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Re: No Entities Block
Posted: 21 Dec 2018, 15:41
by Muhammet20
Jack GamePlay wrote: ↑6 years ago
No Entities Block
Description:
- 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.
Code:
#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)
}
}
Downloads:
hey jack
man its not working
please help me man
Re: No Entities Block
Posted: 21 Dec 2018, 23:26
by sPe3doN
Muhammet20 wrote: ↑5 years ago
Jack GamePlay wrote: ↑6 years ago
No Entities Block
Description:
- 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.
Code:
#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)
}
}
Downloads:
hey jack
man its not working
please help me man
Try this
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
}
}
}
}
Re: No Entities Block
Posted: 22 Dec 2018, 09:57
by Raheem
Blocking moving entities can't be done anymore at latest ReHLDS, so this not needed anymore.
Re: No Entities Block
Posted: 22 Dec 2018, 10:10
by Muhammet20
sPe3doN wrote: ↑5 years ago
Muhammet20 wrote: ↑5 years ago
Jack GamePlay wrote: ↑6 years ago
No Entities Block
Description:
- 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.
Code:
#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)
}
}
Downloads:
hey jack
man its not working
please help me man
Try this
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
}
}
}
}
man its not working please help me about this plugin
Re: No Entities Block
Posted: 22 Dec 2018, 10:27
by Muhammet20
Raheem wrote: ↑5 years ago
Blocking moving entities can't be done anymore at latest ReHLDS, so this not needed anymore.
i dont understand you
can you repeat please ?
Re: No Entities Block
Posted: 26 Dec 2018, 16:55
by Raheem
I mean this plugin not needed anymore because in latest ReHLDS you can't block moving entities.
Re: No Entities Block
Posted: 30 Dec 2018, 09:08
by Muhammet20
Raheem wrote: ↑5 years ago
I mean this plugin not needed anymore because in latest ReHLDS you can't block moving entities.
no no , i don't mean blocking entities from moving
i mean , if someone holding an entity damage him / her
Re: No Entities Block
Posted: 07 Jan 2019, 04:09
by Night Fury
As in the latest version of ReHLDS, this kind of blocks has been fixed so this plugin is no more useful.
Trashed.