[ZE] EXTRA ITEM: BUNKER BUSTER LTD

Zombies/Humans Extra-Items
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NOVA
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[ZE] EXTRA ITEM: BUNKER BUSTER LTD

#1

Post by NOVA » 3 years ago


Introduction:

*Based On CSO Bunker Buster Weapon , This Plugin Replace The HE grenade with a Lock On device For Calling Heavy Air Strike
*The Plugin Supports All Mods (ZE , ZM , NM)

Commands:
  • Say /bunker - To Buy Bunker (Only For NM).
Requirement:
  • AMXX V 1.8.2+
Tested On:
  • HLDS + AMXX 1.8.2+
  • REHLDS + REGAMEDLL + REAPI + AMXX 1.9.0
CVars:
nv_bb_dmg_fire 20.0 // Damage Given To Player Per Second
nv_bb_fire_time 20 // After How Much Seconds Remove Fire
nv_bb_fire_radius_dmg 200.0 // Radius for Damage Fire
nv_bb_explosion_rad 200.0 // Screen Shake Radius
Natives:
  1. nv_give_user_bunker(iPlayer)            // For Giving Player Bunker
  2. nv_remove_user_bunker(iPlayer)          // For Removing Player Bunker
  3. nv_Get_user_bunker(iPlayer)             // For Getting Player Have Bunker
  4. is_bunkerbuster(Entity)                 // For Knowing Weather HE grenade is Bunker (Special For Nade Mode)
Credits:
  • Raheem - For Some Codes and Help
  • N.O.V.A - Thats Me xD.. I created Bunker Buster Sight Model
Change Logs:
15-12-20 - Released The Plugin
16-12-20 - *Added Support For Knife And HE grenade Replacement
Download:
    GITHUB :- https://github.com/novagamingcs/-AMXX-B ... e/main.zip

    UPDATE
    If Any Bugs Or Crashes , Please Report
    Last edited by NOVA 3 years ago, edited 1 time in total.

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    Raheem
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    #2

    Post by Raheem » 3 years ago

    Hey NOVA,

    I tried on Linux, but somehow not same as in the video, it does not let me define the second point. Also server crashed one time on removing fire.

    For removing entities, my suggestions for example this:
    1. public Fw_Touch_Bunker(ent,id)
    2. {
    3.     if(is_valid_ent(ent))
    4.     {
    5.         if(is_user_alive(id))
    6.         {
    7.             if(!Get_BitVar(g_has_Bunker,id))
    8.             {
    9.                 Give_Bunker(id);
    10.                 remove_entity(ent);
    11.             }
    12.         }
    13.     }
    14. }
    Change to:
    1. public Fw_Touch_Bunker(ent,id)
    2. {
    3.     if(pev_valid(ent) == 2)
    4.     {
    5.         if(is_user_alive(id))
    6.         {
    7.             if(!Get_BitVar(g_has_Bunker,id))
    8.             {
    9.                 Give_Bunker(id);
    10.                 set_pev(ent, pev_flags, pev(ent, pev_flags) | FL_KILLME);
    11.             }
    12.         }
    13.     }
    14. }
    Not sure if this will helps or not but it should. Also to drop fakemeta and use better set_entvar. Try drop entity_set_* and use also set_entvar or even use fakemeta.

    Nice sight also bro, just let's try resolve all issues so I can safely put approve tag.

    I'm here also post this version by (KORD_12.7+PeTRoX+Raheem) maybe someone find it useful:
    Bunker.zip
    (5.12 MiB) Downloaded 448 times
    Bunker.zip
    (5.12 MiB) Downloaded 448 times
    He who fails to plan is planning to fail

    NOVA
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    #3

    Post by NOVA » 3 years ago

    Okay raheem ,
    1. can you say me why pev_valid(ent) value is check == 2?
    2.Hm not selecting second point ? Than only One bomb might come ? I remember this issue was with other when they used Nades modes so i added KNIFE weapon as reference support too
    3. I usually test it on windows + Rehlds stuff , but i will improve code once i free from one projects ( Thats Drone attack xD , IHA CONTROL BOX ATTACK like jenesse )

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    #4

    Post by Raheem » 3 years ago

    NOVA wrote: 3 years ago Okay raheem ,
    1. can you say me why pev_valid(ent) value is check == 2?
    2.Hm not selecting second point ? Than only One bomb might come ? I remember this issue was with other when they used Nades modes so i added KNIFE weapon as reference support too
    3. I usually test it on windows + Rehlds stuff , but i will improve code once i free from one projects ( Thats Drone attack xD , IHA CONTROL BOX ATTACK like jenesse )
    1. The check ensure that the entity is valid and safe to use its members. If
      1. #define PDATA_SAFE  2
      2.  
      3. /*
      4. *   Here you ensure 2 things:
      5. *  
      6. *   1. The entity itself is valid (Exist)
      7. *   2. It's safe to use set_entvar(iEnt, ....)
      8. *
      9. *   So if pev_valid returned 2, this means it's safe to use the entity members.
      10. *   And because I'm removing the entity using set_entvar(...), I must ensure that it's safe I use it.
      11. */
      12. if (pev_valid(iEnt) == PDATA_SAFE)
      13. {
      14.     // Here our entity is valid, and you can use set_entvar
      15.     set_entvar(iEnt, var_flags, FL_KILLME)
      16. }
    If I'm going to remove the entity using remove_entity(), I need only to ensure that pev_valid(iEnt) return just 1. This because I'll not use var_*
    But the way I used, I need to secure the entity removal as much as I can. So I use FL_KILLME, and before even I use it, I ensure it's safe to use it.
    The default behavior if entity does not exist, remove_entity() should throw an error. But for a reason that the engine does not understand the existence of the entity it crashes. So it will be better if you used this way for ultra security special for ReEngine.

    2. It does not give time so I choose second point. It just make one point and only one. Not tested on windows.

    3. Share video of what you gonna make, maybe interesting :D

    Final suggestion, whenever it's possible drop fakemeta, engine, hamsandwich, fun... etc. and use ReAPIGameDLL and ReAPIEngine better for all the way. Use AMXX ones only in the case the function does not exist in Re.
    He who fails to plan is planning to fail

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    #5

    Post by NOVA » 3 years ago

    yeah , i will try to use REAPI , Since now rehlds things Support in allieds also ( i didn't know that before ) , i will learn REAPI more detailed , Hm if starting and ending points are same it will Throw only one Bomb , i made this function becuase many players don't Know how to use bunker , they press and released button on same Position , i explained them to press the button on point one and released at another point with same distance. this function don't waste their bunker xD ,
    Yeah i will sure Share video :) , Learning new things

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    #6

    Post by Raheem » 3 years ago

    Oh, i don't even know how to use. Good u explained it. Will try it, but anyway we must fix the crash, ill if got time next days.

    Yes learn in ReAPI it's supported on allied but they dont like us when we posted the Mod as we used reapi they need us to use orpheu... lol somehow there many brain bugged users there.

    Just off-topic, u said u will make hellhound (drones) from cso? Or?
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    #7

    Post by NOVA » 3 years ago

    Raheem wrote: 3 years ago Oh, i don't even know how to use. Good u explained it. Will try it, but anyway we must fix the crash, ill if got time next days.

    Yes learn in ReAPI it's supported on allied but they dont like us when we posted the Mod as we used reapi they need us to use orpheu... lol somehow there many brain bugged users there.

    Just off-topic, u said u will make hellhound (drones) from cso? Or?
    xD You also Don't know how to use hahahah , well as i mentioned press and released Function
    ,
    https://www.youtube.com/watch?v=7XRilz_o0F4
    this from jennesse , i making this , which can work in Any maps and we can defined Points from where to where the Drones can Fly , I got Resources From CSO ... :) , But not Free maybe xD :lol: :lol: , i will earn some From this xD

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    #8

    Post by Raheem » 3 years ago

    Yes, worked I miss understood how to activate. I never played CSNZ in fact so not know how it's there.

    The idea you are working on, there is drone that fly in air and player can control it from this box? Like when he press E his view is attached to this entity. Nice, np it's up to you to sell it's your code and you free to do what you need.
    He who fails to plan is planning to fail

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    z0h1r-LK
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    #9

    Post by z0h1r-LK » 3 years ago

    i saw this plugin in here: viewtopic.php?f=28&t=3769

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    #10

    Post by NOVA » 3 years ago

    lizoumapper wrote: 3 years ago i saw this plugin in here: viewtopic.php?f=28&t=3769
    Yeah that by xman , and its made by me and some help taken from raheem

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    #11

    Post by NOVA » 3 years ago

    UPDATED !!
    *USED RAHEEM METHOD for Entity Removing :)

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    #12

    Post by Raheem » 3 years ago

    Some tips:
    1. Avoid using engine module from AMXX as much as possible, use instead ReAPI engine functions.
    2. Use ReGameDLL functions as much as possible, consider always dropping AMXX functions if there are alternatives in ReAPI.
    3. 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:
        1. public Create_Plane(id,Float:sOrigin[3],Float:eOrigin[3])
        2. {
        3.     new i_Ent = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "func_breakable"));
        4.    
        5.     entity_set_model(i_Ent,MODELS[M_PLANE]);
        6.    
        7.     set_pev(i_Ent, pev_classname, C_Plane);
        8.     set_pev(i_Ent, pev_solid, SOLID_NOT);
        9.     set_pev(i_Ent, pev_movetype, MOVETYPE_NOCLIP);
        10.    
        11.     sOrigin[2] = GetMaxHeight(i_Ent,sOrigin);
        12.    
        13.     set_pev(i_Ent, pev_origin,sOrigin);
        14.     set_pev(i_Ent, pev_iuser1,id);
        15.    
        16.     set_pev(i_Ent, pev_vuser1,sOrigin);
        17.     set_pev(i_Ent, pev_vuser2,eOrigin);
        18.    
        19.     Aim_To_Target(i_Ent,eOrigin);
        20.    
        21.     fm_set_rendering(i_Ent,kRenderFxNone,0,0,0,kRenderTransAlpha,0);
        22.    
        23.     g_iEntExist[i_Ent] = 1;
        24.    
        25.     // This is Random Value , I Am Not Sure When To Remove , Bcz This Depends On Map Size :-D
        26.    
        27.     set_task(20.0,"Kill_Remove",i_Ent);
        28.     set_task(4.0,"Task_Fly",i_Ent);
        29.    
        30.     set_pev(i_Ent, pev_nextthink,get_gametime() + 4.0);
        31. }
        TO:
        1. public Create_Plane(id,Float:sOrigin[3],Float:eOrigin[3])
        2. {
        3.     #define PDATA_SAFE 2
        4.    
        5.     new i_Ent = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "func_breakable"));
        6.    
        7.     if (pev_valid(i_Ent) != PDATA_SAFE)
        8.         return
        9.    
        10.     entity_set_model(i_Ent,MODELS[M_PLANE]);
        11.    
        12.     set_pev(i_Ent, pev_classname, C_Plane);
        13.     set_pev(i_Ent, pev_solid, SOLID_NOT);
        14.     set_pev(i_Ent, pev_movetype, MOVETYPE_NOCLIP);
        15.    
        16.     sOrigin[2] = GetMaxHeight(i_Ent,sOrigin);
        17.    
        18.     set_pev(i_Ent, pev_origin,sOrigin);
        19.     set_pev(i_Ent, pev_iuser1,id);
        20.    
        21.     set_pev(i_Ent, pev_vuser1,sOrigin);
        22.     set_pev(i_Ent, pev_vuser2,eOrigin);
        23.    
        24.     Aim_To_Target(i_Ent,eOrigin);
        25.    
        26.     fm_set_rendering(i_Ent,kRenderFxNone,0,0,0,kRenderTransAlpha,0);
        27.    
        28.     g_iEntExist[i_Ent] = 1;
        29.    
        30.     // This is Random Value , I Am Not Sure When To Remove , Bcz This Depends On Map Size :-D
        31.    
        32.     set_task(20.0,"Kill_Remove",i_Ent);
        33.     set_task(4.0,"Task_Fly",i_Ent);
        34.    
        35.     set_pev(i_Ent, pev_nextthink,get_gametime() + 4.0);
        36. }
      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

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    #13

    Post by NOVA » 3 years ago

    Okay Boss :-D

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    #14

    Post by deniska21233 » 3 years ago

    Hi
    Please help me transfer to slot 5
    Fix pls bunker buster - no fly plane sound and height plane + drop buster
    Nova you Russian?

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    #15

    Post by ngamerz » 3 years ago

    deniska21233 wrote: 3 years ago Hi
    Please help me transfer to slot 5
    Fix pls bunker buster - no fly plane sound and height plane + drop buster
    Nova you Russian?
    He's indian but he live in great britain rn

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