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RSSNeox Freezer Gun USP


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PHP Code:

/* AMX Mod script

* (c) 2015 , null
* Neox Freezing Gun
*
*/



#include <amxmodx>
#include <fakemeta>
#include <fun>
#include <hamsandwich>
#include <cstrike>
#include <amxmisc>
#include <biohazard>


#define is_valid_player(%1) (1 <= %1 <= 32)

new US_V_MODEL[64] = "models/neox/v_usp.mdl"
new US_P_MODEL[64] = "models/neox/p_usp.mdl"

/* Pcvars */
new cvar_dmgmultipliercvar_goldbullets,  cvar_custommodelcvar_uclipcvar_cost

new bool:g_HasUs[33]

//new g_hasZoom[ 33 ]
new bullets33 ]
new 
g_frozen[33], frost_spr
new cvar_frosttime

// Sprite
new m_spriteTexture

const Wep_usp = ((1<<CSW_USP))

public 
plugin_init()
{
    
    
/* CVARS */
    
cvar_dmgmultiplier register_cvar("amx_neox_dmg""5")
    
cvar_custommodel register_cvar("blueus_custom_model""1")
    
cvar_bluebullets register_cvar("blueus_blue_bullets""1")
    
cvar_uclip register_cvar("amx_neox_unlimited""0")
    
cvar_cost register_cvar("blueus_cost""0")
    
cvar_frosttime register_cvar("amx_neox_time""5.0")
    
    
// Register The Buy Cmd
    
register_clcmd("say /neox""CmdBuyUs")
    
register_clcmd("say_team /neox""CmdBuyUs")
    
register_concmd("amx_neox""CmdGiveUs"ADMIN_BAN"<name>")
    
    
// Register The Plugin
    
register_plugin("Neox""1.0""quiT")
    
// Death Msg
    
register_event("DeathMsg""Death""a")
    
// Weapon Pick Up
    
register_event("WeapPickup","checkModel","b","1=19")
    
// Current Weapon Event
    
register_event("CurWeapon","checkWeapon","be","1=1")
    
register_event("CurWeapon""make_tracer""be""1=1""3>0")
    
// Ham TakeDamage
    
RegisterHam(Ham_TakeDamage"player""fw_TakeDamage")
    
register_forwardFM_CmdStart"fw_CmdStart" )
    
register_forward(FM_PlayerPreThink"fw_PlayerPreThink")
    
RegisterHam(Ham_Spawn"player""fwHamPlayerSpawnPost"1)
    
}

public 
client_connect(id)
{
    
g_HasUs[id] = false
    RemoveFrost
(id)
}

public 
client_disconnect(id)
{
    
g_HasUs[id] = false
    RemoveFrost
(id)
}

public 
Death()
{
    
g_HasUs[read_data(2)] = false
    RemoveFrost
(read_data(2))
}

public 
fwHamPlayerSpawnPost(id)
{
    
g_HasUs[id] = false
    RemoveFrost
(id)
}

public 
plugin_precache()
{
    
precache_model(US_V_MODEL)
    
precache_model(US_P_MODEL)
    
m_spriteTexture precache_model("sprites/dot.spr")
    
precache_sound("weapons/zoom.wav")
}

public 
checkModel(id)
{
    if ( !
g_HasUs[id] )
        return 
PLUGIN_HANDLED
    
    
new szWeapID read_data(2)
    
    if ( 
szWeapID == CSW_USP && g_HasUs[id] == true && get_pcvar_num(cvar_custommodel) )
    {
        
set_pev(idpev_viewmodel2US_V_MODEL)
        
set_pev(idpev_weaponmodel2US_P_MODEL)
    }
    return 
PLUGIN_HANDLED
}

public 
checkWeapon(id)
{
    new 
plrClipplrAmmoplrWeap[32]
    new 
plrWeapId
    
    plrWeapId 
get_user_weapon(idplrClip plrAmmo)
    
    if (
plrWeapId == CSW_USP && g_HasUs[id])
    {
        
checkModel(id)
    }
    else 
    {
        return 
PLUGIN_CONTINUE
    
}
    
    if (
plrClip == && get_pcvar_num(cvar_uclip))
    {
        
// If the user is out of ammo..
        
get_weaponname(plrWeapIdplrWeap31)
        
// Get the name of their weapon
        
give_item(idplrWeap)
        
engclient_cmd(idplrWeap
        
engclient_cmd(idplrWeap)
        
engclient_cmd(idplrWeap)
    }
    return 
PLUGIN_HANDLED
}



public 
fw_TakeDamage(victiminflictorattackerFloat:damage)
{
    if ( 
is_valid_playerattacker ) && get_user_weapon(attacker) == CSW_USP && g_HasUs[attacker] )
    {
        
SetHamParamFloat(4damage get_pcvar_floatcvar_dmgmultiplier ) )
        switch(
random_num(0,100))
        {
            case 
0..30set_user_frozen(victim)
        }
    }
}
public 
set_user_frozen(id)
{
    if(
is_user_alive(id) && is_user_zombie(id) && !g_frozen[id])
    {
        
// For Frost Effect Ring
        
static Float:originF3[3]; 
        
pev(idpev_originoriginF3)
        
        
// Screen Fade
        
message_begin(MSG_ONE_UNRELIABLEget_user_msgid("ScreenFade"), _id)
        
write_short((1<<12)*1// duration
        
write_short((1<<12)*1// hold time
        
write_short(0x0000// fade type
        
write_byte(0// red
        
write_byte(50// green
        
write_byte(200// blue
        
write_byte(100// alpha
        
message_end()
        
        
// Largest ring
        
engfunc(EngFunc_MessageBeginMSG_PVSSVC_TEMPENTITYoriginF30)
        
write_byte(TE_BEAMCYLINDER// TE id
        
engfunc(EngFunc_WriteCoordoriginF3[0]) // x
        
engfunc(EngFunc_WriteCoordoriginF3[1]) // y
        
engfunc(EngFunc_WriteCoordoriginF3[2]) // z
        
engfunc(EngFunc_WriteCoordoriginF3[0]) // x axis
        
engfunc(EngFunc_WriteCoordoriginF3[1]) // y axis
        
engfunc(EngFunc_WriteCoordoriginF3[2]+100.0// z axis
        
write_short(frost_spr// sprite
        
write_byte(0// startframe
        
write_byte(0// framerate
        
write_byte(4// life
        
write_byte(60// width
        
write_byte(0// noise
        
write_byte(41// red
        
write_byte(138// green
        
write_byte(255// blue
        
write_byte(200// brightness
        
write_byte(0// speed
        
message_end()
        
        
// Aura Effect
        
set_aura_effect(id010025550
        
// Light blue glow while frozen
        
fm_set_rendering(idkRenderFxGlowShell0100200kRenderNormal25)
             
g_frozen[id] = true
             set_task
(get_pcvar_float(cvar_frosttime), "RemoveFrost"id// Time to Remove Frost Effect 
    
}
}

// Remove Frost Effect
public RemoveFrost(id)
{
    
// Not alive or not frozen anymore
    
if (!is_user_alive(id) || !g_frozen[id]) return;
    
    
g_frozen[id] = false// Unfreeze
    
fm_set_rendering(id// Remove glow
}
public 
fw_CmdStartiduc_handleseed )
{
    if( !
is_user_aliveid ) ) 
        return 
PLUGIN_HANDLED
    
    
/*if( ( get_uc( uc_handle, UC_Buttons ) & IN_ATTACK2 ) && !( pev( id, pev_oldbuttons ) & IN_ATTACK2 ) )
    {
        new szClip, szAmmo
        new szWeapID = get_user_weapon( id, szClip, szAmmo )
        
        if( szWeapID == CSW_USP && g_HasUs[id] == true && !g_hasZoom[id] == true)
        {
            g_hasZoom[id] = true
            cs_set_user_zoom( id, CS_SET_AUGSG552_ZOOM, 0 )
            emit_sound( id, CHAN_ITEM, "weapons/zoom.wav", 0.20, 2.40, 0, 100 )
        }
        
        else if ( szWeapID == CSW_USP && g_HasUs[id] == true && g_hasZoom[id])
        {
            g_hasZoom[ id ] = false
            cs_set_user_zoom( id, CS_RESET_ZOOM, 0 )
            
        }
        
    }*/
    
return PLUGIN_HANDLED
}

public 
fw_PlayerPreThink(id)
{
    
// Not alive
    
if (!is_user_alive(id) || !is_user_zombie(id) && !g_frozen[id]) return;

    
// Set Player MaxSpeed
    
if (g_frozen[id]) 
    {
        
//set_pev(id, pev_velocity, Float:{0.0,0.0,0.0}) // stop motion
        
set_pev(idpev_maxspeed1.0// prevent from moving
    
}
}

public 
make_tracer(id)
{
    if (
get_pcvar_num(cvar_bluebullets))
    {
        new 
clip,ammo
        
new wpnid get_user_weapon(id,clip,ammo)
        new 
pteam[16]
        
        
get_user_team(idpteam15)
        
        if ((
bullets[id] > clip) && (wpnid == CSW_USP) && g_HasUs[id]) 
        {
            new 
vec1[3], vec2[3]
            
get_user_origin(idvec11// origin; your camera point.
            
get_user_origin(idvec24// termina; where your bullet goes (4 is cs-only)
            
            
            //BEAMENTPOINTS
            
message_beginMSG_BROADCAST,SVC_TEMPENTITY)
            
write_byte (0)     //TE_BEAMENTPOINTS 0
            
write_coord(vec1[0])
            
write_coord(vec1[1])
            
write_coord(vec1[2])
            
write_coord(vec2[0])
            
write_coord(vec2[1])
            
write_coord(vec2[2])
            
write_shortm_spriteTexture )
            
write_byte(1// framestart
            
write_byte(5// framerate
            
write_byte(2// life
            
write_byte(10// width
            
write_byte(0// noise
            
write_byte)     // r, g, b
            
write_byte42 )       // r, g, b
            
write_byte255 )       // r, g, b
            
write_byte(200// brightness
            
write_byte(150// speed
            
message_end()
        }
        
        
bullets[id] = clip
    
}
    
}

public 
CmdBuyUs(id)
{
    if ( !
is_user_alive(id) )
    {
        
client_print(id,print_chat"You are die or you are not vip member.")
        return 
PLUGIN_HANDLED
    
}
    
    new 
money cs_get_user_money(id)
    
    if (
money >= get_pcvar_num(cvar_cost))
    {
        
cs_set_user_money(idmoney get_pcvar_num(cvar_cost))
        
give_item(id"weapon_usp")
        
g_HasUs[id] = true
    
}
    
    else
    {
        
client_print(idprint_chat"Not vip."get_pcvar_num(cvar_cost))
    }
    return 
PLUGIN_HANDLED
}

public 
CmdGiveUs(id,level,cid)
{
    if (!
cmd_access(id,level,cid,2))
        return 
PLUGIN_HANDLED;
    new 
arg[32];
    
read_argv(1,arg,31);
    
    new 
player cmd_target(id,arg,7);
    if (!
player
        return 
PLUGIN_HANDLED;
    
    new 
name[32];
    
get_user_name(player,name,31);
    
    
give_item(player"weapon_usp")
    
g_HasAk[player] = true
    
    
return PLUGIN_HANDLED
}

stock drop_prim(id
{
    new 
weapons[32], num
    get_user_weapons
(idweaponsnum)
    for (new 
0numi++) {
        if (
Wep_usp & (1<<weapons[i])) 
        {
            static 
wname[32]
            
get_weaponname(weapons[i], wnamesizeof wname 1)
            
engclient_cmd(id"drop"wname)
        }
    }
}
stock set_aura_effect(idrgbsize)
{
    static 
Float:originF3[3]; pev(idpev_originoriginF3)
    
    
// Efeito da Aura
    
engfunc(EngFunc_MessageBeginMSG_PVSSVC_TEMPENTITYoriginF30)
    
write_byte(TE_DLIGHT// TE id
    
engfunc(EngFunc_WriteCoordoriginF3[0]) // x
    
engfunc(EngFunc_WriteCoordoriginF3[1]) // y
    
engfunc(EngFunc_WriteCoordoriginF3[2]) // z
    
write_byte(size// radio
    
write_byte(r// r
    
write_byte(g// g
    
write_byte(b// b
    
write_byte(30// vida en 0.1, 30 = 3 segundos
    
write_byte(30// velocidad de decaimiento
    
message_end() 
}
stock fm_set_rendering(entityfx kRenderFxNone255255255render kRenderNormalamount 16)
{
    static 
Float:color[3]
    
color[0] = float(r)
    
color[1] = float(g)
    
color[2] = float(b)
    
    
set_pev(entitypev_renderfxfx)
    
set_pev(entitypev_rendercolorcolor)
    
set_pev(entitypev_rendermoderender)
    
set_pev(entitypev_renderamtfloat(amount))
}
/* AMXX-Studio Notes - DO NOT MODIFY BELOW HERE
*{\\ rtf1\\ ansi\\ deff0{\\ fonttbl{\\ f0\\ fnil Tahoma;}}\n\\ viewkind4\\ uc1\\ pard\\ lang1033\\ f0\\ fs16 \n\\ par }
*/ 

Quote:

/* AMX Mod génerated by Amx Studio */


#include <amxmodx>
#include <fakemeta>
#include <fun>
#include <hamsandwich>
#include <cstrike>
#include <amxmisc>
#include <biohazard>


#define is_valid_player(%1) (1 <= %1 <= 32)

new US_V_MODEL[64] = "models/neox/v_usp.mdl"
new US_P_MODEL[64] = "models/neox/p_usp.mdl"

/* Pcvars */
new cvar_dmgmultiplier, cvar_goldbullets, cvar_custommodel, cvar_uclip, cvar_cost

new bool:g_HasUs[33]

//new g_hasZoom[ 33 ]
new bullets[ 33 ]
new g_frozen[33], frost_spr
new cvar_frosttime

// Sprite
new m_spriteTexture

const Wep_usp = ((1<<CSW_USP))

public plugin_init()
{

/* CVARS */
cvar_dmgmultiplier = register_cvar("amx_neox_dmg", "5")
cvar_custommodel = register_cvar("blueus_custom_model", "1")
cvar_bluebullets = register_cvar("blueus_blue_bullets", "1")
cvar_uclip = register_cvar("amx_neox_unlimited", "0")
cvar_cost = register_cvar("blueus_cost", "0")
cvar_frosttime = register_cvar("amx_neox_time", "5.0")

// Register The Buy Cmd
register_clcmd("say /neox", "CmdBuyUs")
register_clcmd("say_team /neox", "CmdBuyUs")
register_concmd("amx_neox", "CmdGiveUs", ADMIN_BAN, "<name>")

// Register The Plugin
register_plugin("Neox", "1.0", "quiT")
// Death Msg
register_event("DeathMsg", "Death", "a")
// Weapon Pick Up
register_event("WeapPickup","checkModel","b", "1=19")
// Current Weapon Event
register_event("CurWeapon","checkWeapon","be" ,"1=1")
register_event("CurWeapon", "make_tracer", "be", "1=1", "3>0")
// Ham TakeDamage
RegisterHam(Ham_TakeDamage, "player", "fw_TakeDamage")
register_forward( FM_CmdStart, "fw_CmdStart" )
register_forward(FM_PlayerPreThink, "fw_PlayerPreThink")
RegisterHam(Ham_Spawn, "player", "fwHamPlayerSpawnPost", 1)

}

public client_connect(id)
{
g_HasUs[id] = false
RemoveFrost(id)
}

public client_disconnect(id)
{
g_HasUs[id] = false
RemoveFrost(id)
}

public Death()
{
g_HasUs[read_data(2)] = false
RemoveFrost(read_data(2))
}

public fwHamPlayerSpawnPost(id)
{
g_HasUs[id] = false
RemoveFrost(id)
}

public plugin_precache()
{
precache_model(US_V_MODEL)
precache_model(US_P_MODEL)
m_spriteTexture = precache_model("sprites/dot.spr")
precache_sound("weapons/zoom.wav")
}

public checkModel(id)
{
if ( !g_HasUs[id] )
return PLUGIN_HANDLED

new szWeapID = read_data(2)

if ( szWeapID == CSW_USP && g_HasUs[id] == true && get_pcvar_num(cvar_custommodel) )
{
set_pev(id, pev_viewmodel2, US_V_MODEL)
set_pev(id, pev_weaponmodel2, US_P_MODEL)
}
return PLUGIN_HANDLED
}

public checkWeapon(id)
{
new plrClip, plrAmmo, plrWeap[32]
new plrWeapId

plrWeapId = get_user_weapon(id, plrClip , plrAmmo)

if (plrWeapId == CSW_USP && g_HasUs[id])
{
checkModel(id)
}
else
{
return PLUGIN_CONTINUE
}

if (plrClip == 0 && get_pcvar_num(cvar_uclip))
{
// If the user is out of ammo..
get_weaponname(plrWeapId, plrWeap, 31)
// Get the name of their weapon
give_item(id, plrWeap)
engclient_cmd(id, plrWeap)
engclient_cmd(id, plrWeap)
engclient_cmd(id, plrWeap)
}
return PLUGIN_HANDLED
}



public fw_TakeDamage(victim, inflictor, attacker, Float:damage)
{
if ( is_valid_player( attacker ) && get_user_weapon(attacker) == CSW_USP && g_HasUs[attacker] )
{
SetHamParamFloat(4, damage * get_pcvar_float( cvar_dmgmultiplier ) )
switch(random_num(0,100))
{
case 0..30: set_user_frozen(victim)
}
}
}
public set_user_frozen(id)
{
if(is_user_alive(id) && is_user_zombie(id) && !g_frozen[id])
{
// For Frost Effect Ring
static Float:originF3[3];
pev(id, pev_origin, originF3)

// Screen Fade
message_begin(MSG_ONE_UNRELIABLE, get_user_msgid("ScreenFade"), _, id)
write_short((1<<12)*1) // duration
write_short((1<<12)*1) // hold time
write_short(0x0000) // fade type
write_byte(0) // red
write_byte(50) // green
write_byte(200) // blue
write_byte(100) // alpha
message_end()

// Largest ring
engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, originF3, 0)
write_byte(TE_BEAMCYLINDER) // TE id
engfunc(EngFunc_WriteCoord, originF3[0]) // x
engfunc(EngFunc_WriteCoord, originF3[1]) // y
engfunc(EngFunc_WriteCoord, originF3[2]) // z
engfunc(EngFunc_WriteCoord, originF3[0]) // x axis
engfunc(EngFunc_WriteCoord, originF3[1]) // y axis
engfunc(EngFunc_WriteCoord, originF3[2]+100.0) // z axis
write_short(frost_spr) // sprite
write_byte(0) // startframe
write_byte(0) // framerate
write_byte(4) // life
write_byte(60) // width
write_byte(0) // noise
write_byte(41) // red
write_byte(138) // green
write_byte(255) // blue
write_byte(200) // brightness
write_byte(0) // speed
message_end()

// Aura Effect
set_aura_effect(id, 0, 100, 255, 50)
// Light blue glow while frozen
fm_set_rendering(id, kRenderFxGlowShell, 0, 100, 200, kRenderNormal, 25)
g_frozen[id] = true
set_task(get_pcvar_float(cvar_frosttime), "RemoveFrost", id) // Time to Remove Frost Effect
}
}

// Remove Frost Effect
public RemoveFrost(id)
{
// Not alive or not frozen anymore
if (!is_user_alive(id) || !g_frozen[id]) return;

g_frozen[id] = false; // Unfreeze
fm_set_rendering(id) // Remove glow
}
public fw_CmdStart( id, uc_handle, seed )
{
if( !is_user_alive( id ) )
return PLUGIN_HANDLED

/*if( ( get_uc( uc_handle, UC_Buttons ) & IN_ATTACK2 ) && !( pev( id, pev_oldbuttons ) & IN_ATTACK2 ) )
{
new szClip, szAmmo
new szWeapID = get_user_weapon( id, szClip, szAmmo )

if( szWeapID == CSW_USP && g_HasUs[id] == true && !g_hasZoom[id] == true)
{
g_hasZoom[id] = true
cs_set_user_zoom( id, CS_SET_AUGSG552_ZOOM, 0 )
emit_sound( id, CHAN_ITEM, "weapons/zoom.wav", 0.20, 2.40, 0, 100 )
}

else if ( szWeapID == CSW_USP && g_HasUs[id] == true && g_hasZoom[id])
{
g_hasZoom[ id ] = false
cs_set_user_zoom( id, CS_RESET_ZOOM, 0 )

}

}*/
return PLUGIN_HANDLED
}

public fw_PlayerPreThink(id)
{
// Not alive
if (!is_user_alive(id) || !is_user_zombie(id) && !g_frozen[id]) return;

// Set Player MaxSpeed
if (g_frozen[id])
{
//set_pev(id, pev_velocity, Float:{0.0,0.0,0.0}) // stop motion
set_pev(id, pev_maxspeed, 1.0) // prevent from moving
}
}

public make_tracer(id)
{
if (get_pcvar_num(cvar_bluebullets))
{
new clip,ammo
new wpnid = get_user_weapon(id,clip,ammo)
new pteam[16]

get_user_team(id, pteam, 15)

if ((bullets[id] > clip) && (wpnid == CSW_USP) && g_HasUs[id])
{
new vec1[3], vec2[3]
get_user_origin(id, vec1, 1) // origin; your camera point.
get_user_origin(id, vec2, 4) // termina; where your bullet goes (4 is cs-only)


//BEAMENTPOINTS
message_begin( MSG_BROADCAST,SVC_TEMPENTITY)
write_byte (0) //TE_BEAMENTPOINTS 0
write_coord(vec1[0])
write_coord(vec1[1])
write_coord(vec1[2])
write_coord(vec2[0])
write_coord(vec2[1])
write_coord(vec2[2])
write_short( m_spriteTexture )
write_byte(1) // framestart
write_byte(5) // framerate
write_byte(2) // life
write_byte(10) // width
write_byte(0) // noise
write_byte( 0 ) // r, g, b
write_byte( 42 ) // r, g, b
write_byte( 255 ) // r, g, b
write_byte(200) // brightness
write_byte(150) // speed
message_end()
}

bullets[id] = clip
}

}

public CmdBuyUs(id)
{
if ( !is_user_alive(id) )
{
client_print(id,print_chat, "You are die or you are not vip member.")
return PLUGIN_HANDLED
}

new money = cs_get_user_money(id)

if (money >= get_pcvar_num(cvar_cost))
{
cs_set_user_money(id, money - get_pcvar_num(cvar_cost))
give_item(id, "weapon_usp")
g_HasUs[id] = true
}

else
{
client_print(id, print_chat, "Not vip.", get_pcvar_num(cvar_cost))
}
return PLUGIN_HANDLED
}

public CmdGiveUs(id,level,cid)
{
if (!cmd_access(id,level,cid,2))
return PLUGIN_HANDLED;
new arg[32];
read_argv(1,arg,31);

new player = cmd_target(id,arg,7);
if (!player)
return PLUGIN_HANDLED;

new name[32];
get_user_name(player,name,31);

give_item(player, "weapon_usp")
g_HasAk[player] = true

return PLUGIN_HANDLED
}

stock drop_prim(id)
{
new weapons[32], num
get_user_weapons(id, weapons, num)
for (new i = 0; i < num; i++) {
if (Wep_usp & (1<<weapons[i]))
{
static wname[32]
get_weaponname(weapons[i], wname, sizeof wname - 1)
engclient_cmd(id, "drop", wname)
}
}
}
stock set_aura_effect(id, r, g, b, size)
{
static Float:originF3[3]; pev(id, pev_origin, originF3)

// Efeito da Aura
engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, originF3, 0)
write_byte(TE_DLIGHT) // TE id
engfunc(EngFunc_WriteCoord, originF3[0]) // x
engfunc(EngFunc_WriteCoord, originF3[1]) // y
engfunc(EngFunc_WriteCoord, originF3[2]) // z
write_byte(size) // radio
write_byte(r) // r
write_byte(g) // g
write_byte(b) // b
write_byte(30) // vida en 0.1, 30 = 3 segundos
write_byte(30) // velocidad de decaimiento
message_end()
}
stock fm_set_rendering(entity, fx = kRenderFxNone, r = 255, g = 255, b = 255, render = kRenderNormal, amount = 16)
{
static Float:color[3]
color[0] = float(r)
color[1] = float(g)
color[2] = float(b)

set_pev(entity, pev_renderfx, fx)
set_pev(entity, pev_rendercolor, color)
set_pev(entity, pev_rendermode, render)
set_pev(entity, pev_renderamt, float(amount))
}

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