bomb sound
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esc-Fiv3
Извън линия - Foreigner
- Мнения: 110
- Регистриран на: 24 Ное 2018, 19:19
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bomb sound
Hi! I need a plugin that set a bomb sound when explode and when the bomb is defused. Only these 2 things. There are many on the internet but I don't need hud messages or another sounds when you plant the bomb and other things. I already have a plugin that change these messages and I don't want to be overwrite and to make a problem on the server. Thanks!
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OciXCrom
Извън линия - Администратор
- Мнения: 7206
- Регистриран на: 06 Окт 2016, 19:20
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- Обратна връзка:
bomb sound
Set your sounds in the beginning of the code.
Код за потвърждение: Избери целия код
#include <amxmodx>
#include <csx>
new const EXPLODE_SOUND[] = "explode_sound.wav"
new const DEFUSE_SOUND[] = "defuse_sound.wav"
public plugin_init()
register_plugin("Explode/Defuse Sound", "1.0", "OciXCrom")
public plugin_precache()
{
precache_sound(EXPLODE_SOUND)
precache_sound(DEFUSE_SOUND)
}
public bomb_explode(iPlanter, iDefuser)
client_cmd(0, "spk ^"%s^"", EXPLODE_SOUND)
public bomb_defused(iDefuser)
client_cmd(0, "spk ^"%s^"", DEFUSE_SOUND)
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esc-Fiv3
Извън линия - Foreigner
- Мнения: 110
- Регистриран на: 24 Ное 2018, 19:19
- Се отблагодари: 16 пъти
bomb sound
defuse sound works but the other one no..
This is what it shows in console:
north/explode_sound.wav is a stereo sample (Solved: it was a problem with the sound)
Overflow 500 temporary ents!
Overflow 500 temporary ents!
Overflow 500 temporary ents!
Overflow 500 temporary ents!
Overflow 500 temporary ents!
Overflow 500 temporary ents!
Overflow 500 temporary ents!
Overflow 500 temporary ents!
Overflow 500 temporary ents!
Overflow 500 temporary ents!
And one more thing..I don't know why I get this message with overflow. I deleted all maps that had this message in console. It happend when bomb explode. Can be because of snowing on the map?
I found an interesting plugin. Can you make some changes for me? There is a problem with the led, it doesn't load the sprite. And the sound works when you plant the bomb and probably when you defuse it. Can you make it to be when it explode, not that one when you plant the bomb? Thanks!
This is what it shows in console:
north/explode_sound.wav is a stereo sample (Solved: it was a problem with the sound)
Overflow 500 temporary ents!
Overflow 500 temporary ents!
Overflow 500 temporary ents!
Overflow 500 temporary ents!
Overflow 500 temporary ents!
Overflow 500 temporary ents!
Overflow 500 temporary ents!
Overflow 500 temporary ents!
Overflow 500 temporary ents!
Overflow 500 temporary ents!
And one more thing..I don't know why I get this message with overflow. I deleted all maps that had this message in console. It happend when bomb explode. Can be because of snowing on the map?
I found an interesting plugin. Can you make some changes for me? There is a problem with the led, it doesn't load the sprite. And the sound works when you plant the bomb and probably when you defuse it. Can you make it to be when it explode, not that one when you plant the bomb? Thanks!
Код за потвърждение: Избери целия код
#include <amxmodx>
#include <amxmisc>
#include <fakemeta>
#include <engine>
#define PLUGIN "Snowman - Bomb"
#define VERSION "1.5.1"
#define AUTHOR "Alka / s0h"
#pragma tabsize 0
//Settings
#define SOUND // Если не хотите слышать звуки, закоментируйте эту строку
//#define SNOW //Если вам не нужен снег, закоментируйте эту строку
#define ANIMATION_DEFUSE //Если вам не нужна анимация во время разминирования бомбы, закоментируйте эту строку
#define BLINK_BOMB //Если хотите чтобы бомба внизу снеговика мигала, закоментируйте эту строку
new iEntity;
#if defined BLINK_BOMB
new g_iLedSprite;
#endif
new const gClassname_bomb[] = "bomb_snow"
new const g_szBombModels[][] = {
"models/north/c4.mdl"
};
#if defined SOUND
new const g_szBombSounds[][] = {
"north/defuse_sound.wav",
"north/explode_sound.wav"
};
#endif
public plugin_init()
{
register_event("HLTV", "eventHLTV", "a", "1=0", "2=0");
register_plugin(PLUGIN, VERSION, AUTHOR);
#if defined SNOW
register_clcmd("say /snowoff", "clcmd_snowoff")
register_clcmd("say /snow", "clcmd_snowon")
#endif
register_forward(FM_SetModel, "fwd_SetModel", 1);
register_logevent("logevent_BombDefused", 3, "2=Defused_The_Bomb");
#if defined ANIMATION_DEFUSE
register_event("BarTime", "_cansel", "b", "1=0") //Событие отмены минирования/разминирования бомбы
#endif
register_think(gClassname_bomb, "EntityThink")
#if defined BLINK_BOMB
register_message(SVC_TEMPENTITY, "message_TempEntity");
#endif
}
public plugin_precache()
{
engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "env_snow"));
precache_model("models/hairt.mdl");
new i;
for(i = 0; i < sizeof g_szBombModels; i++)
precache_model(g_szBombModels[i]);
for(i = 0 ; i < sizeof g_szBombModels ; i++)
precache_model(g_szBombModels[i]);
#if defined SOUND
for(i = 0 ; i < sizeof g_szBombSounds ; i++)
precache_sound(g_szBombSounds[i]);
#endif
#if defined BLINK_BOMB
g_iLedSprite = precache_model("sprites/ledglow.spr");
#endif
}
#if defined BLINK_BOMB
public message_TempEntity(msg_id, msg_dest, msg_ent)
{
if(get_msg_arg_int(1) == TE_GLOWSPRITE)
{
if(get_msg_arg_int(5) == g_iLedSprite)
return PLUGIN_HANDLED;
}
return PLUGIN_CONTINUE;
}
#endif
public eventHLTV()
{
clean()
}
public EntityThink(iEntity)
{
if(!pev_valid(iEntity))
return PLUGIN_CONTINUE
set_pev(iEntity, pev_nextthink, get_gametime() + 0.1)
return PLUGIN_CONTINUE
}
#if defined SNOW
public client_putinserver(id)
{
client_cmd(id, "cl_weather 3")
}
public clcmd_snowoff(id)
{
client_cmd(id, "cl_weather 0")
}
public clcmd_snowon(id)
{
client_cmd(id, "cl_weather 3")
}
#endif
public fwd_SetModel(ent, const szModel[])
{
if(!pev_valid(ent))
return FMRES_IGNORED;
if(equal(szModel, "models/w_c4.mdl"))
{
engfunc(EngFunc_SetModel, ent, "models/hairt.mdl");
return FMRES_SUPERCEDE;
}
return FMRES_IGNORED;
}
public clean()
{
new entity = -1;
while((entity = find_ent_by_class(entity, gClassname_bomb)))
{
remove_entity(entity);
}
}
public bomb_planted(id)
{
#if defined SOUND
emit_sound(0, CHAN_AUTO, g_szBombSounds[1], VOL_NORM, ATTN_NORM, 0, PITCH_NORM);
#endif
new iOrigin[3] //Создаем массив для хранение координат
get_user_origin(id, iOrigin, 0) //Получаем координаты куда смотрит игрок
new Float:fOrigin[3] //Создаем массив для float коодинат
IVecFVec(iOrigin, fOrigin) //Конвертируем координаты в дробные
if( (pev(id, pev_flags) & FL_ONGROUND) && (pev(id, pev_button) & IN_DUCK ) )
fOrigin[2] += 18.0;
iEntity = create_entity("info_target") //Создаем объект info_target
if(!pev_valid(iEntity)) //Проверяем сущетсвует ли, если нет
return PLUGIN_HANDLED //Заканчиваем. Дальше нам делать нечего
set_pev(iEntity, pev_origin, fOrigin) //Присваиваем координаты
set_pev(iEntity, pev_classname, gClassname_bomb) //Присваиваем Classname
set_pev(iEntity, pev_solid, SOLID_NOT) //Делаем его непроходимым
set_pev(iEntity, pev_movetype, MOVETYPE_NONE) //Не задаем тип движения, во всяком случаи пока
set_pev(iEntity, pev_sequence, 1) //Выставляем № анимации при создании
set_pev(iEntity, pev_framerate, 1.0) //Выставляем скорость анимации
set_pev(iEntity, pev_nextthink, get_gametime() + 1.0) //Создаем запуск think
engfunc(EngFunc_SetModel, iEntity, g_szBombModels[0]) //Присваиваем модель
return PLUGIN_HANDLED //Заканчиваем. Дальше нам делать нечего
}
public bomb_explode()
{
clean()
}
public bomb_defusing() // Момент когда бомбу начали разминировать
{
#if defined ANIMATION_DEFUSE
if(pev_valid(iEntity)) __Anim(iEntity, 3, 1.0); //run
#endif
}
#if defined ANIMATION_DEFUSE
public _cansel()
{
if(pev_valid(iEntity)) __Anim(iEntity, 1, 1.0); //not run
}
#endif
public logevent_BombDefused()
{
#if defined SOUND
emit_sound(0, CHAN_AUTO, g_szBombSounds[0], VOL_NORM, ATTN_NORM, 0, PITCH_NORM);
#endif
if(pev_valid(iEntity)) __Anim(iEntity, 104, 1.0); //dead
}
stock __Anim(index, sequence, Float: framerate = 1.0)
{
static className[32];
entity_get_string(iEntity, EV_SZ_classname, className, charsmax(className))
if(equali(className, gClassname_bomb) && pev_valid(index))
{
entity_set_float(index, EV_FL_animtime, get_gametime());
entity_set_float(index, EV_FL_framerate, framerate);
entity_set_float(index, EV_FL_frame, 0.0);
entity_set_int(index, EV_INT_sequence, sequence);
}
if(sequence == 104)
{
set_task(2.5, "clean")
}
}
-
OciXCrom
Извън линия - Администратор
- Мнения: 7206
- Регистриран на: 06 Окт 2016, 19:20
- Местоположение: /resetscore
- Се отблагодари: 117 пъти
- Получена благодарност: 1295 пъти
- Обратна връзка:
bomb sound
Not all sounds can play in CS. They need to be converted in a proper format. The easiest method (for me at least) to convert a sound for CS is using this website with the following attributes:
Here's the other plugin with the sound change to play on explode rather than on plant.
What do you mean by "the sprite doesn't load"? Have you tried using a different sprite?
- Bit resolution: 16 Bit
- Sampling rate: 22050 Hz
- Audio channels: mono
Here's the other plugin with the sound change to play on explode rather than on plant.
Код за потвърждение: Избери целия код
#include <amxmodx>
#include <amxmisc>
#include <fakemeta>
#include <engine>
#define PLUGIN "Snowman - Bomb"
#define VERSION "1.5.1"
#define AUTHOR "Alka / s0h"
#pragma tabsize 0
//Settings
#define SOUND // Если не хотите слышать звуки, закоментируйте эту строку
//#define SNOW //Если вам не нужен снег, закоментируйте эту строку
#define ANIMATION_DEFUSE //Если вам не нужна анимация во время разминирования бомбы, закоментируйте эту строку
#define BLINK_BOMB //Если хотите чтобы бомба внизу снеговика мигала, закоментируйте эту строку
new iEntity;
#if defined BLINK_BOMB
new g_iLedSprite;
#endif
new const gClassname_bomb[] = "bomb_snow"
new const g_szBombModels[][] = {
"models/north/c4.mdl"
};
#if defined SOUND
new const g_szBombSounds[][] = {
"north/defuse_sound.wav",
"north/explode_sound.wav"
};
#endif
public plugin_init()
{
register_event("HLTV", "eventHLTV", "a", "1=0", "2=0");
register_plugin(PLUGIN, VERSION, AUTHOR);
#if defined SNOW
register_clcmd("say /snowoff", "clcmd_snowoff")
register_clcmd("say /snow", "clcmd_snowon")
#endif
register_forward(FM_SetModel, "fwd_SetModel", 1);
register_logevent("logevent_BombDefused", 3, "2=Defused_The_Bomb");
#if defined ANIMATION_DEFUSE
register_event("BarTime", "_cansel", "b", "1=0") //Событие отмены минирования/разминирования бомбы
#endif
register_think(gClassname_bomb, "EntityThink")
#if defined BLINK_BOMB
register_message(SVC_TEMPENTITY, "message_TempEntity");
#endif
}
public plugin_precache()
{
engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "env_snow"));
precache_model("models/hairt.mdl");
new i;
for(i = 0; i < sizeof g_szBombModels; i++)
precache_model(g_szBombModels[i]);
for(i = 0 ; i < sizeof g_szBombModels ; i++)
precache_model(g_szBombModels[i]);
#if defined SOUND
for(i = 0 ; i < sizeof g_szBombSounds ; i++)
precache_sound(g_szBombSounds[i]);
#endif
#if defined BLINK_BOMB
g_iLedSprite = precache_model("sprites/ledglow.spr");
#endif
}
#if defined BLINK_BOMB
public message_TempEntity(msg_id, msg_dest, msg_ent)
{
if(get_msg_arg_int(1) == TE_GLOWSPRITE)
{
if(get_msg_arg_int(5) == g_iLedSprite)
return PLUGIN_HANDLED;
}
return PLUGIN_CONTINUE;
}
#endif
public eventHLTV()
{
clean()
}
public EntityThink(iEntity)
{
if(!pev_valid(iEntity))
return PLUGIN_CONTINUE
set_pev(iEntity, pev_nextthink, get_gametime() + 0.1)
return PLUGIN_CONTINUE
}
#if defined SNOW
public client_putinserver(id)
{
client_cmd(id, "cl_weather 3")
}
public clcmd_snowoff(id)
{
client_cmd(id, "cl_weather 0")
}
public clcmd_snowon(id)
{
client_cmd(id, "cl_weather 3")
}
#endif
public fwd_SetModel(ent, const szModel[])
{
if(!pev_valid(ent))
return FMRES_IGNORED;
if(equal(szModel, "models/w_c4.mdl"))
{
engfunc(EngFunc_SetModel, ent, "models/hairt.mdl");
return FMRES_SUPERCEDE;
}
return FMRES_IGNORED;
}
public clean()
{
new entity = -1;
while((entity = find_ent_by_class(entity, gClassname_bomb)))
{
remove_entity(entity);
}
}
public bomb_planted(id)
{
new iOrigin[3] //Создаем массив для хранение координат
get_user_origin(id, iOrigin, 0) //Получаем координаты куда смотрит игрок
new Float:fOrigin[3] //Создаем массив для float коодинат
IVecFVec(iOrigin, fOrigin) //Конвертируем координаты в дробные
if( (pev(id, pev_flags) & FL_ONGROUND) && (pev(id, pev_button) & IN_DUCK ) )
fOrigin[2] += 18.0;
iEntity = create_entity("info_target") //Создаем объект info_target
if(!pev_valid(iEntity)) //Проверяем сущетсвует ли, если нет
return PLUGIN_HANDLED //Заканчиваем. Дальше нам делать нечего
set_pev(iEntity, pev_origin, fOrigin) //Присваиваем координаты
set_pev(iEntity, pev_classname, gClassname_bomb) //Присваиваем Classname
set_pev(iEntity, pev_solid, SOLID_NOT) //Делаем его непроходимым
set_pev(iEntity, pev_movetype, MOVETYPE_NONE) //Не задаем тип движения, во всяком случаи пока
set_pev(iEntity, pev_sequence, 1) //Выставляем № анимации при создании
set_pev(iEntity, pev_framerate, 1.0) //Выставляем скорость анимации
set_pev(iEntity, pev_nextthink, get_gametime() + 1.0) //Создаем запуск think
engfunc(EngFunc_SetModel, iEntity, g_szBombModels[0]) //Присваиваем модель
return PLUGIN_HANDLED //Заканчиваем. Дальше нам делать нечего
}
public bomb_explode()
{
#if defined SOUND
emit_sound(0, CHAN_AUTO, g_szBombSounds[1], VOL_NORM, ATTN_NORM, 0, PITCH_NORM);
#endif
clean()
}
public bomb_defusing() // Момент когда бомбу начали разминировать
{
#if defined ANIMATION_DEFUSE
if(pev_valid(iEntity)) __Anim(iEntity, 3, 1.0); //run
#endif
}
#if defined ANIMATION_DEFUSE
public _cansel()
{
if(pev_valid(iEntity)) __Anim(iEntity, 1, 1.0); //not run
}
#endif
public logevent_BombDefused()
{
#if defined SOUND
emit_sound(0, CHAN_AUTO, g_szBombSounds[0], VOL_NORM, ATTN_NORM, 0, PITCH_NORM);
#endif
if(pev_valid(iEntity)) __Anim(iEntity, 104, 1.0); //dead
}
stock __Anim(index, sequence, Float: framerate = 1.0)
{
static className[32];
entity_get_string(iEntity, EV_SZ_classname, className, charsmax(className))
if(equali(className, gClassname_bomb) && pev_valid(index))
{
entity_set_float(index, EV_FL_animtime, get_gametime());
entity_set_float(index, EV_FL_framerate, framerate);
entity_set_float(index, EV_FL_frame, 0.0);
entity_set_int(index, EV_INT_sequence, sequence);
}
if(sequence == 104)
{
set_task(2.5, "clean")
}
}
-
esc-Fiv3
Извън линия - Foreigner
- Мнения: 110
- Регистриран на: 24 Ное 2018, 19:19
- Се отблагодари: 16 пъти
bomb sound
You solved the problem with the sprite too? I want one more thing if you can do for me. I want that "models/north/c4.mdl" to have a glow and to be stable. I mean not to go through the model when you move around it. And thanks for everything!
-
OciXCrom
Извън линия - Администратор
- Мнения: 7206
- Регистриран на: 06 Окт 2016, 19:20
- Местоположение: /resetscore
- Се отблагодари: 117 пъти
- Получена благодарност: 1295 пъти
- Обратна връзка:
bomb sound
Код за потвърждение: Избери целия код
#include <amxmodx>
#include <amxmisc>
#include <fakemeta>
#include <engine>
#define PLUGIN "Snowman - Bomb"
#define VERSION "1.5.1"
#define AUTHOR "Alka / s0h"
#pragma tabsize 0
//Settings
#define SOUND // Если не хотите слышать звуки, закоментируйте эту строку
//#define SNOW //Если вам не нужен снег, закоментируйте эту строку
#define ANIMATION_DEFUSE //Если вам не нужна анимация во время разминирования бомбы, закоментируйте эту строку
#define BLINK_BOMB //Если хотите чтобы бомба внизу снеговика мигала, закоментируйте эту строку
#define BOMB_GLOW_COLOR 255.0, 0.0, 0.0
#define BOMB_GLOW_BRIGHTNESS 40
new iEntity;
#if defined BLINK_BOMB
new g_iLedSprite;
#endif
new const gClassname_bomb[] = "bomb_snow"
new const g_szBombModels[][] = {
"models/north/c4.mdl"
};
#if defined SOUND
new const g_szBombSounds[][] = {
"north/defuse_sound.wav",
"north/explode_sound.wav"
};
#endif
public plugin_init()
{
register_event("HLTV", "eventHLTV", "a", "1=0", "2=0");
register_plugin(PLUGIN, VERSION, AUTHOR);
#if defined SNOW
register_clcmd("say /snowoff", "clcmd_snowoff")
register_clcmd("say /snow", "clcmd_snowon")
#endif
register_forward(FM_SetModel, "fwd_SetModel", 1);
register_logevent("logevent_BombDefused", 3, "2=Defused_The_Bomb");
#if defined ANIMATION_DEFUSE
register_event("BarTime", "_cansel", "b", "1=0") //Событие отмены минирования/разминирования бомбы
#endif
register_think(gClassname_bomb, "EntityThink")
#if defined BLINK_BOMB
register_message(SVC_TEMPENTITY, "message_TempEntity");
#endif
}
public plugin_precache()
{
engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "env_snow"));
precache_model("models/hairt.mdl");
new i;
for(i = 0; i < sizeof g_szBombModels; i++)
precache_model(g_szBombModels[i]);
for(i = 0 ; i < sizeof g_szBombModels ; i++)
precache_model(g_szBombModels[i]);
#if defined SOUND
for(i = 0 ; i < sizeof g_szBombSounds ; i++)
precache_sound(g_szBombSounds[i]);
#endif
#if defined BLINK_BOMB
g_iLedSprite = precache_model("sprites/ledglow.spr");
#endif
}
#if defined BLINK_BOMB
public message_TempEntity(msg_id, msg_dest, msg_ent)
{
if(get_msg_arg_int(1) == TE_GLOWSPRITE)
{
if(get_msg_arg_int(5) == g_iLedSprite)
return PLUGIN_HANDLED;
}
return PLUGIN_CONTINUE;
}
#endif
public eventHLTV()
{
clean()
}
public EntityThink(iEntity)
{
if(!pev_valid(iEntity))
return PLUGIN_CONTINUE
set_pev(iEntity, pev_nextthink, get_gametime() + 0.1)
return PLUGIN_CONTINUE
}
#if defined SNOW
public client_putinserver(id)
{
client_cmd(id, "cl_weather 3")
}
public clcmd_snowoff(id)
{
client_cmd(id, "cl_weather 0")
}
public clcmd_snowon(id)
{
client_cmd(id, "cl_weather 3")
}
#endif
public fwd_SetModel(ent, const szModel[])
{
if(!pev_valid(ent))
return FMRES_IGNORED;
if(equal(szModel, "models/w_c4.mdl"))
{
engfunc(EngFunc_SetModel, ent, "models/hairt.mdl");
return FMRES_SUPERCEDE;
}
return FMRES_IGNORED;
}
public clean()
{
new entity = -1;
while((entity = find_ent_by_class(entity, gClassname_bomb)))
{
remove_entity(entity);
}
}
public bomb_planted(id)
{
new iOrigin[3] //Создаем массив для хранение координат
get_user_origin(id, iOrigin, 0) //Получаем координаты куда смотрит игрок
new Float:fOrigin[3] //Создаем массив для float коодинат
IVecFVec(iOrigin, fOrigin) //Конвертируем координаты в дробные
if( (pev(id, pev_flags) & FL_ONGROUND) && (pev(id, pev_button) & IN_DUCK ) )
fOrigin[2] += 18.0;
iEntity = create_entity("info_target") //Создаем объект info_target
if(!pev_valid(iEntity)) //Проверяем сущетсвует ли, если нет
return PLUGIN_HANDLED //Заканчиваем. Дальше нам делать нечего
set_pev(iEntity, pev_origin, fOrigin) //Присваиваем координаты
set_pev(iEntity, pev_classname, gClassname_bomb) //Присваиваем Classname
set_pev(iEntity, pev_solid, SOLID_BBOX) //Делаем его непроходимым
set_pev(iEntity, pev_movetype, MOVETYPE_NONE) //Не задаем тип движения, во всяком случаи пока
set_pev(iEntity, pev_sequence, 1) //Выставляем № анимации при создании
set_pev(iEntity, pev_framerate, 1.0) //Выставляем скорость анимации
set_pev(iEntity, pev_nextthink, get_gametime() + 1.0) //Создаем запуск think
set_pev(iEntity, pev_rendermode, kRenderNormal)
set_pev(iEntity, pev_renderfx, kRenderFxGlowShell)
set_pev(iEntity, pev_renderamt, BOMB_GLOW_BRIGHTNESS)
set_pev(iEntity, pev_rendercolor, Float:{BOMB_GLOW_COLOR})
engfunc(EngFunc_SetModel, iEntity, g_szBombModels[0]) //Присваиваем модель
return PLUGIN_HANDLED //Заканчиваем. Дальше нам делать нечего
}
public bomb_explode()
{
#if defined SOUND
emit_sound(0, CHAN_AUTO, g_szBombSounds[1], VOL_NORM, ATTN_NORM, 0, PITCH_NORM);
#endif
clean()
}
public bomb_defusing() // Момент когда бомбу начали разминировать
{
#if defined ANIMATION_DEFUSE
if(pev_valid(iEntity)) __Anim(iEntity, 3, 1.0); //run
#endif
}
#if defined ANIMATION_DEFUSE
public _cansel()
{
if(pev_valid(iEntity)) __Anim(iEntity, 1, 1.0); //not run
}
#endif
public logevent_BombDefused()
{
#if defined SOUND
emit_sound(0, CHAN_AUTO, g_szBombSounds[0], VOL_NORM, ATTN_NORM, 0, PITCH_NORM);
#endif
if(pev_valid(iEntity)) __Anim(iEntity, 104, 1.0); //dead
}
stock __Anim(index, sequence, Float: framerate = 1.0)
{
static className[32];
entity_get_string(iEntity, EV_SZ_classname, className, charsmax(className))
if(equali(className, gClassname_bomb) && pev_valid(index))
{
entity_set_float(index, EV_FL_animtime, get_gametime());
entity_set_float(index, EV_FL_framerate, framerate);
entity_set_float(index, EV_FL_frame, 0.0);
entity_set_int(index, EV_INT_sequence, sequence);
}
if(sequence == 104)
{
set_task(2.5, "clean")
}
}
Код за потвърждение: Избери целия код
#define BOMB_GLOW_COLOR 255.0, 0.0, 0.0
#define BOMB_GLOW_BRIGHTNESS 40
-
1fRaNkkK
Извън линия - Потребител
- Мнения: 776
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esc-Fiv3
Извън линия - Foreigner
- Мнения: 110
- Регистриран на: 24 Ное 2018, 19:19
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bomb sound
It works now! Thanks! Shoud I use UTF-8 from now? I have automatically UTF-8 BOM
The plugin works good but the led sprite still doesn't work. I don't need it anyway if I have this glow. One more thing I still can go through the model. Could you make it do not go through it anymore? Or could be a problem? This model have an animation and I'm not sure if can make a problem in the future if the model is stable.
The plugin works good but the led sprite still doesn't work. I don't need it anyway if I have this glow. One more thing I still can go through the model. Could you make it do not go through it anymore? Or could be a problem? This model have an animation and I'm not sure if can make a problem in the future if the model is stable.
-
OciXCrom
Извън линия - Администратор
- Мнения: 7206
- Регистриран на: 06 Окт 2016, 19:20
- Местоположение: /resetscore
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- Получена благодарност: 1295 пъти
- Обратна връзка:
bomb sound
No, UTF8 BOM doesn't work in AMXX. Make sure it doesn't have BOM.
About going through the model - I changed that, not sure why it isn't working. It's this line:
It was previously set on SOLID_NOT which means you can go through it. SOLID_BBOX means that it will be a solid object, so you can touch it. I''m not sure if the animation affects it.
About going through the model - I changed that, not sure why it isn't working. It's this line:
Код за потвърждение: Избери целия код
set_pev(iEntity, pev_solid, SOLID_BBOX) //Делаем его непроходимым
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