No Entities Block
-
- Veteran Member
- Posts: 598
- Joined: 7 years ago
- Contact:
Ok its working, but its killing human with 1000hp too fast: 2 seconds and its over
Change this line:
Code: Select all
ExecuteHamB(Ham_TakeDamage, id, iEnt, iEnt, 1.0, DMG_GENERIC)
Code: Select all
ExecuteHamB(Ham_TakeDamage, id, iEnt, iEnt, 0.1, DMG_GENERIC)
He who fails to plan is planning to fail
Increase the damage till you get what you need.
He who fails to plan is planning to fail
try this i use it in my server
@raheem can you add to this msg for human STOP BLOCK!! MOVE -15 hp and msg for zombies show STOP BLOCK!! MOVE -2000hp
Code: Select all
#include <zombie_escape>
new Float:g_flPlayed[33]
new const szEntities[][] =
{
"func_train",
"func_vehicle",
"func_tracktrain",
"func_door"
}
new g_iPulsating = 0, Float:g_flLastBlock[33]
// Cvars
new g_pCvarBlockTime
public plugin_init()
{
register_plugin("No Block", "1.0", "Raheem")
// Cvars
g_pCvarBlockTime = register_cvar("ze_block_time", "1.5")
for (new i = 0; i <= charsmax(szEntities); i++)
{
RegisterHam(Ham_Blocked, szEntities[i], "Fw_Blocked_Post", 1)
}
}
public Fw_Blocked_Post(iEnt, id)
{
new Float:flRefTime = get_gametime()
if (is_user_alive(id) && pev_valid(iEnt))
{
PlaySound(id, "zombie_escape/move.wav")
g_flPlayed[id] = get_gametime();
}
{
if(g_flLastBlock[id] > flRefTime)
return
g_flLastBlock[id] = flRefTime + get_pcvar_float(g_pCvarBlockTime)
if (ze_is_user_zombie(id))
{
ExecuteHamB(Ham_TakeDamage, id, iEnt, iEnt, 2000.0, DMG_GENERIC)
}
else
{
ExecuteHamB(Ham_TakeDamage, id, iEnt, iEnt, 15.0, DMG_GENERIC)
}
client_print(id, print_center, "STOP BLOCK!! MOVE")
switch (g_iPulsating)
{
case 0:
{
Set_Rendering(id, kRenderFxGlowShell, 255, 255, 255, kRenderNormal, 10)
g_iPulsating = 1
}
case 1:
{
Set_Rendering(id)
g_iPulsating = 0
}
}
}
}
- Night Fury
- Mod Developer
- Posts: 677
- Joined: 7 years ago
- Contact:
- #include <zombie_escape>
- new Float:g_flPlayed[33]
- new const szEntities[][] =
- {
- "func_train",
- "func_vehicle",
- "func_tracktrain",
- "func_door"
- }
- new g_iPulsating = 0, Float:g_flLastBlock[33]
- // Cvars
- new g_pCvarBlockTime
- public plugin_init()
- {
- register_plugin("No Block", "1.0", "Raheem")
- // Cvars
- g_pCvarBlockTime = register_cvar("ze_block_time", "1.5")
- for (new i = 0; i <= charsmax(szEntities); i++)
- {
- RegisterHam(Ham_Blocked, szEntities[i], "Fw_Blocked_Post", 1)
- }
- }
- public Fw_Blocked_Post(iEnt, id)
- {
- new Float:flRefTime = get_gametime()
- if (is_user_alive(id) && pev_valid(iEnt))
- {
- PlaySound(id, "zombie_escape/move.wav")
- g_flPlayed[id] = get_gametime();
- }
- {
- if(g_flLastBlock[id] > flRefTime)
- return
- g_flLastBlock[id] = flRefTime + get_pcvar_float(g_pCvarBlockTime)
- if (ze_is_user_zombie(id))
- {
- client_print(id, print_center, "STOP BLOCKING!!! -2000HP")
- ExecuteHamB(Ham_TakeDamage, id, iEnt, iEnt, 2000.0, DMG_GENERIC)
- }
- else
- {
- client_print(id, print_center, "STOP BLOCKING!!! -15HP")
- ExecuteHamB(Ham_TakeDamage, id, iEnt, iEnt, 15.0, DMG_GENERIC)
- }
- client_print(id, print_center, "STOP BLOCK!! MOVE")
- switch (g_iPulsating)
- {
- case 0:
- {
- Set_Rendering(id, kRenderFxGlowShell, 255, 255, 255, kRenderNormal, 10)
- g_iPulsating = 1
- }
- case 1:
- {
- Set_Rendering(id)
- g_iPulsating = 0
- }
- }
- }
- }
i try this befor but dont workJack GamePlay wrote: ↑5 years ago
#include <zombie_escape> new Float:g_flPlayed[33] new const szEntities[][] = { "func_train", "func_vehicle", "func_tracktrain", "func_door" } new g_iPulsating = 0, Float:g_flLastBlock[33] // Cvars new g_pCvarBlockTime public plugin_init() { register_plugin("No Block", "1.0", "Raheem") // Cvars g_pCvarBlockTime = register_cvar("ze_block_time", "1.5") for (new i = 0; i <= charsmax(szEntities); i++) { RegisterHam(Ham_Blocked, szEntities[i], "Fw_Blocked_Post", 1) } } public Fw_Blocked_Post(iEnt, id) { new Float:flRefTime = get_gametime() if (is_user_alive(id) && pev_valid(iEnt)) { PlaySound(id, "zombie_escape/move.wav") g_flPlayed[id] = get_gametime(); } { if(g_flLastBlock[id] > flRefTime) return g_flLastBlock[id] = flRefTime + get_pcvar_float(g_pCvarBlockTime) if (ze_is_user_zombie(id)) { client_print(id, print_center, "STOP BLOCKING!!! -2000HP") ExecuteHamB(Ham_TakeDamage, id, iEnt, iEnt, 2000.0, DMG_GENERIC) } else { client_print(id, print_center, "STOP BLOCKING!!! -15HP") ExecuteHamB(Ham_TakeDamage, id, iEnt, iEnt, 15.0, DMG_GENERIC) } client_print(id, print_center, "STOP BLOCK!! MOVE") switch (g_iPulsating) { case 0: { Set_Rendering(id, kRenderFxGlowShell, 255, 255, 255, kRenderNormal, 10) g_iPulsating = 1 } case 1: { Set_Rendering(id) g_iPulsating = 0 } } } }
In latest ReHLDS, you can't block entities. They will not blocked anymore. So i consider this plugin useless.
He who fails to plan is planning to fail
- Night Fury
- Mod Developer
- Posts: 677
- Joined: 7 years ago
- Contact:
They blocked it by default?
I think yes, can't block entities anymore.
He who fails to plan is planning to fail
-
- Veteran Member
- Posts: 408
- Joined: 5 years ago
- Contact:
hey jackJack GamePlay wrote: ↑6 years agoNo Entities Block
Description:Code:
- I'm here with a new plugin which will block players from blocking things such as train, car, plane, door, etc..
Plugin was tested on public server.Downloads:
#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)) { new Float:flVelocity[3] velocity_by_aim(id, 550, flVelocity) flVelocity[0] += 20.0 flVelocity[1] += 20.0 flVelocity[2] += 20.0 set_entvar(id, var_velocity, flVelocity) } }
- [ZE] No Block.zip
man its not working
please help me man
Try thisMuhammet20 wrote: ↑5 years agohey jackJack GamePlay wrote: ↑6 years agoNo Entities Block
Description:Code:
- I'm here with a new plugin which will block players from blocking things such as train, car, plane, door, etc..
Plugin was tested on public server.Downloads:
#include <zombie_escape> new const szEntities[][] = { "func_train", "func_vehicle", "func_tracktrain", } 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)) { new Float:flVelocity[3] velocity_by_aim(id, 550, flVelocity) flVelocity[0] += 20.0 flVelocity[1] += 20.0 flVelocity[2] += 20.0 set_entvar(id, var_velocity, flVelocity) } }
- [ZE] No Block.zip
man its not working
please help me man
Code: Select all
#include <zombie_escape>
new Float:g_flPlayed[33]
new const szEntities[][] =
{
"func_train",
"func_vehicle",
"func_tracktrain",
}
new g_iPulsating = 0, Float:g_flLastBlock[33]
// Cvars
new g_pCvarBlockTime
public plugin_init()
{
register_plugin("No Block", "1.0", "Raheem")
// Cvars
g_pCvarBlockTime = register_cvar("ze_block_time", "1.5")
for (new i = 0; i <= charsmax(szEntities); i++)
{
RegisterHam(Ham_Blocked, szEntities[i], "Fw_Blocked_Post", 1)
}
}
public Fw_Blocked_Post(iEnt, id)
{
new Float:flRefTime = get_gametime()
if (is_user_alive(id) && pev_valid(iEnt))
{
PlaySound(id, "zombie_escape/move.wav")
g_flPlayed[id] = get_gametime();
}
{
if(g_flLastBlock[id] > flRefTime)
return
g_flLastBlock[id] = flRefTime + get_pcvar_float(g_pCvarBlockTime)
if (ze_is_user_zombie(id))
{
ExecuteHamB(Ham_TakeDamage, id, iEnt, iEnt, 2000.0, DMG_GENERIC)
}
else
{
ExecuteHamB(Ham_TakeDamage, id, iEnt, iEnt, 15.0, DMG_GENERIC)
}
client_print(id, print_center, "STOP BLOCK!! MOVE")
switch (g_iPulsating)
{
case 0:
{
Set_Rendering(id, kRenderFxGlowShell, 255, 255, 255, kRenderNormal, 10)
g_iPulsating = 1
}
case 1:
{
Set_Rendering(id)
g_iPulsating = 0
}
}
}
}
Blocking moving entities can't be done anymore at latest ReHLDS, so this not needed anymore.
He who fails to plan is planning to fail
-
- Veteran Member
- Posts: 408
- Joined: 5 years ago
- Contact:
sPe3doN wrote: ↑5 years agoTry thisMuhammet20 wrote: ↑5 years agohey jackJack GamePlay wrote: ↑6 years agoNo Entities Block
Description:Code:
- I'm here with a new plugin which will block players from blocking things such as train, car, plane, door, etc..
Plugin was tested on public server.Downloads:
#include <zombie_escape> new const szEntities[][] = { "func_train", "func_vehicle", "func_tracktrain", } 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)) { new Float:flVelocity[3] velocity_by_aim(id, 550, flVelocity) flVelocity[0] += 20.0 flVelocity[1] += 20.0 flVelocity[2] += 20.0 set_entvar(id, var_velocity, flVelocity) } }
- [ZE] No Block.zip
man its not working
please help me manCode: Select all
#include <zombie_escape> new Float:g_flPlayed[33] new const szEntities[][] = { "func_train", "func_vehicle", "func_tracktrain", } new g_iPulsating = 0, Float:g_flLastBlock[33] // Cvars new g_pCvarBlockTime public plugin_init() { register_plugin("No Block", "1.0", "Raheem") // Cvars g_pCvarBlockTime = register_cvar("ze_block_time", "1.5") for (new i = 0; i <= charsmax(szEntities); i++) { RegisterHam(Ham_Blocked, szEntities[i], "Fw_Blocked_Post", 1) } } public Fw_Blocked_Post(iEnt, id) { new Float:flRefTime = get_gametime() if (is_user_alive(id) && pev_valid(iEnt)) { PlaySound(id, "zombie_escape/move.wav") g_flPlayed[id] = get_gametime(); } { if(g_flLastBlock[id] > flRefTime) return g_flLastBlock[id] = flRefTime + get_pcvar_float(g_pCvarBlockTime) if (ze_is_user_zombie(id)) { ExecuteHamB(Ham_TakeDamage, id, iEnt, iEnt, 2000.0, DMG_GENERIC) } else { ExecuteHamB(Ham_TakeDamage, id, iEnt, iEnt, 15.0, DMG_GENERIC) } client_print(id, print_center, "STOP BLOCK!! MOVE") switch (g_iPulsating) { case 0: { Set_Rendering(id, kRenderFxGlowShell, 255, 255, 255, kRenderNormal, 10) g_iPulsating = 1 } case 1: { Set_Rendering(id) g_iPulsating = 0 } } } }
man its not working please help me about this plugin
-
- Veteran Member
- Posts: 408
- Joined: 5 years ago
- Contact:
I mean this plugin not needed anymore because in latest ReHLDS you can't block moving entities.
He who fails to plan is planning to fail
-
- Veteran Member
- Posts: 408
- Joined: 5 years ago
- Contact:
- Night Fury
- Mod Developer
- Posts: 677
- Joined: 7 years ago
- Contact:
As in the latest version of ReHLDS, this kind of blocks has been fixed so this plugin is no more useful.
Trashed.
Trashed.
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