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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:
#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, 50.0, DMG_GENERIC)
}
else
{
ExecuteHamB(Ham_TakeDamage, id, iEnt, iEnt, 5.0, DMG_GENERIC)
}
client_print(id, print_center, "Stop BLOCK!!!")
}
}
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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:
#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, 50.0, DMG_GENERIC)
}
else
{
ExecuteHamB(Ham_TakeDamage, id, iEnt, iEnt, 5.0, DMG_GENERIC)
}
client_print(id, print_center, "Stop BLOCK!!!")
}
}
yo thanks raheem! have you tested it? working good?
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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
add these entities also
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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:
#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, 50.0, DMG_GENERIC)
}
else
{
ExecuteHamB(Ham_TakeDamage, id, iEnt, iEnt, 5.0, DMG_GENERIC)
}
client_print(id, print_center, "Stop BLOCK!!!")
}
}
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..
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sam_bhosale4
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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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Raheem
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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:
#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)
}
}
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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sam_bhosale4
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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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Raheem
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#18
Post
by Raheem » 6 years ago
Check code again.
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sam_bhosale4
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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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sam_bhosale4
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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
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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Night Fury
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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.
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)
}
}
Want your own mod edition? PM me.
Accepting private projects.
Discord: Fury#7469
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Raheem
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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
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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sam_bhosale4
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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
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
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Night Fury
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#24
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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.
Want your own mod edition? PM me.
Accepting private projects.
Discord: Fury#7469
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Raheem
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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.
We discussed this together so to low damage is better than this and simpler.
Code:
#include <zombie_escape>
new const szEntities[][] =
{
"func_train",
"func_vehicle",
"func_tracktrain",
"func_door"
}
new g_iPulsating = 0
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 (get_entvar(id, var_armorvalue) != 0.0)
{
set_entvar(id, var_armorvalue, 0.0)
}
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!!!")
switch (g_iPulsating)
{
case 0:
{
Set_Rendering(id, kRenderFxGlowShell, 255, 255, 255, kRenderNormal, 40)
g_iPulsating = 1
}
case 1:
{
Set_Rendering(id)
g_iPulsating = 0
}
}
}
else
{
Set_Rendering(id)
}
}
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sam_bhosale4
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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.
We discussed this together so to low damage is better than this and simpler.
Code:
#include <zombie_escape>
new const szEntities[][] =
{
"func_train",
"func_vehicle",
"func_tracktrain",
"func_door"
}
new g_iPulsating = 0
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 (get_entvar(id, var_armorvalue) != 0.0)
{
set_entvar(id, var_armorvalue, 0.0)
}
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!!!")
switch (g_iPulsating)
{
case 0:
{
Set_Rendering(id, kRenderFxGlowShell, 255, 255, 255, kRenderNormal, 40)
g_iPulsating = 1
}
case 1:
{
Set_Rendering(id)
g_iPulsating = 0
}
}
}
else
{
Set_Rendering(id)
}
}
not working
plugin running but not working
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Raheem
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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:
#include <zombie_escape>
new const szEntities[][] =
{
"func_train",
"func_vehicle",
"func_tracktrain",
"func_door"
}
new g_iPulsating = 0
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))
{
ExecuteHamB(Ham_TakeDamage, id, iEnt, iEnt, 1.0, DMG_GENERIC)
client_print(id, print_center, "Stop BLOCK!!!")
switch (g_iPulsating)
{
case 0:
{
Set_Rendering(id, kRenderFxGlowShell, 255, 255, 255, kRenderNormal, 40)
g_iPulsating = 1
}
case 1:
{
Set_Rendering(id)
g_iPulsating = 0
}
}
}
else
{
Set_Rendering(id)
}
}
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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#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:
#include <zombie_escape>
new const szEntities[][] =
{
"func_train",
"func_vehicle",
"func_tracktrain",
"func_door"
}
new g_iPulsating = 0
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))
{
ExecuteHamB(Ham_TakeDamage, id, iEnt, iEnt, 1.0, DMG_GENERIC)
client_print(id, print_center, "Stop BLOCK!!!")
switch (g_iPulsating)
{
case 0:
{
Set_Rendering(id, kRenderFxGlowShell, 255, 255, 255, kRenderNormal, 40)
g_iPulsating = 1
}
case 1:
{
Set_Rendering(id)
g_iPulsating = 0
}
}
}
else
{
Set_Rendering(id)
}
}
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
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Raheem
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#29
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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.
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sam_bhosale4
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#30
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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 -_-
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