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[Tutorial] Colocando Efeito Nas Granadas
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[Tutorial] Colocando Efeito Nas Granadas
Neste tutorial vou mostrar a vocês como alterar o efeito da explosão de uma bomba, bombas trilha, também, eo restante após a explosão.
Arquivos necessários:
=> zombie_plague40.sma
=> Os Sprites
Imagens:
=> Granada de Gelo: Efeito | Trilha | Outros
=> Granada de Fogo: Efeito | Trilha | Outros
Tutorial:
Quando você baixar zombie_plague40.sma. Abra o AMX Studio ou o Bloco de Notas
em seguida, procure por:
Agora procure por:
SMA Pronta: http://adf.ly/1256340/banner/4shared.com/file/az90v88n/zombie_plague_advance_v1-6-1.html?
OBS: Essa SMA Pronta não é o do 4.3 e sim o do Advance e tambem já tem varios bangs tipo: Mudar o Nome do Game pela Cvar, Travar o Shop antes do Round Começar, Skin de VIP, Hud Tipo DH e o efeito das granadas que coloquei recentemente (Que é desse tutorial) e etc.
Arquivos necessários:
=> zombie_plague40.sma
=> Os Sprites
Imagens:
=> Granada de Gelo: Efeito | Trilha | Outros
=> Granada de Fogo: Efeito | Trilha | Outros
Tutorial:
Quando você baixar zombie_plague40.sma. Abra o AMX Studio ou o Bloco de Notas
em seguida, procure por:
- Código:
new g_trailSpr, g_exploSpr, g_flameSpr, g_smokeSpr, g_glassSpr
- Código:
new g_fire_explode, g_frost_explode, g_fire_gib, g_frost_gib, g_fire_trail, g_frost_trail, g_flare_trail
- Código:
g_fire_explode = precache_model ("sprites / zp_n_sprites / fire_explode.spr")
g_frost_explode = precache_model ("sprites / zp_n_sprites / frost_explode.spr")
g_fire_gib = precache_model ("sprites / zp_n_sprites / fire_gib.spr")
g_frost_gib = precache_model ("sprites / zp_n_sprites / frost_gib.spr ")
g_fire_trail = precache_model ("sprites / zp_n_sprites / fire_trail.spr")
g_frost_trail = precache_model ("sprites / zp_n_sprites / frost_trail.spr")
g_flare_trail = precache_model ("sprites / zp_n_sprites / flare_trail.spr")
- Código:
else if (model[9] == 'h' && model[10] == 'e' && get_pcvar_num(cvar_firegrenades)) // Napalm Grenade
{
// Give it a glow
fm_set_rendering(entity, kRenderFxGlowShell, 200, 0, 0, kRenderNormal, 16);
// And a colored trail
message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
write_byte(TE_BEAMFOLLOW) // TE id
write_short(entity) // entity
write_short(g_trailSpr) // sprite
write_byte(10) // life
write_byte(10) // width
write_byte(200) // r
write_byte(0) // g
write_byte(0) // b
write_byte(200) // brightness
message_end()
// Set grenade type on the thrown grenade entity
set_pev(entity, PEV_NADE_TYPE, NADE_TYPE_NAPALM)
}
- Código:
else if (model[9] == 'h' && model[10] == 'e' && get_pcvar_num(cvar_firegrenades)) // Napalm Grenade
{
// Give it a glow
fm_set_rendering(entity, kRenderFxGlowShell, 200, 0, 0, kRenderNormal, 16);
// And a colored trail
message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
write_byte(TE_BEAMFOLLOW) // TE id
write_short(entity) // entity
write_short(g_fire_trail) // sprite
write_byte(10) // life
write_byte(10) // width
write_byte(200) // r
write_byte(0) // g
write_byte(0) // b
write_byte(200) // brightness
message_end()
// Set grenade type on the thrown grenade entity
set_pev(entity, PEV_NADE_TYPE, NADE_TYPE_NAPALM)
}
- Código:
else if (model[9] == 'f' && model[10] == 'l' && get_pcvar_num(cvar_frostgrenades)) // Frost Grenade
{
// Give it a glow
fm_set_rendering(entity, kRenderFxGlowShell, 0, 100, 200, kRenderNormal, 16);
// And a colored trail
message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
write_byte(TE_BEAMFOLLOW) // TE id
write_short(entity) // entity
write_short(g_trailSpr) // sprite
write_byte(10) // life
write_byte(10) // width
write_byte(0) // r
write_byte(100) // g
write_byte(200) // b
write_byte(200) // brightness
message_end()
// Set grenade type on the thrown grenade entity
set_pev(entity, PEV_NADE_TYPE, NADE_TYPE_FROST)
}
- Código:
else if (model[9] == 'f' && model[10] == 'l' && get_pcvar_num(cvar_frostgrenades)) // Frost Grenade
{
// Give it a glow
fm_set_rendering(entity, kRenderFxGlowShell, 0, 100, 200, kRenderNormal, 16);
// And a colored trail
message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
write_byte(TE_BEAMFOLLOW) // TE id
write_short(entity) // entity
write_short(g_frost_trail) // sprite
write_byte(10) // life
write_byte(10) // width
write_byte(0) // r
write_byte(100) // g
write_byte(200) // b
write_byte(200) // brightness
message_end()
// Set grenade type on the thrown grenade entity
set_pev(entity, PEV_NADE_TYPE, NADE_TYPE_FROST)
}
- Código:
// Give it a glow
fm_set_rendering(entity, kRenderFxGlowShell, rgb[0], rgb[1], rgb[2], kRenderNormal, 16);
// And a colored trail
message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
write_byte(TE_BEAMFOLLOW) // TE id
write_short(entity) // entity
write_short(g_trailSpr) // sprite
write_byte(10) // life
write_byte(10) // width
write_byte(rgb[0]) // r
write_byte(rgb[1]) // g
write_byte(rgb[2]) // b
write_byte(200) // brightness
message_end()
// Set grenade type on the thrown grenade entity
set_pev(entity, PEV_NADE_TYPE, NADE_TYPE_FLARE)
// Set flare color on the thrown grenade entity
set_pev(entity, PEV_FLARE_COLOR, rgb)
- Código:
// Give it a glow
fm_set_rendering(entity, kRenderFxGlowShell, rgb[0], rgb[1], rgb[2], kRenderNormal, 16);
// And a colored trail
message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
write_byte(TE_BEAMFOLLOW) // TE id
write_short(entity) // entity
write_short(g_flare_trail) // sprite
write_byte(10) // life
write_byte(10) // width
write_byte(rgb[0]) // r
write_byte(rgb[1]) // g
write_byte(rgb[2]) // b
write_byte(200) // brightness
message_end()
// Set grenade type on the thrown grenade entity
set_pev(entity, PEV_NADE_TYPE, NADE_TYPE_FLARE)
// Set flare color on the thrown grenade entity
set_pev(entity, PEV_FLARE_COLOR, rgb)
Agora procure por:
- Código:
// Fire Grenade: Fire Blast
create_blast2(const Float:originF[3])
{
// Smallest ring
engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, originF, 0)
write_byte(TE_BEAMCYLINDER) // TE id
engfunc(EngFunc_WriteCoord, originF[0]) // x
engfunc(EngFunc_WriteCoord, originF[1]) // y
engfunc(EngFunc_WriteCoord, originF[2]) // z
engfunc(EngFunc_WriteCoord, originF[0]) // x axis
engfunc(EngFunc_WriteCoord, originF[1]) // y axis
engfunc(EngFunc_WriteCoord, originF[2]+385.0) // z axis
write_short(g_exploSpr) // sprite
write_byte(0) // startframe
write_byte(0) // framerate
write_byte(4) // life
write_byte(60) // width
write_byte(0) // noise
write_byte(200) // red
write_byte(100) // green
write_byte(0) // blue
write_byte(200) // brightness
write_byte(0) // speed
message_end()
// Medium ring
engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, originF, 0)
write_byte(TE_BEAMCYLINDER) // TE id
engfunc(EngFunc_WriteCoord, originF[0]) // x
engfunc(EngFunc_WriteCoord, originF[1]) // y
engfunc(EngFunc_WriteCoord, originF[2]) // z
engfunc(EngFunc_WriteCoord, originF[0]) // x axis
engfunc(EngFunc_WriteCoord, originF[1]) // y axis
engfunc(EngFunc_WriteCoord, originF[2]+470.0) // z axis
write_short(g_exploSpr) // sprite
write_byte(0) // startframe
write_byte(0) // framerate
write_byte(4) // life
write_byte(60) // width
write_byte(0) // noise
write_byte(200) // red
write_byte(50) // green
write_byte(0) // blue
write_byte(200) // brightness
write_byte(0) // speed
message_end()
// Largest ring
engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, originF, 0)
write_byte(TE_BEAMCYLINDER) // TE id
engfunc(EngFunc_WriteCoord, originF[0]) // x
engfunc(EngFunc_WriteCoord, originF[1]) // y
engfunc(EngFunc_WriteCoord, originF[2]) // z
engfunc(EngFunc_WriteCoord, originF[0]) // x axis
engfunc(EngFunc_WriteCoord, originF[1]) // y axis
engfunc(EngFunc_WriteCoord, originF[2]+555.0) // z axis
write_short(g_exploSpr) // sprite
write_byte(0) // startframe
write_byte(0) // framerate
write_byte(4) // life
write_byte(60) // width
write_byte(0) // noise
write_byte(200) // red
write_byte(0) // green
write_byte(0) // blue
write_byte(200) // brightness
write_byte(0) // speed
message_end()
}
// Frost Grenade: Freeze Blast
create_blast3(const Float:originF[3])
{
// Smallest ring
engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, originF, 0)
write_byte(TE_BEAMCYLINDER) // TE id
engfunc(EngFunc_WriteCoord, originF[0]) // x
engfunc(EngFunc_WriteCoord, originF[1]) // y
engfunc(EngFunc_WriteCoord, originF[2]) // z
engfunc(EngFunc_WriteCoord, originF[0]) // x axis
engfunc(EngFunc_WriteCoord, originF[1]) // y axis
engfunc(EngFunc_WriteCoord, originF[2]+385.0) // z axis
write_short(g_exploSpr) // sprite
write_byte(0) // startframe
write_byte(0) // framerate
write_byte(4) // life
write_byte(60) // width
write_byte(0) // noise
write_byte(0) // red
write_byte(100) // green
write_byte(200) // blue
write_byte(200) // brightness
write_byte(0) // speed
message_end()
// Medium ring
engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, originF, 0)
write_byte(TE_BEAMCYLINDER) // TE id
engfunc(EngFunc_WriteCoord, originF[0]) // x
engfunc(EngFunc_WriteCoord, originF[1]) // y
engfunc(EngFunc_WriteCoord, originF[2]) // z
engfunc(EngFunc_WriteCoord, originF[0]) // x axis
engfunc(EngFunc_WriteCoord, originF[1]) // y axis
engfunc(EngFunc_WriteCoord, originF[2]+470.0) // z axis
write_short(g_exploSpr) // sprite
write_byte(0) // startframe
write_byte(0) // framerate
write_byte(4) // life
write_byte(60) // width
write_byte(0) // noise
write_byte(0) // red
write_byte(100) // green
write_byte(200) // blue
write_byte(200) // brightness
write_byte(0) // speed
message_end()
// Largest ring
engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, originF, 0)
write_byte(TE_BEAMCYLINDER) // TE id
engfunc(EngFunc_WriteCoord, originF[0]) // x
engfunc(EngFunc_WriteCoord, originF[1]) // y
engfunc(EngFunc_WriteCoord, originF[2]) // z
engfunc(EngFunc_WriteCoord, originF[0]) // x axis
engfunc(EngFunc_WriteCoord, originF[1]) // y axis
engfunc(EngFunc_WriteCoord, originF[2]+555.0) // z axis
write_short(g_exploSpr) // sprite
write_byte(0) // startframe
write_byte(0) // framerate
write_byte(4) // life
write_byte(60) // width
write_byte(0) // noise
write_byte(0) // red
write_byte(100) // green
write_byte(200) // blue
write_byte(200) // brightness
write_byte(0) // speed
message_end()
}
- Código:
// Fire Grenade: Fire Blast
create_blast2(const Float:originF[3])
{
// Smallest ring
engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, originF, 0)
write_byte(TE_BEAMCYLINDER) // TE id
engfunc(EngFunc_WriteCoord, originF[0]) // x
engfunc(EngFunc_WriteCoord, originF[1]) // y
engfunc(EngFunc_WriteCoord, originF[2]) // z
engfunc(EngFunc_WriteCoord, originF[0]) // x axis
engfunc(EngFunc_WriteCoord, originF[1]) // y axis
engfunc(EngFunc_WriteCoord, originF[2]+385.0) // z axis
write_short(g_exploSpr) // sprite
write_byte(0) // startframe
write_byte(0) // framerate
write_byte(4) // life
write_byte(60) // width
write_byte(0) // noise
write_byte(200) // red
write_byte(100) // green
write_byte(0) // blue
write_byte(200) // brightness
write_byte(0) // speed
message_end()
// Medium ring
engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, originF, 0)
write_byte(TE_BEAMCYLINDER) // TE id
engfunc(EngFunc_WriteCoord, originF[0]) // x
engfunc(EngFunc_WriteCoord, originF[1]) // y
engfunc(EngFunc_WriteCoord, originF[2]) // z
engfunc(EngFunc_WriteCoord, originF[0]) // x axis
engfunc(EngFunc_WriteCoord, originF[1]) // y axis
engfunc(EngFunc_WriteCoord, originF[2]+470.0) // z axis
write_short(g_exploSpr) // sprite
write_byte(0) // startframe
write_byte(0) // framerate
write_byte(4) // life
write_byte(60) // width
write_byte(0) // noise
write_byte(200) // red
write_byte(50) // green
write_byte(0) // blue
write_byte(200) // brightness
write_byte(0) // speed
message_end()
// Largest ring
engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, originF, 0)
write_byte(TE_BEAMCYLINDER) // TE id
engfunc(EngFunc_WriteCoord, originF[0]) // x
engfunc(EngFunc_WriteCoord, originF[1]) // y
engfunc(EngFunc_WriteCoord, originF[2]) // z
engfunc(EngFunc_WriteCoord, originF[0]) // x axis
engfunc(EngFunc_WriteCoord, originF[1]) // y axis
engfunc(EngFunc_WriteCoord, originF[2]+555.0) // z axis
write_short(g_exploSpr) // sprite
write_byte(0) // startframe
write_byte(0) // framerate
write_byte(4) // life
write_byte(60) // width
write_byte(0) // noise
write_byte(200) // red
write_byte(0) // green
write_byte(0) // blue
write_byte(200) // brightness
write_byte(0) // speed
message_end()
// TE_SPRITETRAIL
engfunc(EngFunc_MessageBegin, MSG_BROADCAST ,SVC_TEMPENTITY, originF, 0)
write_byte(TE_SPRITETRAIL) // TE ID
engfunc(EngFunc_WriteCoord, originF[0]) // x axis
engfunc(EngFunc_WriteCoord, originF[1]) // y axis
engfunc(EngFunc_WriteCoord, originF[2]+70) // z axis
engfunc(EngFunc_WriteCoord, originF[0]) // x axis
engfunc(EngFunc_WriteCoord, originF[1]) // y axis
engfunc(EngFunc_WriteCoord, originF[2]) // z axis
write_short(g_fire_gib) // Sprite Index
write_byte(80) // Count
write_byte(20) // Life
write_byte(2) // Scale
write_byte(50) // Velocity Along Vector
write_byte(10) // Rendomness of Velocity
message_end();
// TE_EXPLOSION
engfunc(EngFunc_MessageBegin, MSG_BROADCAST,SVC_TEMPENTITY, originF, 0)
write_byte(TE_EXPLOSION)
engfunc(EngFunc_WriteCoord, originF[0]) // x axis
engfunc(EngFunc_WriteCoord, originF[1]) // y axis
engfunc(EngFunc_WriteCoord, originF[2]+75) // z axis
write_short(g_fire_explode)
write_byte(22)
write_byte(35)
write_byte(TE_EXPLFLAG_NOSOUND)
message_end()
}
// Frost Grenade: Freeze Blast
create_blast3(const Float:originF[3])
{
// Smallest ring
engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, originF, 0)
write_byte(TE_BEAMCYLINDER) // TE id
engfunc(EngFunc_WriteCoord, originF[0]) // x
engfunc(EngFunc_WriteCoord, originF[1]) // y
engfunc(EngFunc_WriteCoord, originF[2]) // z
engfunc(EngFunc_WriteCoord, originF[0]) // x axis
engfunc(EngFunc_WriteCoord, originF[1]) // y axis
engfunc(EngFunc_WriteCoord, originF[2]+385.0) // z axis
write_short(g_exploSpr) // sprite
write_byte(0) // startframe
write_byte(0) // framerate
write_byte(4) // life
write_byte(60) // width
write_byte(0) // noise
write_byte(0) // red
write_byte(100) // green
write_byte(200) // blue
write_byte(200) // brightness
write_byte(0) // speed
message_end()
// Medium ring
engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, originF, 0)
write_byte(TE_BEAMCYLINDER) // TE id
engfunc(EngFunc_WriteCoord, originF[0]) // x
engfunc(EngFunc_WriteCoord, originF[1]) // y
engfunc(EngFunc_WriteCoord, originF[2]) // z
engfunc(EngFunc_WriteCoord, originF[0]) // x axis
engfunc(EngFunc_WriteCoord, originF[1]) // y axis
engfunc(EngFunc_WriteCoord, originF[2]+470.0) // z axis
write_short(g_exploSpr) // sprite
write_byte(0) // startframe
write_byte(0) // framerate
write_byte(4) // life
write_byte(60) // width
write_byte(0) // noise
write_byte(0) // red
write_byte(100) // green
write_byte(200) // blue
write_byte(200) // brightness
write_byte(0) // speed
message_end()
// Largest ring
engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, originF, 0)
write_byte(TE_BEAMCYLINDER) // TE id
engfunc(EngFunc_WriteCoord, originF[0]) // x
engfunc(EngFunc_WriteCoord, originF[1]) // y
engfunc(EngFunc_WriteCoord, originF[2]) // z
engfunc(EngFunc_WriteCoord, originF[0]) // x axis
engfunc(EngFunc_WriteCoord, originF[1]) // y axis
engfunc(EngFunc_WriteCoord, originF[2]+555.0) // z axis
write_short(g_exploSpr) // sprite
write_byte(0) // startframe
write_byte(0) // framerate
write_byte(4) // life
write_byte(60) // width
write_byte(0) // noise
write_byte(0) // red
write_byte(100) // green
write_byte(200) // blue
write_byte(200) // brightness
write_byte(0) // speed
message_end()
// TE_SPRITETRAIL
engfunc(EngFunc_MessageBegin, MSG_BROADCAST ,SVC_TEMPENTITY, originF, 0)
write_byte(TE_SPRITETRAIL) // TE ID
engfunc(EngFunc_WriteCoord, originF[0]) // x axis
engfunc(EngFunc_WriteCoord, originF[1]) // y axis
engfunc(EngFunc_WriteCoord, originF[2]+70) // z axis
engfunc(EngFunc_WriteCoord, originF[0]) // x axis
engfunc(EngFunc_WriteCoord, originF[1]) // y axis
engfunc(EngFunc_WriteCoord, originF[2]) // z axis
write_short(g_frost_gib) // Sprite Index
write_byte(80) // Count
write_byte(20) // Life
write_byte(2) // Scale
write_byte(50) // Velocity Along Vector
write_byte(10) // Rendomness of Velocity
message_end();
// TE_EXPLOSION
engfunc(EngFunc_MessageBegin, MSG_BROADCAST,SVC_TEMPENTITY, originF, 0)
write_byte(TE_EXPLOSION)
engfunc(EngFunc_WriteCoord, originF[0]) // x axis
engfunc(EngFunc_WriteCoord, originF[1]) // y axis
engfunc(EngFunc_WriteCoord, originF[2]+75) // z axis
write_short(g_frost_explode)
write_byte(22)
write_byte(35)
write_byte(TE_EXPLFLAG_NOSOUND)
message_end()
}
SMA Pronta: http://adf.ly/1256340/banner/4shared.com/file/az90v88n/zombie_plague_advance_v1-6-1.html?
OBS: Essa SMA Pronta não é o do 4.3 e sim o do Advance e tambem já tem varios bangs tipo: Mudar o Nome do Game pela Cvar, Travar o Shop antes do Round Começar, Skin de VIP, Hud Tipo DH e o efeito das granadas que coloquei recentemente (Que é desse tutorial) e etc.
[P]erfec[T] [S]cr[@]s[H]- Administrador
- Mensagens : 27
Ammos Pakcs : 14900
Honra : 11
Data de inscrição : 19/10/2013
Idade : 27
Localização : Na Cadeirinda do Pc
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