Approved Explode Nade.

Plug-ins compatibility with Zombie Escape 1.x only!


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z0h1r-LK
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Explode Nade.

#1

Post by z0h1r-LK » 3 years ago

Explode Nade
Description:
This grenade like HE Grenade, explode and damage...:D

Screenshots:
Screenshot (27).png
Screenshot (28).png
Resources:
  1. [Weapon Models]
  2. V_EXPNADE EXPLODE = models/v_smokegrenade.mdl
  3. P_EXPNADE EXPLODE = models/p_smokegrenade.mdl
  4. W_EXPNADE EXPLODE = models/w_smokegrenade.mdl
  5.  
  6. [Grenade Sprites]
  7. EXPNADE EXPLODE = sprites/fexplo.spr
  8.  
  9. [Sounds]
  10. EXPNADE EXPLODE = weapons/explode3.wav, weapons/explode4.wav, weapons/explode5.wav
Cvars:

Code: Select all

ze_expnade_raduis 240		// Explode Nade explosion raduis.
ze_expnade_damage 400		// Explode Nade explosion damage.
ze_expnade_explode 1		// Explode Nade explosion effect.
ze_expnade_hit_type 1		// 0 = Explode can pass through walls | 1 = Explode nade must see zombie to fire him (can't pass walls)
Change Log:
  1. [Version 1.0]
  2.     - Release.
  3.    
  4. [Version 1.1]
  5.     - Fixed some bugs.
  6.     - Fixed explosion without damage.
  7.     - Added Cvar ze_expnade_hit_type.
  8.     - Added explosion ring (shockwave).
  9.     - Changed settings resources in zombie_escape.ini.
  10.     - Changed Cvars.
Important (quick tutorial):
Open frost.sma and find for that and remove this :
  1. cs_set_player_view_model(id, CSW_SMOKEGRENADE, g_v_szFrostGrenadeModel)
  2. cs_set_player_weap_model(id, CSW_SMOKEGRENADE, g_p_szFrostGrenadeModel)
Search for this in Fw_SetModel_Post():
  1. if ((model[9] == 'f' && model[10] == 'l') || (model[9] == 's' && model[10] == 'm'))
And make like this :
  1. if ((model[9] == 'f' && model[10] == 'l'))
Search for this in New_Round():
  1. if (equali(model, "models/w_flashbang.mdl") || equali(model, "models/w_smokegrenade.mdl"))
And make like this :
  1. if (equali(model, "models/w_flashbang.mdl"))
Search for this Fw_SetModel_Post():
  1. if (equali(model, "models/w_flashbang.mdl") || equali(model, "models/w_smokegrenade.mdl"))
And make like this :
  1. if (equali(model, "models/w_flashbang.mdl"))
And compile frost.sma

Download:
ze_exp.zip
.sma only
(3.14 KiB) Downloaded 323 times
ze_exp.zip
.sma only
(3.14 KiB) Downloaded 323 times
Last edited by z0h1r-LK 2 years ago, edited 4 times in total.

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Luxurious
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#2

Post by Luxurious » 3 years ago

Can u post photo ??
And nice sharing bro ...!
DRK Zombie-Escape V1.6
IP : 81.169.153.129:27015

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Raheem
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#3

Post by Raheem » 3 years ago

Good one, you forget to upload resources (models, sounds, sprites). Also if posted photos will be great.
He who fails to plan is planning to fail

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sPe3doN
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#4

Post by sPe3doN » 3 years ago

You requested for this last year and I made it for you, so can you tell me What is the difference between yours and mine ?!
viewtopic.php?f=17&t=3638
Image

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z0h1r-LK
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#5

Post by z0h1r-LK » 3 years ago

Luxurious wrote: 3 years ago Can u post photo ??
And nice sharing bro ...!
added photo :)

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#6

Post by z0h1r-LK » 3 years ago

Raheem wrote: 3 years ago Good one, you forget to upload resources (models, sounds, sprites). Also if posted photos will be great.
I use default model with game (smokegrenade.mdl) and (explode sound and sprite) located in valve !
any resource can owner server, just change resource from zombie_escape.ini

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z0h1r-LK
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#7

Post by z0h1r-LK » 3 years ago

sPe3doN wrote: 3 years ago You requested for this last year and I made it for you, so can you tell me What is the difference between yours and mine ?!
viewtopic.php?f=17&t=3638
the first thing is thanks you !
but your plugin is working good
Because each code's is not ordered
So I created it from zero so that everything would be perfect
i add control raduis and damage from cvars and resource (models and sounds explode and sprites trail and effect explode) and change some native fakemeta to reapi and removed shockwave !
i followed method Raheem like frost and fire :)

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#8

Post by z0h1r-LK » 2 years ago

Updated 1.1

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