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model değiştirme

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Konu Sahibi
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model değiştirme

Mesaj gönderen Director »

beyler bıçak modelini değiştirdim. guillotineyi bilirmisiniz bilmiyorum. consol koduyla aldığımda düzgün çalışıyor. fakat bıçakla değiştirdiğimde görüntü var ama fırlatmıyo buga giriyo.
new_weapon.ini ye v_guillotine.mdl ---- w_guillotine.mdl --- p_guillotine.mdl --- gips_guillotine.mdl '' den hangisini yazmam gerekiyor?

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ShooTeR
Mesajlar: 4496
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model değiştirme

Mesaj gönderen ShooTeR »

shape123 yazdı: Pzr Mar 04, 2018 8:31 pm beyler bıçak modelini değiştirdim. guillotineyi bilirmisiniz bilmiyorum. consol koduyla aldığımda düzgün çalışıyor. fakat bıçakla değiştirdiğimde görüntü var ama fırlatmıyo buga giriyo.
new_weapon.ini ye v_guillotine.mdl ---- w_guillotine.mdl --- p_guillotine.mdl --- gips_guillotine.mdl '' den hangisini yazmam gerekiyor?
Forumda eklentisi var onu kullanın

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Konu Sahibi
Director
Mesajlar: 101
Kayıt: Çrş Oca 24, 2018 8:19 pm
Konum: İstanbul
Server Ip/DNS: cs158.csduragi.com
Clan İsmi: Zombie Land

model değiştirme

Mesaj gönderen Director »

@ShooTeR o biohazardda çalışmıyor aga ya, başka buldum ekledim çalıştırıyorum falan, oyun başlangıcında ele de getirdim ama fırlatmıyor işte.
consola kodunu yazıp aldığımda ise düzgünce çalışıyo

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ShooTeR
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model değiştirme

Mesaj gönderen ShooTeR »

shape123 yazdı: Pzr Mar 04, 2018 8:54 pm @ShooTeR o biohazardda çalışmıyor aga ya, başka buldum ekledim çalıştırıyorum falan, oyun başlangıcında ele de getirdim ama fırlatmıyor işte.
consola kodunu yazıp aldığımda ise düzgünce çalışıyo
Yarın musait olursam bioya ceviririm.

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Konu Sahibi
Director
Mesajlar: 101
Kayıt: Çrş Oca 24, 2018 8:19 pm
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model değiştirme

Mesaj gönderen Director »

@ShooTeR sen varya sennnn adam ya :D çok teşekkür ederim aga haberini bekliyorum :D
çok sevindim he :D

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ShooTeR
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model değiştirme

Mesaj gönderen ShooTeR »

shape123 yazdı: Pzr Mar 04, 2018 9:27 pm @ShooTeR sen varya sennnn adam ya :D çok teşekkür ederim aga haberini bekliyorum :D
çok sevindim he :D

Kod: Tümünü seç

#include <amxmodx>
#include <engine>
#include <fakemeta>
#include <fakemeta_util>
#include <hamsandwich>
#include <cstrike>
#include <fun>
#include <biohazard>

#define PLUGIN "Guillotine"
#define VERSION "1.3"
#define AUTHOR "m4m3ts/Edit:BengisuChase"

#define CSW_BDRIPPER CSW_KNIFE
#define weapon_guillotine "weapon_knife"
#define old_event "events/mac10.sc"
#define old_w_model "models/w_mac10.mdl"
#define WEAPON_SECRETCODE 1329419

const pev_catchedspeed = pev_iuser4
#define DEFAULT_AMMO 10
#define RELOAD_TIME 0.435
#define DAMAGE 30
#define BDRIP_CLASSNAME "Blood Dripper"
#define WEAPON_ANIMEXT "knife"

#define Get_Ent_Data(%1,%2) get_pdata_int(%1,%2,4)
#define Set_Ent_Data(%1,%2,%3) set_pdata_int(%1,%2,%3,4)

const PDATA_SAFE = 2
const OFFSET_LINUX_WEAPONS = 4
const OFFSET_WEAPONOWNER = 41
const m_flNextAttack = 83
const m_szAnimExtention = 492

new const v_model[] = "models/v_guillotine.mdl"
new const p_model[] = "models/p_guillotine.mdl"
new const w_model[] = "models/w_guillotine.mdl"
new const KNIFE_MODEL[] = "models/guillotine_projectile.mdl"
new const PECAH_MODEL[] = "models/gibs_guilotine.mdl"
new const hit_wall[] = "weapons/janus9_stone1.wav"
new const hit_wall2[] = "weapons/janus9_stone2.wav"
new const weapon_sound[6][] = 
{
"weapons/guillotine_catch2.wav",
"weapons/guillotine_draw.wav",
"weapons/guillotine_draw_empty.wav",
"weapons/guillotine_explode.wav",
"weapons/guillotine_red.wav",
"weapons/guillotine-1.wav"
}


new const WeaponResource[3][] = 
{
"sprites/weapon_guillotine.txt",
"sprites/640hud120.spr",
"sprites/guillotine_lost.spr"
}

enum
{
ANIM_IDLE = 0,
ANIM_IDLE_EMPTY,
ANIM_SHOOT,
ANIM_DRAW,
ANIM_DRAW_EMPTY,
ANIM_IDLE_SHOOT,
ANIM_IDLE_SHOOT2,
ANIM_CATCH,
ANIM_LOST
}

new g_MsgDeathMsg, g_endround

new g_had_guillotine[33], g_guillotine_ammo[33], shoot_mode[33], shoot_ent_mode[33], g_pecah, headshot_mode[33], ent_sentuh[33], ent_sentuh_balik[33]
new g_old_weapon[33], g_smokepuff_id, m_iBlood[2], guillotine_korban[33], headshot_korban[33], gmsgScoreInfo

const PRIMARY_WEAPONS_BIT_SUM = 
(1<<CSW_SCOUT)|(1<<CSW_XM1014)|(1<<CSW_MAC10)|(1<<CSW_AUG)|(1<<CSW_UMP45)|(1<<CSW_SG550)|(1<<CSW_GALIL)|(1<<CSW_FAMAS)|(1<<CSW_AWP)|(1<<
CSW_MP5NAVY)|(1<<CSW_M249)|(1<<CSW_M3)|(1<<CSW_M4A1)|(1<<CSW_TMP)|(1<<CSW_G3SG1)|(1<<CSW_SG552)|(1<<CSW_AK47)|(1<<CSW_P90)
//new TargetOrigin[3] 
new g_gui
public plugin_init()
{
	register_plugin(PLUGIN, VERSION, AUTHOR)
	RegisterHam(Ham_TraceAttack, "player", "fw_TraceAttack_Sg")
	register_forward(FM_CmdStart, "fw_CmdStart")
	register_forward(FM_SetModel, "fw_SetModel")
	register_think(BDRIP_CLASSNAME, "fw_Think")

	/*register_clcmd("say /gui","item_selected")
	register_clcmd("say .gui","item_selected")
	register_clcmd("say_team /gui","item_selected")
	register_clcmd("say_team .gui","item_selected")*/

	register_event("HLTV", "EventHLTV", "a", "1=0", "2=0")
	register_touch(BDRIP_CLASSNAME, "*", "fw_touch")
	register_forward(FM_UpdateClientData, "fw_UpdateClientData_Post", 1)
	register_forward(FM_TraceLine, "fw_traceline", 1)
	register_forward(FM_AddToFullPack, "fm_addtofullpack_post", 1)
	RegisterHam(Ham_Spawn, "player", "Player_Spawn", 1)
	RegisterHam(Ham_Weapon_WeaponIdle, weapon_guillotine, "fw_guillotineidleanim", 1)
	RegisterHam(Ham_Killed, "player", "fw_PlayerKilled")
	RegisterHam(Ham_Item_AddToPlayer, weapon_guillotine, "fw_AddToPlayer_Post", 1)
	register_event("CurWeapon", "Event_CurWeapon", "be", "1=1")
	register_message(get_user_msgid("DeathMsg"), "message_DeathMsg")
	register_clcmd("weapon_guillotine", "hook_weapon")
	g_MsgDeathMsg = get_user_msgid("DeathMsg")
	gmsgScoreInfo = get_user_msgid("ScoreInfo") 

	register_logevent("logevent_round_end", 2, "1=Round_End")
	g_endround = 1
}


public plugin_precache()
{
	precache_model(v_model)
	precache_model(p_model)
	precache_model(w_model)
	precache_model(KNIFE_MODEL)
	g_pecah = precache_model(PECAH_MODEL)
	precache_sound(hit_wall)
	precache_sound(hit_wall2)

	for(new i = 0; i < sizeof(weapon_sound); i++) 
	precache_sound(weapon_sound[i])

	for(new i = 1; i < sizeof(WeaponResource); i++)
	precache_model(WeaponResource[i])

	g_smokepuff_id = engfunc(EngFunc_PrecacheModel, WeaponResource[2])
	m_iBlood[0] = precache_model("sprites/blood.spr")
	m_iBlood[1] = precache_model("sprites/bloodspray.spr")	
}

public zp_user_infected_post(id)
{
	remove_guillotine(id)
        g_gui = 0
}

public EventHLTV()
{
g_endround = 0
g_gui = 1
}

public logevent_round_end() g_endround = 1

public Player_Spawn(id)
{
remove_guillotine(id)

if(g_gui) get_blood(id)   
}

public fw_PlayerKilled(id)
{
remove_guillotine(id)
}

public hook_weapon(id)
{
engclient_cmd(id, weapon_guillotine)
return
}

new g_itemid
public item_selected(id, itemid)
{	
if (!is_user_alive(id)){
	client_print(id, print_chat, "[ZE]: Kafa Kopartan Alamabilmek Icin Hayatta Olmaniz Gereklidir.!")
	return
}
if (is_user_zombie(id)){
	client_print(id, print_chat, "[ZE]: Kafa Kopartan Silahini Alamabilmek Icin Zombi Olmamaniz Gereklidir.!")
	return
}
if(itemid==g_itemid){
	new para = cs_get_user_money(id)
	
	if (para >= 16000){
		cs_set_user_money(id, para - 16000)
		get_blood(id)
		client_print(id, print_chat, "[ZE]: Kafa Kopartan Silahini Satin Aldiniz.!")
	}
	else{
		client_print(id, print_chat, "[ZE: Kafa Kopartan Silahini Satin Almak Icin Yeterli Paraniz Yok. Silahin Degeri: 16000 TL")
	}
}
}

public get_blood(id)
{
	if(!is_user_alive(id))
		return
	drop_weapons(id, 1)
	g_had_guillotine[id] = 1
	g_guillotine_ammo[id] = DEFAULT_AMMO
	
	give_item(id, weapon_guillotine)
	update_ammo(id)
	
	//static weapon_ent; weapon_ent = fm_find_ent_by_owner(-1, weapon_guillotine, id)
	//if(pev_valid(weapon_ent)) cs_set_weapon_ammo(weapon_ent, 1)
}

public remove_guillotine(id)
{
	g_had_guillotine[id] = 0
	static Ent; Ent = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "info_target"))
	ancur(Ent)
}

public refill_guillotine(id)
{	
	if(g_had_guillotine[id]) g_guillotine_ammo[id] = 15
	
	if(get_user_weapon(id) == CSW_BDRIPPER && g_had_guillotine[id]) update_ammo(id)
}

public fw_UpdateClientData_Post(id, sendweapons, cd_handle)
{
	if(!is_user_alive(id) || !is_user_connected(id))
		return FMRES_IGNORED	
	if(get_user_weapon(id) == CSW_BDRIPPER && g_had_guillotine[id])
		set_cd(cd_handle, CD_flNextAttack, get_gametime() + 0.001) 
	
	return FMRES_HANDLED
}

public message_DeathMsg(msg_id, msg_dest, id)
{
	static szTruncatedWeapon[33], iAttacker, iVictim
	
	get_msg_arg_string(4, szTruncatedWeapon, charsmax(szTruncatedWeapon))
	
	iAttacker = get_msg_arg_int(1)
	iVictim = get_msg_arg_int(2)
	
	if(!is_user_connected(iAttacker) || iAttacker == iVictim) return PLUGIN_CONTINUE
	
	if(get_user_weapon(iAttacker) == CSW_BDRIPPER)
	{
		if(g_had_guillotine[iAttacker])
			set_msg_arg_string(4, "knife")
	}
	
	return PLUGIN_CONTINUE
}

public fw_TraceAttack_Sg(Victim, Attacker, Float:Damage, Float:Direction[3], TraceHandle, DamageBit, ptr)
{			
	return HAM_IGNORED
}

public Event_CurWeapon(id)
{
	
	if(!is_user_alive(id))
		return 
	
	if(get_user_weapon(id) == CSW_BDRIPPER && g_had_guillotine[id])
	{
		set_pev(id, pev_viewmodel2, v_model)
		set_pev(id, pev_weaponmodel2, p_model)
		set_pdata_string(id, m_szAnimExtention * 4, WEAPON_ANIMEXT, -1 , 20)
		if(g_old_weapon[id] != CSW_BDRIPPER && g_guillotine_ammo[id] >= 1) set_weapon_anim(id, ANIM_DRAW)
		
		if(g_old_weapon[id] != CSW_BDRIPPER && g_guillotine_ammo[id] == 0 && headshot_mode[id] == 0) set_weapon_anim(id, ANIM_DRAW_EMPTY)
		else if(g_old_weapon[id] != CSW_BDRIPPER && shoot_mode[id] == 1) set_weapon_anim(id, ANIM_DRAW_EMPTY)
			
		update_ammo(id)
	}
	
	g_old_weapon[id] = get_user_weapon(id)
}

public fw_guillotineidleanim(Weapon)
{
	new id = get_pdata_cbase(Weapon, 41, 4)
	
	if(!is_user_alive(id) || is_user_zombie(id) || !g_had_guillotine[id] || get_user_weapon(id) != CSW_BDRIPPER)
		return HAM_IGNORED;
	
	if(shoot_mode[id] == 0 && g_guillotine_ammo[id] >= 1) 
		return HAM_SUPERCEDE;
	
	if(headshot_mode[id] == 0 && shoot_mode[id] == 1 && get_pdata_float(Weapon, 48, 4) <= 0.25) 
	{
		set_weapon_anim(id, ANIM_IDLE_SHOOT)
		set_pdata_float(Weapon, 48, 20.0, 4)
		return HAM_SUPERCEDE;
	}
	
	if(headshot_mode[id] == 1 && shoot_mode[id] == 1 && get_pdata_float(Weapon, 48, 4) <= 0.25) 
	{
		set_weapon_anim(id, ANIM_IDLE_SHOOT2)
		set_pdata_float(Weapon, 48, 20.0, 4)
		return HAM_SUPERCEDE;
	}
	
	if(g_guillotine_ammo[id] == 0 && get_pdata_float(Weapon, 48, 4) <= 0.25) 
	{
		set_weapon_anim(id, ANIM_IDLE_EMPTY)
		set_pdata_float(Weapon, 48, 20.0, 4)
		return HAM_SUPERCEDE;
	}
	
	return HAM_IGNORED;
}

public fw_CmdStart(id, uc_handle, seed)
{
	if(!is_user_alive(id) || !is_user_connected(id))
		return
	if(get_user_weapon(id) != CSW_BDRIPPER || !g_had_guillotine[id])
		return
	
	static ent; ent = fm_get_user_weapon_entity(id, CSW_BDRIPPER)
	//if(!pev_valid(ent))
	//	return
	if(get_pdata_float(ent, 46, OFFSET_LINUX_WEAPONS) > 0.0 || get_pdata_float(ent, 47, OFFSET_LINUX_WEAPONS) > 0.0) 
		return
	
	static CurButton
	CurButton = get_uc(uc_handle, UC_Buttons)
	
	if(CurButton & IN_ATTACK)
	{
		CurButton &= ~IN_ATTACK
		set_uc(uc_handle, UC_Buttons, CurButton)
		
		//if(g_guillotine_ammo[id] == 0)
		//	return
		if(shoot_mode[id] == 0 && get_pdata_float(id, 83, 5) <= 0.0)
		{
			//g_guillotine_ammo[id]--
			//update_ammo(id)
			shoot_mode[id] = 1                        
			set_task(0.2, "FireKnife", id)
			set_weapon_anim(id, ANIM_SHOOT)
			emit_sound(id, CHAN_WEAPON, weapon_sound[5], 1.0, ATTN_NORM, 0, PITCH_NORM)
			set_weapons_timeidle(id, CSW_BDRIPPER, 0.7)
			set_player_nextattackx(id, 0.7)
		}
	}
}

public FireKnife(id)
{
	static Float:StartOrigin[3], Float:velocity[3], Float:angles[3], Float:anglestrue[3], Float:jarak_max[3]
	static Ent; Ent = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "info_target"))
	if(!pev_valid(Ent)) return
	get_position(id, 10.0, 0.0, -2.0, StartOrigin)     
	get_position(id, 900.0, 0.0, 0.0, jarak_max)
	//static ent; ent = fm_get_user_weapon_entity(id, CSW_BDRIPPER)
	pev(id,pev_v_angle,angles)
	
	anglestrue[0] = 360.0 - angles[0]
	anglestrue[1] = angles[1]
	anglestrue[2] = angles[2]
	
	// Set info for ent
	set_pev(Ent, pev_movetype, MOVETYPE_FLY)
	set_pev(Ent, pev_owner, id)
	set_pev(Ent, pev_iuser1, id)
	set_pev(Ent, pev_fuser1, get_gametime() + 4.0)
	set_pev(Ent, pev_nextthink, halflife_time() + 0.01)
	
	entity_set_string(Ent, EV_SZ_classname, BDRIP_CLASSNAME)
	engfunc(EngFunc_SetModel, Ent, KNIFE_MODEL)
	set_pev(Ent, pev_mins, Float:{-1.0, -1.0, -1.0})
	set_pev(Ent, pev_maxs, Float:{1.0, 1.0, 1.0})
	set_pev(Ent, pev_origin, StartOrigin)
	set_pev(Ent, pev_angles, anglestrue)
	set_pev(Ent, pev_gravity, 0.01)
	set_pev(Ent, pev_solid, SOLID_BBOX)
	set_pev(Ent, pev_frame, 1.0)
	set_pev(Ent, pev_framerate, 1.0)
	set_pev(Ent, pev_sequence, 0)
	//ExecuteHamB(Ham_Weapon_PrimaryAttack, ent)
	set_pev(Ent, pev_catchedspeed, 1100)
	velocity_by_aim( id, 1400, velocity )
	set_pev( Ent, pev_velocity, velocity )
	set_pev(Ent, pev_vuser1, velocity)
	set_pev(Ent, pev_vuser2, jarak_max)
	shoot_ent_mode[id] = 0
	set_pev(Ent, pev_iuser4, 0)
	ent_sentuh[id] = 1
	ent_sentuh_balik[id] = 0
}

public fm_addtofullpack_post(es, e, user, host, host_flags, player, p_set)
{
	if(!player)
		return FMRES_IGNORED
	
	if(!is_user_connected(host) || !is_user_alive(user))
		return FMRES_IGNORED
	
	if(!is_user_zombie(user) || headshot_korban[user] != 1)
		return FMRES_IGNORED
	
	if(host == user)
		return FMRES_IGNORED
	
	new Float:PlayerOrigin[3]//, Float:anglesss[3]
	pev(user, pev_origin, PlayerOrigin)
	
	PlayerOrigin[2] += 25.0
	
	//engfunc(EngFunc_GetBonePosition, user, 8, PlayerOrigin, anglesss)
	
	engfunc(EngFunc_SetOrigin, guillotine_korban[user], PlayerOrigin)
	
	return FMRES_HANDLED
}

public fw_Think(Ent)
{
	if(!pev_valid(Ent)) 
		return
	
	//new id; id = pev(Ent, pev_owner)
	static Float:pulang[3], Float:StartOriginz[3], pemilix, Float:brangkat[3], Float:jarak_max[3], Float:origin_asli[3], korban
	pemilix = pev(Ent, pev_iuser1)
	pev(Ent, pev_origin, StartOriginz)
	korban = pev(Ent, pev_iuser2)
	
	if(headshot_korban[korban] == 1)
	{
		action_thanatos(Ent, korban, pemilix)
		if(get_gametime() - 0.15 > pev(Ent, pev_fuser3))
		{                      	
			set_pev(Ent, pev_sequence, 1)
			Damage_guillotine(Ent, korban)     
			new Float:fOrigin[3]
			pev(Ent, pev_origin, fOrigin)
			message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
			write_byte(TE_DLIGHT)
			engfunc(EngFunc_WriteCoord, fOrigin[0])
			engfunc(EngFunc_WriteCoord, fOrigin[1])
			engfunc(EngFunc_WriteCoord, fOrigin[2])
			write_byte(6) // radius
			write_byte(200)    // r
			write_byte(200)  // g
			write_byte(0)   // b
			write_byte(2) // life in 10's
			write_byte(1)  // decay rate in 10's
			message_end()   
			set_pev(Ent, pev_framerate, 0.5)                                                       
			set_pev(Ent, pev_fuser3, get_gametime())
		}
	}
	
	if(ent_sentuh_balik[pemilix] == 0 && shoot_ent_mode[pemilix] == 1)
	{
		ent_sentuh_balik[pemilix] = 1
		pev(pemilix, pev_origin, origin_asli)
		origin_asli[2] += 0.1
	}
	
	if(ent_sentuh[pemilix] == 1)
	{
		ent_sentuh[pemilix] = 0
		pev(Ent, pev_vuser2, jarak_max)
		pev(Ent, pev_vuser1, brangkat)					
		get_speed_vector(StartOriginz, origin_asli, 1400.0, pulang)
		
		if(shoot_ent_mode[pemilix] == 1) 
		{
			set_pev(Ent, pev_velocity, pulang)
		}				
		else set_pev(Ent, pev_velocity, brangkat)
		
	}
	
	if(shoot_ent_mode[pemilix] == 0 && get_distance_f(StartOriginz, jarak_max) <= 40.0)
	{
		shoot_ent_mode[pemilix] = 1
		ent_sentuh[pemilix] = 1
		set_pev(Ent, pev_owner, 0)
	}
	
	if(shoot_ent_mode[pemilix] == 1 && get_distance_f(StartOriginz, origin_asli) <= 40.0)
	{
		if(is_user_alive(pemilix) && is_user_connected(pemilix) && get_user_weapon(pemilix) == CSW_BDRIPPER && g_had_guillotine[pemilix]) balik(Ent)
		else ancur(Ent)
		//balik(Ent)
	}
	else if(headshot_korban[korban] == 1) set_pev(Ent, pev_nextthink, get_gametime() + 0.2)
		else set_pev(Ent, pev_nextthink, halflife_time() + 0.001)
}

stock get_speed_vector(const Float:origin1[3],const Float:origin2[3],Float:speed, Float:new_velocity[3])
{
	new_velocity[0] = origin2[0] - origin1[0]
	new_velocity[1] = origin2[1] - origin1[1]
	new_velocity[2] = origin2[2] - origin1[2]
	static Float:num; num = floatsqroot(speed*speed / (new_velocity[0]*new_velocity[0] + new_velocity[1]*new_velocity[1] + new_velocity[2]*new_velocity[2]))
	new_velocity[0] *= num
	new_velocity[1] *= num
	new_velocity[2] *= num
	
	return 1;
}


stock hook_ent(victim, attacker, Float:speed)
{
	if(!pev_valid(victim) || !pev_valid(attacker))
		return
	
	static Float:fl_Velocity[3]
	static Float:EntOrigin[3], Float:VicOrigin[3]
	
	pev(victim, pev_origin, EntOrigin)
	pev(attacker, pev_origin, VicOrigin)
	
	static Float:distance_f
	distance_f = get_distance_f(EntOrigin, VicOrigin)
	
	if (distance_f > 60.0)
	{
		new Float:fl_Time = distance_f / speed
		
		fl_Velocity[0] = (VicOrigin[0] - EntOrigin[0]) / fl_Time
		fl_Velocity[1] = (VicOrigin[1] - EntOrigin[1]) / fl_Time
		fl_Velocity[2] = (VicOrigin[2] - EntOrigin[2]) / fl_Time
		} else {
		fl_Velocity[0] = 0.0
		fl_Velocity[1] = 0.0
		fl_Velocity[2] = 0.0
	}
	
	entity_set_vector(victim, EV_VEC_velocity, fl_Velocity)
}

stock hook_ent2(ent, Float:VicOrigin[3], Float:speed, type)
{
	static Float:fl_Velocity[3]
	static Float:EntOrigin[3]
	static Float:EntVelocity[3]
	
	pev(ent, pev_velocity, EntVelocity)
	pev(ent, pev_origin, EntOrigin)
	static Float:distance_f
	distance_f = get_distance_f(EntOrigin, VicOrigin)
	
	static Float:fl_Time; fl_Time = distance_f / speed
	
	if(type == 1)
	{
		fl_Velocity[0] = ((VicOrigin[0] - EntOrigin[0]) / fl_Time) * 1.5
		fl_Velocity[1] = ((VicOrigin[1] - EntOrigin[1]) / fl_Time)
		fl_Velocity[2] = (VicOrigin[2] - EntOrigin[2]) / fl_Time		
		} else if(type == 2) {
		fl_Velocity[0] = ((EntOrigin[0] - VicOrigin[0]) / fl_Time) * 1.5
		fl_Velocity[1] = ((EntOrigin[1] - VicOrigin[1]) / fl_Time) 
		fl_Velocity[2] = (EntOrigin[2] - VicOrigin[2]) / fl_Time
	}
	
	xs_vec_add(EntVelocity, fl_Velocity, fl_Velocity)
	set_pev(ent, pev_velocity, fl_Velocity)
}

public fw_touch(Ent, Id)
{
	// If ent is valid
	if(!pev_valid(Ent))
		return
	if(pev(Ent, pev_movetype) == MOVETYPE_NONE)
		return
	
	static classnameptd[32]
	pev(Id, pev_classname, classnameptd, 31)
	if (equali(classnameptd, "func_breakable")) ExecuteHamB( Ham_TakeDamage, Id, 0, 0, 80.0, DMG_GENERIC )
	//static korban
	//korban = pev(Ent, pev_iuser2)
	
	// Get it's origin
	new Float:originF[3], pemilix 
	//static id2
	//id2 = pev(Ent, pev_owner)
	pemilix = pev(Ent, pev_iuser1)
	pev(Ent, pev_origin, originF)
	// Alive...
	//new id = read_data(2)
	if(is_user_alive(Id) && is_user_zombie(Id))
	{
		fakedamage(Id, "Guillotine", 1.0, 256)
		Damage_guillotine(Ent, Id)  
		geri_tepme(pemilix, Id)      
		set_pev(Ent, pev_owner, Id)
		ent_sentuh[pemilix] = 1                  
		create_blood(originF)
		//create_blood(originF)
	}
	
	else if(shoot_ent_mode[pemilix] == 1 && Id == pemilix)
	{
		if(is_user_alive(pemilix) && is_user_connected(pemilix) && get_user_weapon(pemilix) == CSW_BDRIPPER && g_had_guillotine[pemilix]) balik(Ent)
		else ancur(Ent)
		//balik(Ent)
	}
	
	else if(is_user_alive(Id) && !is_user_zombie(Id))
	{
		set_pev(Ent, pev_owner, Id)
		ent_sentuh[pemilix] = 1
	}
	
	else
	{
		set_pev(Ent, pev_owner, 0)
		
		if(shoot_ent_mode[pemilix] == 0)
		{
			shoot_ent_mode[pemilix] = 1
			engfunc(EngFunc_EmitSound, Ent, CHAN_WEAPON, hit_wall, 1.0, ATTN_STATIC, 0, PITCH_NORM)
			ent_sentuh[pemilix] = 1
		}
		else ancur(Ent)
	}
	
}

public ancur(Ent)
{
	if(!pev_valid(Ent))
		return
	static Float:origin2[3], pemilix, Float:origin3[3]
	pemilix = pev(Ent, pev_iuser1)
	entity_get_vector(Ent, EV_VEC_origin, origin2)
	pev(Ent, pev_origin, origin3)
	
	engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, origin2, 0)
	write_byte(TE_BREAKMODEL)
	engfunc(EngFunc_WriteCoord, origin2[0])
	engfunc(EngFunc_WriteCoord, origin2[1])
	engfunc(EngFunc_WriteCoord, origin2[2])
	engfunc(EngFunc_WriteCoord, 25)
	engfunc(EngFunc_WriteCoord, 25)
	engfunc(EngFunc_WriteCoord, 25)
	engfunc(EngFunc_WriteCoord, random_num(-25, 25))
	engfunc(EngFunc_WriteCoord, random_num(-25, 25))
	engfunc(EngFunc_WriteCoord, 5)
	write_byte(5)
	write_short(g_pecah)
	write_byte(10)
	write_byte(17)
	write_byte(0x00)
	message_end()
	
	engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, origin2, 0)
	write_byte(TE_BREAKMODEL)
	engfunc(EngFunc_WriteCoord, origin2[0])
	engfunc(EngFunc_WriteCoord, origin2[1])
	engfunc(EngFunc_WriteCoord, origin2[2])
	engfunc(EngFunc_WriteCoord, 25)
	engfunc(EngFunc_WriteCoord, 25)
	engfunc(EngFunc_WriteCoord, 25)
	engfunc(EngFunc_WriteCoord, random_num(-25, 25))
	engfunc(EngFunc_WriteCoord, random_num(-25, 25))
	engfunc(EngFunc_WriteCoord, 5)
	write_byte(5)
	write_short(g_pecah)
	write_byte(10)
	write_byte(17)
	write_byte(0x00)
	message_end()
	
	//fake_smokes(origin3)
	engfunc(EngFunc_EmitSound, Ent, CHAN_WEAPON, hit_wall2, 1.0, ATTN_STATIC, 0, PITCH_NORM)
	shoot_mode[pemilix] = 0
	remove_entity(Ent)
	
	if(!is_user_alive(pemilix) || !is_user_connected(pemilix) || get_user_weapon(pemilix) != CSW_BDRIPPER || !g_had_guillotine[pemilix])
		return
	
	set_weapon_anim(pemilix, ANIM_LOST)
	set_weapons_timeidle(pemilix, CSW_BDRIPPER, 2.5)
	set_player_nextattackx(pemilix, 2.5)
	set_task(1.3, "reload2", pemilix)
	set_task(1.4, "reload", pemilix)
}

public geri_tepme2(Owner, Id)
{ 
	static Float:StartOrigin[3], Float:TargetOrigin[3]
	get_position(Owner, 0.0, 0.0, 0.0, StartOrigin)
	static Float:Velocity[3]
	fm_get_aim_origin(Owner, TargetOrigin)
	get_speed_vector(StartOrigin, TargetOrigin, 2000.0, Velocity)
	set_pev(Id, pev_velocity, Velocity)
}

public action_thanatos(Ent, victim, id)
{	      
	if(!pev_valid(Ent))   
		return
	
	if(headshot_mode[id] == 1)
	{
		
		geri_tepme2(id, victim)
		
		set_task(0.01, "action_thanatos", Ent)
	}
}

public reload(id)
{
	if(!is_user_alive(id) || !is_user_connected(id) || get_user_weapon(id) != CSW_BDRIPPER || !g_had_guillotine[id] || g_guillotine_ammo[id] == 0)
		return
	
	set_weapon_anim(id, ANIM_DRAW)
}

public reload2(id)
{
	if(!is_user_alive(id) || !is_user_connected(id) || get_user_weapon(id) != CSW_BDRIPPER || !g_had_guillotine[id] || g_guillotine_ammo[id] == 0)
		return
	
	set_weapon_anim(id, ANIM_IDLE_SHOOT2)
}

public balik(Ent)
{
	if(!pev_valid(Ent))
		return
	static id
	id = pev(Ent, pev_iuser1)
	
	set_weapons_timeidle(id, CSW_BDRIPPER, 1.0)
	set_player_nextattackx(id, 1.0)
	shoot_mode[id] = 0
	g_guillotine_ammo[id]++
	update_ammo(id)
	set_weapon_anim(id, ANIM_CATCH)
	emit_sound(id, CHAN_WEAPON, weapon_sound[0], 1.0, ATTN_NORM, 0, PITCH_NORM)    
	remove_entity(Ent)
}

/*new Float:g_fDamageMulti[] = 
{
1.0,
1.1,
1.2,
1.3,
1.4,
1.5,
1.6,
1.7,
1.8,
1.9,
2.0,
2.1,
2.2,
2.3
}*/

public geri_tepme(Owner, Id)
{ 
	static Float:StartOrigin[3], Float:TargetOrigin[3]
	get_position(Owner, 0.0, 0.0, 0.0, StartOrigin)
	static Float:Velocity[3]
	fm_get_aim_origin(Owner, TargetOrigin)
	get_speed_vector(StartOrigin, TargetOrigin, 2000.0, Velocity)
	set_pev(Id, pev_velocity, Velocity)                    
}

public Damage_guillotine(Ent, Id)
{
	static Owner; Owner = pev(Ent, pev_iuser1)
	static Attacker; 
	if(!is_user_alive(Owner)) 
	{
		Attacker = 0
		return
	} else Attacker = Owner

	if(g_endround)
		return
	
	new bool:bIsHeadShot; // never make that one static
	new Float:flAdjustedDamage, bool:death
	switch( Get_MissileWeaponHitGroup(Ent) ) 
	{
		case HIT_GENERIC: flAdjustedDamage = DAMAGE * 1.0 
			case HIT_STOMACH: flAdjustedDamage = DAMAGE * 1.5 
			case HIT_LEFTLEG, HIT_RIGHTLEG: flAdjustedDamage = DAMAGE * 1.0
			case HIT_LEFTARM, HIT_RIGHTARM: flAdjustedDamage = DAMAGE * 1.0
			case HIT_HEAD, HIT_CHEST:
		{
			flAdjustedDamage = DAMAGE * 2.5
			bIsHeadShot = true;
			if(headshot_mode[Owner] == 0) set_task(2.0, "balik_bro", Ent+1858941 )
			headshot_mode[Owner] = 1
			headshot_korban[Id] = 1 
			guillotine_korban[Id] = Ent
			set_pev(Ent, pev_iuser2, Id)              
			fakedamage(Id, "Guillotine", 1.0, 256) 
			set_pev(Ent, pev_renderamt, 255)
			set_pev(Ent, pev_solid, SOLID_NOT)
			set_pev(Ent, pev_fuser3, 0.0)
		}
	}
	if(pev(Id, pev_health) <= flAdjustedDamage) death = true 
	
	if(is_user_alive(Id))
	{
		if( bIsHeadShot && death)
		{
			if(task_exists( Ent+1858941 )) remove_task( Ent + 1858941 )
			set_pev(Ent, pev_sequence, 0)
			headshot_korban[pev(Ent, pev_iuser2)] = 0
			headshot_mode[Owner] = 0
			shoot_ent_mode[Owner] = 1
			ent_sentuh[Owner] = 1
			ent_sentuh_balik[Owner] = 0
			set_pev(Ent, pev_solid, SOLID_BBOX)
			set_pev(Ent, pev_nextthink, halflife_time() + 0.01)
			
			kill(Attacker, Id, 1)
			
			death = false			
		}
		if(death)
		{
			kill(Attacker, Id, 0)
			
			death = false			
		}
		else ExecuteHamB(Ham_TakeDamage, Id, Ent, Attacker, flAdjustedDamage, DMG_CLUB)
	}
}


stock turn_to_target(ent, Float:Ent_Origin[3], target, Float:Vic_Origin[3]) 
{
	if(target) 
	{
		new Float:newAngle[3]
		entity_get_vector(ent, EV_VEC_angles, newAngle)
		new Float:x = Vic_Origin[0] - Ent_Origin[0]
		new Float:z = Vic_Origin[1] - Ent_Origin[1]
		
		new Float:radians = floatatan(z/x, radian)
		newAngle[1] = radians * (180 / 3.14)
		if (Vic_Origin[0] < Ent_Origin[0])
			newAngle[1] -= 180.0
		
		entity_set_vector(ent, EV_VEC_angles, newAngle)
	}
}

public balik_bro(Ent)
{
	Ent -= 1858941
	
	if(!pev_valid(Ent))
		return
	
	static pemilix; pemilix = pev(Ent, pev_iuser1)
	set_pev(Ent, pev_sequence, 0)
	headshot_korban[pev(Ent, pev_iuser2)] = 0
	headshot_mode[pemilix] = 0
	shoot_ent_mode[pemilix] = 1
	ent_sentuh[pemilix] = 1
	ent_sentuh_balik[pemilix] = 0
	set_pev(Ent, pev_solid, SOLID_BBOX)
	set_pev(Ent, pev_nextthink, halflife_time() + 0.01)
}

public fw_SetModel(entity, model[])
{
	if(!pev_valid(entity))
		return FMRES_IGNORED
	
	static Classname[64]
	pev(entity, pev_classname, Classname, sizeof(Classname))
	
	if(!equal(Classname, "weaponbox"))
		return FMRES_IGNORED
	
	static id
	id = pev(entity, pev_owner)
	
	if(equal(model, old_w_model))
	{
		static weapon
		weapon = fm_get_user_weapon_entity(entity, CSW_BDRIPPER)
		
		if(!pev_valid(weapon))
			return FMRES_IGNORED
		
		if(g_had_guillotine[id])
		{
			set_pev(weapon, pev_impulse, WEAPON_SECRETCODE)
			set_pev(weapon, pev_iuser4, g_guillotine_ammo[id])
			engfunc(EngFunc_SetModel, entity, w_model)
			
			g_had_guillotine[id] = 0
			g_guillotine_ammo[id] = 0
			
			return FMRES_SUPERCEDE
		}
	}
	
	return FMRES_IGNORED;
}

public fw_AddToPlayer_Post(ent, id)
{
	if(pev(ent, pev_impulse) == WEAPON_SECRETCODE)
	{
		g_had_guillotine[id] = 1
		g_guillotine_ammo[id] = pev(ent, pev_iuser4)
		
		set_pev(ent, pev_impulse, 0)
	}			
	/*
	message_begin(MSG_ONE_UNRELIABLE, get_user_msgid("WeaponList"), _, id)
	write_string((g_had_guillotine[id] == 1 ? "weapon_guillotine" : "weapon_mac10"))
	write_byte(6)
	write_byte(100)
	write_byte(-1)
	write_byte(-1)
	write_byte(0)
	write_byte(13)
	write_byte(CSW_BDRIPPER)
	write_byte(0)*/
}

public update_ammo(id)
{
	if(!is_user_alive(id))
		return
	
	static weapon_ent; weapon_ent = fm_get_user_weapon_entity(id, CSW_BDRIPPER)
	if(!pev_valid(weapon_ent)) return
	
	cs_set_weapon_ammo(weapon_ent, g_guillotine_ammo[id])	
	//cs_set_user_bpammo(id, CSW_BDRIPPER, g_guillotine_ammo[id])
	
	engfunc(EngFunc_MessageBegin, MSG_ONE_UNRELIABLE, get_user_msgid("CurWeapon"), {0, 0, 0}, id)
	write_byte(1)
	write_byte(CSW_BDRIPPER)
	write_byte(-1)
	message_end()
	
	message_begin(MSG_ONE_UNRELIABLE, get_user_msgid("AmmoX"), _, id)
	write_byte(1)
	write_byte(g_guillotine_ammo[id])
	message_end()
}

public fw_traceline(Float:v1[3],Float:v2[3],noMonsters,id,ptr)
{
	if(!is_user_alive(id))
		return HAM_IGNORED	
	if(get_user_weapon(id) != CSW_BDRIPPER || !g_had_guillotine[id])
		return HAM_IGNORED
	
	// get crosshair aim
	static Float:aim[3];
	get_aim(id,v1,aim);
	
	// do another trace to this spot
	new trace = create_tr2();
	engfunc(EngFunc_TraceLine,v1,aim,noMonsters,id,trace);
	
	// copy ints
	set_tr2(ptr,TR_AllSolid,get_tr2(trace,TR_AllSolid));
	set_tr2(ptr,TR_StartSolid,get_tr2(trace,TR_StartSolid));
	set_tr2(ptr,TR_InOpen,get_tr2(trace,TR_InOpen));
	set_tr2(ptr,TR_InWater,get_tr2(trace,TR_InWater));
	set_tr2(ptr,TR_pHit,get_tr2(trace,TR_pHit));
	set_tr2(ptr,TR_iHitgroup,get_tr2(trace,TR_iHitgroup));
	
	// copy floats
	get_tr2(trace,TR_flFraction,aim[0]);
	set_tr2(ptr,TR_flFraction,aim[0]);
	get_tr2(trace,TR_flPlaneDist,aim[0]);
	set_tr2(ptr,TR_flPlaneDist,aim[0]);
	
	// copy vecs
	get_tr2(trace,TR_vecEndPos,aim);
	set_tr2(ptr,TR_vecEndPos,aim);
	get_tr2(trace,TR_vecPlaneNormal,aim);
	set_tr2(ptr,TR_vecPlaneNormal,aim);
	
	// get rid of new trace
	free_tr2(trace);
	
	return FMRES_IGNORED;
}

get_aim(id,Float:source[3],Float:ret[3])
{
static Float:vAngle[3], Float:pAngle[3], Float:dir[3], Float:temp[3];

// get aiming direction from forward global based on view angle and punch angle
pev(id,pev_v_angle,vAngle);
pev(id,pev_punchangle,pAngle);
xs_vec_add(vAngle,pAngle,temp);
engfunc(EngFunc_MakeVectors,temp);
global_get(glb_v_forward,dir);

/* vecEnd = vecSrc + vecDir * flDistance; */
xs_vec_mul_scalar(dir,8192.0,temp);
xs_vec_add(source,temp,ret);
}

public fake_smokes(Float:Origin[3])
{
static TE_FLAG

TE_FLAG |= TE_EXPLFLAG_NODLIGHTS
TE_FLAG |= TE_EXPLFLAG_NOSOUND
TE_FLAG |= TE_EXPLFLAG_NOPARTICLES

engfunc(EngFunc_MessageBegin, MSG_PAS, SVC_TEMPENTITY, Origin, 0)
write_byte(TE_EXPLOSION)
engfunc(EngFunc_WriteCoord, Origin[0])
engfunc(EngFunc_WriteCoord, Origin[1])
engfunc(EngFunc_WriteCoord, Origin[2])
write_short(g_smokepuff_id)
write_byte(6)
write_byte(25)
write_byte(TE_FLAG)
message_end()
}

stock set_weapon_anim(id, anim)
{
	if(!is_user_alive(id))
		return
	
	set_pev(id, pev_weaponanim, anim)
	
	message_begin(MSG_ONE_UNRELIABLE, SVC_WEAPONANIM, {0, 0, 0}, id)
	write_byte(anim)
	write_byte(pev(id, pev_body))
	message_end()
}

stock kill(k, v, headshot)
{
	//cs_set_user_money(k, cs_get_user_money(k) + 500)
	
	set_user_frags(k, get_user_frags(k) + 1)
	
	set_msg_block(g_MsgDeathMsg,BLOCK_ONCE)
	set_msg_block(gmsgScoreInfo,BLOCK_ONCE)
	user_kill(v,1)
	
	new kteam = get_user_team(k);
	new vteam = get_user_team(v);
	
	new kfrags = get_user_frags(k);
	new kdeaths = get_user_deaths(k);
	
	new vfrags = get_user_frags(v);
	new vdeaths = get_user_deaths(v);
	
	emessage_begin(MSG_ALL, gmsgScoreInfo);
	ewrite_byte(k);
	ewrite_short(kfrags);
	ewrite_short(kdeaths);
	ewrite_short(0);
	ewrite_short(kteam);
	emessage_end();
	
	emessage_begin(MSG_ALL, gmsgScoreInfo);
	ewrite_byte(v);
	ewrite_short(vfrags);
	ewrite_short(vdeaths);
	ewrite_short(0);
	ewrite_short(vteam);
	emessage_end();
	
	emessage_begin(MSG_BROADCAST, g_MsgDeathMsg)
	ewrite_byte(k)
	ewrite_byte(v)
	ewrite_byte(headshot)
	ewrite_string("guillotine")
	emessage_end()
}


stock create_blood(const Float:origin[3])
{
	// Show some blood :)
	message_begin(MSG_BROADCAST, SVC_TEMPENTITY) 
	write_byte(TE_BLOODSPRITE)
	engfunc(EngFunc_WriteCoord, origin[0])
	engfunc(EngFunc_WriteCoord, origin[1])
	engfunc(EngFunc_WriteCoord, origin[2])
	write_short(m_iBlood[1])
	write_short(m_iBlood[0])
	write_byte(75)
	write_byte(12)
	message_end()
	
	message_begin(MSG_BROADCAST, SVC_TEMPENTITY) 
	write_byte(TE_BLOODSPRITE)
	engfunc(EngFunc_WriteCoord, origin[0])
	engfunc(EngFunc_WriteCoord, origin[1])
	engfunc(EngFunc_WriteCoord, origin[2])
	write_short(m_iBlood[1])
	write_short(m_iBlood[0])
	write_byte(75)
	write_byte(12)
	message_end()
}

stock drop_weapons(id, dropwhat)
{
	static weapons[32], num, i, weaponid
	num = 0
	get_user_weapons(id, weapons, num)
	
	for (i = 0; i < num; i++)
	{
		weaponid = weapons[i]
		
		if (dropwhat == 1 && ((1<<weaponid) & PRIMARY_WEAPONS_BIT_SUM))
		{
			static wname[32]
			get_weaponname(weaponid, wname, sizeof wname - 1)
			engclient_cmd(id, "drop", wname)
		}
	}
}

stock Get_MissileWeaponHitGroup( iEnt )
{
	new Float:flStart[ 3 ], Float:flEnd[ 3 ];
	
	pev( iEnt, pev_origin, flStart );
	pev( iEnt, pev_velocity, flEnd );
	xs_vec_add( flStart, flEnd, flEnd );
	
	new ptr = create_tr2();
	engfunc( EngFunc_TraceLine, flStart, flEnd, 0, iEnt, ptr );
	
	new iHitGroup, Owner, nOhead, head
	Owner = pev(iEnt, pev_iuser1)
	nOhead = get_tr2( ptr, TR_iHitgroup )
	head = set_tr2( ptr, TR_iHitgroup, HIT_HEAD )
	
	iHitGroup = headshot_mode[Owner] ? head : nOhead
	
	free_tr2( ptr );
	
	return iHitGroup;
}

stock get_position(id,Float:forw, Float:right, Float:up, Float:vStart[])
{
	static Float:vOrigin[3], Float:vAngle[3], Float:vForward[3], Float:vRight[3], Float:vUp[3]
	
	pev(id, pev_origin, vOrigin)
	pev(id, pev_view_ofs, vUp) //for player
	xs_vec_add(vOrigin, vUp, vOrigin)
	pev(id, pev_v_angle, vAngle) // if normal entity ,use pev_angles
	
	angle_vector(vAngle, ANGLEVECTOR_FORWARD, vForward) //or use EngFunc_AngleVectors
	angle_vector(vAngle, ANGLEVECTOR_RIGHT, vRight)
	angle_vector(vAngle, ANGLEVECTOR_UP, vUp)
	
	vStart[0] = vOrigin[0] + vForward[0] * forw + vRight[0] * right + vUp[0] * up
	vStart[1] = vOrigin[1] + vForward[1] * forw + vRight[1] * right + vUp[1] * up
	vStart[2] = vOrigin[2] + vForward[2] * forw + vRight[2] * right + vUp[2] * up
}

stock set_weapons_timeidle(id, WeaponId ,Float:TimeIdle)
{
	if(!is_user_alive(id))
		return
	
	static entwpn; entwpn = fm_get_user_weapon_entity(id, WeaponId)
	if(!pev_valid(entwpn)) 
		return
	
	set_pdata_float(entwpn, 48, TimeIdle + 0.2, OFFSET_LINUX_WEAPONS)
}

stock set_player_nextattackx(id, Float:nexttime)
{
	if(!is_user_alive(id))
		return
	
	set_pdata_float(id, m_flNextAttack, nexttime, 5)
}
Dene bi

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Konu Sahibi
Director
Mesajlar: 101
Kayıt: Çrş Oca 24, 2018 8:19 pm
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Clan İsmi: Zombie Land

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@ShooTeR aga eline koluna sağlık çok teşekkür ederim.
yalnız son bi isteğim daha olabilirmi :D bunu zm de eline alıyor onu nasıl düzeltebiliriz?

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ShooTeR
Mesajlar: 4496
Kayıt: Çrş Ağu 16, 2017 10:35 pm
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Mesaj gönderen ShooTeR »

shape123 yazdı: Pzt Mar 05, 2018 8:53 pm @ShooTeR aga eline koluna sağlık çok teşekkür ederim.
yalnız son bi isteğim daha olabilirmi :D bunu zm de eline alıyor onu nasıl düzeltebiliriz?
zmlerde gorunmemesi gerekli eklentiyi paylaşan TheAsterix onunla iletişime geçin...

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Konu Sahibi
Director
Mesajlar: 101
Kayıt: Çrş Oca 24, 2018 8:19 pm
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Server Ip/DNS: cs158.csduragi.com
Clan İsmi: Zombie Land

model değiştirme

Mesaj gönderen Director »

ShooTeR yazdı: Pzt Mar 05, 2018 9:35 pm
shape123 yazdı: Pzt Mar 05, 2018 8:53 pm @ShooTeR aga eline koluna sağlık çok teşekkür ederim.
yalnız son bi isteğim daha olabilirmi :D bunu zm de eline alıyor onu nasıl düzeltebiliriz?
zmlerde gorunmemesi gerekli eklentiyi paylaşan TheAsterix onunla iletişime geçin...
peki çok teşekkür ederim ellerine sağlık tekrar. halledip tamamını burada paylaşacağım :)

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Konu Sahibi
Director
Mesajlar: 101
Kayıt: Çrş Oca 24, 2018 8:19 pm
Konum: İstanbul
Server Ip/DNS: cs158.csduragi.com
Clan İsmi: Zombie Land

model değiştirme

Mesaj gönderen Director »

ShooTeR yazdı: Pzt Mar 05, 2018 9:35 pm
shape123 yazdı: Pzt Mar 05, 2018 8:53 pm @ShooTeR aga eline koluna sağlık çok teşekkür ederim.
yalnız son bi isteğim daha olabilirmi :D bunu zm de eline alıyor onu nasıl düzeltebiliriz?
zmlerde gorunmemesi gerekli eklentiyi paylaşan TheAsterix onunla iletişime geçin...
aga asteriks bugün yanıt verdide, biohazard kütüphanesinden anlamıyorum diyor. ne yapmalıyım? sen yardım edermisin yoksa konumu açayım :D ilk sana geldim :D

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