mirror of
https://github.com/alliedmodders/amxmodx.git
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311 lines
8.0 KiB
Plaintext
Executable File
311 lines
8.0 KiB
Plaintext
Executable File
---------------------- [ ESF modification tutorial version > [ 1.0 ] < ] ----------------------------
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---------------- [ Made by LynX for purpose of attaching it to AMX Mod X documentation ] ------------
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-------------------------------------[ (c) 2005 ] ---------------------------------------------------
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-----------------[Credits go to Jinto for originally developing some functions]----------------------
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-----------------------------------------------
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[ Chapter 1 ] -> [ Powerup color modification ]
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-----------------------------------------------
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[//////////////////////////////////START//////////////////////////////]
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To modify the powerup color, you need to capture the game message,
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then modify it.
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Here is the basic color override plugin example.
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[--------------------------------------Example-------------------------------------]
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#include <amxmodx>
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#include <fun>
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public plugin_init()
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{
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register_plugin("Powerup modification","final","LynX")
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register_message( get_user_msgid( "Powerup" ), "PowerupMessage" )
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return PLUGIN_CONTINUE
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}
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public PowerupMessage( msgid, dest, pEnt )
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{
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set_msg_arg_int( 2, ARG_BYTE, red );
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set_msg_arg_int( 3, ARG_BYTE, green );
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set_msg_arg_int( 4, ARG_BYTE, blue );
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return PLUGIN_CONTINUE;
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}
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[------------------------------------Example-------------------------------------- ]
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This above would change everyones powerup color to the one you specify.
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To get the id of player, use
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[------------------------------------Example-------------------------------------- ]
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new player = get_msg_arg_int(1)
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[------------------------------------Example-------------------------------------- ]
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This concludes the powerup color changing section.
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[///////////////////////////////////END//////////////////////////////////////////// ]
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-----------------------------------------------------------------------------------
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---------------------------------------------
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[ Chapter 2 ] -> [ Turbo modification ]
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---------------------------------------------
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[ //////////////////////////////////START////////////////////////////////////////// ]
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To modify Turbo you need to find the turbo entity & change its model/skin.
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This all must be in client_PostThink, otherwise, it would change it only when one function is called.
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Here is the basic Turbo color replacement plugin:
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[------------------------------------Example-------------------------------------- ]
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#include <amxmodx>
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#include <fun>
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#include <engine>
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#include <fakemeta>
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public plugin_init()
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{
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register_plugin("Turbo color change","final","LynX")
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return PLUGIN_CONTINUE
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}
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public client_PostThink(id)
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{
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new entity;
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new maxentities = get_global_int(GL_maxEntities);
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for( entity = 1; entity < maxentities; entity++) {
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if ( !is_valid_ent( entity ) )
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continue;
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new owner = entity_get_edict( entity, EV_ENT_owner );
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if( owner == id ) {
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new szModel[32];
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entity_get_string( entity, EV_SZ_model, szModel, 31 );
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if( containi( szModel, "aura" ) != -1 ) {
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entity_set_int( entity, EV_INT_skin, SKIN_NUMBER ); // replace skin number with number from 1 to 5
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}
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}
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}
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return PLUGIN_CONTINUE
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}
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[------------------------------------Example-------------------------------------- ]
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Notice that the SKIN_NUMBER needs to be deleted and replaced with skin number.
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Here is the list of skins, use the number to get the right color:
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1 - white
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2 - green
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3 - purple
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4 - red
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5 - yellow
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This concludes the turbo color changing section.
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::NOTE:: You can set the model or any other stuff of aura since "entity" is the id of
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aura when using the code snippet above.
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So just use that id when changing something aura related.
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[///////////////////////////////////END//////////////////////////////////////////// ]
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-----------------------------------------------------------------------------------
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---------------------------------------------
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[ Chapter 3 ] -> [ Attack charge sprite modification ]
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---------------------------------------------
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[ //////////////////////////////////START////////////////////////////////////////// ]
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To modify attack sprite, use this below.
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[------------------------------------Example-------------------------------------- ]
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#include <amxmodx>
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#include <fun>
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#include <engine>
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#include <fakemeta>
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public plugin_init()
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{
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register_plugin("Attack sprite","final","Lynx")
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return PLUGIN_CONTINUE
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}
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public client_PostThink(id)
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{
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new ent = find_ent_in_sphere( -1, vOrigin, 64.0 );
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while( ent > 0 )
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{
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new szModel[32];
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entity_get_string( ent, EV_SZ_model, szModel, 31 );
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if( containi( szModel, "sprites/sprite.spr" ) != -1 )
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{
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entity_set_model( ent, "sprites/sprite2.spr" );
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}
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}
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return PLUGIN_CONTINUE
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}
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[------------------------------------Example-------------------------------------- ]
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You need to find the charge sprite of the attack you want to change, then place it except
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sprite.spr
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If its found, put your charge replacement sprite except of sprite2.spr
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This concludes Attack charge sprite section.
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[///////////////////////////////////END//////////////////////////////////////////// ]
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-----------------------------------------------------------------------------------
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---------------------------------------------
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[ Chapter 4 ] -> [ Attack beam sprite modification ]
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---------------------------------------------
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[ //////////////////////////////////START////////////////////////////////////////// ]
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In this section, the tutorial will show how to change the beam trail, head. start.
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Watch this example:
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[------------------------------------Example-------------------------------------- ]
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#include <amxmodx>
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#include <fun>
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#include <engine>
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#include <fakemeta>
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public plugin_init()
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{
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register_plugin("Attack modification","final","EncorE_SX")
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register_message( get_user_msgid( "EETrail" ), "trail" );
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return PLUGIN_CONTINUE
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}
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new sprite
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new sprite2
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public trail( id )
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{
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new playerID = get_msg_arg_int( 1 );
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new clip,ammo
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new weapon = get_user_weapon( pid, clip, ammo )
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if( weapon == WEAPON )
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{
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set_msg_arg_int( 5, ARG_SHORT, sprite ); // beam start
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set_msg_arg_int( 6, ARG_SHORT, sprite ); // beam head
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set_msg_arg_int( 7, ARG_SHORT, sprite );
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set_msg_arg_int( 8, ARG_SHORT, sprite2 ); // trail
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return PLUGIN_CONTINUE;
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}
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return PLUGIN_CONTINUE;
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}
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[------------------------------------Example-------------------------------------- ]
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::NOTICE:: This above shows how to check if player has certain attack selected,
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and if he has, its changed. If not, its not changed. I'm leaving up to you to find the numbers of
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weapons.
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Here is just a basic list of attacks.
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[---EXAMPLE---]
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generic beam = 4
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gallit gun = 5
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kamehameha = 6
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finalflash = 15
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[---EXAMPLE---]
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This concludes the weapon sprite changing tutoiral(s).
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[///////////////////////////////////END//////////////////////////////////////////// ]
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-----------------------------------------------------------------------------------
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---------------------------------------------
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[ Chapter 5 ] -> [ Creating a transformation ]
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---------------------------------------------
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[ //////////////////////////////////START////////////////////////////////////////// ]
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I won't put any snippets here since this is just pure AMXX.
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To create a transformation, you need to block ascend button and see if conditions were met to
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go in some other transformation.
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To create a transformation, simply connect a bunch of set_task's in one chain.
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Usefull stuff when creating transformations is "avatar" functions, since
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this will allow you wheter is player ascended to that level or no, without extra array.
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Then you can use procedures described above.
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This concluded the Create transformation explanation % also concluded the whole tutorial.
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[///////////////////////////////////END//////////////////////////////////////////// ]
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-----------------------------------------------------------------------------------
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In next version of this tutorial there will be more explanations and code snippets, since this
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is rushed version for AMX Mod X release.
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---[ LynX ]---
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