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Raheem
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#11

Post by Raheem » 6 years ago

Good idea, Here it's blocker if he is human he will get small damage but if zombie it will be high + print him message in center "Stop BLOCKING!!!".

CODE:
    1. #include <zombie_escape>
    2.  
    3. new const szEntities[][] =
    4. {
    5.     "func_train",
    6.     "func_vehicle",
    7.     "func_tracktrain",
    8.     "func_door"
    9. }
    10.  
    11. public plugin_init()
    12. {
    13.     register_plugin("No Block", "1.0", "Raheem")
    14.  
    15.     for (new i = 0; i <= charsmax(szEntities); i++)
    16.     {
    17.         RegisterHam(Ham_Blocked, szEntities[i], "Fw_Blocked_Post", 1)
    18.     }
    19. }
    20.  
    21. public Fw_Blocked_Post(iEnt, id)
    22. {
    23.     if (is_user_alive(id) && pev_valid(iEnt))
    24.     {
    25.         if (ze_is_user_zombie(id))
    26.         {
    27.             ExecuteHamB(Ham_TakeDamage, id, iEnt, iEnt, 50.0, DMG_GENERIC)
    28.         }
    29.         else
    30.         {
    31.             ExecuteHamB(Ham_TakeDamage, id, iEnt, iEnt, 5.0, DMG_GENERIC)
    32.         }
    33.        
    34.         client_print(id, print_center, "Stop BLOCK!!!")
    35.     }
    36. }
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sam_bhosale4
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#12

Post by sam_bhosale4 » 6 years ago

Raheem wrote: 6 years ago Good idea, Here it's blocker if he is human he will get small damage but if zombie it will be high + print him message in center "Stop BLOCKING!!!".

CODE:
    1. #include <zombie_escape>
    2.  
    3. new const szEntities[][] =
    4. {
    5.     "func_train",
    6.     "func_vehicle",
    7.     "func_tracktrain",
    8.     "func_door"
    9. }
    10.  
    11. public plugin_init()
    12. {
    13.     register_plugin("No Block", "1.0", "Raheem")
    14.  
    15.     for (new i = 0; i <= charsmax(szEntities); i++)
    16.     {
    17.         RegisterHam(Ham_Blocked, szEntities[i], "Fw_Blocked_Post", 1)
    18.     }
    19. }
    20.  
    21. public Fw_Blocked_Post(iEnt, id)
    22. {
    23.     if (is_user_alive(id) && pev_valid(iEnt))
    24.     {
    25.         if (ze_is_user_zombie(id))
    26.         {
    27.             ExecuteHamB(Ham_TakeDamage, id, iEnt, iEnt, 50.0, DMG_GENERIC)
    28.         }
    29.         else
    30.         {
    31.             ExecuteHamB(Ham_TakeDamage, id, iEnt, iEnt, 5.0, DMG_GENERIC)
    32.         }
    33.        
    34.         client_print(id, print_center, "Stop BLOCK!!!")
    35.     }
    36. }
yo thanks raheem! have you tested it? working good? :D
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sam_bhosale4
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#13

Post by sam_bhosale4 » 6 years ago

also you have added
"func_train",
"func_vehicle",
"func_tracktrain",
"func_door"
these entities few are remaining like heli, that slider, boat,ship etc etc :P
add these entities also :D
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#14

Post by sam_bhosale4 » 6 years ago

Raheem wrote: 6 years ago Good idea, Here it's blocker if he is human he will get small damage but if zombie it will be high + print him message in center "Stop BLOCKING!!!".

CODE:
    1. #include <zombie_escape>
    2.  
    3. new const szEntities[][] =
    4. {
    5.     "func_train",
    6.     "func_vehicle",
    7.     "func_tracktrain",
    8.     "func_door"
    9. }
    10.  
    11. public plugin_init()
    12. {
    13.     register_plugin("No Block", "1.0", "Raheem")
    14.  
    15.     for (new i = 0; i <= charsmax(szEntities); i++)
    16.     {
    17.         RegisterHam(Ham_Blocked, szEntities[i], "Fw_Blocked_Post", 1)
    18.     }
    19. }
    20.  
    21. public Fw_Blocked_Post(iEnt, id)
    22. {
    23.     if (is_user_alive(id) && pev_valid(iEnt))
    24.     {
    25.         if (ze_is_user_zombie(id))
    26.         {
    27.             ExecuteHamB(Ham_TakeDamage, id, iEnt, iEnt, 50.0, DMG_GENERIC)
    28.         }
    29.         else
    30.         {
    31.             ExecuteHamB(Ham_TakeDamage, id, iEnt, iEnt, 5.0, DMG_GENERIC)
    32.         }
    33.        
    34.         client_print(id, print_center, "Stop BLOCK!!!")
    35.     }
    36. }
also please add a white glow where when the blocker gets damage he will glow white so admins can understand who is blocking! glow will be helpful for admins.. :D
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#15

Post by sam_bhosale4 » 6 years ago

just tested it! its not giving any kind of damage and message instead it instant kills the player :( doesnt even shows the mssg!
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#16

Post by Raheem » 6 years ago

That's because the damage is too high so zombies killed fast or humans. You need to reduce damage to fit your humans/zombies HP from:
  • ExecuteHamB(Ham_TakeDamage, id, iEnt, iEnt, 50.0, DMG_GENERIC)
    ExecuteHamB(Ham_TakeDamage, id, iEnt, iEnt, 5.0, DMG_GENERIC)
And about glow it's good idea also, So try this:
    1. #include <zombie_escape>
    2.  
    3. new const szEntities[][] =
    4. {
    5.     "func_train",
    6.     "func_vehicle",
    7.     "func_tracktrain",
    8.     "func_door"
    9. }
    10.  
    11. public plugin_init()
    12. {
    13.     register_plugin("No Block", "1.0", "Raheem")
    14.  
    15.     for (new i = 0; i <= charsmax(szEntities); i++)
    16.     {
    17.         RegisterHam(Ham_Blocked, szEntities[i], "Fw_Blocked_Post", 1)
    18.     }
    19. }
    20.  
    21. public Fw_Blocked_Post(iEnt, id)
    22. {
    23.     if (is_user_alive(id) && pev_valid(iEnt))
    24.     {
    25.         if (ze_is_user_zombie(id))
    26.         {
    27.             ExecuteHamB(Ham_TakeDamage, id, iEnt, iEnt, 1.0, DMG_GENERIC)
    28.         }
    29.         else
    30.         {
    31.             ExecuteHamB(Ham_TakeDamage, id, iEnt, iEnt, 0.5, DMG_GENERIC)
    32.         }
    33.        
    34.         client_print(id, print_center, "Stop BLOCK!!!")
    35.         Set_Rendering(id, kRenderFxGlowShell, 255, 255, 255, kRenderNormal, 40)
    36.     }
    37. }
Change the glow color from: Set_Rendering(i, kRenderFxGlowShell, 255, 255, 255, kRenderNormal, 40) It's on RGB format.

And about you say there is another entities that moves like helicopter it will work also with them bro as these helicopters is one of these entities in the plugin. If you see in one map when you block a helicopter the plugin not works report it bro.
Last edited by Raheem 6 years ago, edited 1 time in total.
Reason: i --> id
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#17

Post by sam_bhosale4 » 6 years ago

getting many errors for Set_Rendering and when compiling without that it compiles without errors but now it doesnt work! no damage no mssg!
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#18

Post by Raheem » 6 years ago

Check code again.
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#19

Post by sam_bhosale4 » 6 years ago

now working but need few changes! the ham is taking damage on Armour not health and also when the blocker stop blocking he keeps glowing need to terminate glow after block end
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#20

Post by sam_bhosale4 » 6 years ago

suggestions-
1. set time for takedamage as 0.5 sec
2.glow is working good but player should glow only when blocking the entity once he stop glow should terminate!
3.if glow will blink every sec it would be nice :P
4.I wonder if we add human block in this..like when semiclip isnt added and players are inside the heli/entity if they come closer to each other and stick together the heli gets blocked, so in this case also the humans must get damage..
if these things comes into plugins it will be a great plugin of ze <3
and sorry bros(jacky and raheem) im giving you so much work but im just started in pawn amxx :(
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#21

Post by Night Fury » 6 years ago

sam_bhosale4 wrote: 6 years ago now working but need few changes! the ham is taking damage on Armour not health and also when the blocker stop blocking he keeps glowing need to terminate glow after block end
This is the new code with fixed-glow.
I don't remember how to fix the first problem. :P

Code: Select all

#include <zombie_escape>

new const szEntities[][] =
{
	"func_train",
	"func_vehicle",
	"func_tracktrain",
	"func_door"
}

public plugin_init()
{
	register_plugin("No Block", "1.0", "Raheem")

	for (new i = 0; i <= charsmax(szEntities); i++)
	{
		RegisterHam(Ham_Blocked, szEntities[i], "Fw_Blocked_Post", 1)
	}
}

public Fw_Blocked_Post(iEnt, id)
{
	if (is_user_alive(id) && pev_valid(iEnt))
	{
		if (ze_is_user_zombie(id))
		{
			ExecuteHamB(Ham_TakeDamage, id, iEnt, iEnt, 1.0, DMG_GENERIC)
		}
		else
		{
			ExecuteHamB(Ham_TakeDamage, id, iEnt, iEnt, 0.5, DMG_GENERIC)
		}

		client_print(id, print_center, "Stop BLOCK!!!")
		Set_Rendering(id, kRenderFxGlowShell, 255, 255, 255, kRenderNormal, 40)
	}
	else
	{
		Set_Rendering(id)
	}
}
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#22

Post by Raheem » 6 years ago

Oh, I forget to reset the glow... Good jack.
sam_bhosale4 wrote: 6 years ago suggestions-
1. set time for takedamage as 0.5 sec
2.glow is working good but player should glow only when blocking the entity once he stop glow should terminate!
3.if glow will blink every sec it would be nice :P
4.I wonder if we add human block in this..like when semiclip isnt added and players are inside the heli/entity if they come closer to each other and stick together the heli gets blocked, so in this case also the humans must get damage..
if these things comes into plugins it will be a great plugin of ze <3
and sorry bros(jacky and raheem) im giving you so much work but im just started in pawn amxx :(
1. Taking damage is set in the block event and this event is called many times in second i don't know how much in fact. Better to low the damage than we make time limit.
3. Hmm, What this means? Add glow and remove like pulsing ON, OFF, ON, OFF ?
4.Already if they blocked the heli they will be damaged. If not so i recommend using in that case the semiclip.
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#23

Post by sam_bhosale4 » 6 years ago

Raheem wrote: 6 years ago Oh, I forget to reset the glow... Good jack.
sam_bhosale4 wrote: 6 years ago suggestions-
1. set time for takedamage as 0.5 sec
2.glow is working good but player should glow only when blocking the entity once he stop glow should terminate!
3.if glow will blink every sec it would be nice :P
4.I wonder if we add human block in this..like when semiclip isnt added and players are inside the heli/entity if they come closer to each other and stick together the heli gets blocked, so in this case also the humans must get damage..
if these things comes into plugins it will be a great plugin of ze <3
and sorry bros(jacky and raheem) im giving you so much work but im just started in pawn amxx :(
1. Taking damage is set in the block event and this event is called many times in second i don't know how much in fact. Better to low the damage than we make time limit.
3. Hmm, What this means? Add glow and remove like pulsing ON, OFF, ON, OFF ?
4.Already if they blocked the heli they will be damaged. If not so i recommend using in that case the semiclip.
ohh okay..
but its not damaging the hp its damaging the armour and when armour goes to 0 it does nothing :(
Glow - yeah pulsive on/off on/off :D
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#24

Post by Night Fury » 6 years ago

Raheem wrote: 6 years ago . Taking damage is set in the block event and this event is called many times in second i don't know how much in fact. Better to low the damage than we make time limit.
Put task with your specific time and with 'a' flag to be initialized only 1 time each time the function is called. :D
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#25

Post by Raheem » 6 years ago

I don't know how HamTakeDamage not effect health but anyway now i check if player have armor then i take it from him so it take from his damage. Also now the glow will be pulsating.
Jack GamePlay wrote: 6 years ago Put task with your specific time and with 'a' flag to be initialized only 1 time each time the function is called. :D
We discussed this together so to low damage is better than this and simpler.

Code:
    1. #include <zombie_escape>
    2.  
    3. new const szEntities[][] =
    4. {
    5.     "func_train",
    6.     "func_vehicle",
    7.     "func_tracktrain",
    8.     "func_door"
    9. }
    10.  
    11. new g_iPulsating = 0
    12.  
    13. public plugin_init()
    14. {
    15.     register_plugin("No Block", "1.0", "Raheem")
    16.  
    17.     for (new i = 0; i <= charsmax(szEntities); i++)
    18.     {
    19.         RegisterHam(Ham_Blocked, szEntities[i], "Fw_Blocked_Post", 1)
    20.     }
    21. }
    22.  
    23. public Fw_Blocked_Post(iEnt, id)
    24. {
    25.     if (is_user_alive(id) && pev_valid(iEnt))
    26.     {
    27.         if (get_entvar(id, var_armorvalue) != 0.0)
    28.         {
    29.             set_entvar(id, var_armorvalue, 0.0)
    30.         }
    31.        
    32.         if (ze_is_user_zombie(id))
    33.         {
    34.             ExecuteHamB(Ham_TakeDamage, id, iEnt, iEnt, 1.0, DMG_GENERIC)
    35.         }
    36.         else
    37.         {
    38.             ExecuteHamB(Ham_TakeDamage, id, iEnt, iEnt, 0.5, DMG_GENERIC)
    39.         }
    40.  
    41.         client_print(id, print_center, "Stop BLOCK!!!")
    42.        
    43.         switch (g_iPulsating)
    44.         {
    45.             case 0:
    46.             {
    47.                 Set_Rendering(id, kRenderFxGlowShell, 255, 255, 255, kRenderNormal, 40)
    48.                 g_iPulsating = 1
    49.             }
    50.             case 1:
    51.             {
    52.                 Set_Rendering(id)
    53.                 g_iPulsating = 0
    54.             }
    55.         }
    56.     }
    57.     else
    58.     {
    59.         Set_Rendering(id)
    60.     }
    61. }
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#26

Post by sam_bhosale4 » 6 years ago

Raheem wrote: 6 years ago I don't know how HamTakeDamage not effect health but anyway now i check if player have armor then i take it from him so it take from his damage. Also now the glow will be pulsating.
Jack GamePlay wrote: 6 years ago Put task with your specific time and with 'a' flag to be initialized only 1 time each time the function is called. :D
We discussed this together so to low damage is better than this and simpler.

Code:
    1. #include <zombie_escape>
    2.  
    3. new const szEntities[][] =
    4. {
    5.     "func_train",
    6.     "func_vehicle",
    7.     "func_tracktrain",
    8.     "func_door"
    9. }
    10.  
    11. new g_iPulsating = 0
    12.  
    13. public plugin_init()
    14. {
    15.     register_plugin("No Block", "1.0", "Raheem")
    16.  
    17.     for (new i = 0; i <= charsmax(szEntities); i++)
    18.     {
    19.         RegisterHam(Ham_Blocked, szEntities[i], "Fw_Blocked_Post", 1)
    20.     }
    21. }
    22.  
    23. public Fw_Blocked_Post(iEnt, id)
    24. {
    25.     if (is_user_alive(id) && pev_valid(iEnt))
    26.     {
    27.         if (get_entvar(id, var_armorvalue) != 0.0)
    28.         {
    29.             set_entvar(id, var_armorvalue, 0.0)
    30.         }
    31.        
    32.         if (ze_is_user_zombie(id))
    33.         {
    34.             ExecuteHamB(Ham_TakeDamage, id, iEnt, iEnt, 1.0, DMG_GENERIC)
    35.         }
    36.         else
    37.         {
    38.             ExecuteHamB(Ham_TakeDamage, id, iEnt, iEnt, 0.5, DMG_GENERIC)
    39.         }
    40.  
    41.         client_print(id, print_center, "Stop BLOCK!!!")
    42.        
    43.         switch (g_iPulsating)
    44.         {
    45.             case 0:
    46.             {
    47.                 Set_Rendering(id, kRenderFxGlowShell, 255, 255, 255, kRenderNormal, 40)
    48.                 g_iPulsating = 1
    49.             }
    50.             case 1:
    51.             {
    52.                 Set_Rendering(id)
    53.                 g_iPulsating = 0
    54.             }
    55.         }
    56.     }
    57.     else
    58.     {
    59.         Set_Rendering(id)
    60.     }
    61. }
not working :( plugin running but not working
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#27

Post by Raheem » 6 years ago

Ok, Here you are this one tested the problem was that we should make the damage >= 1.0 So HamTakeDamage works. Also pulsating working with no problems.

Code:
    1. #include <zombie_escape>
    2.  
    3. new const szEntities[][] =
    4. {
    5.     "func_train",
    6.     "func_vehicle",
    7.     "func_tracktrain",
    8.     "func_door"
    9. }
    10.  
    11. new g_iPulsating = 0
    12.  
    13. public plugin_init()
    14. {
    15.     register_plugin("No Block", "1.0", "Raheem")
    16.  
    17.     for (new i = 0; i <= charsmax(szEntities); i++)
    18.     {
    19.         RegisterHam(Ham_Blocked, szEntities[i], "Fw_Blocked_Post", 1)
    20.     }
    21. }
    22.  
    23. public Fw_Blocked_Post(iEnt, id)
    24. {
    25.     if (is_user_alive(id) && pev_valid(iEnt))
    26.     {
    27.         ExecuteHamB(Ham_TakeDamage, id, iEnt, iEnt, 1.0, DMG_GENERIC)
    28.  
    29.         client_print(id, print_center, "Stop BLOCK!!!")
    30.        
    31.         switch (g_iPulsating)
    32.         {
    33.             case 0:
    34.             {
    35.                 Set_Rendering(id, kRenderFxGlowShell, 255, 255, 255, kRenderNormal, 40)
    36.                 g_iPulsating = 1
    37.             }
    38.             case 1:
    39.             {
    40.                 Set_Rendering(id)
    41.                 g_iPulsating = 0
    42.             }
    43.         }
    44.     }
    45.     else
    46.     {
    47.         Set_Rendering(id)
    48.     }
    49. }
If you can test this case and report me how it's going: If Escape-Leader blocks his glow will be like? Also after he unblock how it will be?
If you noticed any bug report.
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sam_bhosale4
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India
Posts: 109
Joined: 7 years ago
Location: INDIA
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#28

Post by sam_bhosale4 » 6 years ago

Raheem wrote: 6 years ago Ok, Here you are this one tested the problem was that we should make the damage >= 1.0 So HamTakeDamage works. Also pulsating working with no problems.

Code:
    1. #include <zombie_escape>
    2.  
    3. new const szEntities[][] =
    4. {
    5.     "func_train",
    6.     "func_vehicle",
    7.     "func_tracktrain",
    8.     "func_door"
    9. }
    10.  
    11. new g_iPulsating = 0
    12.  
    13. public plugin_init()
    14. {
    15.     register_plugin("No Block", "1.0", "Raheem")
    16.  
    17.     for (new i = 0; i <= charsmax(szEntities); i++)
    18.     {
    19.         RegisterHam(Ham_Blocked, szEntities[i], "Fw_Blocked_Post", 1)
    20.     }
    21. }
    22.  
    23. public Fw_Blocked_Post(iEnt, id)
    24. {
    25.     if (is_user_alive(id) && pev_valid(iEnt))
    26.     {
    27.         ExecuteHamB(Ham_TakeDamage, id, iEnt, iEnt, 1.0, DMG_GENERIC)
    28.  
    29.         client_print(id, print_center, "Stop BLOCK!!!")
    30.        
    31.         switch (g_iPulsating)
    32.         {
    33.             case 0:
    34.             {
    35.                 Set_Rendering(id, kRenderFxGlowShell, 255, 255, 255, kRenderNormal, 40)
    36.                 g_iPulsating = 1
    37.             }
    38.             case 1:
    39.             {
    40.                 Set_Rendering(id)
    41.                 g_iPulsating = 0
    42.             }
    43.         }
    44.     }
    45.     else
    46.     {
    47.         Set_Rendering(id)
    48.     }
    49. }
If you can test this case and report me how it's going: If Escape-Leader blocks his glow will be like? Also after he unblock how it will be?
If you noticed any bug report.
now its working perfectly damaging! but not damaging per sec and that glow isnt pulsing nor terminating after block end
-=SeRious-GaminG|Zombie Escape[Alien vs. Predator]|Asia=-
206.189.132.169:40000
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Raheem
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Posts: 2214
Joined: 7 years ago
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#29

Post by Raheem » 6 years ago

HMM, Ok about the damage i tells you as when players block the entity the block function called many times in one second that's why the damage not every 1 seconds. For now i see damage 1 is good as example if Human health 1,000 it's good 1 damage per call. Second about the glow and you say it's not terminating and not pulsating.... It works for me but i'll try another idea soon i'll post you better code.
He who fails to plan is planning to fail

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sam_bhosale4
Mod Tester
Mod Tester
India
Posts: 109
Joined: 7 years ago
Location: INDIA
Contact:

#30

Post by sam_bhosale4 » 6 years ago

Raheem wrote: 6 years ago HMM, Ok about the damage i tells you as when players block the entity the block function called many times in one second that's why the damage not every 1 seconds. For now i see damage 1 is good as example if Human health 1,000 it's good 1 damage per call. Second about the glow and you say it's not terminating and not pulsating.... It works for me but i'll try another idea soon i'll post you better code.
ya its called more than 100 times haha.. in my server human hp is 150 and if someone blocks he instantly dies -_-
-=SeRious-GaminG|Zombie Escape[Alien vs. Predator]|Asia=-
206.189.132.169:40000
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