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no sirve para cs? no me toma message_begin_f y write_coordf
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(07/12/2014, 05:01 PM) matrix123 escribió: no sirve para cs? no me toma message_begin_f y write_coordf
Sirve para todos los mods, solo que no tengo instalado el CS
Cambia los message_begin_f y write_coord_f por EngFunc_MessageBegin y EngFunc_WriteCoord respectivamente.
Hi [R]ak
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lo mismo, tampoco me agarra EngFunc_ los cambie por message_begin() y write_coord() me compila pero me tira tag mismatch
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07/12/2014, 05:18 PM
(Última modificación: 07/12/2014, 05:28 PM por Milashkasiya .)
(07/12/2014, 05:10 PM) matrix123 escribió: lo mismo, tampoco me agarra EngFunc_ los cambie por message_begin() y write_coord() me compila pero me tira tag mismatch
Prueba esto
Archivos adjuntos
Descargar AMXX / xmas_fireworks.sma (Tamaño: 11.55 KB / Descargas: 262)
Hi [R]ak
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Lo probé en d2 y tira pero se queda corto... no llega al cielo
origins:
[de_dust2]
-615.102111, 2368.267578, -83.991500
-1633.607055, 2061.891845, 36.031250
1070.965576, 2588.162841, 132.031250
1505.086791, 1741.692260, 36.031250
1085.048828, 929.781799, 36.031250
463.504272, -18.031536, 36.031250
-1160.620239, -774.261840, 164.031250
-1672.725830, 192.770233, 36.031250
-302.410552, 559.187927, 36.031250
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Si abres de_dust2 con BSP Viewer y seleccionas "worldspawn", notaras que el "cielo" no está muy arriba. Es por eso que los rockets explotan antes.
En conclusion, es problema del mapa, no del plugin.
Hi [R]ak
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(07/12/2014, 06:42 PM) Milashkasiya escribió: Si abres de_dust2 con BSP Viewer y seleccionas "worldspawn", notaras que el "cielo" no está muy arriba. Es por eso que los rockets explotan antes.
En conclusion, es problema del mapa, no del plugin.
Genial ! gracias, sabrias en que mapas de cs quedaria bien?
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(07/12/2014, 09:37 PM) matrix123 escribió: (07/12/2014, 06:42 PM) Milashkasiya escribió: Si abres de_dust2 con BSP Viewer y seleccionas "worldspawn", notaras que el "cielo" no está muy arriba. Es por eso que los rockets explotan antes.
En conclusion, es problema del mapa, no del plugin.
Genial ! gracias, sabrias en que mapas de cs quedaria bien?
Hasta donde pude revisar:
de_inferno
cs_italy
cs_assault
Código:
[cs_assault]
307.528167 2033.480346 36.031250
-122.526794 2043.376831 36.031250
-546.342468 2053.134765 36.031250
-1001.336486 1983.349975 36.031250
-1319.979614 2043.443359 36.031250
-757.906860 1285.142578 36.031250
-324.925537 1284.898071 36.031250
262.869903 1288.861083 36.031250
780.123046 1458.692993 36.031250
798.570434 1867.685058 36.031250
815.129821 2162.549804 36.031250
96.332275 861.062377 36.031250
28.040641 254.032608 36.031250
581.215698 199.926971 36.031250
-542.010070 221.983627 36.031250
-1125.428833 246.312622 36.031250
-1600.903686 -178.496139 36.031250
-1589.754272 679.722473 151.673263
-1581.866210 1370.461059 292.031250
-1578.381103 1904.825439 292.031250
-1572.252075 2483.042236 292.031250
-195.832885 2496.256103 164.031250
[cs_italy]
710.651855 2000.972778 36.031250
213.754058 1959.060546 36.031250
309.558410 2447.778320 36.031250
-111.437812 2493.955078 -27.968750
-171.547042 1947.294311 36.031250
-846.634887 1924.278686 36.031250
-816.398681 1442.207763 36.031250
-827.365173 1045.573242 36.031250
-1226.166503 901.453186 -123.968750
-553.741271 921.145935 -123.968750
-105.624671 965.300231 -123.968750
399.737518 748.680847 -123.968750
593.787414 355.552978 -123.968750
752.764282 -150.353225 -123.968750
327.700927 -174.993728 -123.968750
299.920745 -607.473144 -123.968750
785.516479 -598.397583 -123.968750
-413.508819 -896.168884 -152.835998
-656.862792 -1617.226318 -203.968750
-1048.710815 -1802.384277 -115.968750
-1431.291381 1027.513549 36.031250
730.109313 1581.719482 4.031250
827.562805 1125.119506 -43.968750
[de_inferno]
2499.081298 1891.480346 116.031250
2441.139648 2397.848388 116.031250
2050.881103 2774.561279 164.031250
1648.002929 2733.422119 164.031250
1668.877563 2390.246093 54.015289
1181.662963 2790.683593 164.031250
770.657470 2612.904541 164.031250
299.247192 2759.183593 196.031250
781.523193 1937.497436 164.031250
198.609344 1506.101318 140.031250
95.432868 557.482482 132.031250
789.722412 561.181091 132.031250
1451.684204 203.794357 196.031250
-81.225646 844.178405 324.031250
324.911499 -261.579376 164.031250
-1645.423095 495.241058 -27.968750
No vi mas mapas porque tengo todo cstrike en default ^^
Hi [R]ak
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gracias ! te dejo estos 2 por si alguno los quiere, qcyo... en pool day mucho para poner no hay ya que hay puro techo...
Código:
[fy_pool_day]
-404.910827, 355.285491, 36.031250
-400.455474, 722.087890, 36.031250
160.680175, 682.646240, 36.031250
140.985549, 334.113983, 36.031250
[vip_truck]
-1359.674072, -3317.178222, 36.031250
936.553466, -2514.234375, 36.031250
2620.929443, -228.428482, 36.031250
3070.197021, 2037.046997, 36.031250
-1373.203247, 2385.718994, 36.031250
-3069.789306, 2093.589843, 36.031250
-3046.549560, 535.941162, 36.031250
-3216.384033, -860.109191, 36.031250
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0
Where can I find plugin translated into Russian or English?
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(10/12/2016, 08:24 PM) smurfavr escribió: Where can I find plugin translated into Russian or English?
FELIZ NAVIDAD Y PROSPERO AÑO NUEVO
>
MERRY CHRISTMAS AND HAPPY NEW YEAR
and ready
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Some will say there translation in English or Russian?
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(11/12/2016, 07:47 AM) smurfavr escribió: Some will say there translation in English or Russian?
Código PHP:
#define VERSION "1.0" #include <amxmodx> #include <engine> // const const HUD_COLOR = 22 + ( 166 << 8 ) + ( 60 << 16 ) // B + ( G << 8 ) + ( R << 16 ) // resources new const mdl_rpgammo [ ] = "models/w_rpgammo.mdl" new const mdl_rpgrocket [ ] = "models/rpgrocket.mdl" new const s_weapondrop1 [ ] = "items/weapondrop1.wav" new const s_rocket1 [ ] = "fireworks/rocket1.wav" new const spr_laserbeam [ ] = "sprites/laserbeam.spr" new const spr_flare6 [ ] = "sprites/flare6.spr" new const spr_lgtning [ ] = "sprites/lgtning.spr" new const spr_explode1 [ ] = "sprites/explode1.spr" new const spr_steam1 [ ] = "sprites/steam1.spr" new const spr_flares [ ][ ] = { "sprites/fireworks/bflare.spr" , "sprites/fireworks/rflare.spr" , "sprites/fireworks/gflare.spr" , "sprites/fireworks/tflare.spr" , "sprites/fireworks/oflare.spr" , "sprites/fireworks/pflare.spr" , "sprites/fireworks/yflare.spr" } // resources index new spr_laserbeam_id new spr_flare6_id new spr_lgtning_id new spr_explode1_id new spr_steam1_id new spr_flares_id [ sizeof spr_flares ] // entity new const xmas_shooter [ ] = "xmas_shooter" // shooter classname new const xmas_fireworks [ ] = "xmas_fireworks" // firework classname new const Float : vecMins [ 3 ] = { - 4.0 , - 4.0 , - 1.0 } new const Float : vecMaxs [ 3 ] = { 4.0 , 4.0 , 12.0 } // arrays new Array: aOrigins // cvars new cvar_enable new cvar_times new cvar_shots new cvar_lights // global new g_originsnum new g_rocketsnum new g_showhudmsg public plugin_precache ( ) { precache_model ( mdl_rpgammo ) precache_model ( "models/w_rpgammot.mdl" ) precache_model ( mdl_rpgrocket ) precache_sound ( s_weapondrop1 ) precache_sound ( s_rocket1 ) spr_laserbeam_id = precache_model ( spr_laserbeam ) spr_flare6_id = precache_model ( spr_flare6 ) spr_lgtning_id = precache_model ( spr_lgtning ) spr_explode1_id = precache_model ( spr_explode1 ) spr_steam1_id = precache_model ( spr_steam1 ) for( new i ; i < sizeof spr_flares ; i ++ ) { spr_flares_id [ i ] = precache_model ( spr_flares [ i ] ) } } public plugin_init ( ) { // original plugin: https://forums.alliedmods.net/showthread.php?t=3638 register_plugin ( "Xmas Fireworks" , VERSION , "Milashkasiya" ) register_think ( xmas_fireworks , "think_fireworks" ) register_touch ( "*" , xmas_fireworks , "touch_fireworks" ) cvar_enable = register_cvar ( "xfireworks_enable" , "1" ) cvar_times = register_cvar ( "xfireworks_times" , "2" ) cvar_shots = register_cvar ( "xfireworks_shots" , "8" ) cvar_lights = register_cvar ( "xfireworks_lights" , "1" ) load_origins ( ) set_task ( 0.8 , "task_realtime" ) } public task_realtime ( ) { #define T_COMPENSATION 10.0 #define EF_DURATION 10.0 new Float : flTimeleft = float ( get_timeleft () ) new Float : flTimes = get_pcvar_float ( cvar_times ) new Float : flTimer if( ! flTimeleft ) { flTimer = random_float ( 600.0 , 900.0 ) } else { flTimer = ( flTimeleft / flTimes ) - ( T_COMPENSATION / flTimes ) if( flTimer < EF_DURATION ) { flTimes = flTimeleft / EF_DURATION flTimer = ( flTimeleft / flTimes ) - ( T_COMPENSATION / flTimes ) } } set_task ( flTimer , "task_prepare_shooter" , _ , _ , _ , "a" , floatround ( flTimes ) ) } public task_prepare_shooter ( ) { if( ! get_pcvar_num ( cvar_enable ) ) return create_shooter ( ) } create_shooter ( ) { new entity new Float : vecOrigin [ 3 ] new shots = get_pcvar_num ( cvar_shots ) g_rocketsnum = shots * g_originsnum g_showhudmsg = g_originsnum / 2 for( new i ; i < g_originsnum ; i ++ ) { entity = create_entity ( "info_target" ) assert entity entity_set_string ( entity , EV_SZ_classname , xmas_shooter ) entity_set_model ( entity , mdl_rpgammo ) entity_set_int ( entity , EV_INT_movetype , MOVETYPE_TOSS ) entity_set_int ( entity , EV_INT_iuser1 , shots ) ArrayGetArray ( aOrigins , i , vecOrigin ) entity_set_origin ( entity , vecOrigin ) DispatchSpawn ( entity ) emit_sound ( entity , CHAN_WEAPON , s_weapondrop1 , VOL_NORM , ATTN_NORM , 0 , PITCH_NORM ) set_task ( random_float ( 0.1 , 1.5 ), "task_prepare_fireworks" , entity , _ : vecOrigin , 3 , "a" , shots ) } } public task_prepare_fireworks ( origin [ 3 ], shooter ) { create_fireworks ( shooter , Float : origin ) new iShots = entity_get_int ( shooter , EV_INT_iuser1 ) - 1 if( ! iShots ) { remove_entity ( shooter ) } else { entity_set_int ( shooter , EV_INT_iuser1 , iShots ) } } create_fireworks ( shooter , Float : origin [ 3 ] ) { new entity = create_entity ( "info_target" ) assert entity entity_set_string ( entity , EV_SZ_classname , xmas_fireworks ) entity_set_model ( entity , mdl_rpgrocket ) entity_set_size ( entity , vecMins , vecMaxs ) entity_set_int ( entity , EV_INT_solid , SOLID_SLIDEBOX ) entity_set_int ( entity , EV_INT_movetype , MOVETYPE_TOSS ) entity_set_float ( entity , EV_FL_fuser1 , get_gametime () + random_float ( 2.0 , 4.0 ) + 0.1 ) entity_set_edict ( entity , EV_ENT_owner , shooter ) entity_set_vector ( entity , EV_VEC_angles , Float :{ 90.0 , 0.0 , 0.0 } ) entity_set_origin ( entity , origin ) DispatchSpawn ( entity ) // beamfollow effect message_begin ( MSG_BROADCAST , SVC_TEMPENTITY ) write_byte ( TE_BEAMFOLLOW ) write_short ( entity ) write_short ( spr_laserbeam_id ) write_byte ( 60 ) write_byte ( 4 ) write_byte ( random ( 256 ) ) write_byte ( random ( 256 ) ) write_byte ( random ( 256 ) ) write_byte ( random_num ( 200 , 255 ) ) message_end ( ) emit_sound ( entity , CHAN_WEAPON , s_rocket1 , VOL_NORM , ATTN_NORM , 0 , PITCH_NORM ) entity_set_float ( entity , EV_FL_nextthink , get_gametime () + 0.1 ) } public think_fireworks ( const entity ) { static Float : flGametime flGametime = get_gametime ( ) if( entity_get_float ( entity , EV_FL_fuser1 ) <= flGametime ) { explode_rocket ( entity ) } else { static Float : vecVelocity [ 3 ] vecVelocity [ 0 ] = random_float ( - 100.0 , 100.0 ) vecVelocity [ 1 ] = random_float ( - 100.0 , 100.0 ) vecVelocity [ 2 ] = random_float ( 800.0 , 1800.0 ) entity_set_vector ( entity , EV_VEC_velocity , vecVelocity ) entity_set_float ( entity , EV_FL_nextthink , flGametime + random_float ( 0.1 , 1.5 ) ) } } public touch_fireworks ( const touched , const toucher ) { explode_rocket ( toucher ) } explode_rocket ( const rocket ) { new output [ 64 ] if( get_pcvar_num ( cvar_lights ) ) { if( -- g_rocketsnum > 0 ) { formatex ( output , charsmax ( output ), "%c" , random_num ( 'd' , 'z' ) ) } else { formatex ( output , charsmax ( output ), "#OFF" ) } set_lights ( output ) } if( g_rocketsnum <= g_showhudmsg ) { new len = formatex ( output , charsmax ( output ), "MERRY CHRISTMAS AND HAPPY NEW YEAR" ) + 31 __show__dhudmessage ( output , len , _ :- 1.0 , _ : 0.28 ) } new Float : vecOrigin [ 3 ] entity_get_vector ( rocket , EV_VEC_origin , vecOrigin ) ////////////////////////////////////////////// message_begin_f ( MSG_PVS , SVC_TEMPENTITY , vecOrigin ) write_byte ( TE_BEAMDISK ) write_coord_f ( vecOrigin [ 0 ] ) write_coord_f ( vecOrigin [ 1 ] ) write_coord_f ( vecOrigin [ 2 ] ) write_coord ( 0 ) write_coord ( 0 ) write_coord ( 100 ) write_short ( random ( 2 ) ? spr_flare6_id : spr_lgtning_id ) write_byte ( 100 ) write_byte ( 0 ) write_byte ( 35 ) // life write_byte ( 0 ) // line width write_byte ( 150 ) // noise write_byte ( random ( 256 ) ) write_byte ( random ( 256 ) ) write_byte ( random ( 256 ) ) write_byte ( 255 ) write_byte ( 5 ) message_end ( ) ////////////////////////////////////////////// message_begin ( MSG_BROADCAST , SVC_TEMPENTITY ) write_byte ( TE_SPRITETRAIL ) write_coord_f ( vecOrigin [ 0 ] ) write_coord_f ( vecOrigin [ 1 ] ) write_coord_f ( vecOrigin [ 2 ] - 20 ) write_coord_f ( vecOrigin [ 0 ] ) write_coord_f ( vecOrigin [ 1 ] ) write_coord_f ( vecOrigin [ 2 ] + 20 ) write_short ( spr_flares_id [ random ( sizeof spr_flares ) ] ) write_byte ( random_num ( 50 , 100 ) ) // count write_byte ( 10 ) // life in 0.1's write_byte ( 10 ) // scale in 0.1's write_byte ( random_num ( 40 , 100 ) ) // velocity along vector in 10's write_byte ( 60 ) // randomness of velocity in 10's message_end ( ) ////////////////////////////////////////////// message_begin_f ( MSG_PAS , SVC_TEMPENTITY , vecOrigin ) write_byte ( TE_EXPLOSION ) write_coord_f ( vecOrigin [ 0 ] ) write_coord_f ( vecOrigin [ 1 ] ) write_coord_f ( vecOrigin [ 2 ] ) write_short ( spr_explode1_id ) write_byte ( random_num ( 10 , 20 ) ) // byte (scale in 0.1's) 188 write_byte ( 10 ) // byte (framerate) write_byte ( 0 ) // byte flags message_end ( ) ////////////////////////////////////////////// message_begin_f ( MSG_PAS , SVC_TEMPENTITY , vecOrigin ) write_byte ( TE_TAREXPLOSION ) write_coord_f ( vecOrigin [ 0 ] ) write_coord_f ( vecOrigin [ 1 ] ) write_coord_f ( vecOrigin [ 2 ] - 40.0 ) message_end ( ) ////////////////////////////////////////////// message_begin_f ( MSG_PVS , SVC_TEMPENTITY , vecOrigin ) write_byte ( TE_SMOKE ) write_coord_f ( vecOrigin [ 0 ] ) write_coord_f ( vecOrigin [ 1 ] ) write_coord_f ( vecOrigin [ 2 ] ) write_short ( spr_steam1_id ) write_byte ( random_num ( 20 , 40 ) ) write_byte ( 12 ) message_end ( ) ////////////////////////////////////////////// message_begin_f ( MSG_PVS , SVC_TEMPENTITY , vecOrigin ) write_byte ( TE_DLIGHT ) write_coord_f ( vecOrigin [ 0 ] ) write_coord_f ( vecOrigin [ 1 ] ) write_coord_f ( vecOrigin [ 2 ] ) write_byte ( random_num ( 20 , 50 ) ) write_byte ( random ( 256 ) ) write_byte ( random ( 256 ) ) write_byte ( random ( 256 ) ) write_byte ( 100 ) write_byte ( 15 ) message_end ( ) remove_entity ( rocket ) } // http://forums.alliedmods.net/showthread.php?t=149210 __show__dhudmessage ( const szMessage [], iLen , x , y ) { message_begin ( MSG_BROADCAST , SVC_DIRECTOR ) write_byte ( iLen ) write_byte ( DRC_CMD_MESSAGE ) write_byte ( 0 ) // effect write_long ( HUD_COLOR ) write_long ( x ) write_long ( y ) write_long ( 0x3F800000 ) // fadeintime write_long ( 0x3F800000 ) // fadeouttime write_long ( 0x40A00000 ) // holdtime write_long ( 0 ) // fxtime write_string ( szMessage ) message_end ( ) } load_origins ( ) { new output [ 128 ] get_localinfo ( "amxx_configsdir" , output , charsmax ( output ) ) add ( output , charsmax ( output ), "/xmas_fireworks.ini" ) if( ! file_exists ( output ) ) { set_fail_state ( "xmas_fireworks.ini doesn't exist" ) return } aOrigins = ArrayCreate ( 3 ) new map [ 16 ] new len = get_mapname ( map , charsmax ( map ) ) new bool : match new origin [ 3 ][ 16 ] new Float : vecOrigin [ 3 ] new file = fopen ( output , "rt" ) while( ! feof ( file ) ) { fgets ( file , output , charsmax ( output ) ) trim ( output ) if( ! output [ 0 ] || output [ 0 ] == ';' ) continue if( ! match ) { if( output [ 0 ] == '[' && equal ( output [ 1 ], map , len ) && output [ len + 1 ] == ']' ) { match = true } } else { if( output [ 0 ] == '[' ) break if( parse ( output , origin [ 0 ], charsmax ( origin []), origin [ 1 ], charsmax ( origin []), origin [ 2 ], charsmax ( origin [])) < 3 ) continue vecOrigin [ 0 ] = str_to_float ( origin [ 0 ] ) vecOrigin [ 1 ] = str_to_float ( origin [ 1 ] ) vecOrigin [ 2 ] = str_to_float ( origin [ 2 ] ) ArrayPushArray ( aOrigins , vecOrigin ) g_originsnum ++ } } fclose ( file ) if( ! g_originsnum ) { log_amx ( "%s doesn't exist in the xmas_fireworks.ini file" , map ) pause ( "ad" ) } }
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I need the description in the subject.
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How to make the plugin work and other MAP? Currently only works crossfire and rats.
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(12/12/2016, 09:01 AM) smurfavr escribió: How to make the plugin work and other MAP? Currently only works crossfire and rats.
You need a plugin like this to create new origins. >
https://amxmodx-es.com/Thread-Varios-de-...7#pid48767
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Is there another way to do it?
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(12/12/2016, 09:45 AM) smurfavr escribió: Is there another way to do it?
No.
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I did not understand how to do it with this plugin you gave me. I recorded in the ini file, but it does not work.
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(12/12/2016, 09:59 AM) smurfavr escribió: I did not understand how to do it with this plugin you gave me. I recorded in the ini file, but it does not work.
# Specify how many times per map the fireworks will start (default: 2)
# Example: If mp_timelimit is in 20 minutes, the fires will start every 10 minutes; If xfireworks_times is <4>, the fires will start every 5 minutes.
Xfireworks_times <2>
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12/12/2016, 10:11 AM
(Última modificación: 12/12/2016, 10:12 AM por smurfavr .)
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It shows the way you do it.
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I do not understand how to do it.
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12/12/2016, 10:43 AM
(Última modificación: 12/12/2016, 10:49 AM por I'mBuggimen .)
you can use this plugin and get data for the rockets in console.
or can write /getmenu
sorry for my bad english xd
Código PHP:
new g_MapName [ 60 ]; public plugin_init () { get_mapname ( g_MapName , charsmax ( g_MapName )); register_clcmd ( "say /get_rocketdata" , "Clcmd_RocketData" ); } public Clcmd_RocketData (const iIndex ) { static Float : vecOrigin [ 3 ]; entity_get_vector ( iIndex , EV_VEC_origin , vecOrigin ); client_print ( iIndex , print_console , "Map Name: %s" , g_MapName ); client_print ( iIndex , print_console , "Origin X: %f" , vecOrigin [ 0 ]); client_print ( iIndex , print_console , "Origin Y: %f" , vecOrigin [ 1 ]); client_print ( iIndex , print_console , "Origin Z: %f" , vecOrigin [ 2 ]); server_print ( "" ); server_print ( "" ); server_print ( "xmas_fireworks.ini Data" ); server_print ( "[%s]" , g_MapName ); server_print ( "" ); server_print ( ";ORIGINS" ) server_print ( "%f %f %f" , vecOrigin [ 0 ], vecOrigin [ 1 ], vecOrigin [ 2 ]); /* EXAMPLE ASSUME YOU GET THIS DATA IN CONSOLE Map Name de_dust2 Origin X: -857.196899 Origin Y: -308.925415 Origin Z: 36.031250 PUTS THIS DATA IN "xmas_fireworks.ini" IN THIS FORM... ;MAP NAME [de_dust2] ;ORIGIN X ORIGIN Y ORIGIN Z -857.196899 -308.925415 36.031250 ; FIRST ROCKET IN MAP DUST2 */ }