Nowa umiejetnosc problem
Cameron
29.01.2009
Mam problem chce dodac nowa umiejetnosc zeby ja posatc miala na stale
wchodze do :
wchodze do :
public client_PreThink i pod //Before freeze_ended check wklejam if (((player_b_vampire[id] + 0) || (player_class[id] == nowaklasa)) && is_user_alive(id)) i jak to wkleje skompiluje plik to nie dziala albo kusza u lowcy albo ciche chodzenie u zabojcy nie pamietam ktore wiecej jak to mam wkleic zeby dobrze dzialalo tamto i to ??
Miczu
29.01.2009
Moze jeszcze skroc to i napisz tylko ze zmieniles kod i zapytaj co masz zle?
Daj cala zmodyfikowana funkcje, albo nie pisz wcale, bo z tego co mi wiadomo brakuje u nas jasnowidzy.
Daj cala zmodyfikowana funkcje, albo nie pisz wcale, bo z tego co mi wiadomo brakuje u nas jasnowidzy.
Cameron
29.01.2009
} public client_PreThink ( id ) { new clip,ammo new weapon = get_user_weapon(id,clip,ammo) new button2 = get_user_button(id); if(flashlight[id] && flashbattery[id] && (get_cvar_num("flashlight_custom")) && (player_class[id] == Mag)) { new num1, num2, num3 num1=random_num(0,2) num2=random_num(-1,1) num3=random_num(-1,1) flashlight_r+=1+num1 if (flashlight_r>250) flashlight_r-=245 flashlight_g+=1+num2 if (flashlight_g>250) flashlight_g-=245 flashlight_b+=-1+num3 if (flashlight_b<5) flashlight_b+=240 new origin[3]; get_user_origin(id,origin,3); message_begin(MSG_BROADCAST,SVC_TEMPENTITY); write_byte(27); // TE_DLIGHT write_coord(origin[0]); // X write_coord(origin[1]); // Y write_coord(origin[2]); // Z write_byte(get_cvar_num("flashlight_radius")); // radius write_byte(flashlight_r); // R write_byte(flashlight_g); // G write_byte(flashlight_<img src='https://amxx.pl/public/style_emoticons/<#EMO_DIR#>/cool.gif' class='bbc_emoticon' alt='B)' />; // B write_byte(1); // life write_byte(get_cvar_num("flashlight_decay")); // decay rate message_end(); new index1, bodypart1 get_user_aiming(id,index1,bodypart1) if ((get_user_team(id)!=get_user_team(index1)) && (index1!=0)) { if ((index1!=54) && (is_user_connected(index1))) set_user_rendering(index1,kRenderFxGlowShell,flashlight_r,flashlight_g,flashlight_b,kRenderNormal,4) remove_task(TASK_FLASH_LIGHT+index1); set_task(7.5, "un_rander",TASK_FLASH_LIGHT+index1) //set_task(15.0,"un_rander",TASK_NAME,index1) } } //Before freeze_ended check if (((player_b_silent[id] > 0) || (player_class[id] == Zabojca)) && is_user_alive(id)) entity_set_int(id, EV_INT_flTimeStepSound, 300) new Float:vect[3] entity_get_vector(id,EV_VEC_velocity,vect) new Float: sped= floatsqroot(vect[0]*vect[0]+vect[1]*vect[1]+vect[2]*vect[2]) if((get_user_maxspeed(id)*5)>(sped*9)) entity_set_int(id, EV_INT_flTimeStepSound, 300) if (((player_b_vampire[id] + 0) || (player_class[id] == nowaklasa)) && is_user_alive(id)) //bow model if (button2 & IN_RELOAD && (weapon == CSW_KNIFE) && button[id]==0 && player_class[id]==Hunter){ bow[id]++ button[id] = 1; command_bow(id) } if ((!(button2 & IN_RELOAD)) && (weapon == CSW_KNIFE) && button[id]==1) button[id]=0 // if (!freeze_ended) return PLUGIN_CONTINUE if (earthstomp[id] != 0 && is_user_alive(id)) { static Float:fallVelocity; pev(id,pev_flFallVelocity,fallVelocity); if(fallVelocity) falling[id] = true else falling[id] = false; } if (player_b_jumpx[id] > 0) Prethink_Doublejump(id) if (player_b_blink[id] > 0) Prethink_Blink(id) if (player_b_usingwind[id] == 1) Prethink_usingwind(id) if (player_b_oldsen[id] > 0) Prethink_confuseme(id) if (player_b_froglegs[id] > 0) Prethink_froglegs(id) //USE Button actives USEMAGIC if (pev(id,pev_button) & IN_USE ) Use_Spell(id) if(player_class[id]==Ninja && (pev(id,pev_button) & IN_RELOAD)) command_knife(id) else if (pev(id,pev_button) & IN_RELOAD && (weapon == CSW_KNIFE) && max_knife[id]>0) command_knife(id) ///////////////////// BOW ///////////////////////// if(player_class[id]==Hunter) { //xbow if(bow[id] == 1) { if((bowdelay[id] + 4.50 - float(player_intelligence[id]/50))< get_gametime() && button2 & IN_ATTACK) { bowdelay[id] = get_gametime() command_arrow(id) } entity_set_int(id, EV_INT_button, (button2 & ~IN_ATTACK) & ~IN_ATTACK2) } // nade if(g_GrenadeTrap[id] && button2 & IN_ATTACK2) { switch(weapon) { case CSW_HEGRENADE, CSW_FLASHBANG, CSW_SMOKEGRENADE: { if((g_PreThinkDelay[id] + 0.28) < get_gametime()) { switch(g_TrapMode[id]) { case 0: g_TrapMode[id] = 1 case 1: g_TrapMode[id] = 0 } client_print(id, print_center, "Grenade Trap %s", g_TrapMode[id] ? "[ON]" : "[OFF]") g_PreThinkDelay[id] = get_gametime() } } default: g_TrapMode[id] = 0 } } } /////////////////////////////////////////////////// return PLUGIN_CONTINUE }
Miczu
29.01.2009
rownie dobrze mogles napisac:
f (((player_b_vampire[id] + 0) || (player_class[id] == nowaklasa)) && is_user_alive(id)) { if (button2 & IN_RELOAD && (weapon == CSW_KNIFE) && button[id]==0 && player_class[id]==Hunter){ bow[id]++ button[id] = 1; command_bow(id) } }
Cameron
29.01.2009
dzięki
[ Dodano: 29-01-2009, 19:55 ]
hmm ale teraz kusza nei dzial nie mozna wyjąc
[ Dodano: 29-01-2009, 19:55 ]
hmm ale teraz kusza nei dzial nie mozna wyjąc