Zombies/Humans Extra-Items
-
NOVA
- Member


- Posts: 16
- Joined: 2 Months Ago
-
Has thanked:
1 time
-
Been thanked:
1 time
-
Contact:
#11
Post
by NOVA » 2 Weeks Ago
UPDATED !!
*USED RAHEEM METHOD for Entity Removing

-
Raheem
- Mod Developer

- Posts: 2126
- Joined: 4 Years Ago
-
Has thanked:
44 times
-
Been thanked:
132 times
- Age: 23
-
Contact:
#12
Post
by Raheem » 1 Week Ago
Some tips:
- Avoid using engine module from AMXX as much as possible, use instead ReAPI engine functions.
- Example:
set_pev(i_Ent, pev_solid, SOLID_NOT);
TO:
set_entvar(i_Ent, var_solid, SOLID_NOT);
- Use ReGameDLL functions as much as possible, consider always dropping AMXX functions if there are alternatives in ReAPI.
- Example:
engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "func_breakable"));
TO:
rg_create_entity("func_breakable");
- After creating the entity you must ensure it exists, my tests says that AMXX won't give wrong values after directly it's created.
- Example:
public Create_Plane(id,Float:sOrigin[3],Float:eOrigin[3])
{
new i_Ent = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "func_breakable"));
entity_set_model(i_Ent,MODELS[M_PLANE]);
set_pev(i_Ent, pev_classname, C_Plane);
set_pev(i_Ent, pev_solid, SOLID_NOT);
set_pev(i_Ent, pev_movetype, MOVETYPE_NOCLIP);
sOrigin[2] = GetMaxHeight(i_Ent,sOrigin);
set_pev(i_Ent, pev_origin,sOrigin);
set_pev(i_Ent, pev_iuser1,id);
set_pev(i_Ent, pev_vuser1,sOrigin);
set_pev(i_Ent, pev_vuser2,eOrigin);
Aim_To_Target(i_Ent,eOrigin);
fm_set_rendering(i_Ent,kRenderFxNone,0,0,0,kRenderTransAlpha,0);
g_iEntExist[i_Ent] = 1;
// This is Random Value , I Am Not Sure When To Remove , Bcz This Depends On Map Size :-D
set_task(20.0,"Kill_Remove",i_Ent);
set_task(4.0,"Task_Fly",i_Ent);
set_pev(i_Ent, pev_nextthink,get_gametime() + 4.0);
}
TO:
public Create_Plane(id,Float:sOrigin[3],Float:eOrigin[3])
{
#define PDATA_SAFE 2
new i_Ent = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "func_breakable"));
if (pev_valid(i_Ent) != PDATA_SAFE)
return
entity_set_model(i_Ent,MODELS[M_PLANE]);
set_pev(i_Ent, pev_classname, C_Plane);
set_pev(i_Ent, pev_solid, SOLID_NOT);
set_pev(i_Ent, pev_movetype, MOVETYPE_NOCLIP);
sOrigin[2] = GetMaxHeight(i_Ent,sOrigin);
set_pev(i_Ent, pev_origin,sOrigin);
set_pev(i_Ent, pev_iuser1,id);
set_pev(i_Ent, pev_vuser1,sOrigin);
set_pev(i_Ent, pev_vuser2,eOrigin);
Aim_To_Target(i_Ent,eOrigin);
fm_set_rendering(i_Ent,kRenderFxNone,0,0,0,kRenderTransAlpha,0);
g_iEntExist[i_Ent] = 1;
// This is Random Value , I Am Not Sure When To Remove , Bcz This Depends On Map Size :-D
set_task(20.0,"Kill_Remove",i_Ent);
set_task(4.0,"Task_Fly",i_Ent);
set_pev(i_Ent, pev_nextthink,get_gametime() + 4.0);
}
And so on, after creating any entity you must ensure it exists this way.
Update these, and I'll test after.
He who fails to plan is planning to fail
Users browsing this forum: No registered users and 3 guests