Cs 1.6 Takla plugin
Moderatör: Moderatörler
-
- Mesajlar: 1809
- Kayıt: Cmt Nis 30, 2016 2:46 pm
- Konum: Batman
- Clan İsmi: Ke$`h | Gaming
- İletişim:
Cs 1.6 Takla plugin
Hangi servere girersen girdiğin serverdeki model, sounds vs. senin cstrike klasörüne eklenir. Dediğin takla modeli veya oyuncu modelini de oradan bulup buraya atmalısın.
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Linklerini gizle |
Cs 1.6 Takla plugin
şöyle birşey denedim multijumpa eklemeye çalıştım fakat olmuyor
Kod: Tümünü seç
/* Plugin generated by AMXX-Studio */
#include <amxmodx>
#include <hamsandwich>
#include <fakemeta>
#include <xs>
#include <engine>
#include <fakemeta_util>
#include <amxmisc>
#define PLUGIN "DANS Menusu"
#define VERSION "0.1.3"
#define AUTHOR "ANONIM // Edit: CSmiLeFaCe"
#define ANIM_MODEL "models/taklaat.mdl"
#define ADMINACCESS ADMIN_CHAT
new jumpnum[33] = 0
new bool:dojump[33] = false
enum _:PLAYER_DATA
{
ENT_CAM,
ENT_MODEL,
ENT_ANIM,
ANIM_PLAYING
}
enum _:SEQ_DESC
{
MODEL[64],
SEQ_LABEL[33],
SEQ_FPS,
SEQ_FRAMES,
SEQ_FRAMERATE
}
new g_allocString
new g_playerData[33][PLAYER_DATA]
new Array:g_animData
new g_animMenu
public plugin_init()
{
register_plugin(PLUGIN, VERSION, AUTHOR)
register_clcmd("say /taklaat", "cmdAnim")
register_clcmd("say /takla", "cmdAnim")
register_cvar("amx_maxjumps","1")
register_cvar("amx_mjadminonly","0")
register_forward(FM_CmdStart, "fwdCmdStart", 1)
RegisterHam(Ham_Killed, "player", "fwdPlayerKilled", 1)
g_allocString = engfunc(EngFunc_AllocString, "info_target")
g_animData = ArrayCreate(SEQ_DESC)
// g_animMenu = menu_create("\y[DANS MENUSU] \d [CSmiLeFaCe]", "animMenuHandler")
loadModel(ANIM_MODEL)
}
public plugin_precache()
{
precache_model(ANIM_MODEL)
}
public plugin_end()
{
ArrayDestroy(g_animData)
}
public loadModel(model[])
{
new file = fopen(model, "rt")
new numseq, seqindex, i, Float:framerate
new seqDesc[SEQ_DESC]
fseek(file, 164, SEEK_SET)
fread(file, numseq, BLOCK_INT)
fread(file, seqindex, BLOCK_INT)
for(i = 0; i < numseq; i++)
{
fseek(file, seqindex + 176*i, SEEK_SET)
fread_blocks(file, seqDesc[SEQ_LABEL], 32, BLOCK_CHAR)
fread(file, seqDesc[SEQ_FPS], BLOCK_INT)
fseek(file, 20, SEEK_CUR)
fread(file, seqDesc[SEQ_FRAMES], BLOCK_INT)
framerate = 256.0 * Float:seqDesc[SEQ_FPS] / (seqDesc[SEQ_FRAMES] - 1)
seqDesc[SEQ_FRAMERATE] = _:framerate
ArrayPushArray(g_animData, seqDesc)
menu_additem(g_animMenu, seqDesc[SEQ_LABEL], "")
}
fclose(file)
}
public client_putinserver(id)
{
jumpnum[id] = 0
dojump[id] = false
if (!g_playerData[id][ENT_MODEL])
createPlayerEnt(id)
}
public client_disconnect(id)
{
jumpnum[id] = 0
dojump[id] = false
stopAnim(id)
}
public createPlayerEnt(id)
{
new ent = engfunc(EngFunc_CreateNamedEntity, g_allocString)
set_pev(ent, pev_rendermode, kRenderTransAdd)
set_pev(ent, pev_renderamt, 0.0)
set_pev(ent, pev_owner, id)
engfunc(EngFunc_SetModel, ent, ANIM_MODEL)
g_playerData[id][ENT_CAM] = ent
ent= engfunc(EngFunc_CreateNamedEntity, g_allocString)
engfunc(EngFunc_SetModel, ent, ANIM_MODEL)
set_pev(ent, pev_movetype, MOVETYPE_FLY)
set_pev(ent, pev_controller_1, 63.75)
g_playerData[id][ENT_ANIM] = ent
ent= engfunc(EngFunc_CreateNamedEntity, g_allocString)
set_pev(ent, pev_movetype, MOVETYPE_FOLLOW)
set_pev(ent, pev_aiment, g_playerData[id][ENT_ANIM])
set_pev(ent, pev_effects, EF_NODRAW)
g_playerData[id][ENT_MODEL] = ent
}
public cmdAnim(id)
{
if (!(pev(id, pev_flags)&FL_ONGROUND))
{
return PLUGIN_HANDLED
}
if(is_user_alive(id))
{
startAnim(id, 1)
}
return PLUGIN_HANDLED
}
public startAnim(id, anim)
{
new seqDesc[SEQ_DESC]
ArrayGetArray(g_animData, anim, seqDesc)
new ent = g_playerData[id][ENT_ANIM]
new modelEnt = g_playerData[id][ENT_MODEL]
// set_pev(ent, pev_framerate, seqDesc[SEQ_FRAMERATE])
set_pev(ent, pev_framerate, 1.0)
// set_pev(ent, pev_animtime, (seqDesc[SEQ_FRAMES] - 1)/seqDesc[SEQ_FPS])
set_pev(ent, pev_sequence, anim)
set_pev(ent, pev_gaitsequence, anim)
new Float:origin[3], Float:mins[3]
pev(id, pev_origin, origin)
pev(id, pev_mins, mins)
mins[0] = origin[0]
mins[1] = origin[1]
mins[2] += origin[2]
set_pev(ent, pev_origin, mins)
set_pev(modelEnt, pev_effects, 0)
new model[64]
get_user_info(id, "model", model, 63)
format(model, 63, "models/player/%s/%s.mdl", model, model)
engfunc(EngFunc_SetModel, modelEnt, model)
set_pev(modelEnt, pev_body, pev(id, pev_body))
set_pev(modelEnt, pev_skin, pev(id, pev_skin))
set_pev(ent, pev_controller_0, 128)
set_pev(ent, pev_controller_1, 128)
pev(id, pev_angles, mins)
mins[0] = 0.0
set_pev(ent, pev_angles, mins)
set_pev(ent, pev_v_angle, mins)
engfunc(EngFunc_SetView, id, g_playerData[id][ENT_CAM])
g_playerData[id][ANIM_PLAYING] = 1
set_pev(id, pev_effects, EF_NODRAW)
}
public stopAnim(id)
{
set_pev(g_playerData[id][ENT_MODEL], pev_effects, EF_NODRAW)
g_playerData[id][ANIM_PLAYING] = 0
set_pev(id, pev_effects, 0)
engfunc(EngFunc_SetView, id, id)
}
public fwdCmdStart(id, uc, randseed)
{
if (is_user_alive(id) && g_playerData[id][ANIM_PLAYING])
{
if (!get_uc(uc, UC_Buttons))
{
static Float:fOrigin[3], Float:fAngle[3], Float:origin[3]
pev( id, pev_origin, origin )
pev(id, pev_view_ofs, fOrigin)
xs_vec_add(origin, fOrigin, origin)
xs_vec_copy(origin, fOrigin)
pev(id, pev_v_angle, fAngle)
static Float:fVBack[3]
angle_vector(fAngle, ANGLEVECTOR_FORWARD, fVBack)
fOrigin[2] += 20.0
fOrigin[0] += (-fVBack[0] * 150.0)
fOrigin[1] += (-fVBack[1] * 150.0)
fOrigin[2] += (-fVBack[2] * 150.0)
static tr
tr = 0
engfunc(EngFunc_TraceLine, origin, fOrigin, IGNORE_MONSTERS, id, tr)
get_tr2(tr, TR_vecEndPos, fOrigin)
free_tr2(tr)
engfunc(EngFunc_SetOrigin, g_playerData[id][ENT_CAM], fOrigin)
set_pev(g_playerData[id][ENT_CAM], pev_angles, fAngle)
}
else
stopAnim(id)
}
}
public fwdPlayerKilled(id)
{
stopAnim(id)
}
public client_PostThink(id)
{
if(!is_user_alive(id)) return PLUGIN_CONTINUE
if(get_cvar_num("amx_mjadminonly") && (!access(id,ADMINACCESS))) return PLUGIN_CONTINUE
if(dojump[id] == true)
{
new Float:velocity[3]
entity_get_vector(id,EV_VEC_velocity,velocity)
velocity[2] = random_float(265.0,285.0)
entity_set_vector(id,EV_VEC_velocity,velocity)
dojump[id] = false
return PLUGIN_CONTINUE
}
return PLUGIN_CONTINUE
}
public client_PreThink(id)
{
if(!is_user_alive(id)) return PLUGIN_CONTINUE
if(get_cvar_num("amx_mjadminonly") && (!access(id,ADMINACCESS))) return PLUGIN_CONTINUE
new nbut = get_user_button(id)
new obut = get_user_oldbutton(id)
if((nbut & IN_JUMP) && !(get_entity_flags(id) & FL_ONGROUND) && !(obut & IN_JUMP))
{
if(jumpnum[id] < get_cvar_num("amx_maxjumps"))
{
dojump[id] = true
jumpnum[id]++
cmdAnim(id)
return PLUGIN_CONTINUE
}
}
if((nbut & IN_JUMP) && (get_entity_flags(id) & FL_ONGROUND))
{
jumpnum[id] = 0
stopAnim(id)
return PLUGIN_CONTINUE
}
return PLUGIN_CONTINUE
}
/* AMXX-Studio Notes - DO NOT MODIFY BELOW HERE
*{\\ rtf1\\ ansi\\ ansicpg1254\\ deff0\\ deflang1055{\\ fonttbl{\\ f0\\ fnil Tahoma;}}\n\\ viewkind4\\ uc1\\ pard\\ f0\\ fs16 \n\\ par }
*/
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Linklerini gizle |
-
Konu Sahibi - Mesajlar: 421
- Kayıt: Pzt Oca 14, 2019 11:52 pm
- Server Ip/DNS: cs124.csduragi.com
- Clan İsmi: FAWORİ GAMİNG
Cs 1.6 Takla plugin
Bende demiyimmi yoksa gerek yokxdferlesh1 yazdı: ↑Pzt Şub 04, 2019 10:24 pm şöyle birşey denedim multijumpa eklemeye çalıştım fakat olmuyor
Kod: Tümünü seç
/* Plugin generated by AMXX-Studio */ #include <amxmodx> #include <hamsandwich> #include <fakemeta> #include <xs> #include <engine> #include <fakemeta_util> #include <amxmisc> #define PLUGIN "DANS Menusu" #define VERSION "0.1.3" #define AUTHOR "ANONIM // Edit: CSmiLeFaCe" #define ANIM_MODEL "models/taklaat.mdl" #define ADMINACCESS ADMIN_CHAT new jumpnum[33] = 0 new bool:dojump[33] = false enum _:PLAYER_DATA { ENT_CAM, ENT_MODEL, ENT_ANIM, ANIM_PLAYING } enum _:SEQ_DESC { MODEL[64], SEQ_LABEL[33], SEQ_FPS, SEQ_FRAMES, SEQ_FRAMERATE } new g_allocString new g_playerData[33][PLAYER_DATA] new Array:g_animData new g_animMenu public plugin_init() { register_plugin(PLUGIN, VERSION, AUTHOR) register_clcmd("say /taklaat", "cmdAnim") register_clcmd("say /takla", "cmdAnim") register_cvar("amx_maxjumps","1") register_cvar("amx_mjadminonly","0") register_forward(FM_CmdStart, "fwdCmdStart", 1) RegisterHam(Ham_Killed, "player", "fwdPlayerKilled", 1) g_allocString = engfunc(EngFunc_AllocString, "info_target") g_animData = ArrayCreate(SEQ_DESC) // g_animMenu = menu_create("\y[DANS MENUSU] \d [CSmiLeFaCe]", "animMenuHandler") loadModel(ANIM_MODEL) } public plugin_precache() { precache_model(ANIM_MODEL) } public plugin_end() { ArrayDestroy(g_animData) } public loadModel(model[]) { new file = fopen(model, "rt") new numseq, seqindex, i, Float:framerate new seqDesc[SEQ_DESC] fseek(file, 164, SEEK_SET) fread(file, numseq, BLOCK_INT) fread(file, seqindex, BLOCK_INT) for(i = 0; i < numseq; i++) { fseek(file, seqindex + 176*i, SEEK_SET) fread_blocks(file, seqDesc[SEQ_LABEL], 32, BLOCK_CHAR) fread(file, seqDesc[SEQ_FPS], BLOCK_INT) fseek(file, 20, SEEK_CUR) fread(file, seqDesc[SEQ_FRAMES], BLOCK_INT) framerate = 256.0 * Float:seqDesc[SEQ_FPS] / (seqDesc[SEQ_FRAMES] - 1) seqDesc[SEQ_FRAMERATE] = _:framerate ArrayPushArray(g_animData, seqDesc) menu_additem(g_animMenu, seqDesc[SEQ_LABEL], "") } fclose(file) } public client_putinserver(id) { jumpnum[id] = 0 dojump[id] = false if (!g_playerData[id][ENT_MODEL]) createPlayerEnt(id) } public client_disconnect(id) { jumpnum[id] = 0 dojump[id] = false stopAnim(id) } public createPlayerEnt(id) { new ent = engfunc(EngFunc_CreateNamedEntity, g_allocString) set_pev(ent, pev_rendermode, kRenderTransAdd) set_pev(ent, pev_renderamt, 0.0) set_pev(ent, pev_owner, id) engfunc(EngFunc_SetModel, ent, ANIM_MODEL) g_playerData[id][ENT_CAM] = ent ent= engfunc(EngFunc_CreateNamedEntity, g_allocString) engfunc(EngFunc_SetModel, ent, ANIM_MODEL) set_pev(ent, pev_movetype, MOVETYPE_FLY) set_pev(ent, pev_controller_1, 63.75) g_playerData[id][ENT_ANIM] = ent ent= engfunc(EngFunc_CreateNamedEntity, g_allocString) set_pev(ent, pev_movetype, MOVETYPE_FOLLOW) set_pev(ent, pev_aiment, g_playerData[id][ENT_ANIM]) set_pev(ent, pev_effects, EF_NODRAW) g_playerData[id][ENT_MODEL] = ent } public cmdAnim(id) { if (!(pev(id, pev_flags)&FL_ONGROUND)) { return PLUGIN_HANDLED } if(is_user_alive(id)) { startAnim(id, 1) } return PLUGIN_HANDLED } public startAnim(id, anim) { new seqDesc[SEQ_DESC] ArrayGetArray(g_animData, anim, seqDesc) new ent = g_playerData[id][ENT_ANIM] new modelEnt = g_playerData[id][ENT_MODEL] // set_pev(ent, pev_framerate, seqDesc[SEQ_FRAMERATE]) set_pev(ent, pev_framerate, 1.0) // set_pev(ent, pev_animtime, (seqDesc[SEQ_FRAMES] - 1)/seqDesc[SEQ_FPS]) set_pev(ent, pev_sequence, anim) set_pev(ent, pev_gaitsequence, anim) new Float:origin[3], Float:mins[3] pev(id, pev_origin, origin) pev(id, pev_mins, mins) mins[0] = origin[0] mins[1] = origin[1] mins[2] += origin[2] set_pev(ent, pev_origin, mins) set_pev(modelEnt, pev_effects, 0) new model[64] get_user_info(id, "model", model, 63) format(model, 63, "models/player/%s/%s.mdl", model, model) engfunc(EngFunc_SetModel, modelEnt, model) set_pev(modelEnt, pev_body, pev(id, pev_body)) set_pev(modelEnt, pev_skin, pev(id, pev_skin)) set_pev(ent, pev_controller_0, 128) set_pev(ent, pev_controller_1, 128) pev(id, pev_angles, mins) mins[0] = 0.0 set_pev(ent, pev_angles, mins) set_pev(ent, pev_v_angle, mins) engfunc(EngFunc_SetView, id, g_playerData[id][ENT_CAM]) g_playerData[id][ANIM_PLAYING] = 1 set_pev(id, pev_effects, EF_NODRAW) } public stopAnim(id) { set_pev(g_playerData[id][ENT_MODEL], pev_effects, EF_NODRAW) g_playerData[id][ANIM_PLAYING] = 0 set_pev(id, pev_effects, 0) engfunc(EngFunc_SetView, id, id) } public fwdCmdStart(id, uc, randseed) { if (is_user_alive(id) && g_playerData[id][ANIM_PLAYING]) { if (!get_uc(uc, UC_Buttons)) { static Float:fOrigin[3], Float:fAngle[3], Float:origin[3] pev( id, pev_origin, origin ) pev(id, pev_view_ofs, fOrigin) xs_vec_add(origin, fOrigin, origin) xs_vec_copy(origin, fOrigin) pev(id, pev_v_angle, fAngle) static Float:fVBack[3] angle_vector(fAngle, ANGLEVECTOR_FORWARD, fVBack) fOrigin[2] += 20.0 fOrigin[0] += (-fVBack[0] * 150.0) fOrigin[1] += (-fVBack[1] * 150.0) fOrigin[2] += (-fVBack[2] * 150.0) static tr tr = 0 engfunc(EngFunc_TraceLine, origin, fOrigin, IGNORE_MONSTERS, id, tr) get_tr2(tr, TR_vecEndPos, fOrigin) free_tr2(tr) engfunc(EngFunc_SetOrigin, g_playerData[id][ENT_CAM], fOrigin) set_pev(g_playerData[id][ENT_CAM], pev_angles, fAngle) } else stopAnim(id) } } public fwdPlayerKilled(id) { stopAnim(id) } public client_PostThink(id) { if(!is_user_alive(id)) return PLUGIN_CONTINUE if(get_cvar_num("amx_mjadminonly") && (!access(id,ADMINACCESS))) return PLUGIN_CONTINUE if(dojump[id] == true) { new Float:velocity[3] entity_get_vector(id,EV_VEC_velocity,velocity) velocity[2] = random_float(265.0,285.0) entity_set_vector(id,EV_VEC_velocity,velocity) dojump[id] = false return PLUGIN_CONTINUE } return PLUGIN_CONTINUE } public client_PreThink(id) { if(!is_user_alive(id)) return PLUGIN_CONTINUE if(get_cvar_num("amx_mjadminonly") && (!access(id,ADMINACCESS))) return PLUGIN_CONTINUE new nbut = get_user_button(id) new obut = get_user_oldbutton(id) if((nbut & IN_JUMP) && !(get_entity_flags(id) & FL_ONGROUND) && !(obut & IN_JUMP)) { if(jumpnum[id] < get_cvar_num("amx_maxjumps")) { dojump[id] = true jumpnum[id]++ cmdAnim(id) return PLUGIN_CONTINUE } } if((nbut & IN_JUMP) && (get_entity_flags(id) & FL_ONGROUND)) { jumpnum[id] = 0 stopAnim(id) return PLUGIN_CONTINUE } return PLUGIN_CONTINUE } /* AMXX-Studio Notes - DO NOT MODIFY BELOW HERE *{\\ rtf1\\ ansi\\ ansicpg1254\\ deff0\\ deflang1055{\\ fonttbl{\\ f0\\ fnil Tahoma;}}\n\\ viewkind4\\ uc1\\ pard\\ f0\\ fs16 \n\\ par } */
Link: | |
Linklerini gizle |
Cs 1.6 Takla plugin
@amad player modeli bu buna yapabilirmisin sana zahmet bu işlerde çok profesyonelsin, multijumpda 2.ci zıplayışta takla atsın
Bu mesaja eklenen dosyaları görüntülemek için gerekli izinlere sahip değilsiniz.
Link: | |
Linklerini gizle |
Cs 1.6 Takla plugin
@amad , buyur buda multijump plugini
Kod: Tümünü seç
#include <amxmodx>
#include <amxmisc>
#include <engine>
#define ADMINACCESS ADMIN_CHAT
new jumpnum[33] = 0
new bool:dojump[33] = false
public plugin_init()
{
register_plugin("MultiJump","1.1","twistedeuphoria")
register_cvar("amx_maxjumps","1")
register_cvar("amx_mjadminonly","0")
}
public client_putinserver(id)
{
jumpnum[id] = 0
dojump[id] = false
}
public client_disconnect(id)
{
jumpnum[id] = 0
dojump[id] = false
}
public client_PreThink(id)
{
if(!is_user_alive(id)) return PLUGIN_CONTINUE
if(get_cvar_num("amx_mjadminonly") && (!access(id,ADMINACCESS))) return PLUGIN_CONTINUE
new nbut = get_user_button(id)
new obut = get_user_oldbutton(id)
if((nbut & IN_JUMP) && !(get_entity_flags(id) & FL_ONGROUND) && !(obut & IN_JUMP))
{
if(jumpnum[id] < get_cvar_num("amx_maxjumps"))
{
dojump[id] = true
jumpnum[id]++
return PLUGIN_CONTINUE
}
}
if((nbut & IN_JUMP) && (get_entity_flags(id) & FL_ONGROUND))
{
jumpnum[id] = 0
return PLUGIN_CONTINUE
}
return PLUGIN_CONTINUE
}
public client_PostThink(id)
{
if(!is_user_alive(id)) return PLUGIN_CONTINUE
if(get_cvar_num("amx_mjadminonly") && (!access(id,ADMINACCESS))) return PLUGIN_CONTINUE
if(dojump[id] == true)
{
new Float:velocity[3]
entity_get_vector(id,EV_VEC_velocity,velocity)
velocity[2] = random_float(265.0,285.0)
entity_set_vector(id,EV_VEC_velocity,velocity)
dojump[id] = false
return PLUGIN_CONTINUE
}
return PLUGIN_CONTINUE
}
Link: | |
Linklerini gizle |
-
Konu Sahibi - Mesajlar: 421
- Kayıt: Pzt Oca 14, 2019 11:52 pm
- Server Ip/DNS: cs124.csduragi.com
- Clan İsmi: FAWORİ GAMİNG
-
- Mesajlar: 1809
- Kayıt: Cmt Nis 30, 2016 2:46 pm
- Konum: Batman
- Clan İsmi: Ke$`h | Gaming
- İletişim:
Cs 1.6 Takla plugin
Attığın modelde takla atma animasyonu yok.xdferlesh1 yazdı: ↑Pzt Şub 04, 2019 10:31 pm @amad player modeli bu buna yapabilirmisin sana zahmet bu işlerde çok profesyonelsin, multijumpda 2.ci zıplayışta takla atsın
@satrasaman Gördüğün svdeki T ve CT modelini ancak atarsan yardımcı olabilirim.
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Linklerini gizle |
Cs 1.6 Takla plugin
@amad buyur bu modelde takla animasyonu var animasyonun ismi jump
Bu mesaja eklenen dosyaları görüntülemek için gerekli izinlere sahip değilsiniz.
Link: | |
Linklerini gizle |