[Rezolvat] Cerere sma plugin parasuta fara model

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Daca doriti sa vi se modifice un plugin, va rugam postati aici .
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ibrahim_cs16
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05 Jul 2014, 13:19

Descriere plugin cerut: Salut. Vreau si eu sma-ul de la pluginul de parasuta care nu necesita model si parasuta e gratis .
Alte informatii: -;
Mersi
Last edited by #Vali on 09 Jul 2014, 10:33, edited 1 time in total.
Reason: Rezolvat
| Afiseaza codul
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05 Jul 2014, 13:21

--------
Last edited by levin on 19 Jul 2017, 20:38, edited 1 time in total.
Pentru ajutor, faceți cerere bine detaliată, completând și respectând modelul corespunzător.
Nu-mi mai dați cereri doar pentru a mă avea în lista de prieteni.
Dacă te ajut, și mă ignori/etc > te adaug în „foe”.
Aveți grijă la cei ce încearcă să mă copieze sau să dea drept mine..Puteți lua legătura cu mine prin STEAM dacă aveți o problemă/nelămurire în acest caz! Cont de forum am doar aici.
În cazul în care utilizați ceva din ce am postat(ex: aici), e bine să fiți la curent cu modificările aduse și de aici, iar dacă sunt ceva probleme nu ezitați să luați legătura cu mine. Actualizarea unor coduri nu se vor afișa public, doar dacă se găsește ceva critic/urgent de remediat, unele fiind coduri vechi iar unele refăcute chiar recent dar private.
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05 Jul 2014, 14:00

| Afiseaza codul
[code]
/* 
Created Nice Demo by sector specially for www.chatbox.do.am
Web. Help www.chatbox.do.am
 */

#include <amxmodx>
#include <amxmisc>
#include <engine>
#include <cstrike>
#include <fun>

new para_ent[33]

public plugin_init()
{
	register_plugin("Parachute", "1.3 Fixed", "KRoT@L/JTP10181 & Fixed sector")

	register_event("ResetHUD", "newSpawn", "be")
	register_event("DeathMsg", "death_event", "a")
}

public plugin_natives()
{
	set_native_filter("native_filter")
}

public native_filter(const name[], index, trap)
{
	if (!trap) return PLUGIN_HANDLED
	return PLUGIN_CONTINUE
}

public client_connect(id)
{
	parachute_reset(id)
}

public client_disconnect(id)
{
	parachute_reset(id)
}

public death_event()
{
	new id = read_data(2)
	parachute_reset(id)
}

parachute_reset(id)
{
	if(para_ent[id] > 0) 
	{
		if (is_valid_ent(para_ent[id])) 
		{
			remove_entity(para_ent[id])
		}
	}

	if(is_user_alive(id)) set_user_gravity(id, 1.0)
	para_ent[id] = 0
}

public newSpawn(id)
{
	if(para_ent[id] > 0) 
	{
		remove_entity(para_ent[id])
		set_user_gravity(id, 1.0)
		para_ent[id] = 0
	}
}

public client_PreThink(id)
{
	if(!is_user_alive(id)) return
	
	new Float:fallspeed = 100 * -1.0
	new Float:frame
	new button = get_user_button(id)
	new oldbutton = get_user_oldbutton(id)
	new flags = get_entity_flags(id)
	if(para_ent[id] > 0 && (flags & FL_ONGROUND)) 
	{
		if(get_user_gravity(id) == 0.1) set_user_gravity(id, 1.0)
		{
			if(entity_get_int(para_ent[id],EV_INT_sequence) != 2) 
			{
				entity_set_int(para_ent[id], EV_INT_sequence, 2)
				entity_set_int(para_ent[id], EV_INT_gaitsequence, 1)
				entity_set_float(para_ent[id], EV_FL_frame, 0.0)
				entity_set_float(para_ent[id], EV_FL_fuser1, 0.0)
				entity_set_float(para_ent[id], EV_FL_animtime, 0.0)
				entity_set_float(para_ent[id], EV_FL_framerate, 0.0)
				return
			}
			frame = entity_get_float(para_ent[id],EV_FL_fuser1) + 2.0
			entity_set_float(para_ent[id],EV_FL_fuser1,frame)
			entity_set_float(para_ent[id],EV_FL_frame,frame)
			if(frame > 254.0) 
			{
				remove_entity(para_ent[id])
				para_ent[id] = 0
			}
			else 
			{
				remove_entity(para_ent[id])
				set_user_gravity(id, 1.0)
				para_ent[id] = 0
			}
			return
		}
	}
	if (button & IN_USE) 
	{
		new Float:velocity[3]
		entity_get_vector(id, EV_VEC_velocity, velocity)
		if(velocity[2] < 0.0) 
		{
			if(para_ent[id] <= 0) 
			{
				para_ent[id] = create_entity("info_target")
				if(para_ent[id] > 0) 
				{
					entity_set_string(para_ent[id],EV_SZ_classname,"parachute")
					entity_set_edict(para_ent[id], EV_ENT_aiment, id)
					entity_set_edict(para_ent[id], EV_ENT_owner, id)
					entity_set_int(para_ent[id], EV_INT_movetype, MOVETYPE_FOLLOW)
					entity_set_int(para_ent[id], EV_INT_sequence, 0)
					entity_set_int(para_ent[id], EV_INT_gaitsequence, 1)
					entity_set_float(para_ent[id], EV_FL_frame, 0.0)
					entity_set_float(para_ent[id], EV_FL_fuser1, 0.0)
				}
			}
			if(para_ent[id] > 0) 
			{
				entity_set_int(id, EV_INT_sequence, 3)
				entity_set_int(id, EV_INT_gaitsequence, 1)
				entity_set_float(id, EV_FL_frame, 1.0)
				entity_set_float(id, EV_FL_framerate, 1.0)
				set_user_gravity(id, 0.1)
				velocity[2] = (velocity[2] + 40.0 < fallspeed) ? velocity[2] + 40.0 : fallspeed
				entity_set_vector(id, EV_VEC_velocity, velocity)
				if(entity_get_int(para_ent[id],EV_INT_sequence) == 0) 
				{
					frame = entity_get_float(para_ent[id],EV_FL_fuser1) + 1.0
					entity_set_float(para_ent[id],EV_FL_fuser1,frame)
					entity_set_float(para_ent[id],EV_FL_frame,frame)
					if (frame > 100.0) 
					{
						entity_set_float(para_ent[id], EV_FL_animtime, 0.0)
						entity_set_float(para_ent[id], EV_FL_framerate, 0.4)
						entity_set_int(para_ent[id], EV_INT_sequence, 1)
						entity_set_int(para_ent[id], EV_INT_gaitsequence, 1)
						entity_set_float(para_ent[id], EV_FL_frame, 0.0)
						entity_set_float(para_ent[id], EV_FL_fuser1, 0.0)
					}
				}
			}
		}
		else if(para_ent[id] > 0) 
		{
			remove_entity(para_ent[id])
			set_user_gravity(id, 1.0)
			para_ent[id] = 0
		}
	}
	else if((oldbutton & IN_USE) && para_ent[id] > 0 ) 
	{
		remove_entity(para_ent[id])
		set_user_gravity(id, 1.0)
		para_ent[id] = 0
	}
}
/* AMXX-Studio Notes - DO NOT MODIFY BELOW HERE
*{\\ rtf1\\ ansi\\ deff0{\\ fonttbl{\\ f0\\ fnil Tahoma;}}\n\\ viewkind4\\ uc1\\ pard\\ lang1049\\ f0\\ fs16 \n\\ par }
*/
[/code]
Un Multumesc ;)
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05 Jul 2014, 14:03

| Afiseaza codul
#include <amxmodx>
#include <fakemeta>
#include <hamsandwich>

#define _PLUGIN         "AMXX Parachute"
#define _VERSION             "1.0"
#define _AUTHOR           "H.RED.ZONE"

#define MAX_PLAYERS    32

#define MarkUserHasParachute(%0)	g_bitHasParachute |= (1<<(%0&31))
#define ClearUserHasParachute(%0)	g_bitHasParachute &= ~(1<<(%0&31))
#define HasUserParachute(%0)		g_bitHasParachute & (1<<(%0&31))

new g_bitHasParachute 

new g_iUserParachute[MAX_PLAYERS+1]

new Float:g_flEntityFrame[MAX_PLAYERS+1]

new g_pCvarFallSpeed

new const PARACHUTE_CLASS[] = "parachute"

enum {
	deploy,
	idle,
	detach
}

public plugin_init() {
	register_plugin(_PLUGIN, _VERSION, _AUTHOR)

	g_pCvarFallSpeed = register_cvar("parachute_fallspeed", "100")

	register_forward( FM_CmdStart, "fw_Start" )
	
	RegisterHam(Ham_Spawn, "player", "Ham_CBasePlayer_Spawn_Post", 1)
	RegisterHam(Ham_Killed, "player", "Ham_CBasePlayer_Killed_Post", 1)
}

public client_putinserver(id) {
	if( HasUserParachute(id) ) {
		new iEnt = g_iUserParachute[id]
		if( iEnt ) {
			RemoveUserParachute(id, iEnt)
		}
		ClearUserHasParachute(id)
	}
}

public client_disconnect(id) {
	if( HasUserParachute(id) ) {
		new iEnt = g_iUserParachute[id]
		if( iEnt ) {
			RemoveUserParachute(id, iEnt)
		}
		ClearUserHasParachute(id)
	}
}

public Ham_CBasePlayer_Killed_Post( id ) {
	if( HasUserParachute(id) ) {
		new iEnt = g_iUserParachute[id]
		if( iEnt ) {
			RemoveUserParachute(id, iEnt)
		}
		ClearUserHasParachute(id)
	}
}

public Ham_CBasePlayer_Spawn_Post(id) {
	if( is_user_alive(id) ) {
		if( HasUserParachute(id) ) {
			new iEnt = g_iUserParachute[id]
			if( iEnt ) {
				RemoveUserParachute(id, iEnt)
			}
		}
		MarkUserHasParachute(id)
	}
}

RemoveUserParachute(id, iEnt) {
	engfunc(EngFunc_RemoveEntity, iEnt)
	g_iUserParachute[id] = 0
}

CreateParachute(id) {
	static iszInfoTarget
	if( !iszInfoTarget ) {
		iszInfoTarget = engfunc(EngFunc_AllocString, "info_target")
	}

	new iEnt = engfunc(EngFunc_CreateNamedEntity, iszInfoTarget)
	if( iEnt > 0) {
		static iszClass = 0
		if( !iszClass ) {
			iszClass = engfunc(EngFunc_AllocString, PARACHUTE_CLASS)
		}
		set_pev_string(iEnt, pev_classname, iszClass)
		set_pev(iEnt, pev_aiment, id)
		set_pev(iEnt, pev_owner, id)
		set_pev(iEnt, pev_movetype, MOVETYPE_FOLLOW)

		set_pev(iEnt, pev_sequence, deploy)
		set_pev(iEnt, pev_gaitsequence, 1)
		set_pev(iEnt, pev_frame, 0.0)
		g_flEntityFrame[id] = 0.0
		g_iUserParachute[id] = iEnt
		MarkUserHasParachute(id)
		new Float:fVecOrigin[3]
		pev(id, pev_origin, fVecOrigin)
		
		return iEnt
	}
	return 0
}

public fw_Start(id) {
	if( ~HasUserParachute(id) || !is_user_alive(id) ) {
		return
	}

	new Float:flFrame
	new iEnt = g_iUserParachute[id]

	if(iEnt > 0 && pev(id, pev_flags) & FL_ONGROUND) {

		if( pev(iEnt, pev_sequence) != detach ) {
			set_pev(iEnt, pev_sequence, detach)
			set_pev(iEnt, pev_gaitsequence, 1)
			set_pev(iEnt, pev_frame, 0.0)
			g_flEntityFrame[id] = 0.0
			set_pev(iEnt, pev_animtime, 0.0)
			set_pev(iEnt, pev_framerate, 0.0)
			return
		}

		pev(iEnt, pev_frame, flFrame)
		if( flFrame > 252.0 ) {
			RemoveUserParachute(id, iEnt)
			return
		}

		flFrame += 2.0

		g_flEntityFrame[id] = flFrame
		set_pev(iEnt, pev_frame, flFrame)

		return
	}

	if( pev(id, pev_button) & IN_USE ) {
		new Float:fVecVelocity[3], Float:fVelocity_z
		pev(id, pev_velocity, fVecVelocity)
		fVelocity_z = fVecVelocity[2]

		if( fVelocity_z < 0.0 ) {
			if(iEnt <= 0) {
				iEnt = CreateParachute(id)
			}

			fVelocity_z = floatmin(fVelocity_z + 15.0, -get_pcvar_float(g_pCvarFallSpeed))
			fVecVelocity[2] = fVelocity_z
			set_pev(id, pev_velocity, fVecVelocity)

			if( pev(iEnt, pev_sequence) == deploy ) {
				flFrame = g_flEntityFrame[id]++

				if( flFrame > 100.0 ) {
					set_pev(iEnt, pev_animtime, 0.0)
					set_pev(iEnt, pev_framerate, 0.4)
					set_pev(iEnt, pev_sequence, idle)
					set_pev(iEnt, pev_gaitsequence, 1)
					set_pev(iEnt, pev_frame, 0.0)
					g_flEntityFrame[id] = 0.0
				}
				else {
					set_pev(iEnt, pev_frame, flFrame)
				}
			}
		}
		else if(iEnt > 0) {
			RemoveUserParachute(id, iEnt)
		}
	}
	else if( iEnt > 0 && pev(id, pev_oldbuttons) & IN_USE ) {
		RemoveUserParachute(id, iEnt)
	}
}
/* AMXX-Studio Notes - DO NOT MODIFY BELOW HERE
*{\\ rtf1\\ ansi\\ deff0{\\ fonttbl{\\ f0\\ fnil Tahoma;}}\n\\ viewkind4\\ uc1\\ pard\\ lang10266\\ f0\\ fs16 \n\\ par }
*/
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ibrahim_cs16
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05 Jul 2014, 17:33

Il folosesc pe a lui adventx . Mersi pentru timpul acordat .
| Afiseaza codul
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08 Jul 2014, 02:14

Asa arata parasuta fara model:
| Afiseaza codul
#include <amxmodx>
#include <engine>

public client_PreThink(id)
{
	if(!is_user_alive(id)) 
		return

	new Float:fallspeed = 100.0 * -1.0

	new button = get_user_button(id)
	if(button & IN_USE) 
	{
		new Float:velocity[3]
		entity_get_vector(id, EV_VEC_velocity, velocity)
		if (velocity[2] < 0.0) 
		{
			entity_set_int(id, EV_INT_sequence, 3)
			entity_set_int(id, EV_INT_gaitsequence, 1)
			entity_set_float(id, EV_FL_frame, 1.0)
			entity_set_float(id, EV_FL_framerate, 1.0)

			velocity[2] = (velocity[2] + 40.0 < fallspeed) ? velocity[2] + 40.0 : fallspeed
			entity_set_vector(id, EV_VEC_velocity, velocity)
		}
	}
}
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08 Jul 2014, 08:20

sau
| Afiseaza codul
include amxmodx
include engine

public client_PreThink( Client )
{
	static Button;
	Button = get_user_button( Client );
	
	static Float:Velocity[ 3 ];
	entity_get_vector( Client, EV_VEC_velocity, Velocity );
	
	if( Button & IN_USE && Velocity[ 2 ] < 00 )
	{
		Velocity[ 2 ] = -100.0;
		entity_set_vector( Client, EV_VEC_velocity, Velocity );
	}	
}

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08 Jul 2014, 19:01

pai din cate observ sunt foarte mici linile deci presupun ca nu creiaza lag lea testat cineva ?

#include <amxmodx>
#include <engine>

public client_PreThink(id)
{
if(!is_user_alive(id))
return

new Float:fallspeed = 100.0 * -1.0

new button = get_user_button(id)
if(button & IN_USE)
{
new Float:velocity[3]
entity_get_vector(id, EV_VEC_velocity, velocity)
if (velocity[2] < 0.0)
{
entity_set_int(id, EV_INT_sequence, 3)
entity_set_int(id, EV_INT_gaitsequence, 1)
entity_set_float(id, EV_FL_frame, 1.0)
entity_set_float(id, EV_FL_framerate, 1.0)

velocity[2] = (velocity[2] + 40.0 < fallspeed) ? velocity[2] + 40.0 : fallspeed
entity_set_vector(id, EV_VEC_velocity, velocity)
}
}
}
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09 Jul 2014, 08:10

mr.f3lyx wrote:pai din cate observ sunt foarte mici linile deci presupun ca nu creiaza lag lea testat cineva ?

#include <amxmodx>
#include <engine>

public client_PreThink(id)
{
if(!is_user_alive(id))
return

new Float:fallspeed = 100.0 * -1.0

new button = get_user_button(id)
if(button & IN_USE)
{
new Float:velocity[3]
entity_get_vector(id, EV_VEC_velocity, velocity)
if (velocity[2] < 0.0)
{
entity_set_int(id, EV_INT_sequence, 3)
entity_set_int(id, EV_INT_gaitsequence, 1)
entity_set_float(id, EV_FL_frame, 1.0)
entity_set_float(id, EV_FL_framerate, 1.0)

velocity[2] = (velocity[2] + 40.0 < fallspeed) ? velocity[2] + 40.0 : fallspeed
entity_set_vector(id, EV_VEC_velocity, velocity)
}
}
}
Odata ce am rezolvat ce mai postati ? Testeaza si vezi daca iti fac mie nu-mi pasa,il folosesc pe cel a lui adventx .
| Afiseaza codul
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09 Jul 2014, 09:25

Foloseste-l pe acela, eu am pus unul care nu creaza nici-o entitate aiurea.
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09 Jul 2014, 11:15

| Afiseaza codul
[quote="ibrahim_cs16"][quote="mr.f3lyx"]pai din cate observ sunt foarte mici linile deci presupun ca nu creiaza lag lea testat cineva ?


[quote]#include <amxmodx>
#include <engine>

public client_PreThink(id)
{
	if(!is_user_alive(id)) 
		return

	new Float:fallspeed = 100.0 * -1.0

	new button = get_user_button(id)
	if(button & IN_USE) 
	{
		new Float:velocity[3]
		entity_get_vector(id, EV_VEC_velocity, velocity)
		if (velocity[2] < 0.0) 
		{
			entity_set_int(id, EV_INT_sequence, 3)
			entity_set_int(id, EV_INT_gaitsequence, 1)
			entity_set_float(id, EV_FL_frame, 1.0)
			entity_set_float(id, EV_FL_framerate, 1.0)

			velocity[2] = (velocity[2] + 40.0 < fallspeed) ? velocity[2] + 40.0 : fallspeed
			entity_set_vector(id, EV_VEC_velocity, velocity)
		}
	}
}[/quote][/quote]
Odata ce am rezolvat ce mai postati ? Testeaza si vezi daca iti fac mie nu-mi pasa,il folosesc pe cel a lui adventx .[/quote]
Au postat pentru ca e mai bun ceea ce ti-a dat cyby. :)
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19 Sep 2015, 11:11

cyby wrote:Asa arata parasuta fara model:
| Afiseaza codul
#include <amxmodx>
#include <engine>

public client_PreThink(id)
{
	if(!is_user_alive(id)) 
		return

	new Float:fallspeed = 100.0 * -1.0

	new button = get_user_button(id)
	if(button & IN_USE) 
	{
		new Float:velocity[3]
		entity_get_vector(id, EV_VEC_velocity, velocity)
		if (velocity[2] < 0.0) 
		{
			entity_set_int(id, EV_INT_sequence, 3)
			entity_set_int(id, EV_INT_gaitsequence, 1)
			entity_set_float(id, EV_FL_frame, 1.0)
			entity_set_float(id, EV_FL_framerate, 1.0)

			velocity[2] = (velocity[2] + 40.0 < fallspeed) ? velocity[2] + 40.0 : fallspeed
			entity_set_vector(id, EV_VEC_velocity, velocity)
		}
	}
}
Face lag. parasuta merge sacadat.
SUNTEM EGALI,
dar nu suntem la același nivel.
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