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Night Fury
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#21
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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)
}
}
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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
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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.
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Discord: Fury#7469
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Raheem
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#25
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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)
}
}
He who fails to plan is planning to fail
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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.
He who fails to plan is planning to fail
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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
Post
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.
He who fails to plan is planning to fail
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sam_bhosale4
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#30
Post
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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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:
#include <zombie_escape>
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))
{
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)
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
}
}
}
}
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:
#include <zombie_escape>
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))
{
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)
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
}
}
}
}
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
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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:
#include <zombie_escape>
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))
{
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)
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
}
}
}
}
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
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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:
#include <zombie_escape>
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))
{
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)
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
}
}
}
}
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.
Discord: Fury#7469
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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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czirimbolo
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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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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
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