Witamy w Nieoficjalnym polskim support'cie AMX Mod X
Witamy w Nieoficjalnym polskim support'cie AMX Mod X, jak w większości społeczności internetowych musisz się zarejestrować aby móc odpowiadać lub zakładać nowe tematy, ale nie bój się to jest prosty proces w którym wymagamy minimalnych informacji.
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Guest Message by DevFuse
lewitujaca bron bez kolorow
Temat rozp. blaher, 14.11.2008 18:06
6 odpowiedzi w tym temacie
#1
Napisano 14.11.2008 18:06
mam wersje 2.0 floating weapons, tam sa bronie z kolorami, nie umiem edytowac pluginu zeby przestawic na brak kolorow wiec proszę o pomoc.
#2 Gość__*
Napisano 14.11.2008 18:07
Pokaż *.sma
#3
Napisano 14.11.2008 18:08
#define VERSION "2.0" #include <amxmodx> #include <amxmisc> #include <engine> #include <fakemeta> #include <fun> new maxplayers new speed_pcvar new toggle_pcvar public plugin_init() { register_plugin("UT Style Floating Weapons",VERSION,"GHW_Chronic") speed_pcvar = register_cvar("FW_speed","25.0") toggle_pcvar = register_cvar("FW_enabled","1") register_forward(FM_SetModel,"W_Model_Hook",1) register_touch("weaponbox","worldspawn","touch") set_task(1.0,"newgame") set_task(0.1,"force_spin",0,"",0,"b") maxplayers = get_maxplayers() } public W_Model_Hook(ent,model[]) { if(get_pcvar_num(toggle_pcvar) && pev_valid(ent)) { static classname[32] pev(ent,pev_classname,classname,31) if(equali(classname,"weaponbox")) { set_pev(ent,pev_renderfx,kRenderFxGlowShell) switch(random_num(1,4)) { case 1: set_pev(ent,pev_rendercolor,Float:{0.0,0.0,255.0}) case 2: set_pev(ent,pev_rendercolor,Float:{0.0,255.0,0.0}) case 3: set_pev(ent,pev_rendercolor,Float:{255.0,0.0,0.0}) case 4: set_pev(ent,pev_rendercolor,Float:{255.0,255.0,255.0}) } static Float:angles[3] pev(ent,pev_angles,angles) angles[0] -= 90.0 angles[1] += 45.0 set_pev(ent,pev_angles,angles) } } } public touch(weaponbox,worldspawn) { if(get_pcvar_num(toggle_pcvar) && pev_valid(weaponbox)) { set_pev(weaponbox,pev_movetype,MOVETYPE_FLY) static Float:origin[3] pev(weaponbox,pev_origin,origin) origin[2] += 30.0 set_pev(weaponbox,pev_origin,origin) } } public force_spin() { if(get_pcvar_num(toggle_pcvar)) { static ent, classname[16], Float:angles[3] ent = engfunc(EngFunc_FindEntityInSphere,maxplayers,Float:{0.0,0.0,0.0},4800.0) while(ent) { if(pev_valid(ent)) { pev(ent,pev_classname,classname,15) if(containi(classname,"armoury")!=-1 || containi(classname,"weaponbox")!=-1) { pev(ent,pev_angles,angles) angles[1] += get_pcvar_float(speed_pcvar) / 10.0 if(angles[1]>=180.0) { angles[1] -= 360.0 } set_pev(ent,pev_angles,angles) } } ent = engfunc(EngFunc_FindEntityInSphere,ent,Float:{0.0,0.0,0.0},4800.0) } } } public newgame() { if(get_pcvar_num(toggle_pcvar)) { static ent, classname[8], Float:angles[3] ent = engfunc(EngFunc_FindEntityInSphere,maxplayers,Float:{0.0,0.0,0.0},4800.0) while(ent) { if(pev_valid(ent)) { pev(ent,pev_classname,classname,7) if(containi(classname,"armoury")!=-1) { set_pev(ent,pev_renderfx,kRenderFxGlowShell) switch(random_num(1,4)) { case 1: set_pev(ent,pev_rendercolor,Float:{0.0,0.0,255.0}) case 2: set_pev(ent,pev_rendercolor,Float:{0.0,255.0,0.0}) case 3: set_pev(ent,pev_rendercolor,Float:{255.0,0.0,0.0}) case 4: set_pev(ent,pev_rendercolor,Float:{255.0,255.0,255.0}) } pev(ent,pev_angles,angles) angles[0] -= 90.0 angles[1] += 45.0 set_pev(ent,pev_angles,angles) touch(ent,0) } } ent = engfunc(EngFunc_FindEntityInSphere,ent,Float:{0.0,0.0,0.0},4800.0) } } }
#4
Napisano 14.11.2008 18:17
Tu masz ustawianie kolorów:
Wywalisz to (x2) i powinno działać bez kolorówswitch(random_num(1,4))
{
case 1: set_pev(ent,pev_rendercolor,Float:{0.0,0.0,255.0})
case 2: set_pev(ent,pev_rendercolor,Float:{0.0,255.0,0.0})
case 3: set_pev(ent,pev_rendercolor,Float:{255.0,0.0,0.0})
case 4: set_pev(ent,pev_rendercolor,Float:{255.0,255.0,255.0})
}
#5
Napisano 14.11.2008 18:20
chcialem skompilowac ten plik sma po wywaleniu tego co mowiles :
Welcome to the AMX Mod X 1.8.1-300 Compiler.
Copyright © 1997-2006 ITB CompuPhase, AMX Mod X Team
/home/groups/amxmodx/tmp3/textHeMbSm.sma(66) : error 001: expected token: "{", but found "static"
/home/groups/amxmodx/tmp3/textHeMbSm.sma(66) : warning 221: label name "Float" shadows tag name
/home/groups/amxmodx/tmp3/textHeMbSm.sma(66) : error 017: undefined symbol "angles"
/home/groups/amxmodx/tmp3/textHeMbSm.sma(66) : warning 215: expression has no effect
/home/groups/amxmodx/tmp3/textHeMbSm.sma(66) : error 001: expected token: ";", but found "]"
/home/groups/amxmodx/tmp3/textHeMbSm.sma(66) : fatal error 107: too many error messages on one line
Compilation aborted.
4 Errors.
Welcome to the AMX Mod X 1.8.1-300 Compiler.
Copyright © 1997-2006 ITB CompuPhase, AMX Mod X Team
/home/groups/amxmodx/tmp3/textHeMbSm.sma(66) : error 001: expected token: "{", but found "static"
/home/groups/amxmodx/tmp3/textHeMbSm.sma(66) : warning 221: label name "Float" shadows tag name
/home/groups/amxmodx/tmp3/textHeMbSm.sma(66) : error 017: undefined symbol "angles"
/home/groups/amxmodx/tmp3/textHeMbSm.sma(66) : warning 215: expression has no effect
/home/groups/amxmodx/tmp3/textHeMbSm.sma(66) : error 001: expected token: ";", but found "]"
/home/groups/amxmodx/tmp3/textHeMbSm.sma(66) : fatal error 107: too many error messages on one line
Compilation aborted.
4 Errors.
#6
Napisano 14.11.2008 18:22
Sprawdź jeszcze raz bo mi się kompiluje po usunięciu:
#define VERSION "2.0" #include <amxmodx> #include <amxmisc> #include <engine> #include <fakemeta> #include <fun> new maxplayers new speed_pcvar new toggle_pcvar public plugin_init() { register_plugin("UT Style Floating Weapons",VERSION,"GHW_Chronic") speed_pcvar = register_cvar("FW_speed","25.0") toggle_pcvar = register_cvar("FW_enabled","1") register_forward(FM_SetModel,"W_Model_Hook",1) register_touch("weaponbox","worldspawn","touch") set_task(1.0,"newgame") set_task(0.1,"force_spin",0,"",0,"b") maxplayers = get_maxplayers() } public W_Model_Hook(ent,model[]) { if(get_pcvar_num(toggle_pcvar) && pev_valid(ent)) { static classname[32] pev(ent,pev_classname,classname,31) if(equali(classname,"weaponbox")) { set_pev(ent,pev_renderfx,kRenderFxGlowShell) static Float:angles[3] pev(ent,pev_angles,angles) angles[0] -= 90.0 angles[1] += 45.0 set_pev(ent,pev_angles,angles) } } } public touch(weaponbox,worldspawn) { if(get_pcvar_num(toggle_pcvar) && pev_valid(weaponbox)) { set_pev(weaponbox,pev_movetype,MOVETYPE_FLY) static Float:origin[3] pev(weaponbox,pev_origin,origin) origin[2] += 30.0 set_pev(weaponbox,pev_origin,origin) } } public force_spin() { if(get_pcvar_num(toggle_pcvar)) { static ent, classname[16], Float:angles[3] ent = engfunc(EngFunc_FindEntityInSphere,maxplayers,Float:{0.0,0.0,0.0},4800.0) while(ent) { if(pev_valid(ent)) { pev(ent,pev_classname,classname,15) if(containi(classname,"armoury")!=-1 || containi(classname,"weaponbox")!=-1) { pev(ent,pev_angles,angles) angles[1] += get_pcvar_float(speed_pcvar) / 10.0 if(angles[1]>=180.0) { angles[1] -= 360.0 } set_pev(ent,pev_angles,angles) } } ent = engfunc(EngFunc_FindEntityInSphere,ent,Float:{0.0,0.0,0.0},4800.0) } } } public newgame() { if(get_pcvar_num(toggle_pcvar)) { static ent, classname[8], Float:angles[3] ent = engfunc(EngFunc_FindEntityInSphere,maxplayers,Float:{0.0,0.0,0.0},4800.0) while(ent) { if(pev_valid(ent)) { pev(ent,pev_classname,classname,7) if(containi(classname,"armoury")!=-1) { set_pev(ent,pev_renderfx,kRenderFxGlowShell) pev(ent,pev_angles,angles) angles[0] -= 90.0 angles[1] += 45.0 set_pev(ent,pev_angles,angles) touch(ent,0) } } ent = engfunc(EngFunc_FindEntityInSphere,ent,Float:{0.0,0.0,0.0},4800.0) } } }
#7
Napisano 14.11.2008 18:31
faktycznie, dziala, wielkie dzięki.
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