}
public plugin_precache()
{
precache_model("models/v_shotgun.mdl")
precache_model("models/p_shotgun.mdl")
precache_model("models/scientistt.mdl")
precache_model("models/scientist.mdl")
precache_sound("scientist/scream01.wav")
precache_sound("scientist/scream02.wav")
precache_sound("scientist/scream07.wav")
precache_sound("scientist/scream04.wav")
precache_sound("scientist/scream05.wav")
precache_model("models/scientist.mdl")
precache_sound("weapons/sbarrel1.wav")
}
public scigun_attack(id)
{
emit_sound(id,CHAN_ITEM,"weapons/sbarrel1.wav",VOL_NORM,ATTN_NORM,0,PITCH_NORM)
new proj = projectile_create(id)
projectile_config(proj,"explodeforward","explode")
projectile_config(proj,"model","models/scientist.mdl")
projectile_config(proj,"fly","0")
projectile_config(proj,"solid","0")
projectile_config(proj,"contact","1")
projectile_config(proj,"force","1250.0")
projectile_config(proj,"size","4")
projectile_config(proj,"stopsound","1")
switch(random_num(0,4))
{
case 0: projectile_config(proj,"launchsound","scientist/scream01.wav")
case 1: projectile_config(proj,"launchsound","scientist/scream02.wav")
case 2: projectile_config(proj,"launchsound","scientist/scream07.wav")
case 3: projectile_config(proj,"launchsound","scientist/scream04.wav")
case 4: projectile_config(proj,"launchsound","scientist/scream05.wav")
}
new szBlah[5]
format(szBlah,4,"%d",random_num(90,115))
projectile_config(proj,"pitch",szBlah)
projectile_launch(proj)
entity_set_byte(proj,EV_BYTE_controller1,0)
entity_set_byte(proj,EV_BYTE_controller2,0)
entity_set_byte(proj,EV_BYTE_controller3,0)
entity_set_byte(proj,EV_BYTE_controller4,0)
new Float:angles[3]
entity_get_vector(proj,EV_VEC_angles,angles)
angles[0]-=90.0
entity_set_vector(proj,EV_VEC_angles,angles)
entity_set_int(proj,EV_INT_sequence,4)
entity_set_int(proj,EV_INT_gaitsequence,4)
entity_set_float(proj,EV_FL_framerate,1.0)
entity_set_float(proj,EV_FL_frame,0.0)
return PLUGIN_CONTINUE
}
public plugin_init()
{
register_clcmd("weapon_scigun","drawSciGun")
}
public drawSciGun(id)
{
weapon_draw(id,weapon_scigun)
return PLUGIN_HANDLED
}
public explode(id,idTouch,Float:origin[3])
{
new itsasplode=explosion_create(origin);
explosion_config(itsasplode,"intensity","300");
explosion_config(itsasplode,"alwaysbubble","1");
explosion_config(itsasplode,"neversmoke","1");
explosion_config(itsasplode,"explosion","0");
explosion_config(itsasplode,"spartks","0");
explosion_config(itsasplode,"bubbleheight","400");
explosion_config(itsasplode,"bubbleoriginsize","500");
explosion_explode(itsasplode)
//radial_damage(id,"flying scientist",500.0,500.0)
}
Asszem ez az szükséges hozzá WTF modul is:)
Amúgy rengetek mód van rá, elég beírni googleba hogy amxx flamethower és ott megnézed hogy csinálta meg, persze elég macerás, de meglehet oldani!