1. Początek jest taki sam, czyli tworzymy klasę (punkty, kondycji, nazwa i opis klasy etc.)
2. Pod:
#include <codmod>dodajemy:
#include <engine>3. Nad public plugin_init() dodajemy:
new ilosc_dynamitow_gracza[33]; new sprite_blast, sprite_white;4. Do public plugin_init() dodajemy:
register_event("ResetHUD", "ResetHUD", "abe"); register_event("HLTV", "NowaRunda", "a", "1=0", "2=0");5. Pod public plugint_init() dodajemy:
public plugin_precache() { sprite_white = precache_model("sprites/white.spr"); sprite_blast = precache_model("sprites/dexplo.spr"); precache_model("models/QTM_CodMod/dynamite.mdl"); }6. Do pubic cod_class_enabled(id) dodajemy:
ilosc_dynamitow_gracza[id] = 3;Czyli moja klasa będzie miała 3 dynamity. Oczywiście możecie sobie wpisać inną liczbę zamiast "3"
7. Na koniec sma:
public cod_class_skill_used(id) { if(!is_user_alive(id)) return PLUGIN_CONTINUE; if(!ilosc_dynamitow_gracza[id]) { client_print(id, print_center, "Wykorzystales juz wszystkie dynamity!"); return PLUGIN_CONTINUE; } static dynamit_gracza[33]; if(is_valid_ent(dynamit_gracza[id])) { ilosc_dynamitow_gracza[id]--; new Float:fOrigin[3]; entity_get_vector(dynamit_gracza[id], 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(); message_begin( MSG_BROADCAST, SVC_TEMPENTITY, iOrigin ); write_byte( TE_BEAMCYLINDER ); write_coord( iOrigin[0] ); write_coord( iOrigin[1] ); write_coord( iOrigin[2] ); write_coord( iOrigin[0] ); write_coord( iOrigin[1] + 250 ); write_coord( iOrigin[2] + 250 ); write_short( sprite_white ); write_byte( 0 ); write_byte( 0 ); write_byte( 10 ); write_byte( 10 ); write_byte( 255 ); write_byte( 255 ); write_byte( 100 ); write_byte( 100 ); write_byte( 128 ); write_byte( 0 ); message_end(); new entlist[33]; new numfound = find_sphere_class(dynamit_gracza[id], "player", 250.0 , entlist, 32); for (new i=0; i < numfound; i++) { new pid = entlist[i]; if (is_user_alive(pid) && get_user_team(id) != get_user_team(pid)) cod_inflict_damage(id, pid, 95.0, 0.8, dynamit_gracza[id], (1<<24)); } remove_entity(dynamit_gracza[id]); return PLUGIN_CONTINUE; } new Float:origin[3]; entity_get_vector(id, EV_VEC_origin, origin); dynamit_gracza[id] = create_entity("info_target"); entity_set_string(dynamit_gracza[id], EV_SZ_classname, "dynamite"); entity_set_edict(dynamit_gracza[id], EV_ENT_owner, id); entity_set_int(dynamit_gracza[id], EV_INT_movetype, MOVETYPE_TOSS); entity_set_origin(dynamit_gracza[id], origin); entity_set_int(dynamit_gracza[id], EV_INT_solid, SOLID_BBOX); entity_set_model(dynamit_gracza[id], "models/QTM_CodMod/dynamite.mdl"); entity_set_size(dynamit_gracza[id], Float:{-16.0,-16.0,0.0}, Float:{16.0,16.0,2.0}); drop_to_floor(dynamit_gracza[id]); return PLUGIN_CONTINUE; } public ResetHUD(id) { client_disconnect(id); ilosc_dynamitow_gracza[id] = 3; } public client_disconnect(id) { new ent = find_ent_by_class(0, "dynamite"); while(ent > 0) { if(entity_get_edict(ent, EV_ENT_owner) == id) remove_entity(ent); ent = find_ent_by_class(ent, "dynamite"); } } public NowaRunda() { new ent = find_ent_by_class(-1, "dynamite"); while(ent > 0) { remove_entity(ent); ent = find_ent_by_class(ent, "dynamite"); } }
Jeśli chcecie, aby klasa miała 6 dynamitów to w pubic cod_class_enabled(id) zmieniamy:
ilosc_dynamitow_gracza[id] = 3;na to:
ilosc_dynamitow_gracza[id] = 6;oraz to:
public ResetHUD(id) { client_disconnect(id); ilosc_dynamitow_gracza[id] = 3; }na to:
public ResetHUD(id) { client_disconnect(id); ilosc_dynamitow_gracza[id] = 6; }
Użytkownik radim edytował ten post 22.10.2011 21:02