New HE Grenade Effects

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YONTU
Scripter eXtreamCS
Scripter eXtreamCS
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Joined: 10 May 2013, 14:25
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26 Nov 2013, 20:13

Descriere: Acest plugin adauga grenadei HE, la explozie, un efect; vezi pozele si convinge-te!
Descarcare: GirlShare! | ZippyShare!
v1.2 | Afiseaza codul
/*===========================================================================================================================

				        *********************************************************
				         *********** [ New HE Grenade Effects 1.2 ] ************
				        *********************************************************

		-------------------------
		   ---- * Description * ----
		-------------------------

			- Cand grenada HE ajunge in contact cu pamantul / inamicul deasupra lui vor aparea niste artificii
		sau mici efecte asemenea focului. (totul se seteaza prin cvar);
			- Facut la cererea unui utilizator de pe extream;

		-------------------------
		   ----- * Modules * -----
		-------------------------

			- Hamsandwich;
		- Fakemeta;

		-------------------------
		      --- * Credits * ---
		-------------------------
			
			- aNNak1N : pluginul de baza( New HE Sprites );
			- YONTU : pentru adaugarea micilor efecte;
			- Autor Anonim: pentru artificii (extras din CSO NST Zombie Scenario)

		-------------------------
		    --- * Changelog * ---
		-------------------------

			* v1.0:
			   - Initial release | Privat | ( 23th Nov 2013 ) :D;
			
			* v1.1:
			   - Adaugarea efectului asemenea focului cu mici "particule explozive";

			* v1.2:
			   - Adaugarea unui cvar, pentru a putea scoate artificiile / miciele efecte in evidenta;
			   - Optimizari de cod;
		
				        *********************************************************
				         *********** [ New HE Grenade Effects 1.2 ] ************
				        *********************************************************

===========================================================================================================================*/

#include < amxmodx >
#include < fakemeta >
#include < fakemeta_util >
#include < hamsandwich >

#define PLUGIN "New HE Grenade Effects"
#define VERSION "1.2"
#define AUTHOR "aNNak1N"

new const g_szFireGib[  ] = "sprites/firegib.spr";
new const g_szExplosionFire[  ] = "sprites/fireexplosion.spr";
new const g_szFireWorks[  ] = "sprites/fireworks_sprite2.spr";
new const g_szFireWorks2[  ] = "sprites/fireworks_sprite1.spr";

new FwFireGib, FwExplosionFire, FwTrail, FwExplode;
new g_iCvarChangeMode;

public plugin_init(  ) {

	register_plugin( PLUGIN, VERSION, AUTHOR );

	register_forward( FM_SetModel, "fw_SetWmodel", 1 );

	RegisterHam( Ham_Think, "grenade", "ham_grenade_think", 0 );

	g_iCvarChangeMode = register_cvar( "he_change_mode", "1" );
}

public plugin_precache(  ) {
	
	FwFireGib = precache_model( g_szFireGib );
	FwExplosionFire = precache_model( g_szExplosionFire );
	FwTrail = precache_model( g_szFireWorks );
	FwExplode = precache_model( g_szFireWorks2 );
}

public fw_SetWmodel( ent, model[  ] ) {

	if( !fm_is_ent_grenade( ent ) )
		return FMRES_IGNORED;
	
	set_pev( ent, pev_bInDuck, 1 );
	return FMRES_IGNORED;
}

bool: fm_is_ent_grenade( entity ) {

	new classname[ 9 ];
    	pev( entity, pev_classname, classname, 8 );
    	
	if( !equal( classname, "grenade" ) )
		return false;
		
	new bits = get_pdata_int( entity, 114 );
	if( bits & ( 1<<0 ) )
		return true;
		
	return false;
}

public ham_grenade_think( ent ) {

	if( !pev( ent, pev_bInDuck ) ) 
		return FMRES_IGNORED;
		
	new Float:dmgtime;
	pev( ent, pev_dmgtime, dmgtime );
	
	if( dmgtime > get_gametime(  ) ) 
		return FMRES_IGNORED;
	
	HEGrenadeFwEffects( ent );
	return FMRES_OVERRIDE;
}

public HEGrenadeFwEffects( entity ) {

	switch( get_pcvar_num( g_iCvarChangeMode ) ) {

		case 0: {
			
			new Float:fOrigin[ 3 ];
			pev( entity, pev_origin, fOrigin );
			
			// Medium ring
			engfunc( EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, fOrigin, 0 );
			write_byte( TE_BEAMCYLINDER );
			engfunc( EngFunc_WriteCoord, fOrigin[ 0 ] );
			engfunc( EngFunc_WriteCoord, fOrigin[ 1 ] );
			engfunc( EngFunc_WriteCoord, fOrigin[ 2 ] );
			engfunc( EngFunc_WriteCoord, fOrigin[ 0 ] );
			engfunc( EngFunc_WriteCoord, fOrigin[ 1 ] );
			engfunc( EngFunc_WriteCoord, fOrigin[ 2 ] + 470.0 );	// z axis + radius
			write_short( FwExplosionFire );
			write_byte( 0 );		// startframe
			write_byte( 0 );		// framerate
			write_byte( 4 );		// life
			write_byte( 60 );		// width
			write_byte( 0 );		// noise
			write_byte( 255 );		// red
			write_byte( 127 );		// green
			write_byte( 80 );		// blue
			write_byte( 200 );		// brightness
			write_byte( 0 );		// speed
			message_end(  );
			
			// Largest ring
			engfunc( EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, fOrigin, 0 );
			write_byte( TE_BEAMCYLINDER );
			engfunc( EngFunc_WriteCoord, fOrigin[ 0 ] );
			engfunc( EngFunc_WriteCoord, fOrigin[ 1 ] );
			engfunc( EngFunc_WriteCoord, fOrigin[ 2 ] );
			engfunc( EngFunc_WriteCoord, fOrigin[ 0 ] );
			engfunc( EngFunc_WriteCoord, fOrigin[ 1 ] );
			engfunc( EngFunc_WriteCoord, fOrigin[ 2 ] + 555.0 ); // z axis
			write_short( FwExplosionFire );		
			write_byte( 0 );		// startframe
			write_byte( 0 );		// framerate
			write_byte( 4 );		// life
			write_byte( 60 );		// width
			write_byte( 0 );		// noise
			write_byte( 255 );		// red
			write_byte( 127 );		// green
			write_byte( 80 );		// blue
			write_byte( 200 );		// brightness
			write_byte( 0 );		// speed
			message_end(  );
			
			// Luz Dinamica
			engfunc( EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, fOrigin, 0 )
			write_byte( TE_DLIGHT ) // TE id
			engfunc( EngFunc_WriteCoord, fOrigin[ 0 ] ) // x
			engfunc( EngFunc_WriteCoord, fOrigin[ 1 ] ) // y
			engfunc( EngFunc_WriteCoord, fOrigin[ 2 ] ) // z
			write_byte( 50 );		// radio
			write_byte( 255 ); // red
			write_byte( 127 ); // green
			write_byte( 80 ); // blue
			write_byte( 30 ); // vida en 0.1, 30 = 3 segundos
			write_byte( 30 ); // velocidad de decaimiento
			message_end(  );
			
			engfunc( EngFunc_MessageBegin, MSG_BROADCAST, SVC_TEMPENTITY, fOrigin, 0);
			write_byte( TE_EXPLOSION );
			engfunc( EngFunc_WriteCoord, fOrigin[ 0 ] ); // x axis
			engfunc( EngFunc_WriteCoord, fOrigin[ 1 ] ); // y axis
			engfunc( EngFunc_WriteCoord, fOrigin[ 2 ] + 75 ); // z axis
			write_short( FwExplosionFire );
			write_byte( 17 );
			write_byte( 15 );
			write_byte( TE_EXPLFLAG_NOSOUND );
			message_end(  );
			
			engfunc( EngFunc_MessageBegin, MSG_BROADCAST,SVC_TEMPENTITY, fOrigin, 0 );
			write_byte( TE_SPRITETRAIL ); // TE ID
			engfunc( EngFunc_WriteCoord, fOrigin[ 0 ] ); // x axis
			engfunc( EngFunc_WriteCoord, fOrigin[ 1 ] ); // y axis
			engfunc( EngFunc_WriteCoord, fOrigin[ 2 ] + 40 ); // z axis
			engfunc( EngFunc_WriteCoord, fOrigin[ 0 ] ); // x axis
			engfunc( EngFunc_WriteCoord, fOrigin[ 1 ] ); // y axis
			engfunc( EngFunc_WriteCoord, fOrigin[ 2 ] ); // z axis
			write_short( FwFireGib ); // Sprite Index
			write_byte( 30 ); // Count
			write_byte( 10 ); // Life
			write_byte( 2 ); // Scale
			write_byte( 50 ); // Velocity Along Vector
			write_byte( 10 ); // Rendomness of Velocity
			message_end(  );
		}
		
		case 1: {	
			
			new Float:fOrigin[ 3 ];
			pev( entity, pev_origin, fOrigin );
	
			engfunc( EngFunc_MessageBegin, MSG_PAS, SVC_TEMPENTITY, fOrigin, 0 );
			write_byte( TE_WORLDDECAL );
			engfunc( EngFunc_WriteCoord, fOrigin[ 0 ] );
			engfunc( EngFunc_WriteCoord, fOrigin[ 1 ] );
			engfunc( EngFunc_WriteCoord, fOrigin[ 2 ] );
			write_byte( engfunc( EngFunc_DecalIndex,"{scorch3" ) );
			message_end(  );
	
			message_begin( MSG_BROADCAST, SVC_TEMPENTITY );
			write_byte( TE_EXPLOSION );
			engfunc( EngFunc_WriteCoord, fOrigin[ 0 ] );
			engfunc( EngFunc_WriteCoord, fOrigin[ 1 ] );
			engfunc( EngFunc_WriteCoord, fOrigin[ 2 ] + 60.0 );
			write_short( FwTrail );
			write_byte( 10 );
			write_byte( 15 );
			write_byte( 0 );
			message_end(  );
	
			message_begin( MSG_BROADCAST, SVC_TEMPENTITY );
			write_byte( TE_SPRITE );
			engfunc( EngFunc_WriteCoord, fOrigin[ 0 ] + random_float( -5.0, 5.0 ) );
			engfunc( EngFunc_WriteCoord, fOrigin[ 1 ] + random_float( -5.0, 5.0 ) );
			engfunc( EngFunc_WriteCoord, fOrigin[ 2 ] + 200.0 );
			write_short( FwExplode );
			write_byte( 15 );
			write_byte( 200 );
			message_end(  );
		}	
	}
}
/* AMXX-Studio Notes - DO NOT MODIFY BELOW HERE
*{\\ rtf1\\ ansi\\ deff0{\\ fonttbl{\\ f0\\ fnil Tahoma;}}\n\\ viewkind4\\ uc1\\ pard\\ lang1033\\ f0\\ fs16 \n\\ par }
*/
Update: v1.3
v1.3 | Afiseaza codul
/*===========================================================================================================================

				        *********************************************************
				         *********** [ New HE Grenade Effects 1.3 ] ************
				        *********************************************************

		-------------------------
		   ---- * Description * ----
		-------------------------

			- Cand grenada HE ajunge in contact cu pamantul / inamicul deasupra lui vor aparea niste artificii
		sau mici efecte asemenea focului. (totul se seteaza prin cvar);
			- Facut la cererea utilizatorului "CsN^ ;x";

		-------------------------
		   ----- * Modules * -----
		-------------------------

			- Hamsandwich;
		- Fakemeta;

		-------------------------
		      --- * Credits * ---
		-------------------------
			
			- aNNak1N : pluginul de baza( New HE Sprites );
			- YONTU : pentru adaugarea micilor efecte;
			- Autor Anonim: pentru artificii (extras din CSO NST Zombie Scenario)
			- SimeriaIonut: diferentierea grenadelor + fixarea unui bug minor

		-------------------------
		    --- * Changelog * ---
		-------------------------

			* v1.0:
			   - Initial release | Privat | ( 23th Nov 2013 ) :D;
			
			* v1.1:
			   - Adaugarea efectului asemenea focului cu mici "particule explozive";

			* v1.2:
			   - Adaugarea unui cvar, pentru a putea scoate artificiile / miciele efecte in evidenta;
			   - Optimizari de cod;

			* v1.3:
			   - Interactionarea cu celelalte grenade a fost fixata;
		
				        *********************************************************
				         *********** [ New HE Grenade Effects 1.3 ] ************
				        *********************************************************

===========================================================================================================================*/

#include < amxmodx >
#include < fakemeta >
#include < fakemeta_util >
#include < hamsandwich >

#define PLUGIN "New HE Grenade Effects"
#define VERSION "1.3"
#define AUTHOR "aNNak1N"

new const g_szFireGib[  ] = "sprites/firegib.spr";
new const g_szExplosionFire[  ] = "sprites/fireexplosion.spr";
new const g_szFireWorks[  ] = "sprites/fireworks_sprite2.spr";
new const g_szFireWorks2[  ] = "sprites/fireworks_sprite1.spr";

new FwFireGib, FwExplosionFire, FwTrail, FwExplode;
new g_iCvarChangeMode;

//constantele pentru stock
const m_fBombStatus = 	96;
const m_usEvent     = 	114;
    
const fBombPlanted = 	1 << 8;
const fExploEvent  = 	1 << 0;
const fSmokeEvent  = 	1 << 1;

public plugin_init(  ) {

	register_plugin( PLUGIN, VERSION, AUTHOR );

	register_forward( FM_SetModel, "fw_SetWmodel", 1 );

	RegisterHam( Ham_Think, "grenade", "ham_grenade_think", 0 );

	g_iCvarChangeMode = register_cvar( "he_change_mode", "1" );
}

public plugin_precache(  ) {
	
	FwFireGib = precache_model( g_szFireGib );
	FwExplosionFire = precache_model( g_szExplosionFire );
	FwTrail = precache_model( g_szFireWorks );
	FwExplode = precache_model( g_szFireWorks2 );
}

public fw_SetWmodel( ent, model[  ] ) {

	if( !fm_is_ent_grenade( ent ) )
		return FMRES_IGNORED;
	
	set_pev( ent, pev_bInDuck, 1 );
	return FMRES_IGNORED;
}

bool: fm_is_ent_grenade( entity ) {

	new classname[ 9 ];
    	pev( entity, pev_classname, classname, 8 );
    	
	if( !equal( classname, "grenade" ) )
		return false;
		
	new bits = get_pdata_int( entity, 114 );
	if( bits & ( 1<<0 ) )
		return true;
		
	return false;
}

public ham_grenade_think( ent ) {

	if( !pev( ent, pev_bInDuck ) ) 
		return FMRES_IGNORED;
		
	new Float:dmgtime;
	pev( ent, pev_dmgtime, dmgtime );
	
	if( dmgtime > get_gametime(  ) ) 
		return FMRES_IGNORED;
	
	HEGrenadeFwEffects( ent );
	return FMRES_OVERRIDE;
}

public HEGrenadeFwEffects( entity ) {

	if( grenade_type( entity ) == CSW_HEGRENADE ) //daca entitatea este grenada HE, atunci arata efectele
	{
		switch( get_pcvar_num( g_iCvarChangeMode ) ) {

			case 0: {
				
				new Float:fOrigin[ 3 ];
				pev( entity, pev_origin, fOrigin );
				
				// Medium ring
				engfunc( EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, fOrigin, 0 );
				write_byte( TE_BEAMCYLINDER );
				engfunc( EngFunc_WriteCoord, fOrigin[ 0 ] );
				engfunc( EngFunc_WriteCoord, fOrigin[ 1 ] );
				engfunc( EngFunc_WriteCoord, fOrigin[ 2 ] );
				engfunc( EngFunc_WriteCoord, fOrigin[ 0 ] );
				engfunc( EngFunc_WriteCoord, fOrigin[ 1 ] );
				engfunc( EngFunc_WriteCoord, fOrigin[ 2 ] + 470.0 );	// z axis + radius
				write_short( FwExplosionFire );
				write_byte( 0 );		// startframe
				write_byte( 0 );		// framerate
				write_byte( 4 );		// life
				write_byte( 60 );		// width
				write_byte( 0 );		// noise
				write_byte( 255 );		// red
				write_byte( 127 );		// green
				write_byte( 80 );		// blue
				write_byte( 200 );		// brightness
				write_byte( 0 );		// speed
				message_end(  );
				
				// Largest ring
				engfunc( EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, fOrigin, 0 );
				write_byte( TE_BEAMCYLINDER );
				engfunc( EngFunc_WriteCoord, fOrigin[ 0 ] );
				engfunc( EngFunc_WriteCoord, fOrigin[ 1 ] );
				engfunc( EngFunc_WriteCoord, fOrigin[ 2 ] );
				engfunc( EngFunc_WriteCoord, fOrigin[ 0 ] );
				engfunc( EngFunc_WriteCoord, fOrigin[ 1 ] );
				engfunc( EngFunc_WriteCoord, fOrigin[ 2 ] + 555.0 ); // z axis
				write_short( FwExplosionFire );		
				write_byte( 0 );		// startframe
				write_byte( 0 );		// framerate
				write_byte( 4 );		// life
				write_byte( 60 );		// width
				write_byte( 0 );		// noise
				write_byte( 255 );		// red
				write_byte( 127 );		// green
				write_byte( 80 );		// blue
				write_byte( 200 );		// brightness
				write_byte( 0 );		// speed
				message_end(  );
				
				// Luz Dinamica
				engfunc( EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, fOrigin, 0 )
				write_byte( TE_DLIGHT ) // TE id
				engfunc( EngFunc_WriteCoord, fOrigin[ 0 ] ) // x
				engfunc( EngFunc_WriteCoord, fOrigin[ 1 ] ) // y
				engfunc( EngFunc_WriteCoord, fOrigin[ 2 ] ) // z
				write_byte( 50 );		// radio
				write_byte( 255 ); // red
				write_byte( 127 ); // green
				write_byte( 80 ); // blue
				write_byte( 30 ); // vida en 0.1, 30 = 3 segundos
				write_byte( 30 ); // velocidad de decaimiento
				message_end(  );
				
				engfunc( EngFunc_MessageBegin, MSG_BROADCAST, SVC_TEMPENTITY, fOrigin, 0);
				write_byte( TE_EXPLOSION );
				engfunc( EngFunc_WriteCoord, fOrigin[ 0 ] ); // x axis
				engfunc( EngFunc_WriteCoord, fOrigin[ 1 ] ); // y axis
				engfunc( EngFunc_WriteCoord, fOrigin[ 2 ] + 75 ); // z axis
				write_short( FwExplosionFire );
				write_byte( 17 );
				write_byte( 15 );
				write_byte( TE_EXPLFLAG_NOSOUND );
				message_end(  );
				
				engfunc( EngFunc_MessageBegin, MSG_BROADCAST,SVC_TEMPENTITY, fOrigin, 0 );
				write_byte( TE_SPRITETRAIL ); // TE ID
				engfunc( EngFunc_WriteCoord, fOrigin[ 0 ] ); // x axis
				engfunc( EngFunc_WriteCoord, fOrigin[ 1 ] ); // y axis
				engfunc( EngFunc_WriteCoord, fOrigin[ 2 ] + 40 ); // z axis
				engfunc( EngFunc_WriteCoord, fOrigin[ 0 ] ); // x axis
				engfunc( EngFunc_WriteCoord, fOrigin[ 1 ] ); // y axis
				engfunc( EngFunc_WriteCoord, fOrigin[ 2 ] ); // z axis
				write_short( FwFireGib ); // Sprite Index
				write_byte( 30 ); // Count
				write_byte( 10 ); // Life
				write_byte( 2 ); // Scale
				write_byte( 50 ); // Velocity Along Vector
				write_byte( 10 ); // Rendomness of Velocity
				message_end(  );
			}
			
			case 1: {	
				
				new Float:fOrigin[ 3 ];
				pev( entity, pev_origin, fOrigin );
		
				engfunc( EngFunc_MessageBegin, MSG_PAS, SVC_TEMPENTITY, fOrigin, 0 );
				write_byte( TE_WORLDDECAL );
				engfunc( EngFunc_WriteCoord, fOrigin[ 0 ] );
				engfunc( EngFunc_WriteCoord, fOrigin[ 1 ] );
				engfunc( EngFunc_WriteCoord, fOrigin[ 2 ] );
				write_byte( engfunc( EngFunc_DecalIndex,"{scorch3" ) );
				message_end(  );
		
				message_begin( MSG_BROADCAST, SVC_TEMPENTITY );
				write_byte( TE_EXPLOSION );
				engfunc( EngFunc_WriteCoord, fOrigin[ 0 ] );
				engfunc( EngFunc_WriteCoord, fOrigin[ 1 ] );
				engfunc( EngFunc_WriteCoord, fOrigin[ 2 ] + 60.0 );
				write_short( FwTrail );
				write_byte( 10 );
				write_byte( 15 );
				write_byte( 0 );
				message_end(  );
		
				message_begin( MSG_BROADCAST, SVC_TEMPENTITY );
				write_byte( TE_SPRITE );
				engfunc( EngFunc_WriteCoord, fOrigin[ 0 ] + random_float( -5.0, 5.0 ) );
				engfunc( EngFunc_WriteCoord, fOrigin[ 1 ] + random_float( -5.0, 5.0 ) );
				engfunc( EngFunc_WriteCoord, fOrigin[ 2 ] + 200.0 );
				write_short( FwExplode );
				write_byte( 15 );
				write_byte( 200 );
				message_end(  );
			}	
		}
	}
}

//stocul de verificare a grenazilor
stock grenade_type( const index, const checkClassName = 0 )  {
 
	static classname[ 9 ];
	
	if( checkClassName ) {
 
		pev( index, pev_classname, classname, 8 ) 
		if ( !equal( classname, "grenade") ) {
 
			return 0;
		} 
	} 
	
	if( get_pdata_int( index, m_fBombStatus ) & fBombPlanted ) {

		return 0;
	}
	
	static bits; bits = get_pdata_int( index, m_usEvent );
	
	if( bits & fExploEvent ) {
 
		return CSW_HEGRENADE;
	} 
	
	else if( !bits ) {
 
		return CSW_FLASHBANG;
	} 
	
	else if( bits & fSmokeEvent ) {
 
		return CSW_SMOKEGRENADE;
	} 
	
	return 0;
}

/* AMXX-Studio Notes - DO NOT MODIFY BELOW HERE
*{\\ rtf1\\ ansi\\ deff0{\\ fonttbl{\\ f0\\ fnil Tahoma;}}\n\\ viewkind4\\ uc1\\ pard\\ lang1033\\ f0\\ fs16 \n\\ par }
*/
Nume: New HE Grenade Effects
Versiune: 1.2
Link oficial: Aici.

Instalare:
1. Fisierul new_he_effects.sma il puneti in addons/amxmodx/scripting !
2. Fisierul new_he_effects.amxx il puneti in addons/amxmodx/plugins !
3. Fisierul .spr le puneti in cstrike/sprites !
4. Intrati in fisierul addons/amxmodx/configs/plugins.ini si adaugati la urma:

Code: Select all

new_he_effects.amxx
5. Alti pasi necesari....

Cvar-uri (se adauga in fisierul amxmodx\configs\amxx.cfg):
  • he_change_mode "0 / 1" - 0: Efecte asemenea focului | 1: Artificii
Module necesare (se sterge ; din fata modulului de mai jos; acestea le gasiti in fisierul amxmodx\configs\modules.ini):
- Fakemeta;
- Hamsandwich;

Informatii: Efectele sunt originale si extrase din Zombie Scenario. Nu sunt eu autorul, ci doar am adaugat efectele la cererea unui utilizator de pe extream. :)
Imagini | Afiseaza codul
Image

Image

Image

Image

Image
Last edited by YONTU on 27 Nov 2013, 17:43, edited 2 times in total.
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RoyalServer
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26 Nov 2013, 20:16

wow,printre cele mai frumoase pluginuri pe care le-am vazut e asta :X bravo man e superb ce efecte :O :O...
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26 Nov 2013, 20:32

Frumos, Bravo !!!
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26 Nov 2013, 20:35

Acum ca vin sarbatorile , este perfect pluginul :X
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luciaus
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26 Nov 2013, 21:10

L 11/26/2013 - 21:08:46: [FAKEMETA] Invalid entity
L 11/26/2013 - 21:08:46: [AMXX] Run time error 10 (plugin "new_he_effects.amxx") (native "pev") - debug not enabled!
L 11/26/2013 - 21:08:46: [AMXX] To enable debug mode, add "debug" after the plugin name in plugins.ini (without quotes).
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YONTU
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26 Nov 2013, 21:26

luciaus wrote:
L 11/26/2013 - 21:08:46: [FAKEMETA] Invalid entity
L 11/26/2013 - 21:08:46: [AMXX] Run time error 10 (plugin "new_he_effects.amxx") (native "pev") - debug not enabled!
L 11/26/2013 - 21:08:46: [AMXX] To enable debug mode, add "debug" after the plugin name in plugins.ini (without quotes).
Nu am intampinat nici o eroare. Adauga ";" in fsta modulului fakemeta si debug dupa plugin.
„Peste douăzeci de ani vei fi dezamăgit din cauza lucrurilor pe care nu le-ai făcut, nu din cauza celor pe care le-ai făcut.” - Mark Twain
„Asa e si in viata, hotii castiga, prostii care invata pierd.” - Mihai Nemeș


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Cosmin
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26 Nov 2013, 21:26

luciaus wrote:
L 11/26/2013 - 21:08:46: [FAKEMETA] Invalid entity
L 11/26/2013 - 21:08:46: [AMXX] Run time error 10 (plugin "new_he_effects.amxx") (native "pev") - debug not enabled!
L 11/26/2013 - 21:08:46: [AMXX] To enable debug mode, add "debug" after the plugin name in plugins.ini (without quotes).
Pune debug in fata lui si posteaza erorile ;)
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sN1kkeRs.
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26 Nov 2013, 21:32

Dacă vreau să modific direct de pe server să fie artifici sau normal cum fac? am încercat amx_cvar he_change_mode 1 dar nu merge. :( şi nici din amxx.cfg nu merge.

EDIT: am incercat şi he_change_mode 1 şi nu merge.
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luciaus
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26 Nov 2013, 21:35

modul este activat am adaugat debug si degeaba
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26 Nov 2013, 21:44

Cumde voua nu va merge si mie imi metge:)) ?

Snnikers: am facut cum ai zis tu si mi.a mers.
lucius: posteaza erorile.
„Peste douăzeci de ani vei fi dezamăgit din cauza lucrurilor pe care nu le-ai făcut, nu din cauza celor pe care le-ai făcut.” - Mark Twain
„Asa e si in viata, hotii castiga, prostii care invata pierd.” - Mihai Nemeș


Bio.LeagueCs.Ro - Biohazard v4.4 Xmas Edition
discord: IonutC#5114

Experinta in: Java/Spring boot/Angular/C/C++/C#/Javascript/Python/HTML/CSS/Pawn/SQL
Ai nevoie de ajutorul meu? Ma poti gasi doar la adresa de discord de mai sus.
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luciaus
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26 Nov 2013, 21:47

era de la mine aveam si frost nade si inca ceva deasta
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luciaus
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26 Nov 2013, 22:02

frumos plugin multumim sper doar sa nu faca lag
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