Need some help.

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I need some help with some coding stuff.
The problem I want to create a new weapon and want to use the specialbeamcannon to edit it. I allready tryed some stuff but it didnt work at all.
This is about ECX.

The charge is ok but when he release it nothing.
And goes back to the sbc.

I tryed this before just to see what would happen:
public @WeaponSBC ( Client, Weapon, const Class[] )
{
if ( equal( Class, "specialbeamcannon" ))
{
//attachWeaponHEAD( Weapon, "sprites/ecx-xp.bigbang.spr", kRenderTransAdd, 250.0, 1.0, 10.0 );

set_msg_arg_int( 2, ARG_SHORT, SPR_FS_S );
set_msg_arg_int( 3, ARG_SHORT, SPR_FS_S );
set_msg_arg_int( 4, ARG_SHORT, SPR_FS_S );
set_msg_arg_int( 5, ARG_SHORT, SPR_FS_S );
}
}

but like I said it didnt work and there where no changes.
All I need to know this part from the code:
/**
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
**/

(this is just an example)

I hope there is someone here who can help me out.

Greets Sting
 
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I assume this has to do with AMXX, Right? If so, and no one can help you here. Might be a good idea to post on the amxx forums.
 
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Yeah it has to do with AMXX.
All I need to know are those numbers in the list and what number stands for.

Raven explained a lot in a tutorial but the SBC and discs he didnt explain because it was to difficult. But everything else is very simple by now.
I tryed numbers 1 untill 10 allready and still nothing was changed.

Raven, GB or LoD can you maybe explain :confused::confused::confused:
 
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Are you sure you are precacheing

To capture an existing weapon and manipulate the sprites use something like :

Code:
public plugin_precache() {
    RedBeamHead = precache_model( "sprites/redattacka.spr" )
    RedBeamHeadB = precache_model( "sprites/redattackb.spr" )
    RedBeamStart = precache_model( "sprites/redattackastart.spr" )
    RedBeamStartB = precache_model( "sprites/redattackbstart.spr" )
    RedBeamTrail = precache_model( "sprites/redtrail.spr" ) 
}


public BeamAttack(id) {
    new playerID = get_msg_arg_int(1);
    new clip
    new ammo
    new weaponID = get_user_weapon( playerID, clip, ammo )
   
    // Changes generic beam into a red attack
    if (weaponID == 4 && PlayerExtra[playerID])
    {
        set_msg_arg_int( 4, ARG_SHORT, RedBeamStart) // beam start a
        set_msg_arg_int( 5, ARG_SHORT, RedBeamStartB) // beam start b
        set_msg_arg_int( 6, ARG_SHORT, RedBeamHead) // beam head a
        set_msg_arg_int( 7, ARG_SHORT, RedBeamHeadB) // beam head b
        set_msg_arg_int( 8, ARG_SHORT, RedBeamTrail) // trail
        set_msg_arg_int( 9, ARG_BYTE, get_msg_arg_int(9) * 2 ) // doubles size
    }
}

This might come in handy :

1.2.3 weaponlist:
1 "weapon_melee"
2 "weapon_sword"
3 "weapon_kiblast"
4 "weapon_genericbeam"
5 "weapon_gallitgun"
6 "weapon_kamehameha"
7 "weapon_destructodisc"
8 "weapon_solarflare"
9 "weapon_eyelaser"
10 "weapon_friezadisc"
11 "weapon_specialbeamcannon"
12 "weapon_spiritbomb"
13 "weapon_bigbang"
14 "weapon_fingerlaser"
15 "weapon_finalflash"
16 "weapon_masenko"
17 "weapon_deathball"
18 "weapon_burningattack"
19 "weapon_scatterbeam"
20 "weapon_candy"
21 "weapon_scattershot"
22 "weapon_powerbeam"
23 "weapon_mouthblast"
24 "weapon_finishingbuster"
25 "weapon_sensu"
26 "weapon_dragonball"
27 "weapon_bodypart"
28 "weapon_shieldattack"
29 "weapon_regeneration"
30 "weapon_renzoku"
31 "weapon_kametorpedo"
32 "weapon_telekinesis"
33 "weapon_flamethrower"

Thanks to Greenberet for this list
 
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yup I am very sure of that.
Thats why its so strange.

CCI doesnt give a error eighter. I know it doesnt mean nothing but its just not working for some reason. If you want can post the code here. So you can have a look for your self.

As for that list big thanks to both of you (Green and you).
There is 1 thing tho, are you sure flamethrower is in ESF1.2.3???

Greets Sting
 
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Yeah tought so.
The sprite that I am using is in the folder because I am using the same sprite on the original bigbang and that works very well.
But for some odd reason this isnt working.
As you can see also tryed to add a weaponhead but that didnt work eighter.

stock SPR_BIGBANG;


stock MOD_Weapon_PreCache ()
{

SPR_BIGBANG = precache_model( "sprites/ecx-xp.bigbang.spr" );

}

public @WeaponSBC ( Client, Weapon, const Class[] )
{
if ( equal( Class, "specialbeamcannon" ))
{
//attachWeaponHEAD( Weapon, "sprites/ecx-xp.bigbang.spr", kRenderTransAdd, 250.0, 1.0, 10.0 );

set_msg_arg_int( 2, ARG_SHORT, SPR_FS_S );
set_msg_arg_int( 3, ARG_SHORT, SPR_FS_S );
set_msg_arg_int( 4, ARG_SHORT, SPR_FS_S );
set_msg_arg_int( 5, ARG_SHORT, SPR_FS_S );
}
}
 
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Whats SPR_FS_S?

Shouldnt it be SPR_BIGBANG?
 
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Thats a other sprite that I used to try it out.
But that didnt work eighter. Yeah I also precached that sprite.

But the fact is it isnt working.
If I place SPR_BIGBANG or a other sprite it doesnt really matter.
And still my question is why isnt it working.... did I something wrong or is there another reason to it:confused::confused::confused:
 
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Im not so familiar with the newer stock, but it looks logical. Keep experimenting, if all else fails, use the old fashioned method.
 
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Well I think its verry similair to the old version.
Only the code is a bit diffrend.

Oh well I will keep trying because we going to need it.
Thanks anyway and I let you know if I succeed.

If there is someone else who can help me let me know.
 
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Well I tryed a lot today again.
But its just not working for some reason.

And for the old fasion way I shouldnt even know where to begin.
I am just in a learning progress how to make my own codes.
And I learned many things all ready if it is about AMXX.

Have no clue whats more possible but doing my very best to learn some new stuff.
Also tryed something but to bad enough it as a big error.

And as for so far this is a big error as well. :(
 

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