Odnośnie do tego tematu http://amxx.pl/topic...nano-kamizelka/ gdzie dodać ten warunek jeśli w sma perku nie ma TakeDamage?
Przykładowo takie sma:
Spoiler
/* Plugin generated by AMXX-Studio */ #include <amxmodx> #include <engine> #include <codmod> new const nazwa[] = "Wyposazenie Wsparcia"; new const opis[] = "Masz 2 rakiety co runde"; new ilosc_rakiet_gracza[33]; new poprzednia_rakieta_gracza[33]; new sprite_blast; new wsparcie_id; public plugin_init() { register_plugin(nazwa, "1.0", "QTM_Peyote"); cod_register_perk(nazwa, opis); register_event("ResetHUD", "ResetHUD", "abe"); register_touch("rocket", "*" , "DotykRakiety"); wsparcie_id = cod_get_classid("Wsparcie Ogniowe"); } public plugin_precache() { sprite_blast = precache_model("sprites/dexplo.spr"); precache_model("models/rpgrocket.mdl"); } public cod_perk_enabled(id) { if(cod_get_user_class(id) == wsparcie_id) return COD_STOP; ilosc_rakiet_gracza[id] = 2; return COD_CONTINUE; } public cod_perk_used(id) { if (!ilosc_rakiet_gracza[id]) { client_print(id, print_center, "Wykorzystales juz wszystkie rakiety!"); return PLUGIN_CONTINUE; } if(poprzednia_rakieta_gracza[id] + 2.0 > get_gametime()) { client_print(id, print_center, "Rakiet mozesz uzywac co 2 sekundy!"); return PLUGIN_CONTINUE; } if (is_user_alive(id)) { poprzednia_rakieta_gracza[id] = floatround(get_gametime()); ilosc_rakiet_gracza[id]--; new Float: Origin[3], Float: vAngle[3], Float: Velocity[3]; entity_get_vector(id, EV_VEC_v_angle, vAngle); entity_get_vector(id, EV_VEC_origin , Origin); new Ent = create_entity("info_target"); entity_set_string(Ent, EV_SZ_classname, "rocket"); entity_set_model(Ent, "models/rpgrocket.mdl"); vAngle[0] *= -1.0; entity_set_origin(Ent, Origin); entity_set_vector(Ent, EV_VEC_angles, vAngle); entity_set_int(Ent, EV_INT_effects, 2); entity_set_int(Ent, EV_INT_solid, SOLID_BBOX); entity_set_int(Ent, EV_INT_movetype, MOVETYPE_FLY); entity_set_edict(Ent, EV_ENT_owner, id); VelocityByAim(id, 1000 , Velocity); entity_set_vector(Ent, EV_VEC_velocity ,Velocity); } return PLUGIN_CONTINUE; } public DotykRakiety(ent) { if (!is_valid_ent(ent)) return; new attacker = entity_get_edict(ent, EV_ENT_owner); new Float:fOrigin[3]; entity_get_vector(ent, EV_VEC_origin, fOrigin); new iOrigin[3]; for(new i=0;i<3;i++) iOrigin[i] = floatround(fOrigin[i]); message_begin(MSG_BROADCAST,SVC_TEMPENTITY, iOrigin); write_byte(TE_EXPLOSION); write_coord(iOrigin[0]); write_coord(iOrigin[1]); write_coord(iOrigin[2]); write_short(sprite_blast); write_byte(32); write_byte(20); write_byte(0); message_end(); new entlist[33]; new numfound = find_sphere_class(ent, "player", 190.0, entlist, 32); for (new i=0; i < numfound; i++) { new pid = entlist[i]; if (!is_user_alive(pid) || get_user_team(attacker) == get_user_team(pid)) continue; cod_inflict_damage(attacker, pid, 55.0, 1.0, ent, (1<<24)); } remove_entity(ent); } public ResetHUD(id) ilosc_rakiet_gracza[id] = 2; public client_disconnect(id) { new ent = find_ent_by_class(0, "rocket"); while(ent > 0) { if(entity_get_edict(id, EV_ENT_owner) == id) remove_entity(ent); ent = find_ent_by_class(ent, "rocket"); } }
Lub takie:
Spoiler
#include <amxmodx> #include <codmod> new const perk_name[] = "Tajemnica Wojskowa"; new const perk_desc[] = "Dostajesz 10 wytrzymalosci. Masz 1/LW szans na oslepienie wroga"; new g_msg_screenfade; new bool:ma_perk[33]; new wartosc_perku[33]; public plugin_init() { register_plugin(perk_name, "1.0", "QTM_Peyote"); cod_register_perk(perk_name, perk_desc, 2, 4); register_event("Damage", "Damage", "b", "2!=0"); g_msg_screenfade = get_user_msgid("ScreenFade"); } public cod_perk_enabled(id, wartosc) { ma_perk[id] = true; wartosc_perku[id] = wartosc; cod_set_user_bonus_stamina(id, cod_get_user_stamina(id, 0, 0)+10); } public cod_perk_disabled(id) { ma_perk[id] = false; cod_set_user_bonus_stamina(id, cod_get_user_stamina(id, 0, 0)-10); } public Damage(id) { new idattacker = get_user_attacker(id); if(!is_user_connected(idattacker) || get_user_team(id) == get_user_team(idattacker)) return PLUGIN_CONTINUE; if(ma_perk[idattacker] && random_num(1, wartosc_perku[idattacker]) == 1) Display_Fade(id, 1<<14, 1<<14 ,1<<16, 0, 255, 0, 230); return PLUGIN_CONTINUE; } stock Display_Fade(id,duration,holdtime,fadetype,red,green,blue,alpha) { message_begin( MSG_ONE, g_msg_screenfade,{0,0,0},id ); write_short( duration ); write_short( holdtime ); write_short( fadetype ); write_byte ( red ); write_byte ( green ); write_byte ( blue ); write_byte ( alpha ); message_end(); }
W drugim przypadku chciałbym aby dawało odporność przed oślepieniem, natomiast w pierwszym pytanie czy w takim wypadku wystarcza dodać warunek do klasy Wsparcia czy w perku również gdzieś trzeba to umieścić?
Pozdrawiam.