Post by teNsk- on Oct 11, 2016 15:58:35 GMT
Hi Please i need help guys i want to set explode fix like when nemesis kill human so explode like this in this and when nemesis die like this also here code can anyone fix pls and no deadbody on ground!
i.imgur.com/fcliHAy.jpg like this !
i.imgur.com/fcliHAy.jpg like this !
#include <amxmodx>
#include <hamsandwich>
#include <zp50_core>
#include <zp50_class_nemesis>
#include <zp50_class_sniper>
#include <engine>
#define SOUND_GIBS "sound/m2bodysplat.wav"
new humangibs, blooddrop, bloodspray;
public plugin_init()
{
register_plugin("[ZPA] Player Explode v4", "1.0", "zmd94")
RegisterHam(Ham_Killed, "player", "fw_Killed", 1)
RegisterHam(Ham_Spawn, "player", "fw_Spawn", 1)
}
public plugin_precache()
{
humangibs = precache_model("models/hgibs.mdl")
blooddrop = precache_model("sprites/blood.spr")
bloodspray = precache_model("sprites/bloodspray.spr")
precache_sound(SOUND_GIBS)
}
public fw_Killed(victim, attacker, shouldgib)
{
if(!is_user_alive(attacker) || victim == attacker)
return;
if( zp_class_sniper_get(attacker) && zp_core_is_zombie(victim))
{
new origin[3];
get_user_origin(victim, origin)
message_begin(MSG_BROADCAST, SVC_TEMPENTITY, _, victim)
write_byte(107)
write_coord(origin[0])
write_coord(origin[1])
write_coord(origin[2] - 26)
write_coord(255)
write_short(humangibs)
write_short(0)
write_byte(0)
message_end()
BloodEffects(origin)
emit_sound(victim, CHAN_ITEM, SOUND_GIBS, 1.0, ATTN_NORM, 0, PITCH_NORM)
set_entity_visibility(victim, 0)
}
else if(zp_class_nemesis_get(attacker) && !zp_core_is_zombie(victim))
{
new origin[3];
get_user_origin(victim, origin)
message_begin(MSG_BROADCAST, SVC_TEMPENTITY, _, victim)
write_byte(107)
write_coord(origin[0])
write_coord(origin[1])
write_coord(origin[2] - 26)
write_coord(14)
write_short(humangibs)
write_short(14)
write_byte(14)
message_end()
BloodEffects(origin)
emit_sound(victim, CHAN_ITEM, SOUND_GIBS, 1.0, ATTN_NORM, 0, PITCH_NORM)
set_entity_visibility(victim, 0)
}
}
public fw_Spawn(id)
{
if(!is_user_alive(id))
return;
set_entity_visibility(id, 1)
}
BloodEffects(origin[3])
{
message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
write_byte(101)
write_coord(origin[0])
write_coord(origin[1])
write_coord(origin[2] - 26)
write_coord(random_num(-360, 360))
write_coord(random_num(-360, 360))
write_coord(-10)
write_byte(70)
write_byte(random_num(55, 110))
message_end()
message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
write_byte(115)
write_coord(origin[0])
write_coord(origin[1])
write_coord(origin[2] - 26)
write_short(bloodspray)
write_short(blooddrop)
write_byte(248)
write_byte(20)
message_end()
}