Approved No Entities Block

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czirimbolo
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Re: No Entities Block

#51

Post by czirimbolo » 11 Months Ago

Ok its working, but its killing human with 1000hp too fast: 2 seconds and its over
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Raheem
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#52

Post by Raheem » 11 Months Ago

Change this line:
  • Code: Select all

    ExecuteHamB(Ham_TakeDamage, id, iEnt, iEnt, 1.0, DMG_GENERIC)
To:
  • Code: Select all

    ExecuteHamB(Ham_TakeDamage, id, iEnt, iEnt, 0.1, DMG_GENERIC)
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karan
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#53

Post by karan » 11 Months Ago

plz add dmg for zms; like they must loose their HP 2000 per sec
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Raheem
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#54

Post by Raheem » 11 Months Ago

Increase the damage till you get what you need.
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sPe3doN
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#55

Post by sPe3doN » 10 Months Ago

karan wrote:
11 Months Ago
plz add dmg for zms; like they must loose their HP 2000 per sec
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 :D

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
            }
        }
    }
}

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Jack GamePlay
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#56

Post by Jack GamePlay » 10 Months Ago

  1. #include <zombie_escape>
  2.  
  3. new Float:g_flPlayed[33]
  4.  
  5. new const szEntities[][] =
  6. {
  7.     "func_train",
  8.     "func_vehicle",
  9.     "func_tracktrain",
  10.     "func_door"
  11. }
  12.  
  13. new g_iPulsating = 0, Float:g_flLastBlock[33]
  14.  
  15. // Cvars
  16. new g_pCvarBlockTime
  17.  
  18. public plugin_init()
  19. {
  20.     register_plugin("No Block", "1.0", "Raheem")
  21.    
  22.     // Cvars
  23.     g_pCvarBlockTime = register_cvar("ze_block_time", "1.5")
  24.  
  25.     for (new i = 0; i <= charsmax(szEntities); i++)
  26.     {
  27.         RegisterHam(Ham_Blocked, szEntities[i], "Fw_Blocked_Post", 1)
  28.     }
  29. }
  30.  
  31. public Fw_Blocked_Post(iEnt, id)
  32. {
  33.     new Float:flRefTime = get_gametime()
  34.    
  35.     if (is_user_alive(id) && pev_valid(iEnt))
  36.         {
  37.             PlaySound(id, "zombie_escape/move.wav")
  38.             g_flPlayed[id] = get_gametime();
  39.         }
  40.     {
  41.         if(g_flLastBlock[id] > flRefTime)
  42.             return
  43.        
  44.         g_flLastBlock[id] = flRefTime + get_pcvar_float(g_pCvarBlockTime)
  45.            
  46.         if (ze_is_user_zombie(id))
  47.         {
  48.             client_print(id, print_center, "STOP BLOCKING!!! -2000HP")
  49.             ExecuteHamB(Ham_TakeDamage, id, iEnt, iEnt, 2000.0, DMG_GENERIC)
  50.         }
  51.  
  52.         else
  53.         {
  54.             client_print(id, print_center, "STOP BLOCKING!!! -15HP")
  55.             ExecuteHamB(Ham_TakeDamage, id, iEnt, iEnt, 15.0, DMG_GENERIC)
  56.         }
  57.  
  58.         client_print(id, print_center, "STOP BLOCK!! MOVE")
  59.        
  60.         switch (g_iPulsating)
  61.         {
  62.             case 0:
  63.             {
  64.                 Set_Rendering(id, kRenderFxGlowShell, 255, 255, 255, kRenderNormal, 10)
  65.                 g_iPulsating = 1
  66.             }
  67.             case 1:
  68.             {
  69.                 Set_Rendering(id)
  70.                 g_iPulsating = 0
  71.             }
  72.         }
  73.     }
  74. }
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sPe3doN
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#57

Post by sPe3doN » 10 Months Ago

Jack GamePlay wrote:
10 Months Ago
  1. #include <zombie_escape>
  2.  
  3. new Float:g_flPlayed[33]
  4.  
  5. new const szEntities[][] =
  6. {
  7.     "func_train",
  8.     "func_vehicle",
  9.     "func_tracktrain",
  10.     "func_door"
  11. }
  12.  
  13. new g_iPulsating = 0, Float:g_flLastBlock[33]
  14.  
  15. // Cvars
  16. new g_pCvarBlockTime
  17.  
  18. public plugin_init()
  19. {
  20.     register_plugin("No Block", "1.0", "Raheem")
  21.    
  22.     // Cvars
  23.     g_pCvarBlockTime = register_cvar("ze_block_time", "1.5")
  24.  
  25.     for (new i = 0; i <= charsmax(szEntities); i++)
  26.     {
  27.         RegisterHam(Ham_Blocked, szEntities[i], "Fw_Blocked_Post", 1)
  28.     }
  29. }
  30.  
  31. public Fw_Blocked_Post(iEnt, id)
  32. {
  33.     new Float:flRefTime = get_gametime()
  34.    
  35.     if (is_user_alive(id) && pev_valid(iEnt))
  36.         {
  37.             PlaySound(id, "zombie_escape/move.wav")
  38.             g_flPlayed[id] = get_gametime();
  39.         }
  40.     {
  41.         if(g_flLastBlock[id] > flRefTime)
  42.             return
  43.        
  44.         g_flLastBlock[id] = flRefTime + get_pcvar_float(g_pCvarBlockTime)
  45.            
  46.         if (ze_is_user_zombie(id))
  47.         {
  48.             client_print(id, print_center, "STOP BLOCKING!!! -2000HP")
  49.             ExecuteHamB(Ham_TakeDamage, id, iEnt, iEnt, 2000.0, DMG_GENERIC)
  50.         }
  51.  
  52.         else
  53.         {
  54.             client_print(id, print_center, "STOP BLOCKING!!! -15HP")
  55.             ExecuteHamB(Ham_TakeDamage, id, iEnt, iEnt, 15.0, DMG_GENERIC)
  56.         }
  57.  
  58.         client_print(id, print_center, "STOP BLOCK!! MOVE")
  59.        
  60.         switch (g_iPulsating)
  61.         {
  62.             case 0:
  63.             {
  64.                 Set_Rendering(id, kRenderFxGlowShell, 255, 255, 255, kRenderNormal, 10)
  65.                 g_iPulsating = 1
  66.             }
  67.             case 1:
  68.             {
  69.                 Set_Rendering(id)
  70.                 g_iPulsating = 0
  71.             }
  72.         }
  73.     }
  74. }
i try this befor but dont work

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Raheem
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#58

Post by Raheem » 10 Months Ago

In latest ReHLDS, you can't block entities. They will not blocked anymore. So i consider this plugin useless.
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Jack GamePlay
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#59

Post by Jack GamePlay » 10 Months Ago

Raheem wrote:
10 Months Ago
In latest ReHLDS, you can't block entities. They will not blocked anymore. So i consider this plugin useless.
They blocked it by default?
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Raheem
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#60

Post by Raheem » 10 Months Ago

Jack GamePlay wrote:
10 Months Ago
Raheem wrote:
10 Months Ago
In latest ReHLDS, you can't block entities. They will not blocked anymore. So i consider this plugin useless.
They blocked it by default?
I think yes, can't block entities anymore.
You don't know? Learn and you will know.

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