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kan izleri plugini

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0nurd0gann
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Kayıt: Cmt Ara 23, 2017 10:20 pm
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kan izleri plugini

Mesaj gönderen 0nurd0gann »

Merhabalar, eski deathmatch modlarında adamın canı az ise kanlı ayak izleri bırakıyodu ve adamı vurdugun zaman kemiğe dönüşüyodu o plugini arıyorum yardımcı olurmusunuz ?

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mr1mr2
Mesajlar: 519
Kayıt: Çrş Oca 24, 2018 1:04 pm
Konum: Ankara
İletişim:

kan izleri plugini

Mesaj gönderen mr1mr2 »

Buyur kanlı ayak izi :

Cvar :
ftw_health "20" // 20 hp altındaysa olur
ftw_active "1" // Plugin aktif etme 0 kapatır.

Kod: Tümünü seç

/*************************************************************************************************************
                              AMX Follow the Wounded

  Version: 0.1
  Author: KRoT@L

  0.1    Release


	When the health of a player goes below ftw_health, the footsteps of this player will be
	covered with blood. Thus you can follow him.


  Cvars:

	ftw_active "1"	-	0: Disables the plugin
                    1: Enables the plugin

	ftw_health "20"			-	the footsteps are covered with blood only if health goes below this value


  Setup (AMX 0.9.9):
  
	Install the amx file.
	Enable VexdUM (both in metamod/plugins.ini and amx/config/modules.ini)

*************************************************************************************************************/

#include <amxmodx>
#include <amxmisc>
#include <engine>

//If one line doesn't work, comment it and uncomment the other line
//new decals[2] = {105,106}
new decals[2] = {107,108}


new bool:g_isDying[33]
new g_decalSwitch[33]

public plugin_init()
{
	register_plugin("Follow the Wounded", "0.1", "KRoTaL")

	register_cvar("ftw_active", "1")
	register_cvar("ftw_health", "20")

	register_event("ResetHUD","resethud_event","be")
	register_event("Damage","damage_event","b")
	register_event("DeathMsg","death_event","a")
}

public client_connect(id)
{
	g_isDying[id] = false
	remove_task(4247545+id)
}

public resethud_event(id)
{
	if(g_isDying[id])
	{
		g_isDying[id] = false
		remove_task(4247545+id)
	}
}

public damage_event(id)
{
	if(get_cvar_num("ftw_active") == 0) return PLUGIN_CONTINUE

	if(!g_isDying[id] && is_user_alive(id) && get_user_health(id) <= get_cvar_num("ftw_health"))
	{
		g_isDying[id] = true
		g_decalSwitch[id] = 0
		new param[1]
		param[0] = id
		set_task(0.2, "make_footsteps", 4247545+id, param, 1, "b")
	}
	return PLUGIN_CONTINUE
}

public death_event()
{
	new id = read_data(2)
	if(g_isDying[id])
	{
		g_isDying[id] = false
		remove_task(4247545+id)
	}
}

public make_footsteps(param[])
{
	new id = param[0]
	if(!is_user_alive(id) || get_cvar_num("ftw_active") == 0 || get_speed(id) < 120) return
	new origin[3]
	get_user_origin(id, origin)
	if(entity_get_int(id, EV_INT_bInDuck) == 1)
		origin[2] -= 18
	else
		origin[2] -= 36
	new Float:velocity[3]
	new Float:ent_angles[3]
	new Float:ent_origin[3]
	new ent

	entity_get_vector(id, EV_VEC_v_angle, ent_angles)
	entity_get_vector(id, EV_VEC_origin, ent_origin)

	ent = create_entity("info_target")
	if(ent > 0)
	{
		ent_angles[0] = 0.0
		if(g_decalSwitch[id] == 0) ent_angles[1] -= 90
		else ent_angles[1] += 90
		entity_set_vector(ent, EV_VEC_origin, ent_origin)
		entity_set_vector(ent, EV_VEC_v_angle, ent_angles)
		VelocityByAim(ent, 12, velocity)
		remove_entity(ent)
	}
	message_begin(MSG_BROADCAST, SVC_TEMPENTITY, origin)
	write_byte(116)
	write_coord(origin[0] + floatround(velocity[0]))
	write_coord(origin[1] + floatround(velocity[1]))
	write_coord(origin[2])
	write_byte(decals[g_decalSwitch[id]])
	message_end()
	g_decalSwitch[id] = 1 - g_decalSwitch[id]
	return
}

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Konu Sahibi
0nurd0gann
Mesajlar: 748
Kayıt: Cmt Ara 23, 2017 10:20 pm
Clan İsmi: BLOODY GAMING
İletişim:

kan izleri plugini

Mesaj gönderen 0nurd0gann »

HATA
Yüklediğiniz eklenti içerisinde kural ihlali olduğu için sunucunuza kurulmadı.
Bu hatayı alıyorum

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mr1mr2
Mesajlar: 519
Kayıt: Çrş Oca 24, 2018 1:04 pm
Konum: Ankara
İletişim:

kan izleri plugini

Mesaj gönderen mr1mr2 »

Buyur Ölünce kemiğe dönüşme plugini // Models klasörünün içinde "skeleton.mdl" varmı kontrol et.

Cvar Komutları :
db_deathmatch "0" - 0 (normal bir CS sunucusu kullanıyorsanız), 1 (sunucu eklentisini kullanıyorsanız DeathMatch = Respawn)
db_bonestime "30" - kaç saniye yerde kalsın iskelet.

Kod: Tümünü seç

/* Plugin created by UnlimitedHD ! */

#include <amxmodx>
#include <amxmisc>
#include <engine>
#include <fakemeta>



#define PLUGIN "DeathBones"
#define VERSION "1.1.0"
#define AUTHOR "mogel"



#define BONE_ALPHA_TASK_BASIS 1000
new pcv_deathmatch	// Deathmatch-Support
new pcv_bonestime	// anzeigen der Bones



#define ALPHA EV_INT_iuser4
#define PLAYER EV_INT_iuser3



public plugin_init() {
	register_plugin(PLUGIN, VERSION, AUTHOR)

	register_message(get_user_msgid("DeathMsg"), "Event_Death")
	register_event("HLTV", "Event_FreezeTime", "a", "1=0", "2=0")
	
	register_cvar("DeathBones", VERSION, FCVAR_SERVER | FCVAR_SPONLY | FCVAR_UNLOGGED)
	
	pcv_deathmatch = register_cvar("db_deathmatch", "0")	// per default kein DM-Support
	pcv_bonestime = register_cvar("db_bonestime", "30.0")	// 30 Secons
}
public plugin_precache() {
	precache_model("models/skeleton.mdl")
}
public Event_FreezeTime() {
	new players[32], count
	get_players(players, count, "h")
	for(new i = 0; i < count; i++)
	{
		new player = players[i]
		
		// Render zurück setzen
		set_pev(player, pev_renderfx, kRenderFxNone)
		set_pev(player, pev_rendercolor, 255,255,255)
		set_pev(player, pev_rendermode, kRenderNormal)
		set_pev(player, pev_renderamt, 0.0)
	}
	
	remove_entity_name("deathbones")
}
public Event_Death() {
	new player = get_msg_arg_int(2)
	
	new Float:bones[3]
	new Float:angle[3]
	
	entity_get_vector(player, EV_VEC_origin, bones)
	entity_get_vector(player, EV_VEC_angles, angle)
	bones[2] -= 32.0 // gleich nach unten setzen
	
	// Bones erstellen
	new entity = create_entity("info_target")
	entity_set_string(entity, EV_SZ_classname, "deathbones")
	entity_set_model(entity, "models/skeleton.mdl")
	entity_set_origin(entity, bones)
	entity_set_vector(entity, EV_VEC_angles, angle)

	entity_set_int(entity, EV_INT_movetype, MOVETYPE_TOSS)
	entity_set_int(entity, EV_INT_solid, SOLID_NOT)
	
	// Bones erstmal unsichtbar
	set_pev(entity, pev_renderfx, kRenderFxNone)
	set_pev(entity, pev_rendercolor, 255,255,255)
	set_pev(entity, pev_rendermode, kRenderTransAlpha)
	set_pev(entity, pev_renderamt, 0.0)

	// Spieler durch Bones wechseln
	entity_set_int(entity, PLAYER, player)		// den Bones dem Spieler zuweisen
	entity_set_int(entity, ALPHA, 0)		// aktuelles Alpha für die Bones
	set_task(1.0, "BonesAlphaIn", entity)
}
public BonesAlphaIn(bones) {
	if (!is_valid_ent(bones)) return
	
	new alpha = entity_get_int(bones, ALPHA) + 1
	new player = entity_get_int(bones, PLAYER)
	
	// Spieler ausblenden, aber nur wenn kein DM-Modus
	if ((is_valid_ent(player)) && !get_pcvar_num(pcv_deathmatch))
	{
		set_pev(player, pev_renderfx, kRenderFxNone)
		set_pev(player, pev_rendercolor, 255,255,255)
		set_pev(player, pev_rendermode, kRenderTransAlpha)
		set_pev(player, pev_renderamt, float(256 - alpha * 16))
	}
	
	if (is_valid_ent(bones))
	{
		set_pev(bones, pev_renderfx, kRenderFxNone)
		set_pev(bones, pev_rendercolor, 255,255,255)
		set_pev(bones, pev_rendermode, kRenderTransAlpha)
		set_pev(bones, pev_renderamt, float(alpha * 16 - 1))
	}
	
	// neuen Alpha-Wert merken
	entity_set_int(bones, ALPHA, alpha)
	
	// jetzt entscheiden .. .weiter Alpha oder liegen lassen
	if (alpha >= 16)
	{
		// wenn kein DM dann Spieler jetzt nach unten setzen
		if (!get_pcvar_num(pcv_deathmatch))
		{
			// Bones werden am Rundenanfng automatisch gelöscht
			PlayerMove(player)
		} else
		{
			// im DM-Modus nach X Sekunden wieder ausblenden
			set_task(get_pcvar_float(pcv_bonestime), "BonesAlphaOut", bones)
		}
	} else
	{
		set_task(0.1, "BonesAlphaIn", bones)
	}
}
public BonesAlphaOut(bones) {
	if (!is_valid_ent(bones)) return
	
	new alpha = entity_get_int(bones, ALPHA) - 1
	
	if (is_valid_ent(bones))
	{
		set_pev(bones, pev_renderfx, kRenderFxNone)
		set_pev(bones, pev_rendercolor, 255,255,255)
		set_pev(bones, pev_rendermode, kRenderTransAlpha)
		set_pev(bones, pev_renderamt, float(alpha * 16 - 1))
	}
	
	// neuen Alpha-Wert merken
	entity_set_int(bones, ALPHA, alpha)
	
	// jetzt entscheiden .. .weiter Alpha oder killen
	if (alpha)
	{
		set_task(0.1, "BonesAlphaOut", bones)
	} else
	{
		remove_entity(bones)
	}
}
public PlayerMove(player) {
	new Float:pos[3]
	entity_get_vector(player, EV_VEC_origin, pos)
	pos[2] -= 2000.0
	entity_set_vector(player, EV_VEC_origin, pos)
}

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Konu Sahibi
0nurd0gann
Mesajlar: 748
Kayıt: Cmt Ara 23, 2017 10:20 pm
Clan İsmi: BLOODY GAMING
İletişim:

kan izleri plugini

Mesaj gönderen 0nurd0gann »

"skeleton.mdl" modelsin icinde bu yokmuş hocam
kan izlerini yükleyemedim, kemik eklentisi oldu tesekkür ederim. Birde surf deathmatch modu kurdugum icin örnegin duvarlara temas edince üzerine cıkılmasını istiyorum asağıya düsüp kafese girdikten sonra kafese temas edince asağıya atlayabilsin elinizde varsa bunu da atabilirmisiniz?

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mr1mr2
Mesajlar: 519
Kayıt: Çrş Oca 24, 2018 1:04 pm
Konum: Ankara
İletişim:

kan izleri plugini

Mesaj gönderen mr1mr2 »

cvar ayarlarına [ sv_stepsize "500" ] yaz daha yüksek binaları için bu artılır duvara çıkmazsa 600 700 diye artır.

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