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Új téma nyitása  Hozzászólás a témához  [ 3 hozzászólás ] 
Szerző Üzenet
HozzászólásElküldve: 2014.10.28. 23:53 
Offline
Senior Tag

Csatlakozott: 2013.05.22. 17:06
Hozzászólások: 205
Megköszönt másnak: 88 alkalommal
Üdvözlet mindenkinek. Szeretném ha segítenének nekem abban hogy van az az ember választó plugin és azt szeretném hogy legyen benne 2. Ember amit csak vip tud használni! Megoldható lenne ez?? Jó volna ha igem. Előre is köszönöm!

SMA Forráskód: [ Mindet kijelol ]
  1. #include <amxmodx>
  2. #include <zombieplague>
  3. #include <fakemeta>
  4. #include <fun>
  5.  
  6. new g_ent_playermodel[33];
  7. new g_ent_weaponmodel[33];
  8. new g_currentweapon[33];
  9. new g_pcvar_active;
  10.  
  11. new MenuKeys = (1 << 0) + (1 << 1) + (1 << 2) + (1 << 3) + (1 << 4) + (1 << 5) + (1 << 6) + (1 << 7) + (1 << 8)+ (1 << 9)
  12. new BuyMenuBodyText[256]
  13.  
  14. public plugin_init()
  15. {
  16. register_plugin("[ZP] Select Models", "1.2", "Anggara_nothing")
  17. g_pcvar_active = register_cvar("zp_sem_enable", "1")
  18. register_message(get_user_msgid("CurWeapon"), "message_cur_weapon")
  19. SetupSelectMenu()
  20. register_clcmd("say /models", "ClCmdSelectModel")
  21. register_menucmd(register_menuid("\rSelect your model:"), MenuKeys, "SelectIt")
  22. }
  23.  
  24. public plugin_precache()
  25. {
  26. // Change your models here.
  27. engfunc(EngFunc_PrecacheModel, "models/player/arctic/arctic.mdl")
  28. engfunc(EngFunc_PrecacheModel, "models/player/gign/gign.mdl")
  29. engfunc(EngFunc_PrecacheModel, "models/player/gsg9/gsg9.mdl")
  30. engfunc(EngFunc_PrecacheModel, "models/player/guerilla/guerilla.mdl")
  31. engfunc(EngFunc_PrecacheModel, "models/player/leet/leet.mdl")
  32. engfunc(EngFunc_PrecacheModel, "models/player/sas/sas.mdl")
  33. engfunc(EngFunc_PrecacheModel, "models/player/terror/terror.mdl")
  34. engfunc(EngFunc_PrecacheModel, "models/player/urban/urban.mdl")
  35. }
  36.  
  37. // Current Weapon info
  38. public message_cur_weapon(msg_id, msg_dest, msg_entity)
  39. {
  40. // Player not alive or not an active weapon
  41. if (!is_user_alive(msg_entity) || get_msg_arg_int(1) != 1)
  42. return;
  43.  
  44. // Get weapon id
  45. static weapon
  46. weapon = get_msg_arg_int(2)
  47.  
  48. // Store weapon id for reference
  49. g_currentweapon[msg_entity] = weapon
  50.  
  51. // Replace weapon models with custom ones
  52. fm_set_weaponmodel_ent(msg_entity)
  53. }
  54.  
  55. // User Infected forward
  56. public zp_user_infected_post(id, infector)
  57. {
  58. // remove the glow.
  59. set_user_rendering(id, kRenderFxNone, 0,0,0,kRenderNormal, 255)
  60.  
  61. // Remove Custom Model Entities
  62. fm_remove_model_ents(id)
  63. }
  64.  
  65. public ClCmdSelectModel(id)
  66. {
  67. if(zp_get_user_zombie(id) || zp_get_user_nemesis(id) || zp_get_user_survivor(id))
  68. {
  69. client_print(id, print_chat, "Ez embernek van.")
  70.  
  71. set_hudmessage(200, 155, 0, -1.0, 0.50, 0, 6.0, 8.0, 0.3, 0.5, 3)
  72. show_hudmessage(id, "Ez embernek van.")
  73. return PLUGIN_HANDLED;
  74. }
  75. else if(!get_pcvar_num(g_pcvar_active))
  76. {
  77. set_hudmessage(200, 155, 0, -1.0, 0.50, 0, 6.0, 8.0, 0.3, 0.5, 3)
  78. show_hudmessage(id, "Ez a kepesseg ki van kapcsolva.")
  79. return PLUGIN_HANDLED;
  80. }
  81. else if(!is_user_alive(id))
  82. {
  83. client_print(id, print_chat, "Te kovetelmeny miatt hasznalod ezt.")
  84.  
  85. set_hudmessage(200, 155, 0, -1.0, 0.50, 0, 6.0, 8.0, 0.3, 0.5, 3)
  86. show_hudmessage(id, "Te kovetelmeny miatt hasznalod ezt.")
  87. return PLUGIN_HANDLED;
  88. }
  89. else
  90. {
  91. SetupSelectMenu()
  92. show_menu(id, MenuKeys, BuyMenuBodyText)
  93. }
  94. return PLUGIN_CONTINUE;
  95. }
  96.  
  97. public SelectIt(id, key)
  98. {
  99. switch (key)
  100. {
  101. case 0:
  102. {
  103. fm_remove_model_ents(id)
  104. if (!pev_valid(g_ent_playermodel[id]))
  105. {
  106. g_ent_playermodel[id] = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "info_target"));
  107. if (!pev_valid(g_ent_playermodel[id])) return ;
  108.  
  109. set_user_rendering(id, kRenderFxNone, 255, 255, 255, kRenderTransTexture, 1)
  110. set_pev(g_ent_playermodel[id], pev_classname, "player_model")
  111. set_pev(g_ent_playermodel[id], pev_movetype, MOVETYPE_FOLLOW)
  112. set_pev(g_ent_playermodel[id], pev_aiment, id)
  113. set_pev(g_ent_playermodel[id], pev_owner, id)
  114. // and change this.
  115. engfunc(EngFunc_SetModel, g_ent_playermodel[id], "models/player/arctic/arctic.mdl")
  116. fm_set_weaponmodel_ent(id)
  117. }
  118. }
  119. case 1:
  120. {
  121. fm_remove_model_ents(id)
  122. if (!pev_valid(g_ent_playermodel[id]))
  123. {
  124. g_ent_playermodel[id] = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "info_target"));
  125. if (!pev_valid(g_ent_playermodel[id])) return ;
  126.  
  127. set_user_rendering(id, kRenderFxNone, 255, 255, 255, kRenderTransTexture, 1)
  128. set_pev(g_ent_playermodel[id], pev_classname, "player_model")
  129. set_pev(g_ent_playermodel[id], pev_movetype, MOVETYPE_FOLLOW)
  130. set_pev(g_ent_playermodel[id], pev_aiment, id)
  131. set_pev(g_ent_playermodel[id], pev_owner, id)
  132. // and change this.
  133. engfunc(EngFunc_SetModel, g_ent_playermodel[id], "models/player/gign/gign.mdl")
  134. fm_set_weaponmodel_ent(id)
  135. }
  136. }
  137. case 2:
  138. {
  139. fm_remove_model_ents(id)
  140. if (!pev_valid(g_ent_playermodel[id]))
  141. {
  142. g_ent_playermodel[id] = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "info_target"));
  143. if (!pev_valid(g_ent_playermodel[id])) return ;
  144.  
  145. set_user_rendering(id, kRenderFxNone, 255, 255, 255, kRenderTransTexture, 1)
  146. set_pev(g_ent_playermodel[id], pev_classname, "player_model")
  147. set_pev(g_ent_playermodel[id], pev_movetype, MOVETYPE_FOLLOW)
  148. set_pev(g_ent_playermodel[id], pev_aiment, id)
  149. set_pev(g_ent_playermodel[id], pev_owner, id)
  150. // and change this.
  151. engfunc(EngFunc_SetModel, g_ent_playermodel[id], "models/player/gsg9/gsg9.mdl")
  152. fm_set_weaponmodel_ent(id)
  153. }
  154. }
  155. case 3:
  156. {
  157. fm_remove_model_ents(id)
  158. if (!pev_valid(g_ent_playermodel[id]))
  159. {
  160. g_ent_playermodel[id] = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "info_target"));
  161. if (!pev_valid(g_ent_playermodel[id])) return ;
  162.  
  163. set_user_rendering(id, kRenderFxNone, 255, 255, 255, kRenderTransTexture, 1)
  164. set_pev(g_ent_playermodel[id], pev_classname, "player_model")
  165. set_pev(g_ent_playermodel[id], pev_movetype, MOVETYPE_FOLLOW)
  166. set_pev(g_ent_playermodel[id], pev_aiment, id)
  167. set_pev(g_ent_playermodel[id], pev_owner, id)
  168. // and change this.
  169. engfunc(EngFunc_SetModel, g_ent_playermodel[id], "models/player/guerilla/guerilla.mdl")
  170. fm_set_weaponmodel_ent(id)
  171. }
  172. }
  173. case 4:
  174. {
  175. fm_remove_model_ents(id)
  176. if (!pev_valid(g_ent_playermodel[id]))
  177. {
  178. g_ent_playermodel[id] = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "info_target"));
  179. if (!pev_valid(g_ent_playermodel[id])) return ;
  180.  
  181. set_user_rendering(id, kRenderFxNone, 255, 255, 255, kRenderTransTexture, 1)
  182. set_pev(g_ent_playermodel[id], pev_classname, "player_model")
  183. set_pev(g_ent_playermodel[id], pev_movetype, MOVETYPE_FOLLOW)
  184. set_pev(g_ent_playermodel[id], pev_aiment, id)
  185. set_pev(g_ent_playermodel[id], pev_owner, id)
  186. // and change this.
  187. engfunc(EngFunc_SetModel, g_ent_playermodel[id], "models/player/leet/leet.mdl")
  188. fm_set_weaponmodel_ent(id)
  189. }
  190. }
  191. case 5:
  192. {
  193. fm_remove_model_ents(id)
  194. if (!pev_valid(g_ent_playermodel[id]))
  195. {
  196. g_ent_playermodel[id] = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "info_target"));
  197. if (!pev_valid(g_ent_playermodel[id])) return ;
  198.  
  199. set_user_rendering(id, kRenderFxNone, 255, 255, 255, kRenderTransTexture, 1)
  200. set_pev(g_ent_playermodel[id], pev_classname, "player_model")
  201. set_pev(g_ent_playermodel[id], pev_movetype, MOVETYPE_FOLLOW)
  202. set_pev(g_ent_playermodel[id], pev_aiment, id)
  203. set_pev(g_ent_playermodel[id], pev_owner, id)
  204. // and change this.
  205. engfunc(EngFunc_SetModel, g_ent_playermodel[id], "models/player/sas/sas.mdl")
  206. fm_set_weaponmodel_ent(id)
  207. }
  208. }
  209. case 6:
  210. {
  211. fm_remove_model_ents(id)
  212. if (!pev_valid(g_ent_playermodel[id]))
  213. {
  214. g_ent_playermodel[id] = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "info_target"));
  215. if (!pev_valid(g_ent_playermodel[id])) return ;
  216.  
  217. set_user_rendering(id, kRenderFxNone, 255, 255, 255, kRenderTransTexture, 1)
  218. set_pev(g_ent_playermodel[id], pev_classname, "player_model")
  219. set_pev(g_ent_playermodel[id], pev_movetype, MOVETYPE_FOLLOW)
  220. set_pev(g_ent_playermodel[id], pev_aiment, id)
  221. set_pev(g_ent_playermodel[id], pev_owner, id)
  222. // and change this.
  223. engfunc(EngFunc_SetModel, g_ent_playermodel[id], "models/player/terror/terror.mdl")
  224. fm_set_weaponmodel_ent(id)
  225. }
  226. }
  227. case 7:
  228. {
  229. fm_remove_model_ents(id)
  230. if (!pev_valid(g_ent_playermodel[id]))
  231. {
  232. g_ent_playermodel[id] = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "info_target"));
  233. if (!pev_valid(g_ent_playermodel[id])) return ;
  234.  
  235. set_user_rendering(id, kRenderFxNone, 255, 255, 255, kRenderTransTexture, 1)
  236. set_pev(g_ent_playermodel[id], pev_classname, "player_model")
  237. set_pev(g_ent_playermodel[id], pev_movetype, MOVETYPE_FOLLOW)
  238. set_pev(g_ent_playermodel[id], pev_aiment, id)
  239. set_pev(g_ent_playermodel[id], pev_owner, id)
  240. // and change this.
  241. engfunc(EngFunc_SetModel, g_ent_playermodel[id], "models/player/urban/urban.mdl")
  242. fm_set_weaponmodel_ent(id)
  243. }
  244. }
  245. case 9: return ;
  246. }
  247.  
  248. ClCmdSelectModel(id)
  249. return;
  250. }
  251.  
  252. public SetupSelectMenu()
  253. {
  254. new menuLen = format(BuyMenuBodyText, 255, "\rValasz Modelt:^n^n")
  255. menuLen += format(BuyMenuBodyText[menuLen], 255 - menuLen, "\w1. artic^n")
  256. menuLen += format(BuyMenuBodyText[menuLen], 255 - menuLen, "\w2. gign^n")
  257. menuLen += format(BuyMenuBodyText[menuLen], 255 - menuLen, "\w3. gsg9^n")
  258. menuLen += format(BuyMenuBodyText[menuLen], 255 - menuLen, "\w4. guerilla^n")
  259. menuLen += format(BuyMenuBodyText[menuLen], 255 - menuLen, "\w5. leet^n")
  260. menuLen += format(BuyMenuBodyText[menuLen], 255 - menuLen, "\w6. sas^n")
  261. menuLen += format(BuyMenuBodyText[menuLen], 255 - menuLen, "\w7. terror^n")
  262. menuLen += format(BuyMenuBodyText[menuLen], 255 - menuLen, "\w8. urban^n^n")
  263.  
  264. menuLen += format(BuyMenuBodyText[menuLen], 255 - menuLen, "\w0. Exit")
  265.  
  266. return 1
  267. }
  268.  
  269. // Remove Custom Model Entities
  270. stock fm_remove_model_ents(id)
  271. {
  272. // Remove "playermodel" ent if present
  273. if (pev_valid(g_ent_playermodel[id]))
  274. {
  275. engfunc(EngFunc_RemoveEntity, g_ent_playermodel[id])
  276. g_ent_playermodel[id] = 0
  277. }
  278. // Remove "weaponmodel" ent if present
  279. if (pev_valid(g_ent_weaponmodel[id]))
  280. {
  281. engfunc(EngFunc_RemoveEntity, g_ent_weaponmodel[id])
  282. g_ent_weaponmodel[id] = 0
  283. }
  284. }
  285.  
  286. // Set Weapon Model on Entity
  287. stock fm_set_weaponmodel_ent(id)
  288. {
  289. // Get player's p_ weapon model
  290. static model[100]
  291. pev(id, pev_weaponmodel2, model, sizeof model - 1)
  292.  
  293. // Set model on entity or make a new one if unexistant
  294. if (!pev_valid(g_ent_weaponmodel[id]))
  295. {
  296. g_ent_weaponmodel[id] = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "info_target"))
  297. if (!pev_valid(g_ent_weaponmodel[id])) return;
  298.  
  299. set_pev(g_ent_weaponmodel[id], pev_classname, "weapon_model")
  300. set_pev(g_ent_weaponmodel[id], pev_movetype, MOVETYPE_FOLLOW)
  301. set_pev(g_ent_weaponmodel[id], pev_aiment, id)
  302. set_pev(g_ent_weaponmodel[id], pev_owner, id)
  303. }
  304.  
  305. engfunc(EngFunc_SetModel, g_ent_weaponmodel[id], model)
  306. }
  307.  
  308. /* AMXX-Studio Notes - DO NOT MODIFY BELOW HERE
  309. *{\\ rtf1\\ ansi\\ deff0{\\ fonttbl{\\ f0\\ fnil Tahoma;}}\n\\ viewkind4\\ uc1\\ pard\\ lang1038\\ f0\\ fs16 \n\\ par }
  310. */

_________________
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HozzászólásElküldve: 2014.10.29. 09:15 
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Csatlakozott: 2010.02.04. 19:12
Hozzászólások: 3528
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vipjogot írd át ennél:
#define VIPJOG ADMIN_LEVEL_A

SMA Forráskód: [ Mindet kijelol ]
  1. #include <amxmodx>
  2. #include <zombieplague>
  3. #include <fakemeta>
  4. #include <fun>
  5.  
  6. #define VIPJOG ADMIN_LEVEL_A
  7.  
  8. new g_ent_playermodel[33];
  9. new g_ent_weaponmodel[33];
  10. new g_currentweapon[33];
  11. new g_pcvar_active;
  12.  
  13. new MenuKeys = (1 << 0) + (1 << 1) + (1 << 2) + (1 << 3) + (1 << 4) + (1 << 5) + (1 << 6) + (1 << 7) + (1 << 8)+ (1 << 9)
  14. new BuyMenuBodyText[256]
  15.  
  16. public plugin_init()
  17. {
  18. register_plugin("[ZP] Select Models", "1.2", "Anggara_nothing")
  19. g_pcvar_active = register_cvar("zp_sem_enable", "1")
  20. register_message(get_user_msgid("CurWeapon"), "message_cur_weapon")
  21. SetupSelectMenu()
  22. register_clcmd("say /models", "ClCmdSelectModel")
  23. register_menucmd(register_menuid("\rSelect your model:"), MenuKeys, "SelectIt")
  24. }
  25.  
  26. public plugin_precache()
  27. {
  28. // Change your models here.
  29. engfunc(EngFunc_PrecacheModel, "models/player/arctic/arctic.mdl")
  30. engfunc(EngFunc_PrecacheModel, "models/player/gign/gign.mdl")
  31. engfunc(EngFunc_PrecacheModel, "models/player/gsg9/gsg9.mdl")
  32. engfunc(EngFunc_PrecacheModel, "models/player/guerilla/guerilla.mdl")
  33. engfunc(EngFunc_PrecacheModel, "models/player/leet/leet.mdl")
  34. engfunc(EngFunc_PrecacheModel, "models/player/sas/sas.mdl")
  35. engfunc(EngFunc_PrecacheModel, "models/player/terror/terror.mdl")
  36. engfunc(EngFunc_PrecacheModel, "models/player/urban/urban.mdl")
  37. }
  38.  
  39. // Current Weapon info
  40. public message_cur_weapon(msg_id, msg_dest, msg_entity)
  41. {
  42. // Player not alive or not an active weapon
  43. if (!is_user_alive(msg_entity) || get_msg_arg_int(1) != 1)
  44. return;
  45.  
  46. // Get weapon id
  47. static weapon
  48. weapon = get_msg_arg_int(2)
  49.  
  50. // Store weapon id for reference
  51. g_currentweapon[msg_entity] = weapon
  52.  
  53. // Replace weapon models with custom ones
  54. fm_set_weaponmodel_ent(msg_entity)
  55. }
  56.  
  57. // User Infected forward
  58. public zp_user_infected_post(id, infector)
  59. {
  60. // remove the glow.
  61. set_user_rendering(id, kRenderFxNone, 0,0,0,kRenderNormal, 255)
  62.  
  63. // Remove Custom Model Entities
  64. fm_remove_model_ents(id)
  65. }
  66.  
  67. public ClCmdSelectModel(id)
  68. {
  69. if(zp_get_user_zombie(id) || zp_get_user_nemesis(id) || zp_get_user_survivor(id))
  70. {
  71. client_print(id, print_chat, "Ez embernek van.")
  72.  
  73. set_hudmessage(200, 155, 0, -1.0, 0.50, 0, 6.0, 8.0, 0.3, 0.5, 3)
  74. show_hudmessage(id, "Ez embernek van.")
  75. return PLUGIN_HANDLED;
  76. }
  77. else if(!get_pcvar_num(g_pcvar_active))
  78. {
  79. set_hudmessage(200, 155, 0, -1.0, 0.50, 0, 6.0, 8.0, 0.3, 0.5, 3)
  80. show_hudmessage(id, "Ez a kepesseg ki van kapcsolva.")
  81. return PLUGIN_HANDLED;
  82. }
  83. else if(!is_user_alive(id))
  84. {
  85. client_print(id, print_chat, "Te kovetelmeny miatt hasznalod ezt.")
  86.  
  87. set_hudmessage(200, 155, 0, -1.0, 0.50, 0, 6.0, 8.0, 0.3, 0.5, 3)
  88. show_hudmessage(id, "Te kovetelmeny miatt hasznalod ezt.")
  89. return PLUGIN_HANDLED;
  90. }
  91. else
  92. {
  93. SetupSelectMenu()
  94. show_menu(id, MenuKeys, BuyMenuBodyText)
  95. }
  96. return PLUGIN_CONTINUE;
  97. }
  98.  
  99. public SelectIt(id, key)
  100. {
  101. switch (key)
  102. {
  103. case 0:
  104. {
  105. fm_remove_model_ents(id)
  106. if (!pev_valid(g_ent_playermodel[id]))
  107. {
  108. g_ent_playermodel[id] = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "info_target"));
  109. if (!pev_valid(g_ent_playermodel[id])) return ;
  110.  
  111. set_user_rendering(id, kRenderFxNone, 255, 255, 255, kRenderTransTexture, 1)
  112. set_pev(g_ent_playermodel[id], pev_classname, "player_model")
  113. set_pev(g_ent_playermodel[id], pev_movetype, MOVETYPE_FOLLOW)
  114. set_pev(g_ent_playermodel[id], pev_aiment, id)
  115. set_pev(g_ent_playermodel[id], pev_owner, id)
  116. // and change this.
  117. engfunc(EngFunc_SetModel, g_ent_playermodel[id], "models/player/arctic/arctic.mdl")
  118. fm_set_weaponmodel_ent(id)
  119. }
  120. }
  121. case 1:
  122. {
  123. if(get_user_flags(id) & VIPJOG)
  124. {
  125. fm_remove_model_ents(id)
  126. if (!pev_valid(g_ent_playermodel[id]))
  127. {
  128. g_ent_playermodel[id] = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "info_target"));
  129. if (!pev_valid(g_ent_playermodel[id])) return ;
  130.  
  131. set_user_rendering(id, kRenderFxNone, 255, 255, 255, kRenderTransTexture, 1)
  132. set_pev(g_ent_playermodel[id], pev_classname, "player_model")
  133. set_pev(g_ent_playermodel[id], pev_movetype, MOVETYPE_FOLLOW)
  134. set_pev(g_ent_playermodel[id], pev_aiment, id)
  135. set_pev(g_ent_playermodel[id], pev_owner, id)
  136. // and change this.
  137. engfunc(EngFunc_SetModel, g_ent_playermodel[id], "models/player/gign/gign.mdl")
  138. fm_set_weaponmodel_ent(id)
  139. }
  140. }
  141. else
  142. {
  143. client_print(id, print_chat, "Nem vagy VIP")
  144. }
  145. }
  146. case 2:
  147. {
  148. fm_remove_model_ents(id)
  149. if (!pev_valid(g_ent_playermodel[id]))
  150. {
  151. g_ent_playermodel[id] = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "info_target"));
  152. if (!pev_valid(g_ent_playermodel[id])) return ;
  153.  
  154. set_user_rendering(id, kRenderFxNone, 255, 255, 255, kRenderTransTexture, 1)
  155. set_pev(g_ent_playermodel[id], pev_classname, "player_model")
  156. set_pev(g_ent_playermodel[id], pev_movetype, MOVETYPE_FOLLOW)
  157. set_pev(g_ent_playermodel[id], pev_aiment, id)
  158. set_pev(g_ent_playermodel[id], pev_owner, id)
  159. // and change this.
  160. engfunc(EngFunc_SetModel, g_ent_playermodel[id], "models/player/gsg9/gsg9.mdl")
  161. fm_set_weaponmodel_ent(id)
  162. }
  163. }
  164. case 3:
  165. {
  166. fm_remove_model_ents(id)
  167. if (!pev_valid(g_ent_playermodel[id]))
  168. {
  169. g_ent_playermodel[id] = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "info_target"));
  170. if (!pev_valid(g_ent_playermodel[id])) return ;
  171.  
  172. set_user_rendering(id, kRenderFxNone, 255, 255, 255, kRenderTransTexture, 1)
  173. set_pev(g_ent_playermodel[id], pev_classname, "player_model")
  174. set_pev(g_ent_playermodel[id], pev_movetype, MOVETYPE_FOLLOW)
  175. set_pev(g_ent_playermodel[id], pev_aiment, id)
  176. set_pev(g_ent_playermodel[id], pev_owner, id)
  177. // and change this.
  178. engfunc(EngFunc_SetModel, g_ent_playermodel[id], "models/player/guerilla/guerilla.mdl")
  179. fm_set_weaponmodel_ent(id)
  180. }
  181. }
  182. case 4:
  183. {
  184. fm_remove_model_ents(id)
  185. if (!pev_valid(g_ent_playermodel[id]))
  186. {
  187. g_ent_playermodel[id] = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "info_target"));
  188. if (!pev_valid(g_ent_playermodel[id])) return ;
  189.  
  190. set_user_rendering(id, kRenderFxNone, 255, 255, 255, kRenderTransTexture, 1)
  191. set_pev(g_ent_playermodel[id], pev_classname, "player_model")
  192. set_pev(g_ent_playermodel[id], pev_movetype, MOVETYPE_FOLLOW)
  193. set_pev(g_ent_playermodel[id], pev_aiment, id)
  194. set_pev(g_ent_playermodel[id], pev_owner, id)
  195. // and change this.
  196. engfunc(EngFunc_SetModel, g_ent_playermodel[id], "models/player/leet/leet.mdl")
  197. fm_set_weaponmodel_ent(id)
  198. }
  199. }
  200. case 5:
  201. {
  202. fm_remove_model_ents(id)
  203. if (!pev_valid(g_ent_playermodel[id]))
  204. {
  205. g_ent_playermodel[id] = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "info_target"));
  206. if (!pev_valid(g_ent_playermodel[id])) return ;
  207.  
  208. set_user_rendering(id, kRenderFxNone, 255, 255, 255, kRenderTransTexture, 1)
  209. set_pev(g_ent_playermodel[id], pev_classname, "player_model")
  210. set_pev(g_ent_playermodel[id], pev_movetype, MOVETYPE_FOLLOW)
  211. set_pev(g_ent_playermodel[id], pev_aiment, id)
  212. set_pev(g_ent_playermodel[id], pev_owner, id)
  213. // and change this.
  214. engfunc(EngFunc_SetModel, g_ent_playermodel[id], "models/player/sas/sas.mdl")
  215. fm_set_weaponmodel_ent(id)
  216. }
  217. }
  218. case 6:
  219. {
  220. fm_remove_model_ents(id)
  221. if (!pev_valid(g_ent_playermodel[id]))
  222. {
  223. g_ent_playermodel[id] = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "info_target"));
  224. if (!pev_valid(g_ent_playermodel[id])) return ;
  225.  
  226. set_user_rendering(id, kRenderFxNone, 255, 255, 255, kRenderTransTexture, 1)
  227. set_pev(g_ent_playermodel[id], pev_classname, "player_model")
  228. set_pev(g_ent_playermodel[id], pev_movetype, MOVETYPE_FOLLOW)
  229. set_pev(g_ent_playermodel[id], pev_aiment, id)
  230. set_pev(g_ent_playermodel[id], pev_owner, id)
  231. // and change this.
  232. engfunc(EngFunc_SetModel, g_ent_playermodel[id], "models/player/terror/terror.mdl")
  233. fm_set_weaponmodel_ent(id)
  234. }
  235. }
  236. case 7:
  237. {
  238. fm_remove_model_ents(id)
  239. if (!pev_valid(g_ent_playermodel[id]))
  240. {
  241. g_ent_playermodel[id] = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "info_target"));
  242. if (!pev_valid(g_ent_playermodel[id])) return ;
  243.  
  244. set_user_rendering(id, kRenderFxNone, 255, 255, 255, kRenderTransTexture, 1)
  245. set_pev(g_ent_playermodel[id], pev_classname, "player_model")
  246. set_pev(g_ent_playermodel[id], pev_movetype, MOVETYPE_FOLLOW)
  247. set_pev(g_ent_playermodel[id], pev_aiment, id)
  248. set_pev(g_ent_playermodel[id], pev_owner, id)
  249. // and change this.
  250. engfunc(EngFunc_SetModel, g_ent_playermodel[id], "models/player/urban/urban.mdl")
  251. fm_set_weaponmodel_ent(id)
  252. }
  253. }
  254. case 9: return ;
  255. }
  256.  
  257. ClCmdSelectModel(id)
  258. return;
  259. }
  260.  
  261. public SetupSelectMenu()
  262. {
  263. new menuLen = format(BuyMenuBodyText, 255, "\rValasz Modelt:^n^n")
  264. menuLen += format(BuyMenuBodyText[menuLen], 255 - menuLen, "\w1. artic^n")
  265. menuLen += format(BuyMenuBodyText[menuLen], 255 - menuLen, "\w2. gign [VIP]^n")
  266. menuLen += format(BuyMenuBodyText[menuLen], 255 - menuLen, "\w3. gsg9^n")
  267. menuLen += format(BuyMenuBodyText[menuLen], 255 - menuLen, "\w4. guerilla^n")
  268. menuLen += format(BuyMenuBodyText[menuLen], 255 - menuLen, "\w5. leet^n")
  269. menuLen += format(BuyMenuBodyText[menuLen], 255 - menuLen, "\w6. sas^n")
  270. menuLen += format(BuyMenuBodyText[menuLen], 255 - menuLen, "\w7. terror^n")
  271. menuLen += format(BuyMenuBodyText[menuLen], 255 - menuLen, "\w8. urban^n^n")
  272.  
  273. menuLen += format(BuyMenuBodyText[menuLen], 255 - menuLen, "\w0. Exit")
  274.  
  275. return 1
  276. }
  277.  
  278. // Remove Custom Model Entities
  279. stock fm_remove_model_ents(id)
  280. {
  281. // Remove "playermodel" ent if present
  282. if (pev_valid(g_ent_playermodel[id]))
  283. {
  284. engfunc(EngFunc_RemoveEntity, g_ent_playermodel[id])
  285. g_ent_playermodel[id] = 0
  286. }
  287. // Remove "weaponmodel" ent if present
  288. if (pev_valid(g_ent_weaponmodel[id]))
  289. {
  290. engfunc(EngFunc_RemoveEntity, g_ent_weaponmodel[id])
  291. g_ent_weaponmodel[id] = 0
  292. }
  293. }
  294.  
  295. // Set Weapon Model on Entity
  296. stock fm_set_weaponmodel_ent(id)
  297. {
  298. // Get player's p_ weapon model
  299. static model[100]
  300. pev(id, pev_weaponmodel2, model, sizeof model - 1)
  301.  
  302. // Set model on entity or make a new one if unexistant
  303. if (!pev_valid(g_ent_weaponmodel[id]))
  304. {
  305. g_ent_weaponmodel[id] = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "info_target"))
  306. if (!pev_valid(g_ent_weaponmodel[id])) return;
  307.  
  308. set_pev(g_ent_weaponmodel[id], pev_classname, "weapon_model")
  309. set_pev(g_ent_weaponmodel[id], pev_movetype, MOVETYPE_FOLLOW)
  310. set_pev(g_ent_weaponmodel[id], pev_aiment, id)
  311. set_pev(g_ent_weaponmodel[id], pev_owner, id)
  312. }
  313.  
  314. engfunc(EngFunc_SetModel, g_ent_weaponmodel[id], model)
  315. }
  316.  
  317. /* AMXX-Studio Notes - DO NOT MODIFY BELOW HERE
  318. *{\\ rtf1\\ ansi\\ deff0{\\ fonttbl{\\ f0\\ fnil Tahoma;}}\n\\ viewkind4\\ uc1\\ pard\\ lang1038\\ f0\\ fs16 \n\\ par }
  319. */

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Ők köszönték meg IrOn nek ezt a hozzászólást: nyalka17 (2014.10.29. 22:24)
  Népszerűség: 2.27%


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HozzászólásElküldve: 2014.10.29. 22:24 
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Csatlakozott: 2013.05.22. 17:06
Hozzászólások: 205
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Nem tudtam hogy meg lehet csinálni. Csak láttam egy szerveren és azért gondoltam köszönöm THX!

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