No Entities Block
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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
Rehlds - 3.4.0.654
Reapi 5.6.0 157
regameDLL - 5,7,0.312
Metamod v1.21p37
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:
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
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- Veteran Member
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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.
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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- Veteran Member
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- Veteran Member
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- Joined: 7 years ago
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I am using this codeRaheem 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 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.
He who fails to plan is planning to fail
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Try:
This damage done very block frame i think, i'm not sure but it happen much times as he still blocking.
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) } }
This damage done very block frame i think, i'm not sure but it happen much times as he still blocking.
He who fails to plan is planning to fail
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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
// ----------------------------------------
//// 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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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
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