Post by P!KaChu~ on Nov 8, 2017 13:34:38 GMT
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I COPIED ?
NOPE ! i will Show You ZP50 Tutorials
So Just Chill ...
-===========\
Frost Nade
-============\
[1]. Find Your Sma "zp50_grenade_frost.sma" Open it !
[2]. Find This "// Default sounds" Use CTRL + F And Add This
"new g_frostexp"
[3]. Find This "// Precache models" USE CTRL + F And Add This
g_frostexp = precache_model("sprites/Frost_Exp.spr")
[4]. Find This
// Frost Grenade: Freeze Blast
create_blast3(const Float:originF[3])
{
[5]. Add This
// Frost Sprite
message_begin(MSG_BROADCAST,SVC_TEMPENTITY)
write_byte (TE_SPRITE) // TE ID
engfunc(EngFunc_WriteCoord, originF[0]) // Position X
engfunc(EngFunc_WriteCoord, originF[1]) // Y
engfunc(EngFunc_WriteCoord, originF[2] + 50.0) // Z
write_short(g_frostexp) // Sprite index
write_byte(20) // Size of sprite
write_byte(200) // Low For Light | More For Dark !
message_end()
-=| GIBS OF FROST |=-
[1]. Find This "// Default sounds" Use CTRL + F And Add This new
g_frost_gibs
[2]. Find This "// Precache models" USE CTRL + F And Add This
g_frost_gibs = precache_model("sprites/Frost_Gibs.spr")
[3]. Find This
// Frost Grenade Explosion
frost_explode(ent)
{
& After Find This
// Make the explosion
create_blast3(origin)
[4]. Add Line This
message_begin (MSG_BROADCAST,SVC_TEMPENTITY)
write_byte( TE_SPRITETRAIL ) // Throws a shower of sprites or models
engfunc(EngFunc_WriteCoord, origin[ 0 ]) // start pos
engfunc(EngFunc_WriteCoord, origin[ 1 ])
engfunc(EngFunc_WriteCoord, origin[ 2 ] + 200.0)
engfunc(EngFunc_WriteCoord, origin[ 0 ]) // velocity
engfunc(EngFunc_WriteCoord, origin[ 1 ])
engfunc(EngFunc_WriteCoord, origin[ 2 ] + 30.0)
write_short(g_frost_gibs) // spr
write_byte(60) // (count)
write_byte(random_num(27,30)) // (life in 0.1's)
write_byte(2) // byte (scale in 0.1's)
write_byte(50) // (velocity along vector in 10's)
write_byte(10) // (randomness of velocity in 10's)
message_end()
-=======================- |
FIRE NADES N GIBS : |
-=======================- |
[1]. Open zp50_grenade_fire.sma
[2]. Find This "// Default sounds" Use CTRL + F And Add This
new g_fireexp , g_fire_gibs
[3]. Find This USE CTRL + F
// Precache models
And Add This
g_fireexp = precache_model("sprites/Your Spr 1.spr")
g_fire_gibs = precache_model("sprites/Your Spr 2.spr")
[4]. Find This Part >
// Fire Grenade: Fire Blast
create_blast2(const Float:origin[3])
{
ADD THIS >=
// FIRE SPRITES
message_begin(MSG_BROADCAST,SVC_TEMPENTITY)
write_byte (TE_SPRITE) // TE ID
engfunc(EngFunc_WriteCoord, origin[0]) // Position X
engfunc(EngFunc_WriteCoord, origin[1]) // Y
engfunc(EngFunc_WriteCoord, origin[2] + 50.0) // Z
write_short(g_fireexp) // Sprite index
write_byte(20) // Size of sprite
write_byte(200) // Low For Light | More For Dark !
message_end()
[5]. Find This Part>
// Get origin
static Float:origin[3]
pev(ent, pev_origin, origin)
ADD THIS >=
NOTE : ITS GIBS
message_begin (MSG_BROADCAST,SVC_TEMPENTITY)
write_byte( TE_SPRITETRAIL ) // Throws a shower of sprites or models
engfunc(EngFunc_WriteCoord, origin[ 0 ]) // start pos
engfunc(EngFunc_WriteCoord, origin[ 1 ])
engfunc(EngFunc_WriteCoord, origin[ 2 ] + 200.0)
engfunc(EngFunc_WriteCoord, origin[ 0 ]) // velocity
engfunc(EngFunc_WriteCoord, origin[ 1 ])
engfunc(EngFunc_WriteCoord, origin[ 2 ] + 30.0)
write_short(g_fire_gibs) // spr
write_byte(60) // (count)
write_byte(random_num(27,30)) // (life in 0.1's)
write_byte(2) // byte (scale in 0.1's)
write_byte(50) // (velocity along vector in 10's)
write_byte(10) // (randomness of velocity in 10's)
message_end()
| -=============- |
| Infection Bomb |
| -=============- |
[1]. Find This Part "// Default sounds"
Add This
new g_infect_gibs
[2]. Find This Part " // Precache models "
and Add This
g_infect_gibs = precache_model("sprites/infection.spr")
[3].Find This Whole Part
// Infection Bomb Explosion
infection_explode(ent)
{
Just Small Down And You Will see This
// Make the explosion
create_blast3(originF)
After Add This Line
// Infection Bomb SPR
message_begin (MSG_BROADCAST,SVC_TEMPENTITY)
write_byte( TE_SPRITETRAIL ) // Throws a shower of sprites or models
engfunc(EngFunc_WriteCoord, originF[ 0 ]) // start pos
engfunc(EngFunc_WriteCoord, originF[ 1 ])
engfunc(EngFunc_WriteCoord, originF[ 2 ] + 200.0)
engfunc(EngFunc_WriteCoord, originF[ 0 ]) // velocity
engfunc(EngFunc_WriteCoord, originF[ 1 ])
engfunc(EngFunc_WriteCoord, originF[ 2 ] + 30.0)
write_short(g_infect_gibs) // spr
write_byte(60) // (count)
write_byte(random_num(27,30)) // (life in 0.1's)
write_byte(2) // byte (scale in 0.1's)
write_byte(50) // (velocity along vector in 10's)
write_byte(10) // (randomness of velocity in 10's)
message_end()
-= DONE =-
Here is VIDEO Of Effect :
RESOURCES : www.mediafire.com/file/dcslgtpw4pwf3x3/ZPPV%20EFFECTS.rar