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Help with say /statsWhat i want is when you level up, it automaticly say /stats

plugin codmod

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#1 MasamuneDate

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Napisano 12.05.2020 17:05

So, im a little bit confused on how to store the data.

 

If i write the code on Java or C, what will i do is that i will put the one function, on outside of the ham spawn, but i cant do that on PAWN.

Any suggestion ?

 

What i want to do is, when you level up, you automaticly say /stats.

Like /class, when you connect to server, you got no class, so you will automaticly say /class after spawn.

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#2 Rivit

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Napisano 12.05.2020 17:21

You should put 

client_cmd(id, "say /stats")

in cod mod core because default implementation of cod doesnt provide method to catch level up.

 

Same with /class

 

 

 

For /stats you can do something like this:

	else if(zdobyl_poziom)
	{
		punkty_gracza[id] = (poziom_gracza[id]-1)*2-inteligencja_gracza[id]-zdrowie_gracza[id]-wytrzymalosc_gracza[id]-kondycja_gracza[id];
		set_hudmessage(212, 255, 85, 0.31, 0.32, 0, 6.0, 5.0);
		ShowSyncHudMsg(id, SyncHudObj2,"Awansowales do %i poziomu!", poziom_gracza[id]);
		client_cmd(id, "spk QTM_CodMod/levelup");
                //put your code here or call 'PrzydzielPunkty(id)'
	}

For /class 

	if(!klasa_gracza[id])
	{
		WybierzKlase(id);
		return PLUGIN_CONTINUE;
	}

It is actually in the core (Ham_Spawn handler).


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#3 MasamuneDate

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Napisano 13.05.2020 06:47

You should put 

client_cmd (id, "say / stats")

in cod mod core because default implementation of cod doesnt provide method to catch level up.

 

Same with / class

 

 

 

For / stats you can do something like this:

	else if (reached_level)
	{
		player_points [id] = (player_level [id] -1) * 2-player_intelligence [id] - player_health [id]-player_health [id] -condition_condition [id];
		set_hudmessage (212, 255, 85, 0.31, 0.32, 0, 6.0, 5.0);
		ShowSyncHudMsg (id, SyncHudObj2, "You have advanced to% i level!", Player_level [id]);
		client_cmd (id, "spk QTM_CodMod / levelup");
                // put your code here or call 'Assign Points (id)'
	}

For / class 

	if (! player_class [id])
	{
		Select Class (d);
		return PLUGIN_CONTINUE;
	}

It is actually in the core (Ham_Spawn handler).

 

well

 

What i mean is

Case 1, When player enter the server, its obviously he will have no class (lack). So if i cod_get_user_class, the function will return 0.

So in ham spawn, i just need to write> if (cod_get_user_class = 0), just client_cmd say / class. Which is already done

 

But for Case 2

When player Lv up, what i want in the next round is that they automatically say / stats.

But the problem is im pretty confused how to do it. If this were C Language, i can make the function of new data = cod_get_user_level as a global variable, so its only run once, when the plugin started. Then on another function i would make, i will make a new data2 = cod_get_user_level on everyround.

 

So when player lv up, it will be like this

if (data2> data), then say / stats, and then data = data2.

 

But on PAWN i cant do that, so any advice? I just want to make a simple say program when a player lv up.

 

EDITTED

PS. /class, and /stats already available on my cod mod core. I forgot to say
 


Użytkownik MasamuneDate edytował ten post 13.05.2020 06:48

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#4 Rivit

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Napisano 13.05.2020 08:19


What i mean is

Case 1, When player enter the server, its obviously he will have no class (lack). So if i cod_get_user_class, the function will return 0.

So in ham spawn, i just need to write> if (cod_get_user_class = 0), just client_cmd say / class. Which is already done

 

I know, but this is default cod mod behavior. It is already implemented in cod mod core.

 

 

I really dont know what you want to do because this both mechanics are present in cod mod :D

 

 

You can do something like this. Just get level when player changes class and update old level every spawn

#include <amxmodx>
#include <hamsandwich>
#include <codmod>

#define PLUGIN "Say /class & /stats"
#define VERSION "0.1"
#define AUTHOR "MasamuneDate / TYR"

new oldLevel[33];

public plugin_init() 
{
	register_plugin(PLUGIN, VERSION, AUTHOR)
    
	RegisterHam(Ham_Spawn, "player", "Fw_Spawn", 1)
}

public Fw_Spawn(id)
{
	if(!is_user_alive(id)){
		return HAM_IGNORED;
	}

	new currentLevel = cod_get_user_level(id);
	new classid = cod_get_user_class(id);
	if(classid == 0)
	{
		client_cmd(id, "say /class")
	}
	else if(oldLevel[id] < currentLevel)
	{	
		client_cmd(id, "say /stats")
	}

	oldLevel[id] = currentLevel; //update current level

	return HAM_IGNORED;
}

public client_connect(id){
	oldLevel[id] = -1; //reset data
}

public cod_class_changed(id, klasa){
	set_task(1.0, "wait_for_data", id); //we have to wait because cod_class_changed is called before load class data
}

public wait_for_data(id){
	oldLevel[id] = cod_get_user_level(id); //remember current level
}

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#5 MasamuneDate

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Napisano 14.05.2020 04:50

 


What i mean is

Case 1, When player enter the server, its obviously he will have no class (lack). So if i cod_get_user_class, the function will return 0.

So in ham spawn, i just need to write> if (cod_get_user_class = 0), just client_cmd say / class. Which is already done

 

I know, but this is default cod mod behavior. It is already implemented in cod mod core.

 

 

I really dont know what you want to do because this both mechanics are present in cod mod :D

 

 

You can do something like this. Just get level when player changes class and update old level every spawn

#include <amxmodx>
#include <hamsandwich>
#include <codmod>

#define PLUGIN "Say / class & / stats"
#define VERSION "0.1"
#define AUTHOR "MasamuneDate / TYR"

new oldLevel [33];

public plugin_init () 
{
	register_plugin (PLUGIN, VERSION, AUTHOR)
    
	RegisterHam (Ham_Spawn, "player", "Fw_Spawn", 1)
}

public Fw_Spawn (id)
{
	if (! is_user_alive (id)) {
		return HAM_IGNORED;
	}

	new currentLevel = cod_get_user_level (id);
	new classid = cod_get_user_class (id);
	if (classid == 0)
	{
		client_cmd (id, "say / class")
	}
	else if (oldLevel [id] <currentLevel)
	{	
		client_cmd (id, "say / stats")
	}

	oldLevel [id] = currentLevel; // update current level

	return HAM_IGNORED;
}

public client_connect (id) {
	oldLevel [id] = -1; // reset data
}

public cod_class_changed (id, class) {
	set_task (1.0, "wait_for_data", id); // we have to wait because cod_class_changed is called before load class data
}

public wait_for_data (id) {
	oldLevel [id] = cod_get_user_level (id); // remember current level
}

 

okay thanks, and it works, thank you very much !


Użytkownik MasamuneDate edytował ten post 14.05.2020 04:59

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