Post by Dragan015Bre on Sept 15, 2015 0:04:00 GMT
Required Files:
=> zombie_plague40.sma (default .sma)
=> sprite files
Download => ehrs.info/files/zombie_plague.zip
Tutorial:
Download zombie_plague40.sma or use your main.
Open it via AMXX Studio or Notepad++.
Go on line number 753:
Then add
Put this:
Now go on line number 1162:
Find it
Below add this code:
Now go on line number 3025:
Change it with this code:
Go on line number 3046:
Change with this code:
Now go on line number 3129:
Change with this code:
All from 10736 to 10874 line change with the code: pastebin.com/raw.php?i=nCqrCE4u
And all is that,if you have issues ask there
=> zombie_plague40.sma (default .sma)
=> sprite files
Download => ehrs.info/files/zombie_plague.zip
Tutorial:
Download zombie_plague40.sma or use your main.
Open it via AMXX Studio or Notepad++.
Go on line number 753:
Then add
new g_trailSpr, g_exploSpr, g_flameSpr, g_smokeSpr, g_glassSpr
Put this:
new g_fire_explode, g_frost_explode, g_fire_gib, g_frost_gib, g_fire_trail, g_frost_trail, g_flare_trail
Now go on line number 1162:
Find it
g_glassSpr = engfunc(EngFunc_PrecacheModel, sprite_grenade_glass
Below add this code:
g_fire_explode = precache_model ("sprites/zp_n_sprites/fire_explode.spr")
g_frost_explode = precache_model ("sprites/zp_n_sprites/frost_explode.spr")
g_fire_gib = precache_model ("sprites/zp_n_sprites/fire_gib.spr")
g_frost_gib = precache_model ("sprites/zp_n_sprites/frost_gib.spr")
g_fire_trail = precache_model ("sprites/zp_n_sprites/fire_trail.spr")
g_frost_trail = precache_model ("sprites/zp_n_sprites/frost_trail.spr")
g_flare_trail = precache_model ("sprites/zp_n_sprites/flare_trail.spr")
Now go on line number 3025:
else if (model[9] == 'h' && model[10] == 'e' && get_pcvar_num(cvar_firegrenades)) // Napalm Grenade
{
// Give it a glow
fm_set_rendering(entity, kRenderFxGlowShell, 200, 0, 0, kRenderNormal, 16);
// And a colored trail
message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
write_byte(TE_BEAMFOLLOW) // TE id
write_short(entity) // entity
write_short(g_trailSpr) // sprite
write_byte(10) // life
write_byte(10) // width
write_byte(200) // r
write_byte(0) // g
write_byte(0) // b
write_byte(200) // brightness
message_end()
// Set grenade type on the thrown grenade entity
set_pev(entity, PEV_NADE_TYPE, NADE_TYPE_NAPALM)
}
Change it with this code:
else if (model[9] == 'h' && model[10] == 'e' && get_pcvar_num(cvar_firegrenades)) // Napalm Grenade
{
// Give it a glow
fm_set_rendering(entity, kRenderFxGlowShell, 200, 0, 0, kRenderNormal, 16);
// And a colored trail
message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
write_byte(TE_BEAMFOLLOW) // TE id
write_short(entity) // entity
write_short(g_fire_trail) // sprite
write_byte(10) // life
write_byte(10) // width
write_byte(200) // r
write_byte(0) // g
write_byte(0) // b
write_byte(200) // brightness
message_end()
// Set grenade type on the thrown grenade entity
set_pev(entity, PEV_NADE_TYPE, NADE_TYPE_NAPALM)
}
Go on line number 3046:
else if (model[9] == 'f' && model[10] == 'l' && get_pcvar_num(cvar_frostgrenades)) // Frost Grenade
{
// Give it a glow
fm_set_rendering(entity, kRenderFxGlowShell, 0, 100, 200, kRenderNormal, 16);
// And a colored trail
message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
write_byte(TE_BEAMFOLLOW) // TE id
write_short(entity) // entity
write_short(g_trailSpr) // sprite
write_byte(10) // life
write_byte(10) // width
write_byte(0) // r
write_byte(100) // g
write_byte(200) // b
write_byte(200) // brightness
message_end()
// Set grenade type on the thrown grenade entity
set_pev(entity, PEV_NADE_TYPE, NADE_TYPE_FROST)
}
Change with this code:
else if (model[9] == 'f' && model[10] == 'l' && get_pcvar_num(cvar_frostgrenades)) // Frost Grenade
{
// Give it a glow
fm_set_rendering(entity, kRenderFxGlowShell, 0, 100, 200, kRenderNormal, 16);
// And a colored trail
message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
write_byte(TE_BEAMFOLLOW) // TE id
write_short(entity) // entity
write_short(g_frost_trail) // sprite
write_byte(10) // life
write_byte(10) // width
write_byte(0) // r
write_byte(100) // g
write_byte(200) // b
write_byte(200) // brightness
message_end()
// Set grenade type on the thrown grenade entity
set_pev(entity, PEV_NADE_TYPE, NADE_TYPE_FROST)
}
Now go on line number 3129:
// Give it a glow
fm_set_rendering(entity, kRenderFxGlowShell, rgb[0], rgb[1], rgb[2], kRenderNormal, 16);
// And a colored trail
message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
write_byte(TE_BEAMFOLLOW) // TE id
write_short(entity) // entity
write_short(g_trailSpr) // sprite
write_byte(10) // life
write_byte(10) // width
write_byte(rgb[0]) // r
write_byte(rgb[1]) // g
write_byte(rgb[2]) // b
write_byte(200) // brightness
message_end()
// Set grenade type on the thrown grenade entity
set_pev(entity, PEV_NADE_TYPE, NADE_TYPE_FLARE)
// Set flare color on the thrown grenade entity
set_pev(entity, PEV_FLARE_COLOR, rgb)
Change with this code:
// Give it a glow
fm_set_rendering(entity, kRenderFxGlowShell, rgb[0], rgb[1], rgb[2], kRenderNormal, 16);
// And a colored trail
message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
write_byte(TE_BEAMFOLLOW) // TE id
write_short(entity) // entity
write_short(g_flare_trail) // sprite
write_byte(10) // life
write_byte(10) // width
write_byte(rgb[0]) // r
write_byte(rgb[1]) // g
write_byte(rgb[2]) // b
write_byte(200) // brightness
message_end()
// Set grenade type on the thrown grenade entity
set_pev(entity, PEV_NADE_TYPE, NADE_TYPE_FLARE)
// Set flare color on the thrown grenade entity
set_pev(entity, PEV_FLARE_COLOR, rgb)
All from 10736 to 10874 line change with the code: pastebin.com/raw.php?i=nCqrCE4u
And all is that,if you have issues ask there