KK阿朗和龟老大有空进来看一下.代码修改
首先说一下我这个代码的功能先这个插件.视觉效果一流..当你用小刀把人杀后
整个地图会出现20秒闪电打雷效果
.就想你们在这插件的基楚上修改一下..改为每20秒服务器自动出现这效果一次
而不是用刀杀人后才出现这功能谢谢....因为我觉得这代码的好处在于不用创建坐标.也可以在整个地图都看见有闪电..
来几张截图比你们看一下#include <amxmodx>
#include <engine>
#define IsPlayer(%1) ( 1 <= %1 <= g_iMaxPlayers )
new light, g_iMaxPlayers
public plugin_init()
{
register_plugin("Knife Lightning", "1.0", "AMXX Community")
register_event("DeathMsg", "evDeath", "a", "1>0")
g_iMaxPlayers = get_maxplayers()
}
public plugin_precache()
{
light = precache_model("sprites/lgtning.spr")
precache_sound("ambience/thunder_clap.wav")
}
public evDeath()
{
new iKiller = read_data(1)
new iVictim = read_data(2)
if(IsPlayer(iKiller) && is_user_connected(iKiller) && iKiller != iVictim)
{
new szWeapon
read_data(4, szWeapon, 31)
if(equal(szWeapon, "knife"))
{
set_lights("b")
set_task(20.0, "light_off")
set_task(0.5,"lightning0",0,"",0,"a",5)
set_task(1.0,"lightning1",0,"",0,"a",5)
set_task(1.5,"lightning2",0,"",0,"a",5)
set_task(2.0,"lightning3",0,"",0,"a",5)
set_task(2.5,"lightning4",0,"",0,"a",5)
set_task(3.0,"lightning5",0,"",0,"a",5)
}
}
}
public light_off()
{
set_lights("#OFF")
}
public lightning0()
{
new xy
xy = random_num(-2000,2200)
xy = random_num(-2000,2200)
message_begin(MSG_BROADCAST,SVC_TEMPENTITY)
write_byte(0)
write_coord(xy)
write_coord(xy)
write_coord(4000)
write_coord(xy)
write_coord(xy)
write_coord(-2000)
write_short(light)
write_byte(1) // framestart
write_byte(5) // framerate
write_byte(50) // life
write_byte(200) // width
write_byte(100) // noise
write_byte(0) // r, g, b
write_byte(0) // r, g, b
write_byte(255) // r, g, b
write_byte(200) // brightness
write_byte(200) //
message_end()
}
public lightning1()
{
new xy
xy = random_num(-2000,2200)
xy = random_num(-2000,2200)
message_begin(MSG_BROADCAST,SVC_TEMPENTITY)
write_byte(0)
write_coord(xy)
write_coord(xy)
write_coord(4000)
write_coord(xy)
write_coord(xy)
write_coord(-2000)
write_short(light)
write_byte(1) // framestart
write_byte(5) // framerate
write_byte(50) // life
write_byte(200) // width
write_byte(100) // noise
write_byte(248) // r, g, b
write_byte(248) // r, g, b
write_byte(255) // r, g, b
write_byte(200) // brightness
write_byte(200) //
message_end()
}
public lightning2()
{
new xy
xy = random_num(-2000,2200)
xy = random_num(-2000,2200)
message_begin(MSG_BROADCAST,SVC_TEMPENTITY)
write_byte(0)
write_coord(xy)
write_coord(xy)
write_coord(4000)
write_coord(xy)
write_coord(xy)
write_coord(-2000)
write_short(light)
write_byte(1) // framestart
write_byte(5) // framerate
write_byte(50) // life
write_byte(200) // width
write_byte(100) // noise
write_byte(248) // r, g, b
write_byte(248) // r, g, b
write_byte(255) // r, g, b
write_byte(200) // brightness
write_byte(200) //
message_end()
}
public lightning3()
{
new xy
xy = random_num(-2000,2200)
xy = random_num(-2000,2200)
message_begin(MSG_BROADCAST,SVC_TEMPENTITY)
write_byte(0)
write_coord(xy)
write_coord(xy)
write_coord(4000)
write_coord(xy)
write_coord(xy)
write_coord(-2000)
write_short(light)
write_byte(1) // framestart
write_byte(5) // framerate
write_byte(50) // life
write_byte(200) // width
write_byte(100) // noise
write_byte(248) // r, g, b
write_byte(248) // r, g, b
write_byte(255) // r, g, b
write_byte(200) // brightness
write_byte(200) //
message_end()
}
public lightning4()
{
new xy
xy = random_num(-2000,2200)
xy = random_num(-2000,2200)
message_begin(MSG_BROADCAST,SVC_TEMPENTITY)
write_byte(0)
write_coord(xy)
write_coord(xy)
write_coord(4000)
write_coord(xy)
write_coord(xy)
write_coord(-2000)
write_short(light)
write_byte(1) // framestart
write_byte(5) // framerate
write_byte(50) // life
write_byte(200) // width
write_byte(100) // noise
write_byte(248) // r, g, b
write_byte(248) // r, g, b
write_byte(255) // r, g, b
write_byte(200) // brightness
write_byte(200) //
message_end()
}
public lightning5()
{
new xy
xy = random_num(-2000,2200)
xy = random_num(-2000,2200)
message_begin(MSG_BROADCAST,SVC_TEMPENTITY)
write_byte(0)
write_coord(xy)
write_coord(xy)
write_coord(4000)
write_coord(xy)
write_coord(xy)
write_coord(-2000)
write_short(light)
write_byte(1) // framestart
write_byte(5) // framerate
write_byte(50) // life
write_byte(200) // width
write_byte(100) // noise
write_byte(248) // r, g, b
write_byte(248) // r, g, b
write_byte(255) // r, g, b
write_byte(200) // brightness
write_byte(200) //
message_end()
client_cmd(0, "spk ambience/thunder_clap.wav")
}
你们再看一下..我在这个代码基楚改的另一个效果图.CS1.5也可以下雨下雪了..下一步希望能实现有雾 龟老大..和点通的高手们帮帮忙啊..这个是为一可实现CS1.5可下雨下雪.和闪电的代来的
还喜欢cs1.5的朋友帮手顶起 顶一下。好东西。1.5有这个才丰富 我主要是希望可改成像
服务器每30秒自动.发动地震插件
那样的效果.. 本帖最后由 381828358 于 2011-5-23 08:34 编辑
顺便发下下雪的插件源码给高手改一下。我觉得形状不是很自然。如果能改一下形状 不要那个密集
好东西只要高手能解决了、
就牛逼了、 5# 点通粉丝
地震
screen_shake(id, amplitude = 4, duration = 2, frequency = 10)
{
message_begin(MSG_ONE_UNRELIABLE, g_msgScreenShake, _, id)
write_short(UNIT_SECOND*amplitude) // 振幅
write_short(UNIT_SECOND*duration) // 时间
write_short(UNIT_SECOND*frequency) // 频率
message_end()
}
每30秒用set_task http://www.amxmodx.org/funcwiki.php?search=set_task&go=search 我顶,点通粉丝真不愧为1.5娱乐之王啊
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