如何如何设没攻击力 但有效果
//#define USE_AMX#if defined USE_AMX
#include <amxmod>
#include <VexdUM>
#else
#include <amxmodx>
#include <engine>
#endif
new gMsgScreenShake , gMsgScreenFade;
#define CVAR_STATUS "he_damage_effect"
public plugin_init() {
register_plugin("HE damage effect" , "0.2" , "v3x");
register_event("Damage" , "event_Damage" , "b" , "2>0");
register_cvar(CVAR_STATUS , "1");
gMsgScreenShake = get_user_msgid("ScreenShake");
gMsgScreenFade = get_user_msgid("ScreenFade");
}
#if defined USE_AMX
#define DEFAULT_VOLUME 0.8
#endif
#define PA_LOW25.0
#define PA_HIGH 50.0
#if !defined USE_AMX
new Float:gVolume;
public client_connect(id) {
if(!is_user_bot(id)) {
query_client_cvar(id , "volume" , "cvar_result");
}
}
public cvar_result(id, const cvar[] , const value[]) {
gVolume = str_to_float(value);
}
#endif
public event_Damage(id) {
if(get_cvar_num(CVAR_STATUS) <= 0
|| !is_user_connected(id)
|| !is_user_alive(id)
|| is_user_bot(id)) return;
new iWeapID, attacker = get_user_attacker(id , iWeapID);
if(!is_user_connected(attacker)) return;
if(iWeapID == 4) {
client_cmd(id , "volume 0");
set_task(0.5 , "volume_up_1" , id);
new Float:fVec;
fVec = random_float(PA_LOW , PA_HIGH);
fVec = random_float(PA_LOW , PA_HIGH);
fVec = random_float(PA_LOW , PA_HIGH);
entity_set_vector(id , EV_VEC_punchangle , fVec);
message_begin(MSG_ONE , gMsgScreenShake , {0,0,0} ,id)
write_short( 1<<14 );
write_short( 1<<14 );
write_short( 1<<14 );
message_end();
message_begin(MSG_ONE_UNRELIABLE , gMsgScreenFade , {0,0,0} , id);
write_short( 1<<10 );
write_short( 1<<10 );
write_short( 1<<12 );
write_byte( 225 );
write_byte( 0 );
write_byte( 0 );
write_byte( 125 );
message_end();
}
}
public volume_up_1(id) {
client_cmd(id , "volume 0.1");
set_task(0.2 , "volume_up_2" , id);
}
public volume_up_2(id) {
client_cmd(id , "volume 0.2");
set_task(0.2 , "volume_up_3" , id);
}
public volume_up_3(id) {
client_cmd(id , "volume 0.3");
set_task(0.2 , "volume_up_4" , id);
}
public volume_up_4(id) {
client_cmd(id , "volume 0.4");
set_task(0.2 , "volume_up_5" , id);
}
public volume_up_5(id) {
client_cmd(id , "volume 0.5");
set_task(0.2 , "volume_up_6" , id);
}
public volume_up_6(id) {
client_cmd(id , "volume 0.6");
set_task(0.2 , "volume_up_7" , id);
}
public volume_up_7(id) {
client_cmd(id , "volume 0.7");
set_task(0.2 , "volume_up_8" , id);
}
public volume_up_8(id) {
#if !defined USE_AMX
client_cmd(id , "volume %f" , gVolume);
#else
client_cmd(id , "volume %f" , float(DEFAULT_VOLUME));
#endif
} 没攻击力 但有效果?不理解 一般控制伤害都使用这段函数 是这样
不会扣别人血 但会有眩晕效果 4# 20061234
那插件正是 5# rsdtt
怎么用的阿 那里不是有说明了吗 7# rsdtt
看不懂内容晕 不知怎加 #include <amxmodx>
#include <amxmisc>
#include <hamsandwich>
#define PLUGIN_NAME "New Plug-In"
#define PLUGIN_VERSION "0.1"
#define PLUGIN_AUTHOR "zwfgdlc"
#define DAMAGEBIT_HEGRENADE 1<<24
public plugin_init()
{
register_plugin(PLUGIN_NAME, PLUGIN_VERSION, PLUGIN_AUTHOR);
RegisterHam(Ham_TakeDamage,"player","fwd_TakeDamage_pre")
}
public fwd_TakeDamage_pre(id, idinflictor, idattacker, Float:damage, damagebits)
{
if(damagebits == DAMAGEBIT_HEGRENADE)
{
SetHamParamFloat(4, 0.0);
}
return HAM_IGNORED;
}
这代码会使眩晕效果也除去
只有自己不会扣血,没什么伤害
怎么改 #include <amxmodx>
#include <amxmisc>
#include <hamsandwich>
#define PLUGIN_NAME "New Plug-In"
#define PLUGIN_VERSION "0.1"
#define PLUGIN_AUTHOR "zwfgdlc"
#define DAMAGEBIT_HEGRENADE 1<<24
public plugin_init()
{
register_plugin(PLUGIN_NAME, PLUGIN_VERSION, PLUGIN_AUTHOR);
RegisterHam(Ham_TakeDamage,"player","fwd_TakeDamage_pre")
}
public fwd_TakeDamage_pre(id, idinflictor, idattacker, Float:damage, damagebits)
{
if(damagebits == DAMAGEBIT_HEGRENADE)
{
SetHamParamFloat(4, 0.0);
}
return HAM_IGNORED;
}
这代码会使眩晕效果也除去
只有自己不会扣血,没什么伤害
怎么改
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