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Release MW3 Server Addon Extensions
#51
(12-12-2012, 14:41)archit Wrote: Where is my QCZM folder I now feel bad I abandoned it

Oh noes... Dumb Bitch

Ontopic, i would see qczm there. ( Not 4d1 )
C++/Obj-C developer. Neko engine wip
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#52
/updated

Added angle craps. FX coming soon.
[Image: 30xhrep.png]

A casual conversation between barata and I about Nukem.
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#53
/updated

Added FX support (LoadFX/PlayFX), refer to the main post for the example.
[Image: 30xhrep.png]

A casual conversation between barata and I about Nukem.
[-] The following 5 users say Thank You to master131 for this post:
  • 99IRock, hillbilly, Nekochan, Pozzuh, [Z00MBY] Alex
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#54
Yaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaay
rep++;
C++/Obj-C developer. Neko engine wip
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#55
Thank you for FX !!!!

It looks like this:

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#56
dang it, can't get it to work
[Image: b_560_95_1.png]


[Image: b_560_95_1.png]

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#57
Fog:

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#58
Notice:

Sometimes int something = LoadFx( - won't work. So just do PlayFx(LoadFx("fx"), pos)
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#59
(01-06-2013, 14:47)hillbilly Wrote: dang it, can't get it to work

Show me your code.

(01-06-2013, 16:39)SailorMoon Wrote: Notice:

Sometimes int something = LoadFx( - won't work. So just do PlayFx(LoadFx("fx"), pos)

Hmm? What do you mean it won't work? And also, pretty sure any FX must be loaded on the OnPrecache override so LoadFX will probably return 0 if you do that.
[Image: 30xhrep.png]

A casual conversation between barata and I about Nukem.
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#60
Partially Working


Code:
using System.Collections.Generic;
using System.Text;
using Addon;

namespace Boxes
{
    public class Class1 : CPlugin
    {
        private int stealthBombFx;
    
        public override void OnPrecache()
        {
            // Load the stealth_bomb_mp FX, it is important to preload ALL fx in the OnPrecache override.
            stealthBombFx = Extensions.LoadFX("explosions/stealth_bomb_mp");
        }
        public override void OnPlayerSpawned(ServerClient Client)
        {
            // public override void OnMapChange() // When the map changes
            // }

            string map = GetDvar("mapname");
            {
                if (map == "mp_carbon")

then this in the map i want it to spawn etc.
Code:
// Spawn a care package with a collision, making it solid.
                    var origin = new Vector(-724f, -1760f, 3f);
                    Entity ent15 = SpawnModel("script_model", "com_plasticcase_green_big_us_dirt", origin);
                    Extensions.CloneBrushModelToScriptModel(ent15, Extensions.FindAirdropCrateCollisionId());

                    // Rotate the care package 90 degrees.
                    Vector angles = Extensions.GetAngles(ent15); // Get the angles of entity pro
                    angles.Y += 45; // Set the angels of entity pro with + 90 degrees
                    Extensions.SetAngles(ent15, angles); // Set the angels of entity pro

                    // Play an explosion FX on top of the care package.
                    Extensions.PlayFX(stealthBombFx, origin); // Play the explosion on the place of origin (the var origin)
                    origin.Z += 30; // this will make it be on the top of carepackage

Spawn and angles work just not Extensions.PlayFX(stealthBombFx, origin); // Play the explosion on the place of origin (the var origin)
origin.Z += 30; // this will make it be on the top of carepackage
[Image: b_560_95_1.png]


[Image: b_560_95_1.png]

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