Srebrna Amunicja
Wizzardius
17.07.2009
1.Otóż ten plugin w ogóle nie działa... to znaczy, iteam kupic można, jak strzelasz to spirit jest (taka biala smuga za nabojem), lecz obrazenia sa takie same.... zmieniłem to:
I cena sie zmieniła, lecz obrazenia nie... proszę tutaj daje cały plugin i proszę o pomoc ;(
2. A jak sie nie da to mógłby ktoś przerobić plugin w załączniku, że nie ma srebrnej amunicji tylko jest sama Zatruta.
/* Silver Bullets */ damage_faktor = register_cvar("zp_silver_bullets_damage_factor", "5.0") g_silver_bullets_cost = register_cvar("zp_silver_bullets_cost", "40")
I cena sie zmieniła, lecz obrazenia nie... proszę tutaj daje cały plugin i proszę o pomoc ;(
/* [ZP] Extra Item : Silver Bullets ( ability for Humans ) by Fry! & SnoW Description : When You will buy these Silver Bullets ammos will be different and will be able to do screen shake as well, You will create more damage to victim (can change by cvar). Cvars : - Silver Bullets zp_silver_bullets_damage_factor "1.5" - How much damage bullets will do. zp_silver_bullets_cost "13" - How much Silver Bullets will cost. Credits : SnoW - for his Silver bullets plugin! <img src='https://amxx.pl/public/style_emoticons/<#EMO_DIR#>/wink.gif' class='bbc_emoticon' alt=';)' /> Changelog : 08/01/2009 - v1.0 - First release */ #include <amxmodx> #include <fakemeta> #include <hamsandwich> #include <zombieplague> #define PLUGIN "[ZP] Extra Item : Magic Bullets" #define VERSION "1.0.3" #define AUTHOR "Fry! & SnoW" #define LAST 0 #define FULL 1 new m_spriteTexture new damage_factor new fov_value, shake_value new has_sbullets[33], last_bullet[33] new g_item_name1[] = "Silver Bullets" new g_itemid_silverb, g_silver_bullets_cost public plugin_init() { register_plugin(PLUGIN, VERSION, AUTHOR) register_cvar("zp_extra_magic_bullets",VERSION,FCVAR_SERVER|FCVAR_EXTDLL|FCVAR_UNLOGGED|FCVAR_SPONLY) fov_value = get_user_msgid("SetFOV") shake_value = get_user_msgid ("ScreenShake") /* Silver Bullets */ damage_factor = register_cvar("zp_silver_bullets_damage_factor", "5.0") g_silver_bullets_cost = register_cvar("zp_silver_bullets_cost", "40") g_itemid_silverb = zp_register_extra_item(g_item_name1, get_pcvar_num(g_silver_bullets_cost), ZP_TEAM_HUMAN) register_forward(FM_PlayerPreThink, "PreThink") RegisterHam(Ham_TakeDamage, "player", "Damage") RegisterHam(Ham_Spawn, "player", "Spawn", 1) } public plugin_precache() { m_spriteTexture = precache_model("sprites/dot.spr") } public PreThink(id) { if(!is_user_alive(id)) return FMRES_IGNORED new weapon, clip, ammo weapon = get_user_weapon(id,clip,ammo) if(~pev(id, pev_button) & IN_ATTACK || weapon == 13 || clip == 0 || clip == last_bullet[id]) return FMRES_IGNORED last_bullet[id] = clip if(has_sbullets[id]) bullet_effect(id, 0) return FMRES_IGNORED } public zp_extra_item_selected(player, itemid) { if(itemid == g_itemid_silverb) { new ammo_packs = zp_get_user_ammo_packs(player); new price = get_pcvar_num(g_silver_bullets_cost); if(ammo_packs > price) { zp_set_user_ammo_packs(player, ammo_packs - price) has_sbullets[player] = 1 client_print(player, print_chat, "[ZP] You just bought Silver Bullets. Just reload and go!") } else client_print(player, print_chat, "[ZP] You don't have enough ammo packs to buy Silver Bullets."); } } public Damage(id, inflictor, attacker, Float:damage, Damage_d) { if(~Damage_d & DMG_BULLET) if(0 < attacker < 33 && has_sbullets[attacker]) { SetHamParamFloat(4, damage * get_pcvar_float(damage_factor)) fov_shake(id) } return HAM_HANDLED } public Spawn(id) { if(is_user_alive(id)) has_sbullets[id] = 0 return HAM_HANDLED } public bullet_effect(id, num) { new k_origin[3] new v_origin[3] get_user_origin(id,k_origin, 1) get_user_origin(id,v_origin, 4) message_begin(MSG_ONE, SVC_TEMPENTITY,{0,0,0}, id) write_byte(0) write_coord(k_origin[0]) write_coord(k_origin[1]) write_coord(k_origin[2]) //origins -> write_coord(v_origin[0]) write_coord(v_origin[1]) write_coord(v_origin[2]) //origins <- write_short( m_spriteTexture ) write_byte(1) // framestart write_byte(1) // framerate write_byte(1) // life in 0.1's write_byte(5) // width write_byte(0) // noise write_byte(255) // r, g, b write_byte(255) // r, g, b write_byte(255) // r, g, b write_byte(100) // brightness write_byte(0) // speed message_end() } public fov_shake(id) { message_begin(MSG_ONE, fov_value, {0,0,0}, id) write_byte(fov_value + 4) message_end() message_begin( MSG_ONE, shake_value, { 0, 0, 0 }, id) write_short(1<<14) write_short(1<<12) write_short(1<<14) message_end() set_task(0.4, "un_fov", id) } public un_fov(id) { message_begin(MSG_ONE, fov_value, {0,0,0}, id) write_byte(fov_value) message_end() }
2. A jak sie nie da to mógłby ktoś przerobić plugin w załączniku, że nie ma srebrnej amunicji tylko jest sama Zatruta.
Załączone pliki
Misiaczek ;c
17.07.2009
sprawdź
/* [ZP] Extra Item : Magic Bullets ( ability for Humans ) by Fry! & SnoW Description : Here is new upgraded Magic Bullets. Yea thats right right now there will be 2 types of bullets. 1) Silver Bullets and 2) Poison Bullets. About Silver Bullets : When You will buy these Silver Bullets ammos will be different and will be able to do screen shake as well, You will create more damage to victim (can change by cvar). About Poison Bullets : Strongest ability ever, you can kill zombie very fast by poising him. When zombie will posioned he will be slower. All will be possible to change by cvar's. Cvars : - Silver Bullets zp_silver_bullets_damage_factor "1.5" - How much damage bullets will do. zp_silver_bullets_cost "13" - How much Silver Bullets will cost. - Poison Bullets zp_poison_bullets_mod <1|0> - Want that zombie could die when will be poisoned? Default is 1. zp_poison_bullets_poisondamage "1.0" - How much HP zombie will loose every second. zp_poison_bullets_adddamage "1.3" - If victim was already poisoned then damage will be multiplied. zp_poison_bullets_time "5.0" - How long does zombie will be posoined. zp_poison_bullets_speed "0.8" - Gets zombie's maxspeed and multiplies it. zp_poison_bullets_cost "24" - How much Poison Bullets cost. Credits : OLO - for his Death Info Beams. SnoW - for his Silver bullets and Poison bullets plugin! <img src='https://amxx.pl/public/style_emoticons/<#EMO_DIR#>/wink.gif' class='bbc_emoticon' alt=';)' /> Changelog : 08/01/2009 - v1.0 - First release 13/02/2009 - v1.0.3 - Added new feature called posion bullets, changed plugin name, removed chat commands. */ #include <amxmodx> #include <fakemeta> #include <hamsandwich> #include <zombieplague> #define PLUGIN "[ZP] Extra Item : Magic Bullets" #define VERSION "1.0.3" #define AUTHOR "Fry! & SnoW" #define LAST 0 #define FULL 1 new m_spriteTexture, m_spriteTexture2 new damage_factor, damage, poison_time, speed_slow, add_damage, mod new fov_value, shake_value new has_sbullets[33], has_pbullets[33], silver_last_bullet[33], poison_last_bullet[33], poisoned[33] new Float:max_speed new Float:last_poison[2][33] new g_item_name1[] = "Silver Bullets" new g_itemid_silverb, g_silver_bullets_cost public plugin_init() { register_plugin(PLUGIN, VERSION, AUTHOR) register_cvar("zp_extra_magic_bullets",VERSION,FCVAR_SERVER|FCVAR_EXTDLL|FCVAR_UNLOGGED|FCVAR_SPONLY) fov_value = get_user_msgid("SetFOV") shake_value = get_user_msgid ("ScreenShake") /* Silver Bullets */ damage_factor = register_cvar("zp_silver_bullets_damage_factor", "1.5") g_silver_bullets_cost = register_cvar("zp_silver_bullets_cost", "13") /* Poison Bullets */ mod = register_cvar("zp_poison_bullets_mod", "1") damage = register_cvar("zp_poison_bullets_poisondamage", "1.0") add_damage = register_cvar("zp_poison_bullets_adddamage", "1.3") poison_time = register_cvar("zp_poison_bullets_time", "5.0") speed_slow = register_cvar("zp_poison_bullets_speed", "0.8") g_itemid_silverb = zp_register_extra_item(g_item_name1, get_pcvar_num(g_silver_bullets_cost), ZP_TEAM_HUMAN) register_forward(FM_PlayerPreThink, "PreThink") register_forward(FM_PlayerPreThink, "PreThink2") RegisterHam(Ham_TakeDamage, "player", "Damage") RegisterHam(Ham_Spawn, "player", "Spawn", 1) } public plugin_precache() { m_spriteTexture = precache_model("sprites/dot.spr") m_spriteTexture2 = precache_model("sprites/dot.spr") } public PreThink(id) { new weapon, clip, ammo weapon = get_user_weapon(id,clip,ammo) if(~pev(id, pev_button) & IN_ATTACK || weapon == 13 || clip == 0 || clip == silver_last_bullet[id]) return FMRES_IGNORED if(!has_sbullets[id]) return FMRES_IGNORED silver_last_bullet[id] = clip silver_bullet_effect(id) return FMRES_IGNORED } public PreThink2(id) { new weapon, clip, ammo weapon = get_user_weapon(id,clip,ammo) if(~pev(id, pev_button) & IN_ATTACK || weapon == 13 || clip == 0 || clip == poison_last_bullet[id]) return FMRES_IGNORED if(!has_pbullets[id]) return FMRES_IGNORED poison_last_bullet[id] = clip poison_bullet_effect(id) if(poisoned[id]) { new Float:value = get_gametime() if(value >= last_poison[LAST][id] + 0.5) { if(value >= last_poison[FULL][id] + get_pcvar_float(poison_time)) { un_poison(id) } } else { make_dmg(id) last_poison[LAST][id] += 0.5 } return FMRES_IGNORED } return FMRES_IGNORED } public zp_extra_item_selected(player, itemid) { if(itemid == g_itemid_silverb) { has_sbullets[player] = 1 silver_bullet_effect(player) client_print(player, print_chat, "[ZP] You just bought Silver Bullets. Just reload and go!") has_pbullets[player] = 1 poison_bullet_effect(player) } } public Damage(id, inflictor, attacker, Float:damage, Damage) { if(!has_sbullets[attacker] || ~Damage & DMG_BULLET) return HAM_HANDLED if(!has_pbullets[attacker] || ~Damage & DMG_BULLET) return HAM_HANDLED SetHamParamFloat(4, damage * get_pcvar_float(damage_factor)) fov_shake(id) if(poisoned[id]) { SetHamParamFloat(4, damage * add_damage) poison(id) fov_shake(id) } return HAM_HANDLED } public Spawn(id) { if(!is_user_alive(id)) return HAM_HANDLED has_sbullets[id] = 0 has_sbullets[id] = 0 if(poisoned[id]) { un_poison(id) has_pbullets[id] = 0 } return HAM_HANDLED } public poison(id) { if(!poisoned[id]) { pev(id, pev_maxspeed, max_speed) poisoned[id] = 1 last_poison[LAST][id] = get_gametime() last_poison[FULL][id] = get_gametime() new Float: factor = get_pcvar_float(speed_slow) set_pev(id, pev_maxspeed, max_speed * factor) set_glow(id, 0.0, 250.0, 10.0) make_dmg(id) } } public make_dmg(id) { new Float: health new Float: damage_i = get_pcvar_float(damage) pev(id, pev_health, health) if(get_pcvar_num(mod) == 1) { if(health - damage_i >= 1.0) health -= damage_i else health = 1.0 } else { health -= damage_i; set_pev(id, pev_health, health) } } public un_poison(id) { poisoned[id] = 0 set_pev(id, pev_maxspeed, max_speed) set_glow(id, 0.0, 0.0, 0.0) } public silver_bullet_effect(id) { new k_origin[3] new v_origin[3] get_user_origin(id,k_origin, 1) get_user_origin(id,v_origin, 4) message_begin(MSG_ONE, SVC_TEMPENTITY,{0,0,0}, id) write_byte(0) write_coord(k_origin[0]) write_coord(k_origin[1]) write_coord(k_origin[2]) //origins -> write_coord(v_origin[0]) write_coord(v_origin[1]) write_coord(v_origin[2]) //origins <- write_short( m_spriteTexture ) write_byte(1) // framestart write_byte(1) // framerate write_byte(1) // life in 0.1's write_byte(5) // width write_byte(0) // noise write_byte(255) // r, g, b write_byte(255) // r, g, b write_byte(255) // r, g, b write_byte(100) // brightness write_byte(0) // speed message_end() } public poison_bullet_effect(id) { new k_origin[3] new v_origin[3] get_user_origin(id,k_origin, 1) get_user_origin(id,v_origin, 4) message_begin(MSG_ONE, SVC_TEMPENTITY,{0,0,0}, id) write_byte(0) write_coord(k_origin[0]) write_coord(k_origin[1]) write_coord(k_origin[2]) //origins -> write_coord(v_origin[0]) write_coord(v_origin[1]) write_coord(v_origin[2]) //origins <- write_short( m_spriteTexture2 ) write_byte(1) // framestart write_byte(1) // framerate write_byte(1) // life in 0.1's write_byte(5) // width write_byte(0) // noise write_byte(0) // r, g, b write_byte(255) // r, g, b write_byte(10) // r, g, b write_byte(100) // brightness write_byte(0) // speed message_end() } public fov_shake(id) { message_begin(MSG_ONE, fov_value, {0,0,0}, id) write_byte(fov_value + 4) message_end() message_begin( MSG_ONE, shake_value, { 0, 0, 0 }, id) write_short(1<<14) write_short(1<<12) write_short(1<<14) message_end() set_task(0.4, "un_fov", id) } public un_fov(id) { message_begin(MSG_ONE, fov_value, {0,0,0}, id) write_byte(fov_value) message_end() } public set_glow(id, Float:red, Float:green, Float:blue) { set_pev(id, pev_renderfx, kRenderFxGlowShell) set_pev(id, pev_rendercolor, red, green, blue) set_pev(id, pev_rendermode, kRenderTransAlpha) set_pev(id, pev_renderamt, 100.0) } stock get_money(id) return get_pdata_int(id, 115, 5) stock set_money(id, amount, flash=1) { set_pdata_int(id, 115, amount, 5) message_begin(MSG_ONE,get_user_msgid("Money"),{0,0,0},id) write_long(amount) write_byte(flash) message_end() }