This site is a testing version, but all data is shared with the live forum.


Raised This Month: $ Target: $400
 0% 

Module: Orpheu (v2.6.3)


Post New Thread Reply   
 
Thread Tools Display Modes
Author Message
yokomo
Surprise Ascot!
Join Date: May 2010
Location: Malaysia
Old 01-03-2013 , 13:35   Re: Module: Orpheu2
Reply With Quote #1

Quote:
Originally Posted by Arkshine View Post
This file includes a specially compiled MonsterMod for windows and linux and it's recommend to use if you want to use orpheu with MonsterMod.
Here a basic example of spawning a CMController, making it always being powering up, and having smoke.
Just to show us another example.

Use the command "spawnController" in game.

PHP Code:
#include <amxmodx>
#include <engine>
#include <fakemeta>
#include <xs>
#include <orpheu>

enum _:Monster
{
    
Grunt,
    
Apache,
    
Barney,
    
BigMomma,
    
Bullsquid,
    
Controller,
    
HAssassin,
    
HeadCrab,
    
HGrunt,
    
Houndeye,
    
ISlave,
    
Scientist,
    
SqueakGrenade,
    
Zombie
};

new 
OrpheuFunction:spawn_monster;
new 
OrpheuFunction:Smoke3_C;

public 
plugin_precache()
{
    new 
OrpheuFunction:HandleAnimEvent OrpheuGetFunction"HandleAnimEvent""CMController" );
    
OrpheuRegisterHookHandleAnimEvent"OnHandleAnimEvent" );
        
    
spawn_monster OrpheuGetFunction"spawn_monster" );
    
Smoke3_C OrpheuGetFunction"Smoke3_C""CGrenade" );
    
    
register_clcmd"spawnController""spawnController" );
}

public 
plugin_init ()
{
    
register_plugin"Orpheu Example""1.0.0""Orpheu" );
}

public 
OnHandleAnimEvent ( const player, const event )
{
    
server_print"Controller %d - Anim Event %d"playerOrpheuGetParamStructMember2"event" ) );
    
    
OrpheuSetParamStructMember2"event");
    
    new 
Float:origin];
    
pevplayerpev_originorigin );
    
    new 
grenade create_entity"grenade" );
    
entity_set_origingrenadeorigin );
    
    
OrpheuCallSuperSmoke3_Cgrenade );
}

public 
spawnController( const player )
{
    new 
Float:origin[3];
    
GetAimOriginDistanceplayerorigin200.0 );
    
    
OrpheuCallspawn_monsterControllerorigin0.0);  
}

GetAimOriginDistanceindexFloat:origin[3], Float:dist 
{
    new 
Float:start];
    new 
Float:view_ofs];
    
    
pevindexpev_originstart );
    
pevindexpev_view_ofsview_ofs );
    
xs_vec_addstartview_ofsstart );

    new 
Float:dest];
    
pev(indexpev_v_angledest );
    
    
engfuncEngFunc_MakeVectorsdest );
    
global_getglb_v_forwarddest );
    
    
xs_vec_mul_scalardestdistdest );
    
xs_vec_addstartdestdest );

    
engfuncEngFunc_TraceLinestartdest0index);
    
get_tr20TR_vecEndPosorigin );

Monstermod library failed to load, why?
Code:
Orpheu functions search started.

        Parsing functions started.
                Parsing file "spawn_monster" started
                                Library "monstermod" is not registered
                                FAILED
                Parsing file "spawn_monster" ended
                Parsing file "SV_EmitPings" started
                                Argument type "pointer" validated
                                Argument type "pointer" validated
                                Searching for signature "[0x55][0x8b][*][0x51][0
x53](...)" ... FOUND
                Parsing file "SV_EmitPings" ended
                Parsing file "SV_GetIDString" started
                                Argument type "pointer" validated
                                Return type "char *" validated
                                Searching for signature "[0x55][0x8b][*][0x83][*
](...)" ... FOUND
                Parsing file "SV_GetIDString" ended
        Parsing functions ended.

Orpheu functions search ended.

Orpheu virtual functions search started.

        Parsing virtual functions started.
        Parsing virtual functions ended.

Orpheu virtual functions search ended.

Orpheu memory structures search started.

        Parsing memory structures started.
        Parsing memory structures ended.

Orpheu memory structures search ended.
I use monstermod plugin from this post too.

***Edit***
Nevermind, sorry i just know that i can spawn default monsters in HL, so no need to use this plugin anymore.
__________________
Team-MMG CS1.6 Servers:
✅ MultiMod -- 103.179.44.152:27016
✅ Zombie Plague -- 103.179.44.152:27015
✅ Zombie Escape -- 103.179.44.152:27017
✅ Klassik Kombat -- 103.179.44.152:27018
✅ Boss-Battle -- 103.179.44.152:27019

Last edited by yokomo; 01-03-2013 at 15:33. Reason: Use build-in monster in hl.dll
yokomo is offline
Arkshine
AMX Mod X Plugin Approver
Join Date: Oct 2005
Old 01-22-2010 , 15:55   Re: Module: Orpheu2
Reply With Quote #2

Please donate.
__________________
Arkshine is offline
joropito
AlliedModders Donor
Join Date: Mar 2009
Location: pfnAddToFullPack
Old 01-22-2010 , 15:56   Re: Module: Orpheu2
Reply With Quote #3

I wonder if it's possible now to access global variables.

Is it?
__________________

Divide et vinces
approved plugins | steam account

I don't accept PM for support. Just ask on forums.
If you're looking for private work, PM me.
joropito is offline
Send a message via MSN to joropito
joaquimandrade
Veteran Member
Join Date: Dec 2008
Location: Portugal
Old 01-22-2010 , 15:57   Re: Module: Orpheu2
Reply With Quote #4

Quote:
Originally Posted by joropito View Post
I wonder if it's possible now to access global variables.

Is it?
The module deals with functions. If you find a function that receives that variable you can use it.
joaquimandrade is offline
joropito
AlliedModders Donor
Join Date: Mar 2009
Location: pfnAddToFullPack
Old 01-22-2010 , 16:02   Re: Module: Orpheu2
Reply With Quote #5

Quote:
Originally Posted by joaquimandrade View Post
The module deals with functions. If you find a function that receives that variable you can use it.
I read again this answer from you and now I understand it.

Cool module
__________________

Divide et vinces
approved plugins | steam account

I don't accept PM for support. Just ask on forums.
If you're looking for private work, PM me.
joropito is offline
Send a message via MSN to joropito
[MSI] Creator
Member
Join Date: Jul 2009
Location: Bulgaria
Old 03-27-2010 , 10:27   Re: Module: Orpheu2.3
Reply With Quote #6

Exelent Work !!!
__________________
Sorry for my bad english
[MSI] Creator is offline
Send a message via Skype™ to [MSI] Creator
linkz
New Member
Join Date: Jan 2012
Old 01-03-2012 , 13:02   Re: Module: Orpheu2.3a
Reply With Quote #7

Please help with changing weapons cost.
Example with awp some do not understand for me.
AFAIK need to create functions for each weapon?
Maybe similar solutions are already made?
__________________
linkz is offline
Logix
Junior Member
Join Date: Mar 2009
Old 03-14-2012 , 14:55   Re: Module: Orpheu2.3a
Reply With Quote #8

http://188.40.152.106/logs.rar this logs i get when i start, disconnect by remote service unavailable, i think thats the reason, but how to fix? :/


i added orpheu in module.ini and my server dont start, that are the logs
please help me
Logix is offline
artist
Member
Join Date: Nov 2013
Old 11-08-2013 , 08:17   Re: Module: Orpheu (v2.5.1)
Reply With Quote #9

Code:
OrpheuRegisterHook(OrpheuGetFunction("PM_PlayStepSound"), "PlayStepSound")
Can only receive information from the engine?
Or you can stop the event engine?
artist is offline
ConnorMcLeod
Veteran Member
Join Date: Jul 2006
Location: France (95)
Old 11-08-2013 , 12:51   Re: Module: Orpheu (v2.5.1)
Reply With Quote #10

You can stop it, but players gonna still hear their own sounds.
What do you want to do exactly ?
__________________
- tired and retired -

- my plugins -
ConnorMcLeod is offline
Reply



Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 11:37.


Powered by vBulletin®
Copyright ©2000 - 2024, vBulletin Solutions, Inc.
Theme made by Freecode