1.0.5/1.0.6
Otwórz Plik: cons.inl
Zamień to:
new const gInvisAlphaValue[4] =
{
150, //Basic Shotgun Combat
100, //Veteran Shotgun Combat
70, //Expert Shotgun Combat
40
};
Na To:
/*new const gInvisAlphaValue[4] =
{
150, //Basic Shotgun Combat
100, //Veteran Shotgun Combat
70, //Expert Shotgun Combat
40
};*/
Otwórz Plik: badgepowers.inl
Zamień to:
Na To:
public set_invis(id)
{
if ( !get_pcvar_num(gPcvarBadgesActive) || !get_pcvar_num(gPcvarBadgePowers) ) return;
if ( !is_user_alive(id) ) return;
new shotgunlevel = g_PlayerBadges[id][BADGE_SHOTGUN];
if ( shotgunlevel && get_user_weapon(id) == CSW_KNIFE )
{
fm_set_rendering(id, kRenderFxNone, 0, 0, 0, kRenderTransTexture, gInvisAlphaValue[shotgunlevel-1]);
g_invis[id] = true;
}
else
{
fm_set_rendering(id);
g_invis[id] = false;
}
}
public set_invis(id)
{
if ( !get_pcvar_num(gPcvarBadgesActive) || !get_pcvar_num(gPcvarBadgePowers) ) return;
if ( !is_user_alive(id) ) return;
new shotgunlevel = g_PlayerBadges[id][BADGE_SHOTGUN];
if ( shotgunlevel && get_user_weapon(id) == CSW_KNIFE )
{
new Float:grav
switch(shotgunlevel)
{
case 1: grav = 0.875 //700
case 2: grav = 0.75 //600
case 3: grav = 0.625 //500
case 4: grav = 0.5 //400
}
fm_set_user_gravity(id, grav)
g_invis[id] = true;
}
else
{
fm_set_user_gravity(id, 1.0)
g_invis[id] = false;
}
}
1.5.3/1.5.3a/1.5.5
Otwórz Plik: cons.inl
Zamień to:
new const gInvisAlphaValue[4] =
{
150, //Basic Shotgun Combat
100, //Veteran Shotgun Combat
70 //Expert Shotgun Combat
};
Na To:
/*new const gInvisAlphaValue[4] =
{
150, //Basic Shotgun Combat
100, //Veteran Shotgun Combat
70 //Expert Shotgun Combat
};*/
Otwórz Plik: badgepowers.inl
Zamień to:
Na To:
public set_invis(id)
{
if ( !get_pcvar_num(gPcvarBadgesActive) || !get_pcvar_num(gPcvarBadgePowers) ) return;
if ( !is_user_alive(id) ) return;
new shotgunlevel = g_PlayerBadges[id][BADGE_SHOTGUN];
if ( shotgunlevel && get_user_weapon(id) == CSW_KNIFE )
{
fm_set_rendering(id, kRenderFxNone, 0, 0, 0, kRenderTransTexture, gInvisAlphaValue[shotgunlevel-1]);
g_invis[id] = true;
}
else
{
fm_set_rendering(id);
g_invis[id] = false;
}
}
public set_invis(id)
{
if ( !get_pcvar_num(gPcvarBadgesActive) || !get_pcvar_num(gPcvarBadgePowers) ) return;
if ( !is_user_alive(id) ) return;
new shotgunlevel = g_PlayerBadges[id][BADGE_SHOTGUN];
if ( shotgunlevel && get_user_weapon(id) == CSW_KNIFE )
{
new Float:grav
switch(shotgunlevel)
{
case 1: grav = 0.875 //700
case 2: grav = 0.75 //600
case 3: grav = 0.625 //500
}
fm_set_user_gravity(id, grav)
g_invis[id] = true;
}
else
{
fm_set_user_gravity(id, 1.0)
g_invis[id] = false;
}
}
Po ów zmianach Zapisujemy pliki i wykonujemy kompilacje lokalną

Jak coś jeszcze związane z BF2 potrzeba pisać na PW to może skrobnę "Tutorial"

Użytkownik MisieQ edytował ten post 08.09.2011 18:36