Kullandığım eklenti bıçak modelini değiştirmeye yarıyor. İstediğim model dışında ayrıca sound kısmının da değiştirilebilmesi. Yani sizden ricam ek olarak bıçak ses dosyalarını da değiştirebileceğim bir ayar eklemeniz. Diğer silah değiştirme pluginlerini atmayın biliyorum onları. İstediğim bu plugine eklenmesi. Yardımcı olabilecek olursa şimdiden teşekkür ediyorum.
Konu
Kod:
#include <amxmodx>
#include <fakemeta>
#define MAX_KNIFE_SNDS 9
public plugin_init()
{
register_plugin("Custom knife sounds" , "0.1" , "v3x");
register_forward(FM_EmitSound , "EmitSound");
}
// Original knife sounds
new knife_sounds_o[MAX_KNIFE_SNDS][] =
{
"weapons/knife_deploy1.wav",
"weapons/knife_hit1.wav",
"weapons/knife_hit2.wav",
"weapons/knife_hit3.wav",
"weapons/knife_hit4.wav",
"weapons/knife_hitwall1.wav",
"weapons/knife_slash1.wav",
"weapons/knife_slash2.wav",
"weapons/knife_stab.wav"
}
// Replacement knife sounds ( edit these!! )
new knife_sounds_r[MAX_KNIFE_SNDS][] =
{
"GHW/weapons/knife_deploy1.wav",
"GHW/weapons/knife_hit1.wav",
"GHW/weapons/knife_hit2.wav",
"GHW/weapons/knife_hit3.wav",
"GHW/weapons/knife_hit4.wav",
"GHW/weapons/knife_hitwall1.wav",
"GHW/weapons/knife_slash1.wav",
"GHW/weapons/knife_slash2.wav",
"GHW/weapons/knife_stab.wav"
}
public plugin_precache()
{
for(new i = 0; i < MAX_KNIFE_SNDS; i++)
precache_sound(knife_sounds_r[i]);
}
public EmitSound(entity, channel, const sound[])
{
if(pev_valid(entity) && is_user_alive(entity))
{
for(new i = 0; i < MAX_KNIFE_SNDS; i++)
{
if(equal(sound , knife_sounds_o[i]))
{
emit_sound(entity, channel, knife_sounds_r[i], 1.0, ATTN_NORM, 0, PITCH_NORM);
return FMRES_SUPERCEDE;
}
}
}
return FMRES_IGNORED;
}(14-09-2020, 06:30)Raul Adlı Kullanıcıdan Alıntı:Teşekkürler.kullan kardeşKod:#include <amxmodx>
#include <fakemeta>
#define MAX_KNIFE_SNDS 9
public plugin_init()
{
register_plugin("Custom knife sounds" , "0.1" , "v3x");
register_forward(FM_EmitSound , "EmitSound");
}
// Original knife sounds
new knife_sounds_o[MAX_KNIFE_SNDS][] =
{
"weapons/knife_deploy1.wav",
"weapons/knife_hit1.wav",
"weapons/knife_hit2.wav",
"weapons/knife_hit3.wav",
"weapons/knife_hit4.wav",
"weapons/knife_hitwall1.wav",
"weapons/knife_slash1.wav",
"weapons/knife_slash2.wav",
"weapons/knife_stab.wav"
}
// Replacement knife sounds ( edit these!! )
new knife_sounds_r[MAX_KNIFE_SNDS][] =
{
"GHW/weapons/knife_deploy1.wav",
"GHW/weapons/knife_hit1.wav",
"GHW/weapons/knife_hit2.wav",
"GHW/weapons/knife_hit3.wav",
"GHW/weapons/knife_hit4.wav",
"GHW/weapons/knife_hitwall1.wav",
"GHW/weapons/knife_slash1.wav",
"GHW/weapons/knife_slash2.wav",
"GHW/weapons/knife_stab.wav"
}
public plugin_precache()
{
for(new i = 0; i < MAX_KNIFE_SNDS; i++)
precache_sound(knife_sounds_r[i]);
}
public EmitSound(entity, channel, const sound[])
{
if(pev_valid(entity) && is_user_alive(entity))
{
for(new i = 0; i < MAX_KNIFE_SNDS; i++)
{
if(equal(sound , knife_sounds_o[i]))
{
emit_sound(entity, channel, knife_sounds_r[i], 1.0, ATTN_NORM, 0, PITCH_NORM);
return FMRES_SUPERCEDE;
}
}
}
return FMRES_IGNORED;
}
)


