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Servere: Counter-Strike, Zombie-Plague ,GunGame-4....connect 89.39.75.108:27015........De Vanzare.....Preturi mici...contact la id: the_lost_cs.
RainySnowy 2.0 B_350_20_050506_020203_3DF115_111111 >>>connect 89.42.206.254:27015 >>>>RainySnowy 2.0 B_350_20_1429F0_343807_6EF740_000000

 

 RainySnowy 2.0

In jos 
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THE.LOST
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THE.LOST


Mesaje : 72
Puncte : 202
Data de inscriere : 23/03/2010
Varsta : 39
Localizare : Prin Satelit

RainySnowy 2.0 Empty
MesajSubiect: RainySnowy 2.0   RainySnowy 2.0 Icon_minitimeMar Feb 22, 2011 6:02 pm

- AMXX 1.71+
- Modules: Default FAKEMETA. To use ENGINE, uncomment the #include, and comment #include
- .inc file: ojos.inc has #defines and stocks to make switching between ENGINE and FAKEMETA a breeze. Whichever #include you choose is the module's natives it'll use. Their designed to do the same thing on both modules, in one simple macro.


CVAR:
- weather_type < 0 | 1 | 2 | 3 > - ( 0 = OFF | 1 = RAIN | 2 = SNOW | 3 = RANDOM )
- weather_storm < 0 - 100 > - ( 0 = OFF | 1-100 = INTENSITY ) - Only works when its raining.




Pluginu:



[]
Citat :
#include

/* Choose One */
//#include
#include

#include "ojos.inc"

#define MAX_LIGHT_POINTS 3

new weather_ent
new Float:g_strikedelay
new g_lightpoints[MAX_LIGHT_POINTS]
new g_fxbeam;
new g_soundstate[33]
new g_maxplayers;
new g_stormintensity;

public plugin_precache()
{
register_plugin("RainySnowy", "2.0y", "RAPP");
register_cvar("rainysnowy", "2.0y", FCVAR_SERVER);
register_cvar("weather_type", "1");
register_cvar("weather_storm", "50");

g_maxplayers = get_maxplayers();

new type = get_cvar_num("weather_type");
if(type == 3)
type = random_num(0,2);

switch(type) {
case 1:
{
g_fxbeam = precache_model("sprites/laserbeam.spr");
precache_model("models/chick.mdl");
precache_sound("ambience/rain.wav");
precache_sound("ambience/thunder_clap.wav");
weather_ent = CREATE_ENTITY("env_rain")
THINK("env_rain","WeatherSystem")
NEXTTHINK(weather_ent,1.0)
}
case 2:
{
weather_ent = CREATE_ENTITY("env_snow");
}
}
}

public client_putinserver(id)
client_cmd(id,"cl_weather 1");

//This is only for rain.
public WeatherSystem(entid) {
if(entid == weather_ent)
{
//Is weather_storm activated? ( 0 = OFF ) -- ( 1-100 = INTENSITY )
g_stormintensity = get_cvar_num("weather_storm");

//Do our soundstate and picks random player.
new victim = GetSomeoneUnworthy();

if(g_stormintensity)
{
//Is the delay up?
if(g_strikedelay < get_gametime())
{
//We got player to create lightning from?
if(victim)
{
//Do our Lightning Technique.
CreateLightningPoints(victim);
}
}
}
NEXTTHINK(weather_ent,2.0)
}
return PLUGIN_CONTINUE
}

GetSomeoneUnworthy() {
new cnt, id, total[33];
for(id=1;id if(is_user_alive(id))
if(is_user_outside(id))
{
total[cnt++] = id;

if(!g_soundstate[id]) {
g_soundstate[id] = 1;
client_cmd(id, "speak ambience/rain.wav");
}
}
else if(g_soundstate[id])
{
g_soundstate[id] = 0;
client_cmd(id, "speak NULL")
}

if(cnt)
return total[random_num(0, (cnt-1))];
return 0;
}

CreateLightningPoints(victim)
{
if(IS_VALID_ENT(g_lightpoints[0]))
return 0;

new ent, x, Float:tVel[3];
new Float:vOrig[3];
new Float:mins[3] = { -1.0, -1.0, -1.0 };
new Float:maxs[3] = { 1.0, 1.0, 1.0 };
new Float:dist = is_user_outside(victim)-5; //Get distance to set ents at.

GET_ORIGIN(victim,vOrig)
if(dist > 700.0) { //cap distance.
dist = 700.0;
}
vOrig[2] += dist;

//Create lightning bolts by spreading X entities randomly with velocity
for(x=0;x {
ent = CREATE_ENTITY("env_sprite")
SET_INT(ent,movetype,MOVETYPE_FLY)
SET_INT(ent,solid,SOLID_TRIGGER)
SET_FLOAT(ent,renderamt,0.0)
SET_INT(ent,rendermode,kRenderTransAlpha)
SET_MODEL(ent,"models/chick.mdl")

SET_VECTOR(ent,mins,mins)
SET_VECTOR(ent,maxs,maxs)
tVel[0] = random_float(-500.0,500.0);
tVel[1] = random_float(-500.0,500.0);
tVel[2] = random_float((dist<=700.0?0.0:-100.0),(dist<=700.0?0.0:50.0));

SET_VECTOR(ent,origin,vOrig)
SET_VECTOR(ent,velocity,tVel)
g_lightpoints[x] = ent;
}
emit_sound(ent, CHAN_STREAM, "ambience/thunder_clap.wav", 1.0, ATTN_NORM, 0, PITCH_NORM)
set_task(random_float(0.6,2.0),"Lightning",victim);
return 1;
}

// Creating a beam at each entity consecutively.
// Player has 1 in 1000 chance of getting struck !
public Lightning(victim)
{
new x, a, b, rand;
new endpoint = MAX_LIGHT_POINTS-1;
while(x < endpoint) {
a = g_lightpoints[x];
b = g_lightpoints[x+1];
x++
if(x == endpoint) {
rand = random_num(1,1000); //One unlucky son of a bish.
if(rand == 1) {
b = victim;
FAKE_DAMAGE(victim,"Lightning",100.0,1);
}
}
CreateBeam(a,b);
}

for(x=0;x if(IS_VALID_ENT(g_lightpoints[x]))
REMOVE_ENTITY(g_lightpoints[x])


//Set up next lightning.
if(g_stormintensity > 100) {
set_cvar_num("weather_storm", 100);
g_stormintensity = 100;
}
new Float:mins = 50.0-float(g_stormintensity/2);
new Float:maxs = 50.0-float(g_stormintensity/3);
g_strikedelay = get_gametime() + random_float(mins, maxs);
}

//return distance above us to sky
Float:is_user_outside(id) {
new Float:origin[3], Float:dist;
GET_ORIGIN(id, origin)

dist = origin[2];

while (POINTCONTENTS(origin) == -1)
origin[2] += 5.0;

if (POINTCONTENTS(origin) == -6) return (origin[2]-dist);
return 0.0;
}

CreateBeam(entA, entB)
{
message_begin( MSG_BROADCAST, SVC_TEMPENTITY );
write_byte( 8 );
write_short( entA );
write_short( entB );
write_short( g_fxbeam );
write_byte(0); //start frame
write_byte(10); //framerate
write_byte(5); //life
write_byte(Cool; //width
write_byte(100); //noise
write_byte(255); //red
write_byte(255); //green
write_byte(255); //blue
write_byte(255); //brightness
write_byte(10); //scroll speed
message_end();
}



Textu:

formati un text documents cu numele "ojos" si copiati urmatoarele in el:




Citat :
#if defined _engine_included

#define DISPATCH_KEYVALUE(%1,%2,%3) DispatchKeyValue(%1,%2,%3)

#define SET_INT(%1,%2,%3) entity_set_int(%1,EV_INT_%2,%3)
#define GET_INT(%1,%2) entity_get_int(%1, EV_INT_%2)
#define SET_FLOAT(%1,%2,%3) entity_set_float(%1,EV_FL_%2,%3)
#define GET_FLOAT(%1,%2) entity_get_float(%1,EV_FL_%2)
#define SET_VECTOR(%1,%2,%3) entity_set_vector(%1,EV_VEC_%2,%3)
#define GET_VECTOR(%1,%2,%3) entity_get_vector(%1,EV_VEC_%2,%3)
#define SET_EDICT(%1,%2,%3) entity_set_edict(%1,EV_ENT_%2,%3)
#define GET_EDICT(%1,%2,%3) entity_get_edict(%1,EV_ENT_%2,%3)
#define SET_STRING(%1,%2,%3) entity_set_string(%1,EV_SZ_%2,%3)
#define GET_STRING(%1,%2,%3,%4) entity_get_string(%1,EV_SZ_%2,%3,%4)

#define FIND_ENT_BY_CLASS(%1,%2) find_ent_by_class(%1,%2)

#define IS_VALID_ENT(%1) is_valid_ent(%1)
#define CREATE_ENTITY(%1) create_entity(%1)
#define REMOVE_ENTITY(%1) remove_entity(%1)
#define SET_MODEL(%1,%2) entity_set_model(%1,%2)
#define MDLL_SPAWN(%1) DispatchSpawn(%1)
#define THINK(%1,%2) register_think(%1,%2)
#define FAKE_TOUCH(%1,%2) fake_touch(%1,%2)
#define POINTCONTENTS(%1) point_contents(%1)
#define TRACE_LINE(%1,%2,%3,%4) trace_line(%1,%2,%3,%4)

#else
//Make sure its loaded
#if !defined _fakemeta_included
#include
#endif

stock DISPATCH_KEYVALUE(idEntity,szKeyName[],szValue[]) {
set_kvd(0,KV_KeyName,szKeyName)
set_kvd(0,KV_Value,szValue)
set_kvd(0,KV_fHandled,0)
return dllfunc(DLLFunc_KeyValue,idEntity,0)
}

#define SET_INT(%1,%2,%3) set_pev(%1,pev_%2,%3)
#define GET_INT(%1,%2) pev(%1,pev_%2)
#define SET_FLOAT(%1,%2,%3) set_pev(%1,pev_%2,%3)
#define GET_FLOAT(%1,%2) pev(%1,pev_%2)
#define SET_VECTOR(%1,%2,%3) set_pev(%1,pev_%2,%3)
#define GET_VECTOR(%1,%2,%3) pev(%1,pev_%2,%3)
#define SET_EDICT(%1,%2,%3) set_pev(%1,pev_%2,%3)
#define GET_EDICT(%1,%2,%3) pev(%1,pev_%2,%3)
#define SET_STRING(%1,%2,%3) set_pev(%1,pev_%2,%3)
#define GET_STRING(%1,%2,%3,%4) pev(%1,pev_%2,%3,%4)

#define FIND_ENT_BY_CLASS(%1,%2) engfunc(EngFunc_FindEntityByString,%1,"classname",%2)

#define IS_VALID_ENT(%1) pev_valid(%1)
#define CREATE_ENTITY(%1) engfunc(EngFunc_CreateNamedEntity,engfunc(EngFunc_AllocString,%1))
#define REMOVE_ENTITY(%1) engfunc(EngFunc_RemoveEntity,%1)
#define SET_MODEL(%1,%2) engfunc(EngFunc_SetModel,%1,%2)
#define MDLL_SPAWN(%1) dllfunc(DLLFunc_Spawn,%1)
#define THINK(%1,%2) register_forward(FM_Think,%2)
#define FAKE_TOUCH(%1,%2) dllfunc(DLLFunc_Touch,%1,%2)
#define POINTCONTENTS(%1) engfunc(EngFunc_PointContents,%1)
#define TRACE_LINE(%1,%2,%3,%4) engfunc(EngFunc_TraceLine,%1,%2,%3,%4)
#endif

#define NEXTTHINK(%1,%2) SET_FLOAT(%1,nextthink,get_gametime()+%2)
#define GET_ORIGIN(%1,%2) GET_VECTOR(%1,origin,%2)
#define SET_VISIBILE(%1,%2) SET_INT(%1,effects,%2==1?GET_INT(%1,effects)&~EF_NODRAW:GET_INT(%1,effects)|EF_NODRAW)

stock FAKE_DAMAGE(idvictim,szClassname[],Float:takedmgdamage,damagetype)
{
new entity = CREATE_ENTITY("trigger_hurt")
if (entity)
{
new szDamage[16]
format(szDamage,15,"%f",takedmgdamage * 2)
DISPATCH_KEYVALUE(entity,"dmg",szDamage)
format(szDamage,15,"%i",damagetype)
DISPATCH_KEYVALUE(entity,"damagetype",szDamage)
MDLL_SPAWN(entity)
SET_STRING(entity,classname,szClassname)
FAKE_TOUCH(entity,idvictim)
REMOVE_ENTITY(entity)
return 1
}
return 0
}
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RainySnowy 2.0
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