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Author Topic: player_shoot  (Read 115 times)
bretalemeau
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« on: September 14, 2009, 11:39:26 PM »

So is there any way to recognize when the player is shooting? Like player_shoot = 1 or anything like that?
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Gen.GenitalZ
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« Reply #1 on: September 15, 2009, 08:22:20 PM »

it has to be made into a block,
but you can do "player weapon_fire"
but yeah, its not skill wise in your wcs_races_db,
its a different block entirely that the race has to be directed to, to use.
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« Reply #2 on: September 15, 2009, 09:23:07 PM »

So is there any way to recognize when the player is shooting? Like player_shoot = 1 or anything like that?

In your file (like es_wcs.txt) put:

event weapon_fire
{
Information here
}

Also this link may help: http://www.eventscripts.com/pages/Weapon_fire

Thanks,
- Koshy
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Crazy
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« Reply #3 on: September 20, 2009, 07:45:00 PM »

Koshy, would it be possible if you could explain this a little bit more? I'm currently trying to make a skill that if your firing your weapon you will run faster. I want to know how to set it so that the server would recognize this.
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« Reply #4 on: September 20, 2009, 07:49:49 PM »

F.eks !

event weapon_fire
{
es est_effect 10 #a 0 sprites/lgtning.vmt server_var(hfx_x2) server_var(hfx_y2) server_var(hfx_z2) 60 120 1 15 80 0 255 55 0 255 90
}
Then a effect will be shooten.
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CA.Berettonawak
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« Reply #5 on: September 21, 2009, 09:14:14 PM »

Quote
Koshy, would it be possible if you could explain this a little bit more? I'm currently trying to make a skill that if your firing your weapon you will run faster. I want to know how to set it so that the server would recognize this.
First of all, event weapon_fire requires (for stability issues) noisy to be enabled.
(es_xdoblock corelib/noisy_on)
Secondly, this is an advanced kind of coding, we can help you a bit, or make the skill all by ourself, but we cannot just tell you how to do the whole thing.
Just think of it:
- detect weapon_fire : add speed to event_var(userid);delayed remove speed.
Got it?
www.eventscriptS.com is there to help you
If you need more help, contact me on steam/msn, or even post here Tongue
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Crazy
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« Reply #6 on: September 21, 2009, 10:21:17 PM »

So it would be something like...

Code:
event weapon_fire
{
if (event_var(weapon) = knife) do
    {
    es est_speed event_var(userID) 1.9
    es_delayed 3 es est_speed event_var(userID) 1.4
    }
}

The in the skill1_cmd I would put...

Code:
"esx_doblock corelib/noisy_on"

and I would put the skill_cfg to...

weapon_fire?


Btw I have corelib on my server. And I wasn't trying to get somebody to code it for me. I kinda have an idea of what to put inside weapon_fire, I'm just lost on how exactly the skill will detect weapon_fire. Thats what I more need help with.
« Last Edit: September 21, 2009, 10:34:08 PM by Crazy » Logged
Yiyas
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no1yiyas
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« Reply #7 on: September 21, 2009, 10:23:54 PM »

For some reason 2ndary fire on knife doesn't count as a shot... but why would you want that on weapon_fire?
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Crazy
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« Reply #8 on: September 21, 2009, 10:36:19 PM »

I run a wcs/zombie mod server. I thought it would be an interesting little race. I want it so that when a zombie or a human swings the knife they run faster. This is intended more for the human aspect seeing as it is going to be a knife race. It will have 90% invisibility, chance to do 600 knife damage, extra speed while knifing, and hollidays rapid-fire ultimate changed to accomadate knifing. I have 3 of the skills. I just need this one.
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Crazy
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« Reply #9 on: September 22, 2009, 01:16:02 AM »

I figured it out, thanks guys.
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Crazy
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« Reply #10 on: September 22, 2009, 02:50:48 AM »

Question, is there a way to recognize when a player stops shooting?
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Gen.GenitalZ
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« Reply #11 on: September 22, 2009, 03:09:01 AM »

try adding a delay

es es_speed "...blah blah blah"
es es_xdelayed .2 es_speed "...back to normal speed, blah blah blah
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Bifkids
« Reply #12 on: September 22, 2009, 01:22:15 PM »

es_xdoblock corelib/noisy_on would more be in "preloadcmd"
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Crazy
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« Reply #13 on: September 23, 2009, 11:14:33 PM »

Can somebody explain to me why this coding doesn't work. I'm not too great with keysetvalues but maybe thats whats wrong with it.

I have this coding in for the skill.
Code:
    "skill2_setting"    "0"
    "skill2_cmd"        "es es_xkeysetvalue WCSuserdata server_var(wcs_userid) knifeshit 1"
    "skill2_sfx"        "0"

This is what is in es_wcs.txt
Code:
event weapon_fire
{
es es_xkeygetvalue knifeshit WCSuserdata event_var(userid) knifeshit
if (server_var(knifeshit) = 1) do
{
if (event_var(weapon) = knife) do
{
es est_speed event_var(userID) 2.1
es_delayed 3 es est_speed event_var(userID) 1.65
}
}
}
And this is what is in player_spawn_cmd
Code:
    "player_spawn_cmd"    "es_xdoblock corelib/noisy_on"
I dont see any mistakes. I'm so lost. =-(
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CA.Berettonawak
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Bifkids
« Reply #14 on: September 24, 2009, 12:21:40 PM »

Question, is there a way to recognize when a player stops shooting?
Well you can set a keyvalue on him, delay remove keyvalue, and loop to check if he is still shooting..
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Beret, keep yourself focusing on 1 project. Be sure to memorize that down since it sounds good.
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i love tuna juice Cheesy
Quote from: Pietro
=CA= Pietro: back
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=CA= Pietro: you should see his face when he ate it xD
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