If you need help removing blocks just PM me ill be glad to help.
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For a better example scroll down and view NoFallDamage Example
Example on erasing a simple block:
Search & Erase
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new const gszBlockModelNAME[] = "models/blockmaker/bm_block_name.mdl";Code: Select all
const gBlockMax =Example:
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const gBlockMax = 24;Code: Select all
const gBlockMax = 23;Should be around the area where BM_PLATFORM, // A is located
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BM_NAME,Code: Select all
gszBlockModels[BM_NAME] = gszBlockModelNAME;Code: Select all
"NAME",Code: Select all
'KEYHERE', <--- The Blocks KeyCode: Select all
else if (equal(szType, "NAME")) blockType = BM_NAME;Code: Select all
case BM_NAME: actionName(id);Code: Select all
actionName(id)
{
//CODE HERE
}Code: Select all
case 'KEYHERE': createBlock(0, BM_NAME, vVec1, axis, size);Some blocks may not be as difficult as nofalldamage
Search & Erase
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new const gszBlockModelNoFallDamage[] = "models/blockmaker/bm_block_nofalldamage.mdl";Code: Select all
new bool:gbNoFallDamage[33];Code: Select all
const gBlockMax =Example:
Code: Select all
const gBlockMax = 24;Code: Select all
const gBlockMax = 23;Code: Select all
BM_NOFALLDAMAGE, //ICode: Select all
gszBlockModels[BM_NOFALLDAMAGE] = gszBlockModelNoFallDamage;Code: Select all
"No Fall Damage",Code: Select all
'I',Code: Select all
else if (equal(szType, "NOFALLDAMAGE")) blockType = BM_NOFALLDAMAGE;Code: Select all
gbNoFallDamage[id] = false;Code: Select all
case BM_NOFALLDAMAGE: actionNoFallDamage(id);Code: Select all
//if player is set to not get fall damage
if (gbNoFallDamage[id])
{
entity_set_int(id, EV_INT_watertype, -3);
gbNoFallDamage[id] = false;Code: Select all
public client_PostThink(id)
{
//if player is alive
if (is_user_alive(id))
{
//Nada
}
}Code: Select all
actionNoFallDamage(id)
{
//set the player to not receive any fall damage (handled in client_PostThink)
gbNoFallDamage[id] = true;
}Code: Select all
case 'I': createBlock(0, BM_NOFALLDAMAGE, vVec1, axis, size);