Odnośnie do tego tematu http://amxx.pl/topic...nano-kamizelka/ gdzie dodać ten warunek jeśli w sma perku nie ma TakeDamage?
Przykładowo takie sma:
Spoiler
/* Plugin generated by AMXX-Studio */
#include <amxmodx>
#include <engine>
#include <codmod>
new const nazwa[] = "Wyposazenie Wsparcia";
new const opis[] = "Masz 2 rakiety co runde";
new ilosc_rakiet_gracza[33];
new poprzednia_rakieta_gracza[33];
new sprite_blast;
new wsparcie_id;
public plugin_init()
{
register_plugin(nazwa, "1.0", "QTM_Peyote");
cod_register_perk(nazwa, opis);
register_event("ResetHUD", "ResetHUD", "abe");
register_touch("rocket", "*" , "DotykRakiety");
wsparcie_id = cod_get_classid("Wsparcie Ogniowe");
}
public plugin_precache()
{
sprite_blast = precache_model("sprites/dexplo.spr");
precache_model("models/rpgrocket.mdl");
}
public cod_perk_enabled(id)
{
if(cod_get_user_class(id) == wsparcie_id)
return COD_STOP;
ilosc_rakiet_gracza[id] = 2;
return COD_CONTINUE;
}
public cod_perk_used(id)
{
if (!ilosc_rakiet_gracza[id])
{
client_print(id, print_center, "Wykorzystales juz wszystkie rakiety!");
return PLUGIN_CONTINUE;
}
if(poprzednia_rakieta_gracza[id] + 2.0 > get_gametime())
{
client_print(id, print_center, "Rakiet mozesz uzywac co 2 sekundy!");
return PLUGIN_CONTINUE;
}
if (is_user_alive(id))
{
poprzednia_rakieta_gracza[id] = floatround(get_gametime());
ilosc_rakiet_gracza[id]--;
new Float: Origin[3], Float: vAngle[3], Float: Velocity[3];
entity_get_vector(id, EV_VEC_v_angle, vAngle);
entity_get_vector(id, EV_VEC_origin , Origin);
new Ent = create_entity("info_target");
entity_set_string(Ent, EV_SZ_classname, "rocket");
entity_set_model(Ent, "models/rpgrocket.mdl");
vAngle[0] *= -1.0;
entity_set_origin(Ent, Origin);
entity_set_vector(Ent, EV_VEC_angles, vAngle);
entity_set_int(Ent, EV_INT_effects, 2);
entity_set_int(Ent, EV_INT_solid, SOLID_BBOX);
entity_set_int(Ent, EV_INT_movetype, MOVETYPE_FLY);
entity_set_edict(Ent, EV_ENT_owner, id);
VelocityByAim(id, 1000 , Velocity);
entity_set_vector(Ent, EV_VEC_velocity ,Velocity);
}
return PLUGIN_CONTINUE;
}
public DotykRakiety(ent)
{
if (!is_valid_ent(ent))
return;
new attacker = entity_get_edict(ent, EV_ENT_owner);
new Float:fOrigin[3];
entity_get_vector(ent, 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();
new entlist[33];
new numfound = find_sphere_class(ent, "player", 190.0, entlist, 32);
for (new i=0; i < numfound; i++)
{
new pid = entlist[i];
if (!is_user_alive(pid) || get_user_team(attacker) == get_user_team(pid))
continue;
cod_inflict_damage(attacker, pid, 55.0, 1.0, ent, (1<<24));
}
remove_entity(ent);
}
public ResetHUD(id)
ilosc_rakiet_gracza[id] = 2;
public client_disconnect(id)
{
new ent = find_ent_by_class(0, "rocket");
while(ent > 0)
{
if(entity_get_edict(id, EV_ENT_owner) == id)
remove_entity(ent);
ent = find_ent_by_class(ent, "rocket");
}
}
Lub takie:
Spoiler
#include <amxmodx>
#include <codmod>
new const perk_name[] = "Tajemnica Wojskowa";
new const perk_desc[] = "Dostajesz 10 wytrzymalosci. Masz 1/LW szans na oslepienie wroga";
new g_msg_screenfade;
new bool:ma_perk[33];
new wartosc_perku[33];
public plugin_init()
{
register_plugin(perk_name, "1.0", "QTM_Peyote");
cod_register_perk(perk_name, perk_desc, 2, 4);
register_event("Damage", "Damage", "b", "2!=0");
g_msg_screenfade = get_user_msgid("ScreenFade");
}
public cod_perk_enabled(id, wartosc)
{
ma_perk[id] = true;
wartosc_perku[id] = wartosc;
cod_set_user_bonus_stamina(id, cod_get_user_stamina(id, 0, 0)+10);
}
public cod_perk_disabled(id)
{
ma_perk[id] = false;
cod_set_user_bonus_stamina(id, cod_get_user_stamina(id, 0, 0)-10);
}
public Damage(id)
{
new idattacker = get_user_attacker(id);
if(!is_user_connected(idattacker) || get_user_team(id) == get_user_team(idattacker))
return PLUGIN_CONTINUE;
if(ma_perk[idattacker] && random_num(1, wartosc_perku[idattacker]) == 1)
Display_Fade(id, 1<<14, 1<<14 ,1<<16, 0, 255, 0, 230);
return PLUGIN_CONTINUE;
}
stock Display_Fade(id,duration,holdtime,fadetype,red,green,blue,alpha)
{
message_begin( MSG_ONE, g_msg_screenfade,{0,0,0},id );
write_short( duration );
write_short( holdtime );
write_short( fadetype );
write_byte ( red );
write_byte ( green );
write_byte ( blue );
write_byte ( alpha );
message_end();
}
W drugim przypadku chciałbym aby dawało odporność przed oślepieniem, natomiast w pierwszym pytanie czy w takim wypadku wystarcza dodać warunek do klasy Wsparcia czy w perku również gdzieś trzeba to umieścić?
Pozdrawiam.


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