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Aura!
https://hlmod.hu/viewtopic.php?f=9&t=4250
Oldal: 1 / 1

Szerző:  norbee.16 [2012.04.29. 15:11 ]
Hozzászólás témája:  Aura!

[spoiler]#include <amxmodx>
#include <zombieplague>
#include <fakemeta>

new g_itemhp, Armor, Health, Gravity

public plugin_init()
{
register_plugin("[ZP] Survivor Pack", "1.3", "zombieplague")

g_itemhp = zp_register_extra_item("Tuelelo Csomag", 200, ZP_TEAM_HUMAN)

Health = register_cvar("zp_hp_health", "850"); // Amount of HP
Armor = register_cvar("zp_hp_armor", "300"); // Amount of Armor
Gravity = register_cvar("zp_hp_gravity", "0.7"); // Amount of Gravity
}

public zp_extra_item_selected(player, itemid)
{
if (itemid == g_itemhp)
{

// Health
set_pev(player, pev_health, (pev(player, pev_health) + get_pcvar_float(Health)))

// Armor
set_pev(player, pev_armorvalue, (pev(player, pev_armorvalue) + get_pcvar_float(Armor)))

// Gravity
fm_set_user_gravity(player, get_pcvar_float(Gravity))

// Weapon
//fm_give_item(player, "weapon_mp5navy")
//fm_give_item(player, "weapon_ak47")
fm_give_item(player, "weapon_m4a1")
//fm_give_item(player, "weapon_awp")
fm_give_item(player, "weapon_deagle")

// Item
fm_give_item(player, "weapon_hegrenade")
fm_give_item(player, "weapon_flashbang")
fm_give_item(player, "weapon_smokegrenade")

// BP ammo
fm_set_user_bpammo(player, CSW_DEAGLE, 200)
//fm_set_user_bpammo(player, CSW_AK47, 200)
fm_set_user_bpammo(player, CSW_M4A1, 200)
//fm_set_user_bpammo(player, CSW_AWP, 200)
//fm_set_user_bpammo(player, CSW_MP5NAVY, 200)

fm_set_rendering(player, kRenderFxGlowShell, 10, 5, 0, kRenderNormal, 16);

client_print(player, print_chat, "[ZP] Te Vettel Egy Tulelo Csomagot!")

}
}

stock fm_set_user_bpammo(id, weaponid, amnt)
{
static offset;
switch(weaponid)
{
case CSW_AWP: offset = 377;
case CSW_SCOUT,CSW_AK47,CSW_G3SG1: offset = 378;
case CSW_M249: offset = 379;
case CSW_FAMAS,CSW_M4A1,CSW_AUG,CSW_SG550,CSW_GALI,CSW_SG552: offset = 380;
case CSW_M3,CSW_XM1014: offset = 381;
case CSW_USP,CSW_UMP45,CSW_MAC10: offset = 382;
case CSW_FIVESEVEN,CSW_P90: offset = 383;
case CSW_DEAGLE: offset = 384;
case CSW_P228: offset = 385;
case CSW_GLOCK18,CSW_MP5NAVY,CSW_TMP,CSW_ELITE: offset = 386;
case CSW_FLASHBANG: offset = 387;
case CSW_HEGRENADE: offset = 388;
case CSW_SMOKEGRENADE: offset = 389;
default: return 0;
}
set_pdata_int(id,offset,amnt,5);

return 1;
}

stock fm_set_user_gravity(index, Float:gravity = 1.0) {
set_pev(index, pev_gravity, gravity);

return 1;
}

stock fm_give_item(id, const item[])
{
static ent
ent = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, item))
if (!pev_valid(ent)) return;

static Float:originF[3]
pev(id, pev_origin, originF)
set_pev(ent, pev_origin, originF)
set_pev(ent, pev_spawnflags, pev(ent, pev_spawnflags) | SF_NORESPAWN)
dllfunc(DLLFunc_Spawn, ent)

static save
save = pev(ent, pev_solid)
dllfunc(DLLFunc_Touch, ent, id)
if (pev(ent, pev_solid) != save)
return;

engfunc(EngFunc_RemoveEntity, ent)
}

// Set entity's rendering type (from fakemeta_util)
stock fm_set_rendering(entity, fx = kRenderFxNone, r = 255, g = 255, b = 255, render = kRenderNormal, amount = 16)
{
static Float:color[3]
color[0] = float(r)
color[1] = float(g)
color[2] = float(b)

set_pev(entity, pev_renderfx, fx)
set_pev(entity, pev_rendercolor, color)
set_pev(entity, pev_rendermode, render)
set_pev(entity, pev_renderamt, float(amount))
}[/spoiler]
Ebbe valaki tudna rakni bele 1 aurát? hogy amikor meg veszik akkor kap 1 aurát is és fehér színű legyen.

Szerző:  kiki [2012.04.30. 15:22 ]
Hozzászólás témája:  Re: Aura!

Mármint mi legyen fehér, fegyver, ember, esetleg valami pályarész entyti :?:

Szerző:  norbee.16 [2012.04.30. 18:39 ]
Hozzászólás témája:  Re: Aura!

kiki írta:
Mármint mi legyen fehér, fegyver, ember, esetleg valami pályarész entyti :?:

őőő tudod van az aura ami körbe veszi az ember 1 olyat kéne bele rakni is az fehér színű legyen.

szerk.: amikor van 1 fény kőrülőtte arra gondolok :)

Szerző:  fear_ezmegmi [2012.04.30. 19:21 ]
Hozzászólás témája:  Re: Aura!

Ezt rakd bele a kódba:
Kód:
set_user_rendering(index,kRenderFxGlowShell,255,255,255,kRenderNormal,25)

Szerző:  norbee.16 [2012.04.30. 19:22 ]
Hozzászólás témája:  Re: Aura!

ez az aura? :D meg egy kis speed-et kéne meg bele rakni :)

Szerző:  fear_ezmegmi [2012.04.30. 19:25 ]
Hozzászólás témája:  Re: Aura!

norbee.16 írta:
ez az aura? :D

Igen.
Try this:
Kód:
#include <amxmodx>
#include <zombieplague>
#include <fakemeta>

new g_itemhp, Armor, Health, Gravity

public plugin_init()
{
register_plugin("[ZP] Survivor Pack", "1.3", "zombieplague")

g_itemhp = zp_register_extra_item("Tuelelo Csomag", 200, ZP_TEAM_HUMAN)

Health = register_cvar("zp_hp_health", "850"); // Amount of HP
Armor = register_cvar("zp_hp_armor", "300"); // Amount of Armor
Gravity = register_cvar("zp_hp_gravity", "0.7"); // Amount of Gravity
}

public zp_extra_item_selected(player, itemid)
{
if (itemid == g_itemhp)
{

// Health
set_pev(player, pev_health, (pev(player, pev_health) + get_pcvar_float(Health)))

// Armor
set_pev(player, pev_armorvalue, (pev(player, pev_armorvalue) + get_pcvar_float(Armor)))

// Gravity
fm_set_user_gravity(player, get_pcvar_float(Gravity))

// Weapon
fm_give_item(player, "weapon_m4a1")
fm_give_item(player, "weapon_deagle")

// Item
fm_give_item(player, "weapon_hegrenade")
fm_give_item(player, "weapon_flashbang")
fm_give_item(player, "weapon_smokegrenade")

// BP ammo
fm_set_user_bpammo(player, CSW_DEAGLE, 200)
fm_set_user_bpammo(player, CSW_M4A1, 200)

fm_set_rendering(player, kRenderFxGlowShell, 10, 5, 0, kRenderNormal, 16);
set_user_rendering(index,kRenderFxGlowShell,255,255,255,kRenderNormal,25)

client_print(player, print_chat, "[ZP] Te Vettel Egy Tulelo Csomagot!")

}
}

stock fm_set_user_bpammo(id, weaponid, amnt)
{
static offset;
switch(weaponid)
{
case CSW_AWP: offset = 377;
case CSW_SCOUT,CSW_AK47,CSW_G3SG1: offset = 378;
case CSW_M249: offset = 379;
case CSW_FAMAS,CSW_M4A1,CSW_AUG,CSW_SG550,CSW_GALI,CSW_SG552: offset = 380;
case CSW_M3,CSW_XM1014: offset = 381;
case CSW_USP,CSW_UMP45,CSW_MAC10: offset = 382;
case CSW_FIVESEVEN,CSW_P90: offset = 383;
case CSW_DEAGLE: offset = 384;
case CSW_P228: offset = 385;
case CSW_GLOCK18,CSW_MP5NAVY,CSW_TMP,CSW_ELITE: offset = 386;
case CSW_FLASHBANG: offset = 387;
case CSW_HEGRENADE: offset = 388;
case CSW_SMOKEGRENADE: offset = 389;
default: return 0;
}
set_pdata_int(id,offset,amnt,5);

return 1;
}

stock fm_set_user_gravity(index, Float:gravity = 1.0) {
set_pev(index, pev_gravity, gravity);

return 1;
}

stock fm_give_item(id, const item[])
{
static ent
ent = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, item))
if (!pev_valid(ent)) return;

static Float:originF[3]
pev(id, pev_origin, originF)
set_pev(ent, pev_origin, originF)
set_pev(ent, pev_spawnflags, pev(ent, pev_spawnflags) | SF_NORESPAWN)
dllfunc(DLLFunc_Spawn, ent)

static save
save = pev(ent, pev_solid)
dllfunc(DLLFunc_Touch, ent, id)
if (pev(ent, pev_solid) != save)
return;

engfunc(EngFunc_RemoveEntity, ent)
}
stock fm_set_rendering(entity, fx = kRenderFxNone, r = 255, g = 255, b = 255, render = kRenderNormal, amount = 16)
{
static Float:color[3]
color[0] = float(r)
color[1] = float(g)
color[2] = float(b)

set_pev(entity, pev_renderfx, fx)
set_pev(entity, pev_rendercolor, color)
set_pev(entity, pev_rendermode, render)
set_pev(entity, pev_renderamt, float(amount))
}

Szerző:  oroszrulett [2012.05.30. 17:50 ]
Hozzászólás témája:  Re: Aura!

fear_ezmegmi?[][] :
{
"Már van benne egy "aurát" állító funkció : fm_set_rendering --> Használd azt.",
"Nem raktad be az az INC-et, ami a set_user_rendering-et tartalmazza."
}

Ha meghalsz elveszi az aurát. ( mert hogy nézve ki az, hogy 10 kör műlva is fehér leszel? )
Kód:
  1. #include <amxmodx>

  2. #include <zombieplague>

  3. #include <fakemeta>

  4. #include <hamsandwich>

  5.  

  6. new g_itemhp, Armor, Health, Gravity

  7.  

  8. public plugin_init()

  9. {

  10. register_plugin("[ZP] Survivor Pack", "1.3", "zombieplague")

  11. RegisterHam(Ham_Killed, "player", "halal", 1)

  12.  

  13. g_itemhp = zp_register_extra_item("Tuelelo Csomag", 200, ZP_TEAM_HUMAN)

  14.  

  15. Health = register_cvar("zp_hp_health", "850"); // Amount of HP

  16. Armor = register_cvar("zp_hp_armor", "300"); // Amount of Armor

  17. Gravity = register_cvar("zp_hp_gravity", "0.7"); // Amount of Gravity

  18. }

  19. public halal(id)

  20. {

  21.         fm_set_rendering(id, kRenderFxGlowShell, 0, 0, 0, kRenderNormal, 25);

  22. }

  23.  

  24. public zp_extra_item_selected(player, itemid)

  25. {

  26. if (itemid == g_itemhp)

  27. {

  28.  

  29. // Health

  30. set_pev(player, pev_health, (pev(player, pev_health) + get_pcvar_float(Health)))

  31.  

  32. // Armor

  33. set_pev(player, pev_armorvalue, (pev(player, pev_armorvalue) + get_pcvar_float(Armor)))

  34.  

  35. // Gravity

  36. fm_set_user_gravity(player, get_pcvar_float(Gravity))

  37.  

  38. // Weapon

  39. fm_give_item(player, "weapon_m4a1")

  40. fm_give_item(player, "weapon_deagle")

  41.  

  42. // Item

  43. fm_give_item(player, "weapon_hegrenade")

  44. fm_give_item(player, "weapon_flashbang")

  45. fm_give_item(player, "weapon_smokegrenade")

  46.  

  47. // BP ammo

  48. fm_set_user_bpammo(player, CSW_DEAGLE, 200)

  49. fm_set_user_bpammo(player, CSW_M4A1, 200)

  50.  

  51. fm_set_rendering(player, kRenderFxGlowShell, 255, 255, 255, kRenderNormal, 25);

  52.  

  53.  

  54. client_print(player, print_chat, "[ZP] Te Vettel Egy Tulelo Csomagot!")

  55.  

  56. }

  57. }

  58.  

  59. stock fm_set_user_bpammo(id, weaponid, amnt)

  60. {

  61. static offset;

  62. switch(weaponid)

  63. {

  64. case CSW_AWP: offset = 377;

  65. case CSW_SCOUT,CSW_AK47,CSW_G3SG1: offset = 378;

  66. case CSW_M249: offset = 379;

  67. case CSW_FAMAS,CSW_M4A1,CSW_AUG,CSW_SG550,CSW_GALI,CSW_SG552: offset = 380;

  68. case CSW_M3,CSW_XM1014: offset = 381;

  69. case CSW_USP,CSW_UMP45,CSW_MAC10: offset = 382;

  70. case CSW_FIVESEVEN,CSW_P90: offset = 383;

  71. case CSW_DEAGLE: offset = 384;

  72. case CSW_P228: offset = 385;

  73. case CSW_GLOCK18,CSW_MP5NAVY,CSW_TMP,CSW_ELITE: offset = 386;

  74. case CSW_FLASHBANG: offset = 387;

  75. case CSW_HEGRENADE: offset = 388;

  76. case CSW_SMOKEGRENADE: offset = 389;

  77. default: return 0;

  78. }

  79. set_pdata_int(id,offset,amnt,5);

  80.  

  81. return 1;

  82. }

  83.  

  84. stock fm_set_user_gravity(index, Float:gravity = 1.0) {

  85. set_pev(index, pev_gravity, gravity);

  86.  

  87. return 1;

  88. }

  89.  

  90. stock fm_give_item(id, const item[])

  91. {

  92. static ent

  93. ent = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, item))

  94. if (!pev_valid(ent)) return;

  95.  

  96. static Float:originF[3]

  97. pev(id, pev_origin, originF)

  98. set_pev(ent, pev_origin, originF)

  99. set_pev(ent, pev_spawnflags, pev(ent, pev_spawnflags) | SF_NORESPAWN)

  100. dllfunc(DLLFunc_Spawn, ent)

  101.  

  102. static save

  103. save = pev(ent, pev_solid)

  104. dllfunc(DLLFunc_Touch, ent, id)

  105. if (pev(ent, pev_solid) != save)

  106. return;

  107.  

  108. engfunc(EngFunc_RemoveEntity, ent)

  109. }

  110. stock fm_set_rendering(entity, fx = kRenderFxNone, r = 255, g = 255, b = 255, render = kRenderNormal, amount = 16)

  111. {

  112. static Float:color[3]

  113. color[0] = float(r)

  114. color[1] = float(g)

  115. color[2] = float(b)

  116.  

  117. set_pev(entity, pev_renderfx, fx)

  118. set_pev(entity, pev_rendercolor, color)

  119. set_pev(entity, pev_rendermode, render)

  120. set_pev(entity, pev_renderamt, float(amount))

  121. }

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