if (cl_nn_st_knife[attacker] == KNIFE_FIRST_ATTACK) { new Float:origin[3], Float:origin2[3], Float:throw[3], Float:aimvel[3]
// Get the origin of attacker and victim pev(victim,pev_origin,origin) pev(attacker,pev_origin,origin2) velocity_by_aim(attacker,2,aimvel)
// We need to make a vector between them and we multiply it's value so we can make it powerfull xs_vec_sub(origin,origin2,throw) xs_vec_div_scalar(throw,xs_vec_len(throw),throw) xs_vec_add(throw,aimvel,throw) xs_vec_div_scalar(throw,xs_vec_len(throw),throw) throw[2] += 0.6 xs_vec_mul_scalar(throw,get_pcvar_float(pcv_nn_st_throw),throw)
// We add it to the velocity so we can make it a throw set_pev(victim,pev_velocity,throw)
// We block the speed of the player so he can't influence the direction of the throw (too much :P) set_user_maxspeed(victim, 1.0) cl_is_thrown[victim] = attacker set_pev(victim,pev_flags,pev(victim,pev_flags) & ~FL_ONGROUND) }
if (cl_nn_st_knife[attacker] == KNIFE_FIRST_ATTACK) { new Float:origin[3], Float:origin2[3], Float:throw[3], Float:aimvel[3]
// Get the origin of attacker and victim pev(victim,pev_origin,origin) pev(attacker,pev_origin,origin2) velocity_by_aim(attacker,2,aimvel)
// We need to make a vector between them and we multiply it's value so we can make it powerfull xs_vec_sub(origin,origin2,throw) xs_vec_div_scalar(throw,xs_vec_len(throw),throw) xs_vec_add(throw,aimvel,throw) xs_vec_div_scalar(throw,xs_vec_len(throw),throw) throw[2] += 0.6 xs_vec_mul_scalar(throw,get_pcvar_float(pcv_nn_st_throw),throw)
// We add it to the velocity so we can make it a throw set_pev(victim,pev_velocity,throw)
// We block the speed of the player so he can't influence the direction of the throw (too much :P) set_user_maxspeed(victim, 1.0) cl_is_thrown[victim] = attacker set_pev(victim,pev_flags,pev(victim,pev_flags) & ~FL_ONGROUND) }
Zmd94 what do you believe should you should continue fixing the errors or stop.For my side i can report everytime.
Now as we fixed the last one new comes out:
L 06/19/2016 - 12:47:58: Start of error session. L 06/19/2016 - 12:47:58: Info (map "zm_dustx2") (file "addons/amxmodx/logs/error_20160619.log") L 06/19/2016 - 12:47:58: [FUN] Invalid player 1 L 06/19/2016 - 12:47:58: [AMXX] Displaying debug trace (plugin "zp_nanosuit.amxx") L 06/19/2016 - 12:47:58: [AMXX] Run time error 10: native error (native "set_user_rendering") L 06/19/2016 - 12:47:58: [AMXX] [0] zp_nanosuit.sma::event_death (line 1054)
Can you make the weapons reload fast in maximum speed mode and remove the speed run.And name the mode Fast reload?If its not possible remove the maximum speed totally.
In the first post i will re-upload the .sma with error fixes and not with the modifications or may i upload a second .sma with modifications.
I appreciate your work be sure for this.
[Enjoy the life , have fun and be as good as you can in your job's related activities and for sure the path for success is close].
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Add a parachute mode when they choose that mode they can use the parachute if choose enother mod not.[Remove the speed mod instead]
Add a cvar for fall speed and one how much energy it costs per second.
But in case i do this i want zombies to use parachute that means i cannot use the common zp parachute because its for both humans and zombies.I must make the zp parachute work with zombies only,because if i use that zp parachute that it is for both humans and zombies will not work with nanosuit parachute mod correct?
Zmd add the parachute mode in nanosuit and i will edit the zp_parachute plugin only for zombies:D just dont forget to add a precache for the sound because i will add a sound when they use parachute mode. [Dont remove the speed mode i changed my mind i will keep it]