Cci problema with kamehamehax10

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Hi guys, I need to tell me how to put the kamehamehaX10, as in the CCI did not appear.

capture:



Sorry for my bad English, but I'm Argentine and I do not understand much. And use google translator


also need the finalshine, bbkh etc.
 
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Final Shine is a copy of an existing attack with modified stats. Same thing with the 10x kamehameha. Its a final flash with different sprites. And if you want to add it you have to add Final Flash, then change the sprites using the code of the game.
 
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you need to alter the MOD.weapon.core file to add the sprites
using ravens code as an example
Code:
// >> ARG_BYTE        int
// >> ARG_CHAR        int
// >> ARG_SHORT        int
// >> ARG_LONG        int
// >> ARG_ANGLE        float
// >> ARG_COORD        float
// >> ARG_STRING    string
// >> ARG_ENTITY    int

stock SPR_SHINE;
stock SPR_BLACK;

stock SPR_BLUE_S;
stock SPR_BLUE_T;

stock SPR_BIGBANG;
stock SPR_BIGBANG_T;

stock ICON_BIGBANG;
stock C_ICON_BIGBANG;

stock MOD_Weapon_PreCache ()
{
    SPR_SHINE = precache_model( "sprites/ecx.shine.spr" );
    SPR_BLACK    = precache_model( "sprites/black.spr" );

    SPR_BLUE_S = precache_model( "sprites/w_gb_b_s.spr" );
    SPR_BLUE_T = precache_model( "sprites/w_gb_b_t.spr" );

    SPR_BIGBANG = precache_model( "sprites/w_bigbang.spr" );
    SPR_BIGBANG_T = precache_model( "sprites/w_sukame_t.spr" );
    
    ICON_BIGBANG = getIconINDEX( "weapon_finalflash" );
    C_ICON_BIGBANG  = createCustomICON( "c_weapon_sukame", { 4, 4 } );
    
}



public @IconUpdate ( Client, Level )
{
    replaceClientICON( Client, C_ICON_BIGBANG, ICON_BIGBANG );
}

public @WeaponAdjust ( Client, Weapon, const Class[] )
{
    /**
     0 - Blue
     1 - Green
     2 - Orange
     3 - Purple
     4 - Yellow
     5 - Red
     6 - White
     7 - None
    **/

    
    if ( equal( Class, "greenattack" ) )
        setWeaponXPC( 0 );
        
    else if ( equal( Class, "bigbang" ) )
    {
        setWeaponXPM( 5.0 );
        
        message_begin    ( MSG_BROADCAST, SVC_TEMPENTITY );
        write_byte        ( TE_BEAMFOLLOW );
        write_short        ( Weapon );
        write_short        ( SPR_BIGBANG_T );
        write_byte        ( 9999 );
        write_byte        ( 20 );
        write_byte        ( 255 );
        write_byte        ( 255 );
        write_byte        ( 255 );
        write_byte        ( 255 );
        message_end        ();
        
        setWeaponHOMING( Weapon, 900.0, 1 /* @ Aim Vec */, 1 | 2 /* Players + Weapons*/ );

    }
    
    
}

public @WeaponBeam ( Client, Weapon, const Class[], Size )
{
    /**
     1 -  LONG - Client ???                - do not edit
     2 -  LONG - Weapon                    - do not edit
     3 -  BYTE - Client ???                - do not edit
     4 - SHORT - Head Start A
     5 - SHORT - Head Start B
     6 - SHORT - Head End A
     7 - SHORT - Head End B
     8 - SHORT - Trail
     9 -  BYTE - Size
    10 -  BYTE - Segement Length ???
    11 - COORD - X                        - do not edit
    12 - COORD - Y                        - do not edit
    13 - COORD - Z                        - do not edit
    **/

    if ( equal( Class, "greenattack" ) )
    {
        set_msg_arg_int( 4, ARG_SHORT, SPR_SHINE );
        set_msg_arg_int( 5, ARG_SHORT, SPR_BLUE_S );
        set_msg_arg_int( 6, ARG_SHORT, SPR_BLUE_S );
        set_msg_arg_int( 7, ARG_SHORT, SPR_BLUE_S );
        set_msg_arg_int( 8, ARG_SHORT, SPR_BLUE_T );

        //set_msg_arg_int( 9, ARG_BYTE, 12 );
    }

}

public @WeaponBlast ( Client, Weapon, const Class[], Size )
{
    /**
     1 -  LONG - Entity  - do not edit
     2 - SHORT - Head A
     3 - SHORT - Head B
     4 - SHORT - Size
     5 - SHORT - Trail A
     6 - SHORT - Trail B
     7 - COORD - X        - do not edit
     8 - COORD - Y        - do not edit
     9 - COORD - Z        - do not edit
    **/

    if ( equal( Class, "greenattack" ))
    {
        set_msg_arg_int( 2, ARG_SHORT, SPR_BLUE_S );
        set_msg_arg_int( 3, ARG_SHORT, SPR_BLUE_S );
        set_msg_arg_int( 5, ARG_SHORT, SPR_BLUE_T );
        set_msg_arg_int( 6, ARG_SHORT, SPR_BLUE_T );
    }

    
    else if ( equal( Class, "bigbang" ))
    {
        attachWeaponHEAD( Weapon, "sprites/w_bigbang.spr", kRenderTransAdd, 250.0, 1.0, 10.0 );

        set_msg_arg_int( 2, ARG_SHORT, SPR_BLACK );
        set_msg_arg_int( 3, ARG_SHORT, SPR_BLACK );
        set_msg_arg_int( 4, ARG_SHORT, 8 );
        set_msg_arg_int( 5, ARG_SHORT, SPR_BLACK );
        set_msg_arg_int( 6, ARG_SHORT, SPR_BLACK );
    }

}

public @WeaponDeath ( Client, Killer, const Weapon[] )
{
    /**
     1 -   BYTE - Killer - do not edit
     2 -   BYTE - Client - do not edit
     3 - STRING - Weapon
    **/


    if ( equal( Weapon, "greenattack" ) && getClientLEVEL( Client ) == 0 )
        set_msg_arg_string( 3, "blueattack" );

    else if ( equal( Weapon, "bigbang" ) )
        set_msg_arg_string( 3, "Bardock's Blast" );

}
 
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you need to alter the MOD.weapon.core file to add the sprites
using ravens code as an example
Code:
// >> ARG_BYTE        int
// >> ARG_CHAR        int
// >> ARG_SHORT        int
// >> ARG_LONG        int
// >> ARG_ANGLE        float
// >> ARG_COORD        float
// >> ARG_STRING    string
// >> ARG_ENTITY    int

stock SPR_SHINE;
stock SPR_BLACK;

stock SPR_BLUE_S;
stock SPR_BLUE_T;

stock SPR_BIGBANG;
stock SPR_BIGBANG_T;

stock ICON_BIGBANG;
stock C_ICON_BIGBANG;

stock MOD_Weapon_PreCache ()
{
    SPR_SHINE = precache_model( "sprites/ecx.shine.spr" );
    SPR_BLACK    = precache_model( "sprites/black.spr" );

    SPR_BLUE_S = precache_model( "sprites/w_gb_b_s.spr" );
    SPR_BLUE_T = precache_model( "sprites/w_gb_b_t.spr" );

    SPR_BIGBANG = precache_model( "sprites/w_bigbang.spr" );
    SPR_BIGBANG_T = precache_model( "sprites/w_sukame_t.spr" );
    
    ICON_BIGBANG = getIconINDEX( "weapon_finalflash" );
    C_ICON_BIGBANG  = createCustomICON( "c_weapon_sukame", { 4, 4 } );
    
}



public @IconUpdate ( Client, Level )
{
    replaceClientICON( Client, C_ICON_BIGBANG, ICON_BIGBANG );
}

public @WeaponAdjust ( Client, Weapon, const Class[] )
{
    /**
     0 - Blue
     1 - Green
     2 - Orange
     3 - Purple
     4 - Yellow
     5 - Red
     6 - White
     7 - None
    **/

    
    if ( equal( Class, "greenattack" ) )
        setWeaponXPC( 0 );
        
    else if ( equal( Class, "bigbang" ) )
    {
        setWeaponXPM( 5.0 );
        
        message_begin    ( MSG_BROADCAST, SVC_TEMPENTITY );
        write_byte        ( TE_BEAMFOLLOW );
        write_short        ( Weapon );
        write_short        ( SPR_BIGBANG_T );
        write_byte        ( 9999 );
        write_byte        ( 20 );
        write_byte        ( 255 );
        write_byte        ( 255 );
        write_byte        ( 255 );
        write_byte        ( 255 );
        message_end        ();
        
        setWeaponHOMING( Weapon, 900.0, 1 /* @ Aim Vec */, 1 | 2 /* Players + Weapons*/ );

    }
    
    
}

public @WeaponBeam ( Client, Weapon, const Class[], Size )
{
    /**
     1 -  LONG - Client ???                - do not edit
     2 -  LONG - Weapon                    - do not edit
     3 -  BYTE - Client ???                - do not edit
     4 - SHORT - Head Start A
     5 - SHORT - Head Start B
     6 - SHORT - Head End A
     7 - SHORT - Head End B
     8 - SHORT - Trail
     9 -  BYTE - Size
    10 -  BYTE - Segement Length ???
    11 - COORD - X                        - do not edit
    12 - COORD - Y                        - do not edit
    13 - COORD - Z                        - do not edit
    **/

    if ( equal( Class, "greenattack" ) )
    {
        set_msg_arg_int( 4, ARG_SHORT, SPR_SHINE );
        set_msg_arg_int( 5, ARG_SHORT, SPR_BLUE_S );
        set_msg_arg_int( 6, ARG_SHORT, SPR_BLUE_S );
        set_msg_arg_int( 7, ARG_SHORT, SPR_BLUE_S );
        set_msg_arg_int( 8, ARG_SHORT, SPR_BLUE_T );

        //set_msg_arg_int( 9, ARG_BYTE, 12 );
    }

}

public @WeaponBlast ( Client, Weapon, const Class[], Size )
{
    /**
     1 -  LONG - Entity  - do not edit
     2 - SHORT - Head A
     3 - SHORT - Head B
     4 - SHORT - Size
     5 - SHORT - Trail A
     6 - SHORT - Trail B
     7 - COORD - X        - do not edit
     8 - COORD - Y        - do not edit
     9 - COORD - Z        - do not edit
    **/

    if ( equal( Class, "greenattack" ))
    {
        set_msg_arg_int( 2, ARG_SHORT, SPR_BLUE_S );
        set_msg_arg_int( 3, ARG_SHORT, SPR_BLUE_S );
        set_msg_arg_int( 5, ARG_SHORT, SPR_BLUE_T );
        set_msg_arg_int( 6, ARG_SHORT, SPR_BLUE_T );
    }

    
    else if ( equal( Class, "bigbang" ))
    {
        attachWeaponHEAD( Weapon, "sprites/w_bigbang.spr", kRenderTransAdd, 250.0, 1.0, 10.0 );

        set_msg_arg_int( 2, ARG_SHORT, SPR_BLACK );
        set_msg_arg_int( 3, ARG_SHORT, SPR_BLACK );
        set_msg_arg_int( 4, ARG_SHORT, 8 );
        set_msg_arg_int( 5, ARG_SHORT, SPR_BLACK );
        set_msg_arg_int( 6, ARG_SHORT, SPR_BLACK );
    }

}

public @WeaponDeath ( Client, Killer, const Weapon[] )
{
    /**
     1 -   BYTE - Killer - do not edit
     2 -   BYTE - Client - do not edit
     3 - STRING - Weapon
    **/


    if ( equal( Weapon, "greenattack" ) && getClientLEVEL( Client ) == 0 )
        set_msg_arg_string( 3, "blueattack" );

    else if ( equal( Weapon, "bigbang" ) )
        set_msg_arg_string( 3, "Bardock's Blast" );

}

example:

Code:
	// >> KameHameHa, FinalFlash, ...
public @WeaponBeam ( Client, Weapon, const Class[], Size )
{
}
as I put the sprite kamehamehax10?
 
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do you even know how to code in amxx what so ever
 
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He is a beginner madman.
I think you can better advice him to read the tutorials first before starts anything.

Nehu there are some tutorials about how to code the kamehameha10X in CCI.
You should read those first you can learn something there.
 
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it would also be better to learn how to code in amxx as well
 
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Well what your waiting for then?
But same with me I also still want to learn more about that.
Because I want to do more and more.
 
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you see you need to learn that before moving on the the esf stuff
 
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Since more people asked for an tutorial on CCI, I uploaded it on this page.

This is the original tutorial made by Raven: http://www.rainbow-tgc.com/html/modules.php?name=Downloads&cid=1
Here you can find a lot about how to code some stuff after you used CCI.
CCI gives you a nice start but the more advanced way you should read in the tutorial.
Goodluck with it.
 

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