- Article
- 2019-02-16

Работать мы будем в zombieplague40.sma
1) В начале исхода создаём переменные:
new g_frost_exp, g_frost_gibs
new g_inf_exp, g_inf_gibs
new sprite_g_fire_exp[64], sprite_g_fire_gibs[64]
new sprite_g_frost_exp[64], sprite_g_frost_gibs[64]
new sprite_g_inf_exp[64], sprite_g_inf_gibs[64]
2) Ищем plugin_precache и добавляем туда это:
g_fire_gibs = engfunc(EngFunc_PrecacheModel, sprite_g_fire_gibs)
g_frost_exp = engfunc(EngFunc_PrecacheModel, sprite_g_frost_exp)
g_frost_gibs = engfunc(EngFunc_PrecacheModel, sprite_g_frost_gibs)
g_inf_exp = engfunc(EngFunc_PrecacheModel, sprite_g_inf_exp)
g_inf_gibs = engfunc(EngFunc_PrecacheModel, sprite_g_inf_gibs)
engfunc(EngFunc_PrecacheModel, sprite_g_inf_gibs)
engfunc(EngFunc_PrecacheModel, sprite_g_inf_exp)
engfunc(EngFunc_PrecacheModel, sprite_g_frost_gibs)
engfunc(EngFunc_PrecacheModel, sprite_g_frost_exp)
engfunc(EngFunc_PrecacheModel, sprite_g_fire_gibs)
engfunc(EngFunc_PrecacheModel, sprite_g_fire_exp)
3) Ищем // Fire Grenade Explosion и добавляем после // Fire nade explode sound это:
write_byte(TE_EXPLOSION) // Temporary entity ID
engfunc(EngFunc_WriteCoord, originF[0]) // engfunc because float
engfunc(EngFunc_WriteCoord, originF[1])
engfunc(EngFunc_WriteCoord, originF[2] + 40)
write_short(g_fire_exp) // Sprite index
write_byte(13) // Scale
write_byte(18) // Framerate
write_byte(TE_EXPLFLAG_NOSOUND) // Flags
message_end()
message_begin (MSG_BROADCAST,SVC_TEMPENTITY)
write_byte(TE_SPRITETRAIL) // Throws a shower of sprites or models
engfunc(EngFunc_WriteCoord, originF[ 0 ]) // start pos
engfunc(EngFunc_WriteCoord, originF[ 1 ])
engfunc(EngFunc_WriteCoord, originF[ 2 ] + 200.0)
engfunc(EngFunc_WriteCoord, originF[ 0 ]) // velocity
engfunc(EngFunc_WriteCoord, originF[ 1 ])
engfunc(EngFunc_WriteCoord, originF[ 2 ] + 30.0)
write_short(g_fire_gibs) // spr
write_byte(30) // (count)
write_byte(5) // (life in 0.1's)
write_byte(2) // byte (scale in 0.1's)
write_byte(50) // (velocity along vector in 10's)
write_byte(10) // (randomness of velocity in 10's)
message_end()
4) Ищем // Infection Bomb Explosion и добавляем после // Infection nade explode sound это:
write_byte(TE_EXPLOSION) // Temporary entity ID
engfunc(EngFunc_WriteCoord, originF[0]) // engfunc because float
engfunc(EngFunc_WriteCoord, originF[1])
engfunc(EngFunc_WriteCoord, originF[2] + 40)
write_short(g_inf_exp) // Sprite index
write_byte(13) // Scale
write_byte(18) // Framerate
write_byte(TE_EXPLFLAG_NOSOUND) // Flags
message_end()
message_begin (MSG_BROADCAST,SVC_TEMPENTITY)
write_byte(TE_SPRITETRAIL) // Throws a shower of sprites or models
engfunc(EngFunc_WriteCoord, originF[ 0 ]) // start pos
engfunc(EngFunc_WriteCoord, originF[ 1 ])
engfunc(EngFunc_WriteCoord, originF[ 2 ] + 200.0)
engfunc(EngFunc_WriteCoord, originF[ 0 ]) // velocity
engfunc(EngFunc_WriteCoord, originF[ 1 ])
engfunc(EngFunc_WriteCoord, originF[ 2 ] + 30.0)
write_short(g_inf_gibs) // spr
write_byte(30) // (count)
write_byte(5) // (life in 0.1's)
write_byte(2) // byte (scale in 0.1's)
write_byte(50) // (velocity along vector in 10's)
write_byte(10) // (randomness of velocity in 10's)
message_end()
5) Ищем // Frost Grenade Explosion и добавляем после // Frost nade explode sound sound это:
write_byte(TE_EXPLOSION) // Temporary entity ID
engfunc(EngFunc_WriteCoord, originF[0]) // engfunc because float
engfunc(EngFunc_WriteCoord, originF[1])
engfunc(EngFunc_WriteCoord, originF[2] + 40)
write_short(g_frost_exp) // Sprite index
write_byte(13) // Scale
write_byte(18) // Framerate
write_byte(TE_EXPLFLAG_NOSOUND) // Flags
message_end()
message_begin (MSG_BROADCAST,SVC_TEMPENTITY)
write_byte(TE_SPRITETRAIL) // Throws a shower of sprites or models
engfunc(EngFunc_WriteCoord, originF[ 0 ]) // start pos
engfunc(EngFunc_WriteCoord, originF[ 1 ])
engfunc(EngFunc_WriteCoord, originF[ 2 ] + 200.0)
engfunc(EngFunc_WriteCoord, originF[ 0 ]) // velocity
engfunc(EngFunc_WriteCoord, originF[ 1 ])
engfunc(EngFunc_WriteCoord, originF[ 2 ] + 30.0)
write_short(g_frost_gibs) // spr
write_byte(30) // (count)
write_byte(5) // (life in 0.1's)
write_byte(2) // byte (scale in 0.1's)
write_byte(50) // (velocity along vector in 10's)
write_byte(10) // (randomness of velocity in 10's)
message_end()
Фух, спрайты к гранам добавлены, осталось лишь вывести их в
zombieplague.ini
Ищем:
Добавляем туда это:
copy(sprite_g_fire_exp, charsmax(sprite_g_fire_exp), value)
else if (equal(key, "EXPLODEFROST"))
copy(sprite_g_frost_exp, charsmax(sprite_g_frost_exp), value)
else if (equal(key, "EXPLODEINFECT"))
copy(sprite_g_inf_exp, charsmax(sprite_g_inf_exp), value)
else if (equal(key, "GIBSFIRE"))
copy(sprite_g_fire_gibs, charsmax(sprite_g_fire_gibs), value)
else if (equal(key, "GIBSFROST"))
copy(sprite_g_frost_gibs, charsmax(sprite_g_frost_gibs), value)
else if (equal(key, "GIBSINFECT"))
copy(sprite_g_inf_gibs, charsmax(sprite_g_inf_gibs), value)
Добавляем в zombieplague.ini
EXPLODEFROST = sprites/BuB9neC/grenade/exp_frost.spr
EXPLODEINFECT = sprites/BuB9neC/grenade/exp_infect.spr
GIBSFIRE = sprites/BuB9neC/grenade/gibs_fire.spr
GIBSFROST = sprites/BuB9neC/grenade/gibs_frost.spr
GIBSINFECT = sprites/BuB9neC/grenade/gibs_infect.spr
Вот таким не хитрым образом мы добавили спрайты к гранам и вывели их .ini файл... Таким же методом реализовано здесь:
%25
Discount on all purchases
builds until September 16, 2024
Especially for you - Гость

Buy an assembly

[CS 1.6] Model Zombie - Purple Galaxy Revenant
cool skin ,i luv it

Готовый сервер «CSDM Legendary + Пушки Лазеры» для CS 1.6
у вас есть дискорд?

Готовый сервер «CSDM Legendary + Пушки Лазеры» для CS 1.6
здравейте, искам да купя тези красиви плагини, но пълна версия, но на английски език, моля, свържете се със собственика

Готовый сервер «CSDM Legendary + Пушки Лазеры» для CS 1.6
@tb_bader здравейте, искам да купя тези красиви плагини, но пълна версия, но на английски език, моля, свържете се с собственика

(Обновление) Counter-Strike Nexon: Zombies от (20 июня 2018)
Its not downloadable , Its Just a Post about Counter Strike Nexon Zombie Update
ReHLDS (Reverse-engineered) - this is a new step forward that gives a second wind to our servers. ReHLDS works 2 times faster than HLDS.
AMXModX is a Metamod add-on that allows you to create new modifications for Half-Life in the Pawn language
Reunion is a continuation of Dproto for ReHLDS. This is a metamod plugin that allows you to log into the 47/48 Non-Steam server.
Revoice is a Metamod plugin that allows voice chat between non-steam and steam clients.
The new Metamod-r contains a huge number of performance optimizations and much cleaner code. The kernel was written using a JIT compiler.
Ultimate Unprecacher is a plugin for MetaMod, it works on the principle of disabling unnecessary resources on your server, thereby you can free up space for resources for your plugins, using this module you can get rid of error 512!
ReAuthCheck - this is a Metamod plugin that checks your players for validity, with this module for REHLDS you can protect your server from bots that constantly spam ads or simply clog up a slot on the server!
NetBufExtender or NBEX - This is a metamod plugin that expands the пїЅInternet bufferпїЅ: server and client buffers (not 100% guaranteed). Expands up to 64 kb. This means that players are less likely to be kicked with the error "Reliable channel overflowed"".
UINO пїЅ metamod plugin that allows you to remove unnecessary fields from userinfo(setinfo) when the engine passes it to other players on the server. This measure reduces the amount of data transferred and slightly reduces the chance of being kicked with "Reliable channel overflowed".