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Useless Stuffs, Spam ... etc
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Raheem
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#31

Post by Raheem » 6 years ago

Ok this add limit for damage so it will make -10 from his HP every 1.5 seconds. About glow i don't manage to reset it. Simply i need to think again where to reset as the problem i don't know that when player stop blocking he stops. So i can't reset the glow right.

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, Float:g_flLastBlock[33]
    12.  
    13. // Cvars
    14. new g_pCvarBlockTime
    15.  
    16. public plugin_init()
    17. {
    18.     register_plugin("No Block", "1.0", "Raheem")
    19.    
    20.     // Cvars
    21.     g_pCvarBlockTime = register_cvar("ze_block_time", "1.5")
    22.  
    23.     for (new i = 0; i <= charsmax(szEntities); i++)
    24.     {
    25.         RegisterHam(Ham_Blocked, szEntities[i], "Fw_Blocked_Post", 1)
    26.     }
    27. }
    28.  
    29. public Fw_Blocked_Post(iEnt, id)
    30. {
    31.     new Float:flRefTime = get_gametime()
    32.    
    33.     if (is_user_alive(id) && pev_valid(iEnt))
    34.     {
    35.         if(g_flLastBlock[id] > flRefTime)
    36.             return
    37.        
    38.         g_flLastBlock[id] = flRefTime + get_pcvar_float(g_pCvarBlockTime)
    39.            
    40.         ExecuteHamB(Ham_TakeDamage, id, iEnt, iEnt, 10.0, DMG_GENERIC)
    41.  
    42.         client_print(id, print_center, "Stop BLOCK!!!")
    43.        
    44.         switch (g_iPulsating)
    45.         {
    46.             case 0:
    47.             {
    48.                 Set_Rendering(id, kRenderFxGlowShell, 255, 255, 255, kRenderNormal, 40)
    49.                 g_iPulsating = 1
    50.             }
    51.             case 1:
    52.             {
    53.                 Set_Rendering(id)
    54.                 g_iPulsating = 0
    55.             }
    56.         }
    57.     }
    58. }
Try think with me how to detect that this bad player stop blocking.
He who fails to plan is planning to fail

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sam_bhosale4
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#32

Post by sam_bhosale4 » 6 years ago

Raheem wrote: 6 years ago Ok this add limit for damage so it will make -10 from his HP every 1.5 seconds. About glow i don't manage to reset it. Simply i need to think again where to reset as the problem i don't know that when player stop blocking he stops. So i can't reset the glow right.

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, Float:g_flLastBlock[33]
    12.  
    13. // Cvars
    14. new g_pCvarBlockTime
    15.  
    16. public plugin_init()
    17. {
    18.     register_plugin("No Block", "1.0", "Raheem")
    19.    
    20.     // Cvars
    21.     g_pCvarBlockTime = register_cvar("ze_block_time", "1.5")
    22.  
    23.     for (new i = 0; i <= charsmax(szEntities); i++)
    24.     {
    25.         RegisterHam(Ham_Blocked, szEntities[i], "Fw_Blocked_Post", 1)
    26.     }
    27. }
    28.  
    29. public Fw_Blocked_Post(iEnt, id)
    30. {
    31.     new Float:flRefTime = get_gametime()
    32.    
    33.     if (is_user_alive(id) && pev_valid(iEnt))
    34.     {
    35.         if(g_flLastBlock[id] > flRefTime)
    36.             return
    37.        
    38.         g_flLastBlock[id] = flRefTime + get_pcvar_float(g_pCvarBlockTime)
    39.            
    40.         ExecuteHamB(Ham_TakeDamage, id, iEnt, iEnt, 10.0, DMG_GENERIC)
    41.  
    42.         client_print(id, print_center, "Stop BLOCK!!!")
    43.        
    44.         switch (g_iPulsating)
    45.         {
    46.             case 0:
    47.             {
    48.                 Set_Rendering(id, kRenderFxGlowShell, 255, 255, 255, kRenderNormal, 40)
    49.                 g_iPulsating = 1
    50.             }
    51.             case 1:
    52.             {
    53.                 Set_Rendering(id)
    54.                 g_iPulsating = 0
    55.             }
    56.         }
    57.     }
    58. }
Try think with me how to detect that this bad player stop blocking.
thats nice do one thing
define human damage different and zombie damage diff..
for human 10dmg/sec and zm 2000 dmg /sec
-=SeRious-GaminG|Zombie Escape[Alien vs. Predator]|Asia=-
206.189.132.169:40000
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sped
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#33

Post by sped » 6 years ago

sam_bhosale4 wrote: 6 years ago
Raheem wrote: 6 years ago Ok this add limit for damage so it will make -10 from his HP every 1.5 seconds. About glow i don't manage to reset it. Simply i need to think again where to reset as the problem i don't know that when player stop blocking he stops. So i can't reset the glow right.

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, Float:g_flLastBlock[33]
    12.  
    13. // Cvars
    14. new g_pCvarBlockTime
    15.  
    16. public plugin_init()
    17. {
    18.     register_plugin("No Block", "1.0", "Raheem")
    19.    
    20.     // Cvars
    21.     g_pCvarBlockTime = register_cvar("ze_block_time", "1.5")
    22.  
    23.     for (new i = 0; i <= charsmax(szEntities); i++)
    24.     {
    25.         RegisterHam(Ham_Blocked, szEntities[i], "Fw_Blocked_Post", 1)
    26.     }
    27. }
    28.  
    29. public Fw_Blocked_Post(iEnt, id)
    30. {
    31.     new Float:flRefTime = get_gametime()
    32.    
    33.     if (is_user_alive(id) && pev_valid(iEnt))
    34.     {
    35.         if(g_flLastBlock[id] > flRefTime)
    36.             return
    37.        
    38.         g_flLastBlock[id] = flRefTime + get_pcvar_float(g_pCvarBlockTime)
    39.            
    40.         ExecuteHamB(Ham_TakeDamage, id, iEnt, iEnt, 10.0, DMG_GENERIC)
    41.  
    42.         client_print(id, print_center, "Stop BLOCK!!!")
    43.        
    44.         switch (g_iPulsating)
    45.         {
    46.             case 0:
    47.             {
    48.                 Set_Rendering(id, kRenderFxGlowShell, 255, 255, 255, kRenderNormal, 40)
    49.                 g_iPulsating = 1
    50.             }
    51.             case 1:
    52.             {
    53.                 Set_Rendering(id)
    54.                 g_iPulsating = 0
    55.             }
    56.         }
    57.     }
    58. }
Try think with me how to detect that this bad player stop blocking.
thats nice do one thing
define human damage different and zombie damage diff..
for human 10dmg/sec and zm 2000 dmg /sec
i agree :D

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ArminC
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#34

Post by ArminC » 6 years ago

For normal mods (or other):

Code: Select all

#include <amxmodx>
#include <hamsandwich>
#include <fakemeta>
#include <reapi>

new const szEntities[][] =
{
    "func_train",
    "func_vehicle",
    "func_tracktrain",
    "func_door"
}
 
new Float:g_flLastBlock[33]
 
// Cvars
new g_pCvarBlockTime
 
public plugin_init()
{
    register_plugin("No Block", "1.0", "Raheem")
   
    // Cvars
    g_pCvarBlockTime = register_cvar("block_time", "1.5") // At how many seconds to take damage?
 
    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))
    {
        if(g_flLastBlock[id] > flRefTime)
            return
       
        g_flLastBlock[id] = flRefTime + get_pcvar_float(g_pCvarBlockTime)
           
        ExecuteHamB(Ham_TakeDamage, id, iEnt, iEnt, 10.0, DMG_GENERIC) // How much damage(hp) to take?
 
        client_print(id, print_center, "STOP BLOCKING!")
    }
}

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sPe3doN
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#35

Post by sPe3doN » 5 years ago

Raheem wrote: 6 years ago Ok this add limit for damage so it will make -10 from his HP every 1.5 seconds. About glow i don't manage to reset it. Simply i need to think again where to reset as the problem i don't know that when player stop blocking he stops. So i can't reset the glow right.

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, Float:g_flLastBlock[33]
    12.  
    13. // Cvars
    14. new g_pCvarBlockTime
    15.  
    16. public plugin_init()
    17. {
    18.     register_plugin("No Block", "1.0", "Raheem")
    19.    
    20.     // Cvars
    21.     g_pCvarBlockTime = register_cvar("ze_block_time", "1.5")
    22.  
    23.     for (new i = 0; i <= charsmax(szEntities); i++)
    24.     {
    25.         RegisterHam(Ham_Blocked, szEntities[i], "Fw_Blocked_Post", 1)
    26.     }
    27. }
    28.  
    29. public Fw_Blocked_Post(iEnt, id)
    30. {
    31.     new Float:flRefTime = get_gametime()
    32.    
    33.     if (is_user_alive(id) && pev_valid(iEnt))
    34.     {
    35.         if(g_flLastBlock[id] > flRefTime)
    36.             return
    37.        
    38.         g_flLastBlock[id] = flRefTime + get_pcvar_float(g_pCvarBlockTime)
    39.            
    40.         ExecuteHamB(Ham_TakeDamage, id, iEnt, iEnt, 10.0, DMG_GENERIC)
    41.  
    42.         client_print(id, print_center, "Stop BLOCK!!!")
    43.        
    44.         switch (g_iPulsating)
    45.         {
    46.             case 0:
    47.             {
    48.                 Set_Rendering(id, kRenderFxGlowShell, 255, 255, 255, kRenderNormal, 40)
    49.                 g_iPulsating = 1
    50.             }
    51.             case 1:
    52.             {
    53.                 Set_Rendering(id)
    54.                 g_iPulsating = 0
    55.             }
    56.         }
    57.     }
    58. }
Try think with me how to detect that this bad player stop blocking.
Nice, but You need to add -2000 Hp For Zm Team to
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czirimbolo
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#36

Post by czirimbolo » 5 years ago

Its not woriking in 1.3v, can someone fix this plugin?
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Night Fury
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#37

Post by Night Fury » 5 years ago

czirimbolo wrote: 5 years ago Its not woriking in 1.3v, can someone fix this plugin?
Any errors?
Want your own mod edition? PM me.
Accepting private projects.
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Rain1153
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#38

Post by Rain1153 » 5 years ago

yes it is buggy it works for human but when you are zombie your health reduces to 1 and your screen turns vertical!..bro can't u make the same ham take damage for zombies too but there damage rate should be like 2000+
LOL

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#39

Post by czirimbolo » 5 years ago

I can block heli and train wihout any drops of HP. Not working for me
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Raheem
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#40

Post by Raheem » 5 years ago

It seems that you can't block moving entities anymore. I'm not sure if this fixed in ReHLDS or ReGameDLL or ReAPI but generally for me the block event not called then this plugin will not work.
czirimbolo wrote: 5 years ago I can block heli and train wihout any drops of HP. Not working for me
You sure that these entities get blocked?

Post your ReHLDS, ReGameDLL, ReAPI versions + post server ip so i come see if it's blocked or not. As i test it does not block.
He who fails to plan is planning to fail

czirimbolo
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#41

Post by czirimbolo » 5 years ago

here is ip: 91.224.117.15:27055

Rehlds - 3.4.0.654
Reapi 5.6.0 157
regameDLL - 5,7,0.312
Metamod v1.21p37
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Raheem
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#42

Post by Raheem » 5 years ago

I tested on your server, seems that the block event is called. So can you tell what is the problem and which code you used?

Try this and tell if you get message when you blocking the entities or not:
  • 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))
        {
    		client_print(id, print_center, "Block Event Called!")
        }
    }
He who fails to plan is planning to fail

czirimbolo
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#43

Post by czirimbolo » 5 years ago

Ok I have message Block Event Called but thats all. Nobody loses his HP.
Can you make with a sound "MOVE" and with losing HP ?

Here is an example:
I am crouching and blocking the gate (in jurassicpark map), I am not losing HP and also I CAN"T MOVE. Moreover, nobody can open the gate. Only admin must slay me to fix this situation.
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#44

Post by czirimbolo » 5 years ago

can someone make it working ?
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#45

Post by czirimbolo » 5 years ago

Raheem wrote: 5 years ago I tested on your server, seems that the block event is called. So can you tell what is the problem and which code you used?

Try this and tell if you get message when you blocking the entities or not:
  • 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))
        {
    		client_print(id, print_center, "Block Event Called!")
        }
    }
I am using this code
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Raheem
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#46

Post by Raheem » 5 years ago

I don't add damage in this code, this only for testing if it's called or not. And it's called. I did not add the damage yet.
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czirimbolo
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#47

Post by czirimbolo » 5 years ago

Ahh ok, the message is working but its unnoticeable really
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Raheem
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#48

Post by Raheem » 5 years ago

Try:
  • Code: Select all

    #include <zombie_escape>
    
    new Float:g_flPlayed[33]
    
    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 (get_gametime() > g_flPlayed[id] + 1.0)
    		{
    			PlaySound(id, "hgrunt/move!.wav")
    			g_flPlayed[id] = get_gametime();
    		}
    		
    		client_print(id, print_center, "STOP BLOCK! MOVE!")
    		ExecuteHamB(Ham_TakeDamage, id, iEnt, iEnt, 1.0, DMG_GENERIC)
        }
    }
Change damage from: ExecuteHamB(Ham_TakeDamage, id, iEnt, iEnt, 1.0, DMG_GENERIC)

This damage done very block frame i think, i'm not sure but it happen much times as he still blocking.
Last edited by Raheem 5 years ago, edited 1 time in total.
Reason: Edited line 27: i --> id
He who fails to plan is planning to fail

czirimbolo
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#49

Post by czirimbolo » 5 years ago

I cant compile:

//// ze_no_block.sma
//
// C:\Users\macie\Desktop\Compiler v1.8.3\scripting\ze_no_block.sma(27) : error 017: undefined symbol "i"
//
// 1 Error.
// Could not locate output file compiled\ze_no_block.amx (compile failed).
//
// Compilation Time: 0,75 sec
// ----------------------------------------
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Raheem
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#50

Post by Raheem » 5 years ago

Edited the post, check now.
He who fails to plan is planning to fail

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