initial import

This commit is contained in:
David Anderson 2005-07-30 17:36:40 +00:00
parent a939cd0e2a
commit 28998b5c14

310
plugins/esf/ESF_mod_tutorial.txt Executable file
View File

@ -0,0 +1,310 @@
---------------------- [ ESF modification tutorial version > [ 1.0 ] < ] ----------------------------
---------------- [ Made by LynX for purpose of attaching it to AMX Mod X documentation ] ------------
-------------------------------------[ (c) 2005 ] ---------------------------------------------------
-----------------[Credits go to Jinto for originally developing some functions]----------------------
-----------------------------------------------
[ Chapter 1 ] -> [ Powerup color modification ]
-----------------------------------------------
[//////////////////////////////////START//////////////////////////////]
To modify the powerup color, you need to capture the game message,
then modify it.
Here is the basic color override plugin example.
[--------------------------------------Example-------------------------------------]
#include <amxmodx>
#include <fun>
public plugin_init()
{
register_plugin("Powerup modification","final","LynX")
register_message( get_user_msgid( "Powerup" ), "PowerupMessage" )
return PLUGIN_CONTINUE
}
public PowerupMessage( msgid, dest, pEnt )
{
set_msg_arg_int( 2, ARG_BYTE, red );
set_msg_arg_int( 3, ARG_BYTE, green );
set_msg_arg_int( 4, ARG_BYTE, blue );
return PLUGIN_CONTINUE;
}
[------------------------------------Example-------------------------------------- ]
This above would change everyones powerup color to the one you specify.
To get the id of player, use
[------------------------------------Example-------------------------------------- ]
new player = get_msg_arg_int(1)
[------------------------------------Example-------------------------------------- ]
This concludes the powerup color changing section.
[///////////////////////////////////END//////////////////////////////////////////// ]
-----------------------------------------------------------------------------------
---------------------------------------------
[ Chapter 2 ] -> [ Turbo modification ]
---------------------------------------------
[ //////////////////////////////////START////////////////////////////////////////// ]
To modify Turbo you need to find the turbo entity & change its model/skin.
This all must be in client_PostThink, otherwise, it would change it only when one function is called.
Here is the basic Turbo color replacement plugin:
[------------------------------------Example-------------------------------------- ]
#include <amxmodx>
#include <fun>
#include <engine>
#include <fakemeta>
public plugin_init()
{
register_plugin("Turbo color change","final","LynX")
return PLUGIN_CONTINUE
}
public client_PostThink(id)
{
new entity;
new maxentities = get_global_int(GL_maxEntities);
for( entity = 1; entity < maxentities; entity++) {
if ( !is_valid_ent( entity ) )
continue;
new owner = entity_get_edict( entity, EV_ENT_owner );
if( owner == id ) {
new szModel[32];
entity_get_string( entity, EV_SZ_model, szModel, 31 );
if( containi( szModel, "aura" ) != -1 ) {
entity_set_int( entity, EV_INT_skin, SKIN_NUMBER ); // replace skin number with number from 1 to 5
}
}
}
return PLUGIN_CONTINUE
}
[------------------------------------Example-------------------------------------- ]
Notice that the SKIN_NUMBER needs to be deleted and replaced with skin number.
Here is the list of skins, use the number to get the right color:
1 - white
2 - green
3 - purple
4 - red
5 - yellow
This concludes the turbo color changing section.
::NOTE:: You can set the model or any other stuff of aura since "entity" is the id of
aura when using the code snippet above.
So just use that id when changing something aura related.
[///////////////////////////////////END//////////////////////////////////////////// ]
-----------------------------------------------------------------------------------
---------------------------------------------
[ Chapter 3 ] -> [ Attack charge sprite modification ]
---------------------------------------------
[ //////////////////////////////////START////////////////////////////////////////// ]
To modify attack sprite, use this below.
[------------------------------------Example-------------------------------------- ]
#include <amxmodx>
#include <fun>
#include <engine>
#include <fakemeta>
public plugin_init()
{
register_plugin("Attack sprite","final","Lynx")
return PLUGIN_CONTINUE
}
public client_PostThink(id)
{
new ent = find_ent_in_sphere( -1, vOrigin, 64.0 );
while( ent > 0 )
{
new szModel[32];
entity_get_string( ent, EV_SZ_model, szModel, 31 );
if( containi( szModel, "sprites/sprite.spr" ) != -1 )
{
entity_set_model( ent, "sprites/sprite2.spr" );
}
}
return PLUGIN_CONTINUE
}
[------------------------------------Example-------------------------------------- ]
You need to find the charge sprite of the attack you want to change, then place it except
sprite.spr
If its found, put your charge replacement sprite except of sprite2.spr
This concludes Attack charge sprite section.
[///////////////////////////////////END//////////////////////////////////////////// ]
-----------------------------------------------------------------------------------
---------------------------------------------
[ Chapter 4 ] -> [ Attack beam sprite modification ]
---------------------------------------------
[ //////////////////////////////////START////////////////////////////////////////// ]
In this section, the tutorial will show how to change the beam trail, head. start.
Watch this example:
[------------------------------------Example-------------------------------------- ]
#include <amxmodx>
#include <fun>
#include <engine>
#include <fakemeta>
public plugin_init()
{
register_plugin("Attack modification","final","EncorE_SX")
register_message( get_user_msgid( "EETrail" ), "trail" );
return PLUGIN_CONTINUE
}
new sprite
new sprite2
public trail( id )
{
new playerID = get_msg_arg_int( 1 );
new clip,ammo
new weapon = get_user_weapon( pid, clip, ammo )
if( weapon == WEAPON )
{
set_msg_arg_int( 5, ARG_SHORT, sprite ); // beam start
set_msg_arg_int( 6, ARG_SHORT, sprite ); // beam head
set_msg_arg_int( 7, ARG_SHORT, sprite );
set_msg_arg_int( 8, ARG_SHORT, sprite2 ); // trail
return PLUGIN_CONTINUE;
}
return PLUGIN_CONTINUE;
}
[------------------------------------Example-------------------------------------- ]
::NOTICE:: This above shows how to check if player has certain attack selected,
and if he has, its changed. If not, its not changed. I'm leaving up to you to find the numbers of
weapons.
Here is just a basic list of attacks.
[---EXAMPLE---]
generic beam = 4
gallit gun = 5
kamehameha = 6
finalflash = 15
[---EXAMPLE---]
This concludes the weapon sprite changing tutoiral(s).
[///////////////////////////////////END//////////////////////////////////////////// ]
-----------------------------------------------------------------------------------
---------------------------------------------
[ Chapter 5 ] -> [ Creating a transformation ]
---------------------------------------------
[ //////////////////////////////////START////////////////////////////////////////// ]
I won't put any snippets here since this is just pure AMXX.
To create a transformation, you need to block ascend button and see if conditions were met to
go in some other transformation.
To create a transformation, simply connect a bunch of set_task's in one chain.
Usefull stuff when creating transformations is "avatar" functions, since
this will allow you wheter is player ascended to that level or no, without extra array.
Then you can use procedures described above.
This concluded the Create transformation explanation % also concluded the whole tutorial.
[///////////////////////////////////END//////////////////////////////////////////// ]
-----------------------------------------------------------------------------------
In next version of this tutorial there will be more explanations and code snippets, since this
is rushed version for AMX Mod X release.
---[ LynX ]---