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Konu Sahibi
@PASA
Mesajlar: 333
Kayıt: Sal Mar 08, 2016 5:15 pm

+Hook

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BaseBuilder'de İnşaat zamanında ct lerin hook basmasını istiyorum eklentisi varmı?

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Red
Mesajlar: 1782
Kayıt: Cum Oca 01, 2016 9:12 am
Server Ip/DNS: x
Clan İsmi: Mr.GaminG

+Hook

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@@PASA
Hata Verirse Söyle Kardeşim

Kod: Tümünü seç

//#define engine
#include <amxmodx>
#include <amxmisc>
#include <fun>
#include <hamsandwich>
#if defined engine
#include <engine>
#else
#include <fakemeta>
#endif





#if defined _basebuilder_included
#endinput
#endif
#define _basebuilder_included

enum
{
COLOR_RED = 0, 		//200, 000, 000
COLOR_REDORANGE, 	//255, 083, 073
COLOR_ORANGE, 		//255, 117, 056
COLOR_YELLOWORANGE, 	//255, 174, 066
COLOR_PEACH, 		//255, 207, 171
COLOR_YELLOW, 		//252, 232, 131
COLOR_LEMONYELLOW, 	//254, 254, 034
COLOR_JUNGLEGREEN, 	//059, 176, 143
COLOR_YELLOWGREEN, 	//197, 227, 132
COLOR_GREEN, 		//000, 200, 000
COLOR_AQUAMARINE, 	//120, 219, 226
COLOR_BABYBLUE, 		//135, 206, 235
COLOR_SKYBLUE, 		//128, 218, 235
COLOR_BLUE, 		//000, 000, 200
COLOR_VIOLET, 		//146, 110, 174
COLOR_PINK, 		//255, 105, 180
COLOR_MAGENTA, 		//246, 100, 175
COLOR_MAHOGANY,		//205, 074, 076
COLOR_TAN, 		//250, 167, 108
COLOR_LIGHTBROWN, 	//234, 126, 093
COLOR_BROWN, 		//180, 103, 077
COLOR_GRAY, 		//149, 145, 140
COLOR_BLACK, 		//000, 000, 000
COLOR_WHITE 		//255, 255, 255
}

enum
{
PUSHING = 1,
PULLING
}

enum
{
ATT_HEALTH = 0,
ATT_SPEED,
ATT_GRAVITY
}

/**
* Returns whether Base Builder is active.
*/
stock is_basebuilder_active()
{
if(!cvar_exists("bb_enabled"))
{
log_amx("Cvar: ^"bb_enabled^" does not exist.")
return 0
}
return get_cvar_num("bb_enabled")
}

/**
* Registers a custom class which will be added to the zombie classes menu of BB.
*
* Note: The returned zombie class ID can be later used to identify
* the class when calling the bb_get_user_zombie_class() natives.
*
* @param name		Caption to display on the menu.
* @param info		Brief description of the class.
* @param model		Player model to be used.
* @param clawmodel	Claws model to be used.
* @param hp		Initial health points.
* @param speed		Maximum speed.
* @param gravity	Gravity multiplier.
* @param knockback	Empty value.
* @param adminflags	Set flag of admin only class, ADMIN_USER is normal players.
* @param credits	Cost of unlocking this class (if credits is enabled).
* @return		An internal zombie class ID, or -1 on failure.
*/
native bb_register_zombie_class(const name[], const info[], const model[], const clawmodel[], hp, speed, Float:gravity, Float:knockback = 0.0, adminflags = ADMIN_ALL, credits = 0 )
native zp_register_zombie_class(const name[], const info[], const model[], const clawmodel[], hp, speed, Float:gravity, Float:knockback = 0.0, adminflags = ADMIN_ALL, credits = 0 )

/**
* Returns a zombie classes cost.
*
* @param classid	A valid zombie class ID.
*/
native bb_get_class_cost(classid)

/**
* Returns a player's current zombie class ID.
*
* @param id		Player index.
* @return		Internal zombie class ID, or -1 if not yet chosen.
*/
native bb_get_user_zombie_class(id)
	native zp_get_user_zombie_class(id)
	
/**
* Returns a player's next zombie class ID (when they respawn).
*
* @param id		Player index.
* @return		Internal zombie class ID, or -1 if not yet chosen.
*/
native bb_get_user_next_class(id)
	native zp_get_user_next_class(id)
	
/**
* Sets a player's next zombie class ID (when they respawn).
*
* @param id		Player index.
* @param classid	A valid zombie class ID.
* @return		True on success, false otherwise.
*/
native bb_set_user_zombie_class(id, classid)
	native zp_set_user_zombie_class(id, classid)
	
/**
* Returns whether a player is a zombie.
*
* @param id		Player index.
* @return		True if it is, false otherwise.
*/
native bb_is_user_zombie(id)
	native zp_get_user_zombie(id)
	
/**
* Returns whether a player is banned from building.
*
* @param id		Player index.
* @return		True if it is, false otherwise.
*/
native bb_is_user_banned(id)
	
/**
* Returns whether the game is still in the build phase.
*
* @param id		Player index.
* @return		True if it is, false otherwise.
*/
native bb_is_build_phase()
	
/**
* Returns whether the game is in the preparation phase.
*
* @return		True if it is, false otherwise.
*/
native bb_is_prep_phase()
	
/**
* Returns the current build time (in seconds).
*/
native bb_get_build_time()
	
/**
* Sets the build timer to a specified number.
*
* @param time		Time to set build timer to. (integer)
*/
native bb_set_build_time(time)
	
/**
* Returns the players current color ENUM.
*
* @param id		Player index.
*/
native bb_get_user_color(id)
	
/**
* Sets the build timer to a specified number.
*
* @param id		Player index.
* @param color		Color to set. (enum)
*/
native bb_set_user_color(id, color)
	
/**
* Drops the users entity (if he has one).
*
* @param id		Player index.
*/
native bb_drop_user_block(id)
	
/**
* Returns the users entity..
*
* @param id		Player index.
* @return		Entity index if true, 0 if none
*/
native bb_get_user_block(id)
	
/**
* Sets the users current moving block to the entity specified.
*
* @param id		Player index.
* @param entity	Entity index.
*/
native bb_set_user_block(id, entity)
	
/**
* Returns whether a block is locked or not.
*
* @param entity	Entity index.
* @return		True if it is, false otherwise
*/
native bb_is_locked_block(entity)
	
/**
* Locks specified block if applicable.
*
* @param entity	Entity index.
*/
native bb_lock_block(entity)
	
/**
* Unlocks specified block if applicable.
*
* @param entity	Entity index.
*/
native bb_unlock_block(id, entity)
	
/**
* Releases the zombies if valid.
*/
native bb_release_zombies()
	
/**
* Sets their "primary weapon" (weapon that is drawn at round start).
*
* @param id		Player index.
* @param csw_primary	CSW_ primary to set to from CSW_P228 to CSW_P90.
*/
native bb_set_user_primary(id, csw_gun)
	
/**
* Returns their current primary weapon.
*
* @param id		Player index.
* @return		Returns primary weapon as CSW_ constant.
*/
native bb_get_user_primary(id)
	
/**
* Returns current mod admin flags for the following
*
* @return		Returns the ADMIN flags for specified level
*/
native bb_get_flags_build()
	native bb_get_flags_lock()
	native bb_get_flags_buildban()
	native bb_get_flags_swap()
	native bb_get_flags_revive()
	native bb_get_flags_guns()
	native bb_get_flags_release()
	native bb_get_flags_override()
	
/*------------------------------------------------------------------------------------------------*/

//Disabled until fixed

/**
* Sets a multiplier for a class (for use with credits add-on)
*
* @param id		Player index.
* @param attribute	Attribute enum to change
* @param amount	Float value hat will multiply by
* @return		Returns 1 if successful, 0 if not
*/
//native bb_set_user_mult(id, attribute, Float:amount)
/*------------------------------------------------------------------------------------------------*/

/**
* Called when the zombies are released
* at the end of the build or preparation phase
*/
forward bb_round_started()

/**
* Called when the preparation phase begins
* at the end of the build phase, before zombie release
*/
forward bb_prepphase_started()

/**
* Called when the build phase begins
* When the round starts (logevent)
*/
forward bb_buildphase_started()

/**
* Called when a player picks his NEXT zombie class
*
* @param id		Player index forwarding the event.
* @param class		Class index picked
*/
forward bb_zombie_class_picked(id, class)

/**
* Called when a player has his CURRENT class applied. (respawn)
*
* @param id		Player index forwarding the event.
* @param class		Class index picked
*/
forward bb_zombie_class_set(id, class)

/**
* Called when a player pushes or pulls an entity
*
* @param id		Player index forwarding the event.
* @param entity	The entity index being moved
* @param pushpull	Whether it's being pushed or pulled
*			1 = pushing, 2 = pulling
*/
forward bb_block_pushpull(id, entity, pushpull)

/**
* Called when a player grabs an entity
*	Before entity successfully grabbed
*
* @param id		Player index forwarding the event.
* @param entity	The entity index being grabbed
*/
forward bb_grab_pre(id, entity)

/**
* Called when a player grabs an entity
*	After the entity is grabbed
*
* @param id		Player index forwarding the event.
* @param entity	The entity index being grabbed
*/
forward bb_grab_post(id, entity)

/**
* Called when a player drops an entity
*	Before entity actually dropped
*
* @param id		Player index forwarding the event.
* @param entity	The entity index being dropped
*/
forward bb_drop_pre(id, entity)

/**
* Called when a player drops an entity
*	After the entity is dropped
*
* @param id		Player index forwarding the event.
* @param entity	The entity index being dropped
*/
forward bb_drop_post(id, entity)

/**
* Called when a player receives a new color
*	Only when they random or select from menu
*
* @param id		Player index forwarding the event.
* @param color		The entity index being dropped
*/
forward bb_new_color(id, color)

/**
* Called when a player locks an entity
*	Before entity actually locked
*
* @param id		Player index forwarding the event.
* @param entity	The entity index being locked
*/
forward bb_lock_pre(id, entity)

/**
* Called when a player locks an entity
*	After the entity is locked
*
* @param id		Player index forwarding the event.
* @param entity	The entity index being locked
*/
forward bb_lock_post(id, entity)
/* AMXX-Studio Notes - DO NOT MODIFY BELOW HERE
*{\\ rtf1\\ ansi\\ deff0{\\ fonttbl{\\ f0\\ fnil Tahoma;}}\n\\ viewkind4\\ uc1\\ pard\\ lang1033\\ f0\\ fs16 \n\\ par }
*/




//Used for Hook
new bool:hook[33]
new hook_to[33][3]
new hook_speed_cvar



//Used for All
new beamsprite


/****************************
Register Commands and CVARs
****************************/

public plugin_init()
{
	register_plugin("Hook","1.0","GHW_Chronic")
	register_concmd("+hook","hook_on",ADMIN_KICK," - Use +hook")
	register_concmd("-hook","hook_off")
	register_concmd("hook_toggle","hook_toggle",ADMIN_LEVEL_G,"Toggles your hook on and off")

	RegisterHam(Ham_Spawn, "player", "fwdHamPlayerSpawn", 1)
	hook_speed_cvar = register_cvar("claw_degismeyenhook_hizi","7")
	
	register_logevent("YeniTur",2,"1=Round_Start")
}


public fwdHamPlayerSpawn(id)
{
	hook_off(id);
	remove_task(id);
}

/**********************************
Register beam sprite + Hook Sound
**********************************/

public plugin_precache()
{
	beamsprite = precache_model("sprites/dot.spr")
	precache_sound("weapons/xbow_hit2.wav")
}


/*****************************
Reset VARs on client connect
*****************************/

public YeniTur() {
	
	new players[32], inum
	static id
	get_players(players, inum)
	for(new i;i<inum; i++) {
		id = players[i]
		if(get_user_flags(id) & ADMIN_LEVEL_G) {
			remove_task(id);
		}
	}
}

public client_putinserver(id)
{
	hook_off(id)
}

/*****
Hook
*****/

public hook_toggle(id,level,cid)
{
	if(hook[id]) hook_off(id)
	else hook_on(id,level,cid)
	return PLUGIN_HANDLED
}

public hook_on(id,level,cid)
{	
	if(!cmd_access(id,level,cid,1))
	{
		return PLUGIN_HANDLED
	}
	if(bb_is_build_phase()) 
	{
		if(hook[id])
		{
			return PLUGIN_HANDLED
		}
		set_user_gravity(id,0.0)
		set_task(0.1,"hook_prethink",id+10000,"",0,"b")
		hook[id]=true
		hook_to[id][0]=999999
		hook_prethink(id+10000)
		console_cmd(id, "spk weapons/xbow_hit2.wav")
		return PLUGIN_HANDLED
	}
	else
	{
		hook_off(id)
		remove_task(id)
	}
	return PLUGIN_HANDLED
}

public hook_off(id)
{
	if(is_user_alive(id))
		hook[id]=false
	return PLUGIN_HANDLED
}

public hook_prethink(id)
{
	id -= 10000
	if(!is_user_alive(id))
	{
		hook[id]=false
	}
	if(!hook[id])
	{
		remove_task(id+10000)
		return PLUGIN_HANDLED
	}
	
	//Get Id's origin
	static origin1[3]
	get_user_origin(id,origin1)
	
	if(hook_to[id][0]==999999)
	{
		static origin2[3]
		get_user_origin(id,origin2,3)
		hook_to[id][0]=origin2[0]
		hook_to[id][1]=origin2[1]
		hook_to[id][2]=origin2[2]
	}
	
	//Create blue beam
	message_begin(MSG_BROADCAST,SVC_TEMPENTITY)
	write_byte(1)		//TE_BEAMENTPOINT
	write_short(id)		// start entity
	write_coord(hook_to[id][0])
	write_coord(hook_to[id][1])
	write_coord(hook_to[id][2])
	write_short(beamsprite)
	write_byte(1)		// framestart
	write_byte(1)		// framerate
	write_byte(2)		// life in 0.1's
	write_byte(5)		// width
	write_byte(0)		// noise
	write_byte(0)		// red
	write_byte(0)		// green
	write_byte(255)		// blue
	write_byte(200)		// brightness
	write_byte(0)		// speed
	message_end()
	
	//Calculate Velocity
	static Float:velocity[3]
	velocity[0] = (float(hook_to[id][0]) - float(origin1[0])) * 3.0
	velocity[1] = (float(hook_to[id][1]) - float(origin1[1])) * 3.0
	velocity[2] = (float(hook_to[id][2]) - float(origin1[2])) * 3.0
	
	static Float:y
	y = velocity[0]*velocity[0] + velocity[1]*velocity[1] + velocity[2]*velocity[2]
	
	static Float:x
	x = (get_pcvar_float(hook_speed_cvar) * 120.0) / floatsqroot(y)
	
	velocity[0] *= x
	velocity[1] *= x
	velocity[2] *= x
	
	set_velo(id,velocity)
	
	return PLUGIN_CONTINUE
}

public get_origin(ent,Float:origin[3])
{
	#if defined engine
	return entity_get_vector(id,EV_VEC_origin,origin)
	#else
	return pev(ent,pev_origin,origin)
	#endif
}

public set_velo(id,Float:velocity[3])
{
	#if defined engine
	return set_user_velocity(id,velocity)
	#else
	return set_pev(id,pev_velocity,velocity)
	#endif
}

public get_velo(id,Float:velocity[3])
{
	#if defined engine
	return get_user_velocity(id,velocity)
	#else
	return pev(id,pev_velocity,velocity)
	#endif
}

public is_valid_ent2(ent)
{
	#if defined engine
	return is_valid_ent(ent)
	#else
	return pev_valid(ent)
	#endif
}

public get_solidity(ent)
{
	#if defined engine
	return entity_get_int(ent,EV_INT_solid)
	#else
	return pev(ent,pev_solid)
	#endif
}

stock set_rendering2(index, fx=kRenderFxNone, r=255, g=255, b=255, render=kRenderNormal, amount=16)
{
	#if defined engine
	return set_rendering(index,fx,r,g,b,render,amount)
	#else
	set_pev(index, pev_renderfx, fx);
	new Float:RenderColor[3];
	RenderColor[0] = float(r);
	RenderColor[1] = float(g);
	RenderColor[2] = float(b);
	set_pev(index, pev_rendercolor, RenderColor);
	set_pev(index, pev_rendermode, render);
	set_pev(index, pev_renderamt, float(amount));
	return 1;
	#endif
}
/* AMXX-Studio Notes - DO NOT MODIFY BELOW HERE
*{\\ rtf1\\ ansi\\ deff0{\\ fonttbl{\\ f0\\ fnil Tahoma;}}\n\\ viewkind4\\ uc1\\ pard\\ lang1055\\ f0\\ fs16 \n\\ par }
*/
/* AMXX-Studio Notes - DO NOT MODIFY BELOW HERE
*{\\ rtf1\\ ansi\\ deff0{\\ fonttbl{\\ f0\\ fnil Tahoma;}}\n\\ viewkind4\\ uc1\\ pard\\ lang1055\\ f0\\ fs16 \n\\ par }
*/

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Konu Sahibi
@PASA
Mesajlar: 333
Kayıt: Sal Mar 08, 2016 5:15 pm

+Hook

Mesaj gönderen @PASA »

@realgaming bb den anlarmısın?

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Red
Mesajlar: 1782
Kayıt: Cum Oca 01, 2016 9:12 am
Server Ip/DNS: x
Clan İsmi: Mr.GaminG

+Hook

Mesaj gönderen Red »

213.238.173.129 Benim BaseBuilder
@PASA

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Konu Sahibi
@PASA
Mesajlar: 333
Kayıt: Sal Mar 08, 2016 5:15 pm

+Hook

Mesaj gönderen @PASA »

Teamspeak3 Verirmisin?

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Red
Mesajlar: 1782
Kayıt: Cum Oca 01, 2016 9:12 am
Server Ip/DNS: x
Clan İsmi: Mr.GaminG

+Hook

Mesaj gönderen Red »

ts109.csduragi.com

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