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  1. Z ostatniej godziny
  2. Preamble If you are using one of those plugins and want to use xFix, you will need to remove them as they are included within xFix: FoV Frag Sprite Fix T-Pose Fix Shotgun Lag Compensation Fix Physcannon Fix Sprint Delay Fix Player Model FixConnect Status Per material footstep sounds Timeleft on HUD Missing Sounds Fix SteamID Hijack Protection Description xFix is a plugin that originally created by harper for XMS ( Extended Match System ) that combined multiple fixes, such as shotgun lag compensation, frag sprite and t-pose, while adding another set of large number of fixes. I have taken the liberty of taking this plugin and providing more fixes. Those fixes were progressively added throughout the months and released to a small circle of HL2DM enthusiasts, which is why its version is at 1.6.4. However, I believe that xFix needs to reach a wider audience, which is why I am releasing it here. Fixes and additionsBug fixes Sprint delay by Chanz Physcannon hold fix by Benni Frag trail fix by Sidez T-Pose fix by Toizy Force respawn bypass fix Broken spectators menu removed Removal of a pointless duplicate third person view Spectator noclip fixes 1 HP HUD fix ( hides hud while as a spectator ) Crosshair removed in free look mode as a spectator Sprinting as a spectator fix Use key spam when dead fix Schrödinger's Crouch fix Scoring fixes Server cvar spam fix Prop angles fix Missing sounds fix Crossbow bolt attach All missing physcannon sounds Whoosh sound for underhand grenade throws Player model fix ( server-side, not the player's in-game options ) Prop's gravity on sv_gravity change fix Chat fixes and enhancement Additions & Enhancements Fall damage mp_falldamage <value>-1 -> No fall damage 0 -> Default 10 point fall damage behavior 1 -> Default realistic fall damage 2 and above -> Apply this fixed amount of fall damage mp_falldamage_multiplier <value> -> When set, multiplies ( or divides if less than 1.0 ) the amount of fall damage. FoV <value> -> Sets the desired field of view between 70 and 110 ( default min and max ). Connect status -> Shows connecting, connected and disconnecting clients with better formatting. Plugin messages -> Queries for cl_showpluginsmessages whenever a player connects and sends a message if that cvar is set to 0. Per material footstep sounds Timeleft on HUD Backpack reload for SMG and AR2 -> HL2DM never had backpack reload ( automatic reloading of weapons when not actively held for 3 seconds by default ) for those two weapons. This behavior has been enabled for them now and is tied to sk_auto_reload_time. The weapon bob animation when walking cannot, sadly, be fixed. I see what the issue is in the C++ code ( thanks to https://www.youtube.com/watch?v=reVpIiCZi6Q ), but this is shared between client and server. ...and more! Available ConVars sm_show_playermodel_msg_global Def. 1 -> Show or hide the message "Adjusting your player model to match your team." server-wide. sm_playermodel_fix Def. 1 -> Enable/Disable player model fix. sm_connect_status_enable Def. 1 -> Enable/Disable the new formatted connect status messages. sm_chat_fix Def. 1 -> Enable/Disable chat fixes and enhancement. sm_timeleft_hud_enable Def. 1 -> Display or hide time left on the HUD. sm_timeleft_x Def. -1.0 -> Position the timer on the X axis (left/right). sm_timeleft_y Def. 0.01 -> Position the timer on the Y axis (up/down). sm_timeleft_r Def. 255 -> Red color intensity. sm_timeleft_g Def. 220 -> Green color intensity. sm_timeleft_b Def. 0 -> Blue color intensity. sm_timeleft_i Def. 255 -> Alpha/Intensity fov_minfov Def. 70 -> Min fov to allow. fov_maxfov Def. 110 -> Max fov to allow. fov_defaultfov Def. 90 -> Default fov to apply to players the first time they connect. mp_falldamage Def. 0 -> Fall damage type. -1: No fall damage, 0: Default 10 point damage, 1: Realistic fall damage, 2 and above: Fixed fall damage to this amount. mp_falldamage_multiplier Def. 1.0 -> if mp_falldamage is set to 2 or above, adjust the actual fall damage by multiplying it by this amount (a value set to 2.0 will multiply the fall damage by 2). Use a value less than 1.0 to divide (0.5 is half the fall damamge). m_pluginmessages_check Def. 1 -> Show or hide the cl_showpluginsmessages help message. sm_missing_sounds_fix Def. 1 -> Enable/Disable missing sounds fix server-wide. sm_hl2_footsteps Def. 1 -> Enable/Disable hl2 footstep sounds server-wide. Public Commands sm_plmdl_msg -> Show or hide the message "Adjusting your player model to match your team." [Setting is saved in a cookie]. sm_fov -> Set your FOV (min. 70 & max. 110) [Setting is saved in a cookie]. sm_footsteps -> Toggle between HL2 and default footstep sounds. [Setting is saved in a cookie]. sm_sndfix -> Toggle between having the missing sounds play or not. [Setting is saved in a cookie]. xfix -> Credits listing. Installation Download and extract the content of the ZIP folder into your server's mod folder e.g. C:\hl2mp Dependencies Vphysics is required for this plugin to work properly. A copy is provided in the ZIP folder. Also includes a fixed copy of the include file. Plugin Contributors Benni - Gravity Gun prop hold fix Chanz - Sprint delay fix Grey83 - Set local angles fix Harper - Creator of xFix and fixed a myriad of HL2MP issues! Peter Brev - Additional HL2MP fixes Sidez - Grenade glow edict fix Toizy - Jesus/T-Pose animation fix V952 - Shotgun lag compensation fix Xutaxkamay - Bullet fix Attached Files xFix.zip (257.8 KB) Wyświetl pełny artykuł
  3. Dzisiaj
  4. copy paste pomysl z misji by smiguel i cos piszesz xd w skrocie, nikomu niepotrzebne
  5. Can you put some kind of check so that the bots, when they are zombies, can't drop the flashlight. With real players, when they are zombies, it does not allow them. Attached Files Get Plugin or Get Source (zombie_plague40.sma - 344.0 KB) Przeczytaj cały wpis
  6. Widzę że dupka jest podwinięta i aż dla mnie kolejne multikonto założone. Nie ważne co napiszesz, nic to nie zmieni, ale dla twojej informacji, plugin robiłem na zlecenie, już od bardzo dawna zanim wspomniany przez ciebie plugin się w ogóle pojawił w sieci. Jeżeli dany produkt nie jest na wyłączność mam pełne prawo do jego resellu. Używasz słów "lepiej napisaną wersją", "złom", nie widziałeś, nie zobaczysz więc z czym do ludzi? Jak ktoś chce kupić od niego, niech kupi od niego, jak ktoś będzie chciał moją wersję to kupi moją. Kolejną sprawą... z autorem o którym tak wypominasz mam bardzo dobre stosunki także za mało masz w tej mikro główce żeby się wypowiadać na tematy o których nie masz zielonego pojęcia. Kończąc ten niepotrzebny dylemat. Dziękuje za bumpa, i jak mów dawny idol kiedyś mówił. Pozdrawiam cieplutko z rodzinką 😉
  7. Nie ma to jak sprzedawać gorszą wersję misji niż wspomniany przez ciebie autor K4ryuu xD Nie dość, że chłop sprzedaje bardziej rozbudowaną, i prawdopodobnie lepiej napisaną wersję misji, to TANIEJ niż ty, ten swój złom. https://buymeacoffee.com/k4ryuu/e/212956 Podróba nigdy nie dorówna oryginałowi. Z fartem
  8. Dziękuje, sporo ci zajęło napisanie tego posta, ale bumpy mile widziane. Pozdrawiam cieplutko
  9. Wczoraj
  10. Naro

    Kupie rozkręcony serwer

    czemu bez paczki? 3 tysiące za serwer to mało? :v
  11. I wonder if someone can find me the source of this plugin from pictures?Also,this plugin can show not only top15 but also top30,top40,top200 etc Attached Thumbnails Przeczytaj cały wpis
  12. Hello i tried my best to edit a plugin speedmeter for players get only 1 ammopacks every time they reach 1800 speed. But the problem is if the players stay at +1800 speed for too long they will get a lot of Aps as you can see in Screan Shot Request: Is it possible to make a players get 1 ammo packs everytime they hit 1800 speed? Attached Files Get Plugin or Get Source (zp_addons_speedometer.sma - 2.8 KB) Przeczytaj cały wpis
  13. Ostatni tydzień
  14. Requires Left4dhooks Hi. I've been working on a fork of a TF2 plugin for L4D2 since a couple of days ago and thought i would share this with this community. What is this? This plugin is a fork of a TF2 plugin that has been converted for use in L4D2 campaign mode. It will allow players in the infected team to respawn, have human-controlled tanks, and allow changing teams. Is there any commands? Yeah! There are some commands in here. Here are the list of all of them Code: sm_infected - Joins the infected team. They will spawn in a total of 22 seconds. sm_survivor - If there is any bots left in the survivor team, It will take control of a survivor bot and will join the Survivors team.What about CVars? Code: sm_campaignversus_version - Do not even think about touching this. sm_campaignversus_enable - Enables or disables this plugin. Doesn't affect the commands at this time. Default value is 1. sm_campaignversus_bots - Allow bots to respawn. This is non-functional. Default value is 0. sm_campaignversus_time - Time that is required to respawn. Default value is 16. sm_campaignversus_hint_text - Enable/disable displaying the time (with hint text) until the player will respawn. sm_campaignversus_center_text - Enable/disable displaying the time (with center text) until the player will respawn. Default value is 0. sm_campaignversus_admin_flags - Restrict the respawn timer to only affect players with certain admin flag(s). If using multiple flags (you can use up to 5), seperate each with a comma (,) and make sure to end with a comma. Leave this blank to disable. sm_campaignversus_end_round - Enable/disable respawning after a round ends. Default value is 0.Download on GitHub Wyświetl pełny artykuł
  15. Change log Spoiler Code: 1.0 (2024-04-25: -init public release. Attached Files Get Plugin or Get Source (block_mega_mob_sound.sp - 1.2 KB) Wyświetl pełny artykuł
  16. only spawn mob ahead of team, very useful for 8+ players coop. Change log Spoiler Code: 1.0 (2024-04-25: -init public release. Attached Files Get Plugin or Get Source (mod_ahead.sp - 815 Bytes) Wyświetl pełny artykuł
  17. spawn mob by time, and auto stop if finale stage start to pervent stage stuck. Cvars PHP Code: mob_timer_start "5.0" mob_timer_repeat "15.0" Change log Spoiler Code: 1.0 (2024-04-25: -init public release. Attached Files Get Plugin or Get Source (mob_timer.sp - 3.9 KB) Wyświetl pełny artykuł
  18. 3k to ten jb chyba po reinstallu bez paczki
  19. I use this plugin for my 35hp server but I don't know why all people with ADMIN_IMMUNITY can select any knife whether they have the required level or not. How can I solve this? PHP Code: public KnifeSkinsMenu(id) { new szItem[256], szAlien[50], szEllium[50], szDark[50], szTransparent[50], szGenuine[50], szHunt[50], szShadow[50], szSlaughterer[50], szKatana[50], szAssasins[50], szLightsaber[50], szWolverine[50], szProton[50]; new level = iLevel[id] > 0 ? iLevel[id] : 1; new xp = level * StartedLevel; if( iLevel[id] > 0 ) { xp += ( xp * 4 / 2 ); } formatex(szItem, charsmax(szItem), "\w[ \r%s \w] \yKnife Skins Menu \rv%s^n\yYour Level: \r%d \w- \yYour XP: \r%d\w/\r%d\w.^n\yPage:\r", g_VAULTNAME, VERSION,iLevel[id],iXp[id], xp); formatex(szAlien, charsmax(szAlien),"%s", iLevel[id] >= 1 ? "\wAlien Knife [\yUNLOCKED\w]" : "\d???? ????? [\rLEVEL 1 REQUIRE\d]"); formatex(szEllium, charsmax(szEllium),"%s", iLevel[id] >= 2 ? "\wEllium Knife [\yUNLOCKED\w]" : "\d?????? ?????? [\rLEVEL 2 REQUIRE\d]"); formatex(szDark, charsmax(szDark),"%s", iLevel[id] >= 3 ? "\wDark Dagger [\yUNLOCKED\w]" : "\d???? ?????? [\rLEVEL 3 REQUIRE\d]"); formatex(szTransparent, charsmax(szTransparent),"%s", iLevel[id] >= 4 ? "\wTransparent Knife [\yUNLOCKED\w]" : "\d??????????? ????? [\rLEVEL 4 REQUIRE\d]"); formatex(szGenuine, charsmax(szGenuine),"%s", iLevel[id] >= 5 ? "\wGenuine Dagger [\yUNLOCKED\w]" : "\d??????? ?????? [\rLEVEL 5 REQUIRE\d]"); formatex(szHunt, charsmax(szHunt),"%s", iLevel[id] >= 6 ? "\wHunt Blade [\yUNLOCKED\w]" : "\d???? ????? [\rLEVEL 6 REQUIRE\d]"); formatex(szShadow, charsmax(szShadow),"%s", iLevel[id] >= 7 ? "\wShadow Blade [\yUNLOCKED\w]" : "\d?????? ????? [\rLEVEL 7 REQUIRE\d]"); formatex(szSlaughterer, charsmax(szSlaughterer),"%s", iLevel[id] >= 8 ? "\wSlaughterer Axe [\yUNLOCKED\w]" : "\d??????????? ??? [\rLEVEL 8 REQUIRE\d]"); formatex(szKatana, charsmax(szKatana),"%s", iLevel[id] >= 9 ? "\wGolden Katana [\yUNLOCKED\w]" : "\d?????? ?????? [\rLEVEL 9 REQUIRE\d]"); formatex(szAssasins, charsmax(szAssasins),"%s", iLevel[id] >= 10 ? "\wAssasin's Blade [\yUNLOCKED\w]" : "\d???????? ????? [\rLEVEL 10 REQUIRE\d]"); formatex(szLightsaber, charsmax(szLightsaber),"%s", iLevel[id] >= 11 ? "\wLightsaber [\yUNLOCKED\w]" : "\d?????????? [\rLEVEL 11 REQUIRE\d]"); formatex(szWolverine, charsmax(szWolverine),"%s", iLevel[id] >= 12 ? "\wBloody Wolverine Claws [\yUNLOCKED\w]" : "\d?????? ????????? ????? [\rLEVEL 12 REQUIRE\d]"); formatex(szProton, charsmax(szProton),"%s", iLevel[id] >= 13 ? "\wProton Axe [\yUNLOCKED\w]" : "\d?????? ??? [\rLEVEL 13 REQUIRE\d]"); new menu = menu_create( szItem, "KnifeSkinsMenu_Handler" ); menu_additem(menu, "\wNormal Knife [\yUNLOCKED\w]", "", 0 ); menu_additem(menu, szAlien, "", iLevel[id] >= 1 ? 0 : 1); menu_additem(menu, szEllium, "", iLevel[id] >= 2 ? 0 : 1); menu_additem(menu, szDark, "", iLevel[id] >= 3 ? 0 : 1); menu_additem(menu, szTransparent, "", iLevel[id] >= 4 ? 0 : 1); menu_additem(menu, szGenuine, "", iLevel[id] >= 5 ? 0 : 1); menu_additem(menu, szHunt, "", iLevel[id] >= 6 ? 0 : 1); menu_additem(menu, szShadow, "", iLevel[id] >= 7 ? 0 : 1); menu_additem(menu, szSlaughterer, "", iLevel[id] >= 8 ? 0 : 1); menu_additem(menu, szKatana, "", iLevel[id] >= 9 ? 0 : 1); menu_additem(menu, szAssasins, "", iLevel[id] >= 10 ? 0 : 1); menu_additem(menu, szLightsaber, "", iLevel[id] >= 11 ? 0 : 1); menu_additem(menu, szWolverine, "", iLevel[id] >= 12 ? 0 : 1); menu_additem(menu, szProton, "", iLevel[id] >= 13 ? 0 : 1); menu_setprop(menu, MPROP_EXIT, MEXIT_ALL ); menu_display(id, menu, 0 ); return PLUGIN_HANDLED; } Przeczytaj cały wpis
  20. @Mesharsky NET8 nie zadziała na cssharp 202, prawda ?
  21. hi there, could someone please do a plugin for me fast? when the player entered the server he would get a question like "Do you want to change your mp3 volume?" with answers: "1. Yes" "2. No" If 1, cliend cmd would change his MP3Volume to 0.02 If no, nothing happens. I know its not that hard to make, i could make it myself but im really busy these days i have to research first. thanks indeed! Przeczytaj cały wpis
  22. Naro

    Kupie rozkręcony serwer

    F5 kupię rozkręcony serwer JailBreak cs 1.6 cena do 3k
  23. Hello, could someone edit my pvipshop and make a .ini file for it? For example: Create a ini file called zp_pvipshop.ini And inside that file i want it to be like this [Extraitems] "Name of the item in menu" "Item" "Price" "RoundLimit" "MapLimit" "Shining Heart" "Shining Heart Rod" "65000" "" "1" // also if the "" for the respective function is empty that means there wont be any round limit or map limit * You can remove the hardcoded armor and health, i have another plugin for them. HTML Code: #include <amxmodx> #include <amxmisc> #include <fun> #include <cstrike> #include <zp_buymenu> #include <colorchat> #include <zombieplague> #define PLUGIN "PVIP Shop" #define VERSION "1.0" #define AUTHOR "tedaimlocks" #define PVIP_FLAG ADMIN_LEVEL_D #define MAX_USES_PER_ROUND 5 #define MAX_USES_PER_MAP 1 new HasUsedItemArmorPerRoundLimit[33][MAX_USES_PER_ROUND] new HasUsedItemHealthPerRoundLimit[33][MAX_USES_PER_ROUND] new HasUsedItem1PerMapLimit[33][MAX_USES_PER_MAP] new HasUsedItem2PerMapLimit[33][MAX_USES_PER_MAP] new HasUsedItem3PerMapLimit[33][MAX_USES_PER_MAP] public plugin_init() { register_plugin(PLUGIN, VERSION, AUTHOR) register_clcmd("say /pvip", "PVIPMenu") register_logevent("logevent_RoundStart", 2, "1=Round_Start"); } public logevent_RoundStart() { new i, j; for (i = 0; i < sizeof(HasUsedItemArmorPerRoundLimit); i++) { for (j = 0; j < MAX_USES_PER_ROUND; j++) { HasUsedItemArmorPerRoundLimit[i][j] = false; } } for (i = 0; i < sizeof(HasUsedItemHealthPerRoundLimit); i++) { for (j = 0; j < MAX_USES_PER_ROUND; j++) { HasUsedItemHealthPerRoundLimit[i][j] = false; } } } public PVIPMenu(id) { if(!(get_user_flags(id) & PVIP_FLAG) || !is_user_alive(id) || zp_get_user_zombie(id) || zp_get_user_survivor(id)) { return PLUGIN_HANDLED; } new title[198]; new money = zp_cs_get_user_money(id); formatex(title, charsmax(title), "\ySPK - Zombie Plague \r[CSO] \d | PVIP Shop^nMoney: %d", money); new menu = menu_create(title, "PVIPMenuHandler"); new ArmorUsesRound = GetNumUsesRound(id, HasUsedItemArmorPerRoundLimit); new HealthUsesRound = GetNumUsesRound(id, HasUsedItemHealthPerRoundLimit); new ShiningHeartRodUsesMap = GetNumUsesMap(id, HasUsedItem1PerMapLimit); new NemesisUsesMap = GetNumUsesMap(id, HasUsedItem2PerMapLimit); new SurvivorUsesMap = GetNumUsesMap(id, HasUsedItem3PerMapLimit); new ArmorMenuItemRoundLimit[128]; new HealthMenuItemRoundLimit[128]; new ItemShiningHeartRodMapLimit[128]; new ItemNemesisMapLimit[128]; new ItemSurvivorMapLimit[128]; if(zp_cs_get_user_money(id) <= 2499) { format(ArmorMenuItemRoundLimit, sizeof(ArmorMenuItemRoundLimit), "\d100 Armor \d[\r%d\d/\y%d \rper round\d] \d| \y[\r2500$\y]", ArmorUsesRound, MAX_USES_PER_ROUND); format(HealthMenuItemRoundLimit, sizeof(HealthMenuItemRoundLimit), "\d100 Health \d[\r%d\d/\y%d \rper round\d] \d| \y[\r2500$\y]", HealthUsesRound, MAX_USES_PER_ROUND); format(ItemShiningHeartRodMapLimit, sizeof(ItemShiningHeartRodMapLimit), "\dShining Heart Rod \d[\r%d\d/\y%d \rper map\d] \d| \y[\r65000$\y]", ShiningHeartRodUsesMap, MAX_USES_PER_MAP); format(ItemNemesisMapLimit, sizeof(ItemNemesisMapLimit), "\dNemesis \d[\r%d\d/\y%d \rper map\d] \d| \y[\r150000$\y]", NemesisUsesMap, MAX_USES_PER_MAP); format(ItemSurvivorMapLimit, sizeof(ItemSurvivorMapLimit), "\dSurvivor \d[\r%d\d/\y%d \rper map\d] \d| \y[\r150000$\y]", SurvivorUsesMap, MAX_USES_PER_MAP); } else if(zp_cs_get_user_money(id) <= 64999) { format(ArmorMenuItemRoundLimit, sizeof(ArmorMenuItemRoundLimit), "100 Armor \d[\r%d\d/\y%d \rper round\d] \d| \y[\r2500$\y]", ArmorUsesRound, MAX_USES_PER_ROUND); format(HealthMenuItemRoundLimit, sizeof(HealthMenuItemRoundLimit), "100 Health \d[\r%d\d/\y%d \rper round\d] \d| \y[\r2500$\y]", HealthUsesRound, MAX_USES_PER_ROUND); format(ItemShiningHeartRodMapLimit, sizeof(ItemShiningHeartRodMapLimit), "\dShining Heart Rod \d[\r%d\d/\y%d \rper map\d] \d| \y[\r65000$\y]", ShiningHeartRodUsesMap, MAX_USES_PER_MAP); format(ItemNemesisMapLimit, sizeof(ItemNemesisMapLimit), "\dNemesis \d[\r%d\d/\y%d \rper map\d] \d| \y[\r150000$\y]", NemesisUsesMap, MAX_USES_PER_MAP); format(ItemSurvivorMapLimit, sizeof(ItemSurvivorMapLimit), "\dSurvivor \d[\r%d\d/\y%d \rper map\d] \d| \y[\r150000$\y]", SurvivorUsesMap, MAX_USES_PER_MAP); } else if(zp_cs_get_user_money(id) <= 149999) { format(ArmorMenuItemRoundLimit, sizeof(ArmorMenuItemRoundLimit), "100 Armor \d[\r%d\d/\y%d \rper round\d] \d| \y[\r2500$\y]", ArmorUsesRound, MAX_USES_PER_ROUND); format(HealthMenuItemRoundLimit, sizeof(HealthMenuItemRoundLimit), "100 Health \d[\r%d\d/\y%d \rper round\d] \d| \y[\r2500$\y]", HealthUsesRound, MAX_USES_PER_ROUND); format(ItemShiningHeartRodMapLimit, sizeof(ItemShiningHeartRodMapLimit), "Shining Heart Rod \d[\r%d\d/\y%d \rper map\d] \d| \y[\r65000$\y]", ShiningHeartRodUsesMap, MAX_USES_PER_MAP); format(ItemNemesisMapLimit, sizeof(ItemNemesisMapLimit), "\dNemesis \d[\r%d\d/\y%d \rper map\d] \d| \y[\r150000$\y]", NemesisUsesMap, MAX_USES_PER_MAP); format(ItemSurvivorMapLimit, sizeof(ItemSurvivorMapLimit), "\dSurvivor \d[\r%d\d/\y%d \rper map\d] \d| \y[\r150000$\y]", SurvivorUsesMap, MAX_USES_PER_MAP); } else { format(ArmorMenuItemRoundLimit, sizeof(ArmorMenuItemRoundLimit), "100 Armor \d[\r%d\d/\y%d \rper round\d] \d| \y[\r2500$\y]", ArmorUsesRound, MAX_USES_PER_ROUND); format(HealthMenuItemRoundLimit, sizeof(HealthMenuItemRoundLimit), "100 Health \d[\r%d\d/\y%d \rper round\d] \d| \y[\r2500$\y]", HealthUsesRound, MAX_USES_PER_ROUND); format(ItemShiningHeartRodMapLimit, sizeof(ItemShiningHeartRodMapLimit), "Shining Heart Rod \d[\r%d\d/\y%d \rper map\d] \d| \y[\r65000$\y]", ShiningHeartRodUsesMap, MAX_USES_PER_MAP); format(ItemNemesisMapLimit, sizeof(ItemNemesisMapLimit), "Nemesis \d[\r%d\d/\y%d \rper map\d] \d| \y[\r150000$\y]", NemesisUsesMap, MAX_USES_PER_MAP); format(ItemSurvivorMapLimit, sizeof(ItemSurvivorMapLimit), "Survivor \d[\r%d\d/\y%d \rper map\d] \d| \y[\r150000$\y]", SurvivorUsesMap, MAX_USES_PER_MAP); } menu_additem(menu, ArmorMenuItemRoundLimit, "1"); menu_additem(menu, HealthMenuItemRoundLimit, "2"); menu_additem(menu, ItemShiningHeartRodMapLimit, "3"); menu_additem(menu, ItemNemesisMapLimit, "4"); menu_additem(menu, ItemSurvivorMapLimit, "5"); menu_setprop(menu, MPROP_EXITNAME, "Exit"); menu_display(id, menu); return PLUGIN_CONTINUE; } public PVIPMenuHandler(id, menu, item) { switch(item) { case 0: { if(is_user_alive(id)) PVIPMenuItemArmorPerRoundLimit(id); else return PLUGIN_HANDLED; } case 1: { if(is_user_alive(id)) PVIPMenuItemHealthPerRoundLimit(id); else return PLUGIN_HANDLED; } case 2: { if(is_user_alive(id)) PVIPMenuItem1PerMapLimit(id); else return PLUGIN_HANDLED; } case 3: { if(is_user_alive(id)) PVIPMenuItem2PerMapLimit(id); else return PLUGIN_HANDLED; } case 4: { if(is_user_alive(id)) PVIPMenuItem3PerMapLimit(id); else return PLUGIN_HANDLED; } } return PLUGIN_CONTINUE; } public PVIPMenuItemArmorPerRoundLimit(id) { new uses = GetNumUsesRound(id, HasUsedItemArmorPerRoundLimit); if (uses >= MAX_USES_PER_ROUND) { ColorChat(id, GREEN, "^x01[^x04SPK ZM^x01]^x03 You have reached the maximum uses of^x04 Armor^x03 for this round."); return PLUGIN_HANDLED; } if(zp_cs_get_user_money(id) <= 2499) { return PLUGIN_HANDLED; } zp_cs_set_user_money(id, zp_cs_get_user_money(id) - 2500); set_user_armor(id, get_user_armor(id) + 100); HasUsedItemArmorPerRoundLimit[id][uses] = true; return PLUGIN_CONTINUE; } public PVIPMenuItemHealthPerRoundLimit(id) { new uses = GetNumUsesRound(id, HasUsedItemHealthPerRoundLimit); if (uses >= MAX_USES_PER_ROUND) { ColorChat(id, GREEN, "^x01[^x04SPK ZM^x01]^x03 You have reached the maximum uses of^x04 Health^x03 for this round."); return PLUGIN_HANDLED; } if(zp_cs_get_user_money(id) <= 2499) { return PLUGIN_HANDLED; } zp_cs_set_user_money(id, zp_cs_get_user_money(id) - 2500); set_user_health(id, get_user_health(id) + 100); HasUsedItemHealthPerRoundLimit[id][uses] = true; return PLUGIN_CONTINUE; } public PVIPMenuItem1PerMapLimit(id) { new uses = GetNumUsesMap(id, HasUsedItem1PerMapLimit); if (uses >= MAX_USES_PER_MAP) { ColorChat(id, GREEN, "^x01[^x04SPK ZM^x01]^x03 You have reached the maximum uses of^x04 Shining Heart Rod^x03 for this map."); return PLUGIN_HANDLED; } if (zp_get_extra_item_id("Shining Heart Rod") != -1) { if(zp_cs_get_user_money(id) <= 149999) { return PLUGIN_HANDLED; } zp_cs_set_user_money(id, zp_cs_get_user_money(id) - 150000); zp_force_buy_extra_item(id, zp_get_extra_item_id("Shining Heart Rod"), 1); HasUsedItem1PerMapLimit[id][uses] = true; } else { if(zp_cs_get_user_money(id) <= 149999) { return PLUGIN_HANDLED; } else { ColorChat(id, GREEN, "^x01[^x04SPK ZM^x01]^x03 The item^x04 Shining Heart Rod^x03 was not found."); HasUsedItem1PerMapLimit[id][uses] = false; } } return PLUGIN_CONTINUE; } public PVIPMenuItem2PerMapLimit(id) { new uses = GetNumUsesMap(id, HasUsedItem2PerMapLimit); if (uses >= MAX_USES_PER_MAP) { ColorChat(id, GREEN, "^x01[^x04SPK ZM^x01]^x03 You have reached the maximum uses of^x04 Nemesis^x03 for this map."); return PLUGIN_HANDLED; } if (zp_get_extra_item_id("Nemesis") != -1) { if(zp_cs_get_user_money(id) <= 149999) { return PLUGIN_HANDLED; } zp_cs_set_user_money(id, zp_cs_get_user_money(id) - 150000); zp_force_buy_extra_item(id, zp_get_extra_item_id("Nemesis"), 1); HasUsedItem2PerMapLimit[id][uses] = true; } else { if(zp_cs_get_user_money(id) <= 149999) { return PLUGIN_HANDLED; } else { ColorChat(id, GREEN, "^x01[^x04SPK ZM^x01]^x03 The item^x04 Nemesis^x03 was not found."); HasUsedItem2PerMapLimit[id][uses] = false; } } return PLUGIN_CONTINUE; } public PVIPMenuItem3PerMapLimit(id) { new uses = GetNumUsesMap(id, HasUsedItem3PerMapLimit); if (uses >= MAX_USES_PER_MAP) { ColorChat(id, GREEN, "^x01[^x04SPK ZM^x01]^x03 You have reached the maximum uses of^x04 Survivor^x03 for this map."); return PLUGIN_HANDLED; } if (zp_get_extra_item_id("Survivor") != -1) { if(zp_cs_get_user_money(id) <= 149999) { return PLUGIN_HANDLED; } zp_cs_set_user_money(id, zp_cs_get_user_money(id) - 150000); zp_force_buy_extra_item(id, zp_get_extra_item_id("Survivor"), 1); HasUsedItem3PerMapLimit[id][uses] = true; } else { if(zp_cs_get_user_money(id) <= 149999) { return PLUGIN_HANDLED; } else { ColorChat(id, GREEN, "^x01[^x04SPK ZM^x01]^x03 The item^x04 Survivor^x03 was not found."); HasUsedItem3PerMapLimit[id][uses] = false; } } return PLUGIN_CONTINUE; } public GetNumUsesRound(id, array[][]) { new uses = 0; new i; for (i = 0; i < MAX_USES_PER_ROUND; i++) { if (array[id][i]) { uses++; } } return uses; } public GetNumUsesMap(id, array[][]) { new uses = 0; new i; for (i = 0; i < MAX_USES_PER_MAP; i++) { if (array[id][i]) { uses++; } } return uses; } Przeczytaj cały wpis
  24. MYGO.pl

    RSSSlay Fire

    Hello! This plugin are supposed to burn players alive to death. the plugin made by f117bomb, i just found it yesterday but i got 2 problems -There is no Effects, Sounds -If you try to burn other players you die to can anyone fix it PHP Code: /* AMX Mod script. * * (c) Copyright 2002-2003, f117bomb * This file is provided as is (no warranties). */ #include <amxmodx> #include <amxmisc> #include <fun> public plugin_init() { register_plugin("AINO Commands", "2.0", "AMX(x) Community") register_dictionary("admin_allinone.txt") register_concmd("amx_slay_fire","fire_player",ADMIN_MAP,"<authid, nick or #userid>") } new gmsgDamage,smoke,mflash new onfire[33] public fire_player(id,level,cid) { if (!cmd_access(id,level,cid,2)) return PLUGIN_HANDLED new arg[32] read_argv(1,arg,31) new victim = cmd_target(id,arg,7) if (!victim) return PLUGIN_HANDLED new skIndex[2] skIndex[0] = victim new name[32] get_user_name(victim,name,31) onfire[victim] = 1 ignite_effects(skIndex) ignite_player(skIndex) new adminname[32] get_user_name(id,adminname,31) switch(get_cvar_num("amx_show_activity")) { case 2: client_print(0, print_chat, "%L", LANG_PLAYER, "AINO_FIRE_PLAYER_CASE2", adminname, name) case 1: client_print(0, print_chat, "%L", LANG_PLAYER, "AINO_FIRE_PLAYER_CASE1", name) } console_print(id, "%L", LANG_PLAYER, "AINO_FIRE_PLAYER_SUCCESS",name) log_amx("%L", LANG_SERVER, "AINO_LOG_FIRE_PLAYER", adminname, name) return PLUGIN_HANDLED } public ignite_effects(skIndex[]) { new kIndex = skIndex[0] gmsgDamage = get_user_msgid("Damage") if (is_user_alive(kIndex) && onfire[kIndex] ) { new korigin[3] get_user_origin(kIndex,korigin) //TE_SPRITE - additive sprite, plays 1 cycle message_begin( MSG_BROADCAST,SVC_TEMPENTITY) write_byte( 17 ) write_coord(korigin[0]) // coord, coord, coord (position) write_coord(korigin[1]) write_coord(korigin[2]) write_short( mflash ) // short (sprite index) write_byte( 20 ) // byte (scale in 0.1's) write_byte( 200 ) // byte (brightness) message_end() //Smoke message_begin( MSG_BROADCAST,SVC_TEMPENTITY,korigin) write_byte( 5 ) write_coord(korigin[0])// coord coord coord (position) write_coord(korigin[1]) write_coord(korigin[2]) write_short( smoke )// short (sprite index) write_byte( 20 ) // byte (scale in 0.1's) write_byte( 15 ) // byte (framerate) message_end() set_task(0.2, "ignite_effects" , 0 , skIndex, 2) } else { if( onfire[kIndex] ) { emit_sound(kIndex,CHAN_AUTO, "scientist/scream21.wav", 0.6, ATTN_NORM, 0, PITCH_HIGH) onfire[kIndex] = 0 } } return PLUGIN_CONTINUE } public ignite_player(skIndex[]) { new kIndex = skIndex[0] if (is_user_alive(kIndex) && onfire[kIndex] ) { new korigin[3] new players[32], inum = 0 new pOrigin[3] new kHeath = get_user_health(kIndex) get_user_origin(kIndex,korigin) //create some damage set_user_health(kIndex,kHeath - 10) message_begin(MSG_ONE, gmsgDamage, {0,0,0}, kIndex) write_byte(30) // dmg_save write_byte(30) // dmg_take write_long(1<<21) // visibleDamageBits write_coord(korigin[0]) // damageOrigin.x write_coord(korigin[1]) // damageOrigin.y write_coord(korigin[2]) // damageOrigin.z message_end() //create some sound emit_sound(kIndex,CHAN_ITEM, "ambience/flameburst1.wav", 0.6, ATTN_NORM, 0, PITCH_NORM) //Ignite Others get_players(players,inum,"a") for(new i = 0 ;i < inum; ++i) { get_user_origin(players[i],pOrigin) if( get_distance(korigin,pOrigin) < 100 ) { if( !onfire[players[i]] ) { new spIndex[2] spIndex[0] = players[i] new pName[32], kName[32] get_user_name(players[i],pName,31) get_user_name(kIndex,kName,31) emit_sound(players[i],CHAN_WEAPON ,"scientist/scream07.wav", 1.0, ATTN_NORM, 0, PITCH_HIGH) client_print(0, 3, "%L", LANG_PLAYER, "* [AMXX] OH! NO! %s has caught %s on fire!",kName,pName) onfire[players[i]] =1 ignite_player(players[i]) ignite_effects(players[i]) } } } players[0] = 0 pOrigin[0] = 0 korigin[0] = 0 //Call Again in 2 seconds set_task(2.0, "ignite_player" , 0 , skIndex, 2) } return PLUGIN_CONTINUE } Przeczytaj cały wpis
  25. Pobierz ten plugin: https://github.com/Mesharsky/CS2-BypassTeamLimit Bezpośrednie pobranie: https://github.com/Mesharsky/CS2-BypassTeamLimit/releases/download/0.2/CS2.-.JoinTeam.Bypass.-.0.2.zip
  26. Dorzucam tutaj kolejna mapę dla sieci 1S2K - am_minecraftfix
  27. Po ustawieniu takich parametrów startowych serwera CS2: ./game/cs2.sh -dedicated +ip (CENZURA) +map de_mirage -maxplayers 64 +sv_setsteamaccount (CENZURA) +game_type 0 +game_mode 1 -usercon +exec server.cfg i dodaniu komendy mp_limitteams 32 do server.cfg nie można dołączyć do drużyny jeżeli jest w niej 5 osób. Ktoś pomoże? Jak zwiększyć limit graczy w drużynie ?
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