hy.? Posted January 27, 2010 Report Share Posted January 27, 2010 Można by naprawić skoki paladyna, które nie działają ;o Tutaj macie jak to zrobić: Znajdź: public client_PreThink ( id ) { new button2 = get_user_button(id); Zamień na: public client_PreThink ( id ) { new button2 = get_user_button(id); new clip,ammo new weapon = get_user_weapon(id,clip,ammo); if(player_class[id]==Paladyn && weapon == CSW_KNIFE) { if((button2 & IN_DUCK) && (button2 & IN_JUMP) && !(get_user_oldbutton(id) & IN_JUMP)) { if(JumpsLeft[id]>0 && player_speed(id)>100 ) { new flags = pev(id,pev_flags) if(flags & FL_ONGROUND) { set_pev ( id, pev_flags, flags-FL_ONGROUND ) JumpsLeft[id]-- new Float:va[3],Float:v[3] entity_get_vector(id,EV_VEC_v_angle,va) v[0]=floatcos(va[1]/180.0*M_PI)*560.0 v[1]=floatsin(va[1]/180.0*M_PI)*560.0 v[2]=300.0 entity_set_vector(id,EV_VEC_velocity,v) } } } } Znajdź: register_forward(FM_PlayerPreThink, "Forward_FM_PlayerPreThink") I usuń to. Znajdź i usuń. Kod: public Forward_FM_PlayerPreThink(id) { static Float:fPunchAngle[3] pev(id, pev_punchangle, fPunchAngle) if( fPunchAngle[0] == -5) { if(fm_get_user_longjump(id) && JumpsLeft[id]>0)JumpsLeft[id]-- write_hud(id) if(JumpsLeft[id]<1) fm_set_user_longjump(id,false,true) return FMRES_HANDLED } return FMRES_IGNORED } FIX BY MICZU Źródło Quote Link to comment Share on other sites More sharing options...
Jaśnie Pan Posted January 27, 2010 Report Share Posted January 27, 2010 o widzisz zrobie to na dniach. Quote Link to comment Share on other sites More sharing options...
✪ dago86 Posted February 27, 2010 Report Share Posted February 27, 2010 zrobione sprawdźcie ktoś czy śmiga Quote Link to comment Share on other sites More sharing options...
crk Posted February 27, 2010 Report Share Posted February 27, 2010 wszystko chyba działa dobrze //crk Quote Link to comment Share on other sites More sharing options...
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