Skocz do zawartości

Nowy szablon forum

mygo.pl

Stworzyliśmy dla Was nowy wygląd forum. Z pewnością znajdziesz rzeczy, które wg Ciebie mogą zostać zmienione - wspomnij o tym w specjalnym wątku.

Czytaj więcej

Jak założyć własną sieć

serwerów CS

Zastanawiasz się nad prowadzeniem własnej sieci serwerów? Przeczytaj podstawowe informacje, na które należy zwrócić uwagę, przy takim projekcie.

Czytaj więcej

Tworzymy spis sieci

dodaj swoją

Dodaj sieć do której należysz, pozwoli to na promocję i budowę ogólnopolskiej bazy sieci CS.

Czytaj więcej

Cała aktywność

Kanał aktualizowany automatycznie

  1. Wczoraj
  2. Hi, could someone make me a plugin that check the last CT alive and gives him a knife with a lot of damage and a custom skin. Also this should work only if there are at least 4 players online. Przeczytaj cały wpis
  3. If you want to write a research paper paper but somehow you are struggling to write then you need an expert who can guide you. So if you want to avail research paper writing services then you can go to allessaywriter.com. Here you will get the best facilities for research paper writing services. The writers are highly experienced and knowledgeable.
  4. Descriptionafter a period of time, you can self escape once from special infected's skill and instantly kill the special infected. kill horde or special infected can reduce the cooldown(optional). press shift buttons to query the current cooldown. occupy center text to print info when survivor is alive or afk. current support translation: chi(Simplified Chinese). I won't add more translations, you could make your own or ask another one. Cvars PHP Code: // 1 = enable, 0 = disable. when pinned by special infected, if self escape is not ready, auto print remainder? // - // Default: "1" escape_cooldown_ex_auto_print "1" // which types of special infected can self escape from. 1 = hunter, 2 = jockey, 4 = smoker, 8 = boomer, 16 = charger. add numbers together // - // Default: "31" // Minimum: "0.000000" // Maximum: "31.000000" escape_cooldown_ex_enable "31" // which types of special infected will be ignite before kill. 1 = hunter, 2 = jockey, 4 = smoker, 8 = boomer, 16 = charger. add numbers together // - // Default: "31" // Minimum: "0.000000" // Maximum: "31.000000" escape_cooldown_ex_ignite "31" // cooldown will decrease when killed a horde // - // Default: "1.5" // Minimum: "0.000000" escape_cooldown_ex_reward_horde "1.5" // cooldown will decrease when killed a special infected // - // Default: "5.0" // Minimum: "0.000000" escape_cooldown_ex_reward_special_infected "5.0" // escape cooldown // - // Default: "60.0" // Minimum: "0.100000" escape_cooldown_ex_time "60.0" Change log Spoiler Code: 1.2 (2024-03-27: -minor improve. 1.1 (2024-03-27: -self escpae no longer trigger kill si reward. 1.0 (2024-03-27: -init public release. Attached Files escape_cooldown_ex.phrases.txt (1.7 KB) Get Plugin or Get Source (escape_cooldown_ex.sp - 25.5 KB) Wyświetl pełny artykuł
  5. Ostatni tydzień
  6. Please delete. I meant to post this under SourceMod Przeczytaj cały wpis
  7. Howdy. And I would like an alien vs hunter but completely if possible, or vun alien vs hunter addons but sma Przeczytaj cały wpis
  8. deleted --- I am sorry, I wrote in the wrong section of the forum. Please delete this topic. Wyświetl pełny artykuł
  9. Hello, can someone help me who can set this guillotine plugin on zombie_reloaded mode to cost 100 ammo pack and be valid only for admins! If you write in the chat /guillotine, let him take your 100 ammo and have a 10-second task to wait until the infection appears. So that zombies (T) don't go and take him, only human (CT) Thank you very much and please help me! Attached Files Get Plugin or Get Source (native_bloodripper.sma - 24.6 KB) zombie_reloaded.inc (44.4 KB) Przeczytaj cały wpis
  10. DAFTAR KLIK DI SINI >>> https://avanzatoyota.live/yuki77 Di dunia perjudian online, pencarian kemenangan tanpa usaha dan hadiah besar tetap menjadi keinginan utama bagi para pemain di seluruh dunia. Baru-baru ini, munculnya "Yuki77 Situs Slot Server Irak Paling Gampang Menang Maxwin WD Besar" telah memicu antusiasme di kalangan komunitas perjudian. Platform ini menjanjikan kemudahan luar biasa dalam meraih kemenangan serta prospek penarikan hadiah yang substansial. Yang membedakan situs ini dari pesaingnya adalah algoritma uniknya dan antarmuka yang ramah pengguna, yang dirancang secara strategis untuk meningkatkan potensi kemenangan pemain. Salah satu fitur utama dari "Yuki77 Situs Slot Server Irak" adalah algoritmanya yang canggih, yang mengoptimalkan permainan untuk menguntungkan para pemain, meningkatkan peluang kemenangan mereka. Berbeda dengan mesin slot online tradisional di mana hasilnya sering tidak terduga, server ini menggunakan algoritma canggih yang menganalisis perilaku pemain dan beradaptasi secara tepat untuk memastikan hasil yang lebih menguntungkan. Selain itu, situs ini menawarkan beragam permainan slot, masing-masing dipilih secara cermat untuk memberikan pemain berbagai pilihan sambil memaksimalkan potensi kemenangan mereka. Apakah itu slot bertema buah klasik atau slot video modern dengan grafis yang imersif, pemain memiliki banyak pilihan, yang lebih meningkatkan pengalaman bermain mereka. Pertanyaan Umum (FAQ) tentang Situs Slot Server Irak: 1. Apakah benar Situs Slot Server Irak memberikan kemudahan dalam meraih kemenangan? Ya, benar. Situs Slot Server Irak memiliki algoritma canggih yang dirancang untuk mengoptimalkan peluang kemenangan pemain. Dengan analisis yang mendalam terhadap perilaku pemain, situs ini dapat menyesuaikan diri untuk memberikan hasil yang lebih menguntungkan bagi pemainnya. 2. Bagaimana proses penarikan kemenangan di Situs Slot Server Irak? Proses penarikan di Situs Slot Server Irak sangatlah mudah dan cepat. Pemain dapat dengan mudah melakukan penarikan hadiah besar mereka tanpa masalah. Situs ini juga menjamin keamanan dan keamanan transaksi keuangan pemain dengan menggunakan protokol enkripsi yang kuat, sehingga pemain dapat dengan percaya diri menarik kemenangan mereka tanpa khawatir. BACA JUGA: - https://bestfrontdesign.com/ - https://kopelrealty.com/ - https://creampye.com/ - https://otoharmonics.com/ - https://coreseoservices.com/ Przeczytaj cały wpis
  11. DAFTAR KLIK DI SINI >>> https://avanzatoyota.live/yuki77 Yuki77, situs judi online terpercaya, kembali dengan penawaran menarik untuk para penggemar slot! Dengan gelar "Slot Gacor New Member Bonus 20+10 Slot Deposit Dana Terpopuler", Yuki77 menawarkan pengalaman bermain yang tak tertandingi untuk semua pengguna. Bonus istimewa ini mempersembahkan kesempatan bagi para anggota baru untuk menikmati bonus yang menggiurkan sebesar 20% ditambah dengan tambahan 10% untuk deposit menggunakan Dana, metode pembayaran yang sangat populer di Indonesia. Dengan begitu, para pemain dapat memperbesar modal mereka dan menikmati lebih banyak putaran di slot favorit mereka. Selain itu, Yuki77 juga dikenal dengan koleksi slot yang sangat populer. Dari klasik hingga yang terbaru, ada banyak pilihan permainan yang menarik untuk dipilih. Slot Gacor di platform ini menambah keseruan dengan peluang menang yang tinggi, meningkatkan potensi kemenangan para pemain. Dengan kombinasi antara bonus menggiurkan, deposit menggunakan Dana, dan koleksi slot terbaik, Yuki77 menjadi destinasi utama bagi para penggemar judi online. Jadi, jangan lewatkan kesempatan ini! Bergabunglah dengan Yuki77 sekarang, dapatkan keuntungan dari bonus besar-besaran, dan nikmati sensasi tak terlupakan dari permainan slot yang mengasyikkan! BACA JUGA: - https://bestfrontdesign.com/ - https://kopelrealty.com/ - https://creampye.com/ - https://otoharmonics.com/ - https://coreseoservices.com/ Przeczytaj cały wpis
  12. Is there a way that players with the ADMIN_MENU flag can not be grabbed? Thanks! PHP Code: /* Grab+ v1.2.5 Copyright (C) 2011 Ian (Juan) Cammarata This program is free software: you can redistribute it and/or modify it under the terms of the GNU Affero General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Affero General Public License for more details. You should have received a copy of the GNU Affero General Public License along with this program. If not, see <http://www.gnu.org/licenses/>. -------------------------------------------------------------------------------- http://ian.cammarata.us/projects/grab_plus ?19 ?February, ?2011 Description: This is a remake from scratch of SpaceDude's Jedi Force Grab plugin. It has many additional features and optimizations, is less spammy, multilingual and requires fewer binds. Features: Multilingual Screenfade to indicate grab activity instead of chat spam. Can grab players off a ladder. Automatically choke by holding down +pull while at min distance. Choke with use key. Throw with drop. Can't have mutliple admins grabbing the same player. Auto drop on death. Grab entities other than players, such as bombs, weapons, and hostages. Commands: +grab : Grab something for as long as you hold down the key. grab_toggle : Same as +grab but toggles. amx_grab <name> : Grab client by name or id and teleport them to you. Use +grab or grab_toggle key to release. +pull/+push (or invnext/invprev): Pulls/pushes the grabbed towards/away from you as you hold the button. +use : Chokes the grabbed (it damages the grabbed with 5 (cvar: gp_choke_dmg) hp per 1.5 (cvar: gp_choke_time) seconds) drop - Throws the grabbed with 1500 velocity. (cvar: gp_throw_force) Cvars (First value is default): gp_enabled <1|0> Enables all plugin functionality. gp_players_only <0|1> Disables admins grabbing entities other than players. gp_min_dist <90|...> Min distance between the grabber and grabbed. gp_grab_force <8|...> Sets the amount of force used when grabbing players. gp_throw_force <1500|...> Sets the power used when throwing players. gp_speed <5|...> How fast the grabbed moves when using push and pull. gp_choke_time <1.5|...> Time frequency for choking. gp_choke_dmg <5|...> Amount of damage done with each choke. gp_auto_choke <1|0> Enable/disable choking automatically with +pull command. gp_screen_fade <1|0> Enables/disables screenfade when grabbing. gp_glow <1|0> Enables/disables glowing for grabbed objects. gp_glow_r <50|0-255> Sets red amount for glow and screenfade. gp_glow_g <0|0-255> Sets green amount for glow and screenfade. gp_glow_b <0|0-255> Sets blue amount for glow and screenfade. gp_glow_a <0|0-255> Sets alpha for glow and screenfade. Notes: Make sure you place the grab_plus.txt file in addons\amxmodx\data\lang Credits: Thanks to vittu for contributing code (changed all engine/fun module stuff to fakemeta). Thanks to all the coders who worked on the original Jedi Force Grab plugin for all their ideas: SpaceDude KCE KRoTaL BOB_SLAYER kosmo111 Supported Languages: 1337 (100%) - Thanks to l337newb Brazilian Portuguese (100%) - Thanks to Arion Danish (100%) - Thanks to nellerbabz Dutch (100%) - Thanks to BlackMilk English (100%) Finnish (100%) - Thanks to Pro Patria Finland French (100%) - Thanks to connorr German (100%) - Thanks to SchlumPF* Russian (100%) - Thanks to `666 Spanish (100%) - Thanks to RenXO Swedish (100%) - Thanks to Bend3r Change Log: Key (+ added | - removed | c changed | f fixed) v1.2.5 (Feb 19, 2011) f: Applied fix mailed to me on Allied Modders site several years ago. (Maybe I should sign up for new mail notifications.) Thanks to ConnorMcLeod v1.2.4 (Feb 18, 2007) f: Killing player with choke in some mods bugged out really bad. v1.2.3 (Nov 21, 2007) c: A few more small optimizations. f: Bloodstream for choke wasn't aligned with player. f: Bad message disconnect error when players were choked. ( stupid SVC_DAMAGE define ) v1.2.2 (Nov 16, 2007) c: A few small code optimizations. v1.2.1 (Nov 12, 2007) f: Eliminated two run time warnings in the player prethink function. v1.2 (Nov 06, 2007) +: Cvars gp_screen_fade and gp_glow to enable/disable these features. +: Cvar gp_glow_a controls to control alpha of screenfade and glow. +: Cvar gp_auto_choke to enable/disable choking automatically with +pull command. c: Removed dependency of engine and fun modules. Thanks to vittu for doing most of the work. c: Made cvar names more consistent by adding more underscores. f: Fixed compile bug with amxx 1.8.0 (Compiles with 1.7.x as well). v1.1 (Oct 16, 2007) +: Grab a few types of entities other than players. +: Cvar gp_players_only. v1.0 (Oct 13, 2007) !: Initial release */ #include <amxmodx> #include <amxmisc> #include <fakemeta> new const VERSION[ ] = "1.2.4b1" new const TRKCVAR[ ] = "grab_plus_version" #define ADMIN ADMIN_LEVEL_A #define TSK_CHKE 50 #define SF_FADEOUT 0 new client_data[33][4] #define GRABBED 0 #define GRABBER 1 #define GRAB_LEN 2 #define FLAGS 3 #define m_bitsDamageType 76 #define CDF_IN_PUSH (1<<0) #define CDF_IN_PULL (1<<1) #define CDF_NO_CHOKE (1<<2) //Cvar Pointers new p_enabled, p_players_only new p_throw_force, p_min_dist, p_speed, p_grab_force new p_choke_time, p_choke_dmg, p_auto_choke new p_glow_r, p_glow_b, p_glow_g, p_glow_a new p_fade, p_glow //Pseudo Constants new MAXPLAYERS new SVC_SCREENFADE, SVC_SCREENSHAKE, WTF_DAMAGE public plugin_init( ) { register_plugin( "Grab+", VERSION, "Ian Cammarata" ) register_cvar( TRKCVAR, VERSION, FCVAR_SERVER ) set_cvar_string( TRKCVAR, VERSION ) p_enabled = register_cvar( "gp_enabled", "1" ) p_players_only = register_cvar( "gp_players_only", "0" ) p_min_dist = register_cvar ( "gp_min_dist", "90" ) p_throw_force = register_cvar( "gp_throw_force", "1500" ) p_grab_force = register_cvar( "gp_grab_force", "8" ) p_speed = register_cvar( "gp_speed", "5" ) p_choke_time = register_cvar( "gp_choke_time", "1.5" ) p_choke_dmg = register_cvar( "gp_choke_dmg", "5" ) p_auto_choke = register_cvar( "gp_auto_choke", "1" ) p_glow_r = register_cvar( "gp_glow_r", "50" ) p_glow_g = register_cvar( "gp_glow_g", "0" ) p_glow_b = register_cvar( "gp_glow_b", "0" ) p_glow_a = register_cvar( "gp_glow_a", "200" ) p_fade = register_cvar( "gp_screen_fade", "1" ) p_glow = register_cvar( "gp_glow", "1" ) register_clcmd( "amx_grab", "force_grab", ADMIN, "Grab client & teleport to you." ) register_clcmd( "grab_toggle", "grab_toggle", ADMIN, "press once to grab and again to release" ) register_clcmd( "+grab", "grab", ADMIN, "bind a key to +grab" ) register_clcmd( "-grab", "unset_grabbed" ) register_clcmd( "+push", "push", ADMIN, "bind a key to +push" ) register_clcmd( "-push", "push" ) register_clcmd( "+pull", "pull", ADMIN, "bind a key to +pull" ) register_clcmd( "-pull", "pull" ) register_clcmd( "push", "push2" ) register_clcmd( "pull", "pull2" ) register_clcmd( "drop" ,"throw" ) register_event( "DeathMsg", "DeathMsg", "a" ) register_forward( FM_PlayerPreThink, "fm_player_prethink" ) register_dictionary( "grab_plus.txt" ) MAXPLAYERS = get_maxplayers() SVC_SCREENFADE = get_user_msgid( "ScreenFade" ) SVC_SCREENSHAKE = get_user_msgid( "ScreenShake" ) WTF_DAMAGE = get_user_msgid( "Damage" ) } public plugin_precache( ) { precache_sound( "player/PL_PAIN2.WAV" ) } public fm_player_prethink( id ) { new target //Search for a target if ( client_data[id][GRABBED] == -1 ) { new Float:orig[3], Float:ret[3] get_view_pos( id, orig ) ret = vel_by_aim( id, 9999 ) ret[0] += orig[0] ret[1] += orig[1] ret[2] += orig[2] target = traceline( orig, ret, id, ret ) if( 0 < target <= MAXPLAYERS ) { if( is_grabbed( target, id ) ) return FMRES_IGNORED set_grabbed( id, target ) } else if( !get_pcvar_num( p_players_only ) ) { new movetype if( target && pev_valid( target ) ) { movetype = pev( target, pev_movetype ) if( !( movetype == MOVETYPE_WALK || movetype == MOVETYPE_STEP || movetype == MOVETYPE_TOSS ) ) return FMRES_IGNORED } else { target = 0 new ent = engfunc( EngFunc_FindEntityInSphere, -1, ret, 12.0 ) while( !target && ent > 0 ) { movetype = pev( ent, pev_movetype ) if( ( movetype == MOVETYPE_WALK || movetype == MOVETYPE_STEP || movetype == MOVETYPE_TOSS ) && ent != id ) target = ent ent = engfunc( EngFunc_FindEntityInSphere, ent, ret, 12.0 ) } } if( target ) { if( is_grabbed( target, id ) ) return FMRES_IGNORED set_grabbed( id, target ) } } } target = client_data[id][GRABBED] //If they've grabbed something if( target > 0 ) { if( !pev_valid( target ) || ( pev( target, pev_health ) < 1 && pev( target, pev_max_health ) ) ) { unset_grabbed( id ) return FMRES_IGNORED } //Use key choke if( pev( id, pev_button ) & IN_USE ) do_choke( id ) //Push and pull new cdf = client_data[id][FLAGS] if ( cdf & CDF_IN_PULL ) do_pull( id ) else if ( cdf & CDF_IN_PUSH ) do_push( id ) if( target > MAXPLAYERS ) grab_think( id ) } //If they're grabbed target = client_data[id][GRABBER] if( target > 0 ) grab_think( target ) return FMRES_IGNORED } public grab_think( id ) //id of the grabber { new target = client_data[id][GRABBED] //Keep grabbed clients from sticking to ladders if( pev( target, pev_movetype ) == MOVETYPE_FLY && !(pev( target, pev_button ) & IN_JUMP ) ) client_cmd( target, "+jump;wait;-jump" ) //Move targeted client new Float:tmpvec[3], Float:tmpvec2[3], Float:torig[3], Float:tvel[3] get_view_pos( id, tmpvec ) tmpvec2 = vel_by_aim( id, client_data[id][GRAB_LEN] ) torig = get_target_origin_f( target ) new force = get_pcvar_num( p_grab_force ) tvel[0] = ( ( tmpvec[0] + tmpvec2[0] ) - torig[0] ) * force tvel[1] = ( ( tmpvec[1] + tmpvec2[1] ) - torig[1] ) * force tvel[2] = ( ( tmpvec[2] + tmpvec2[2] ) - torig[2] ) * force set_pev( target, pev_velocity, tvel ) } stock Float:get_target_origin_f( id ) { new Float:orig[3] pev( id, pev_origin, orig ) //If grabbed is not a player, move origin to center if( id > MAXPLAYERS ) { new Float:mins[3], Float:maxs[3] pev( id, pev_mins, mins ) pev( id, pev_maxs, maxs ) if( !mins[2] ) orig[2] += maxs[2] / 2 } return orig } public grab_toggle( id, level, cid ) { if( !client_data[id][GRABBED] ) grab( id, level, cid ) else unset_grabbed( id ) return PLUGIN_HANDLED } public grab( id, level, cid ) { if( !cmd_access( id, level, cid, 1 ) || !get_pcvar_num( p_enabled ) ) return PLUGIN_HANDLED if ( !client_data[id][GRABBED] ) client_data[id][GRABBED] = -1 screenfade_in( id ) return PLUGIN_HANDLED } public screenfade_in( id ) { if( get_pcvar_num( p_fade ) ) { message_begin( MSG_ONE, SVC_SCREENFADE, _, id ) write_short( 10000 ) //duration write_short( 0 ) //hold write_short( SF_FADE_IN + SF_FADE_ONLYONE ) //flags write_byte( get_pcvar_num( p_glow_r ) ) //r write_byte( get_pcvar_num( p_glow_g ) ) //g write_byte( get_pcvar_num( p_glow_b ) ) //b write_byte( get_pcvar_num( p_glow_a ) / 2 ) //a message_end( ) } } public throw( id ) { new target = client_data[id][GRABBED] if( target > 0 ) { set_pev( target, pev_velocity, vel_by_aim( id, get_pcvar_num(p_throw_force) ) ) unset_grabbed( id ) return PLUGIN_HANDLED } return PLUGIN_CONTINUE } public unset_grabbed( id ) { new target = client_data[id][GRABBED] if( target > 0 && pev_valid( target ) ) { set_pev( target, pev_renderfx, kRenderFxNone ) set_pev( target, pev_rendercolor, {255.0, 255.0, 255.0} ) set_pev( target, pev_rendermode, kRenderNormal ) set_pev( target, pev_renderamt, 16.0 ) if( 0 < target <= MAXPLAYERS ) client_data[target][GRABBER] = 0 } client_data[id][GRABBED] = 0 if( get_pcvar_num( p_fade ) ) { message_begin( MSG_ONE, SVC_SCREENFADE, _, id ) write_short( 10000 ) //duration write_short( 0 ) //hold write_short( SF_FADEOUT ) //flags write_byte( get_pcvar_num( p_glow_r ) ) //r write_byte( get_pcvar_num( p_glow_g ) ) //g write_byte( get_pcvar_num( p_glow_b ) ) //b write_byte( get_pcvar_num( p_glow_a ) / 2 ) //a message_end( ) } } //Grabs onto someone public set_grabbed( id, target ) { if( get_pcvar_num( p_glow ) ) { new Float:color[3] color[0] = get_pcvar_float( p_glow_r ) color[1] = get_pcvar_float( p_glow_g ) color[2] = get_pcvar_float( p_glow_b ) set_pev( target, pev_renderfx, kRenderFxGlowShell ) set_pev( target, pev_rendercolor, color ) set_pev( target, pev_rendermode, kRenderTransColor ) set_pev( target, pev_renderamt, get_pcvar_float( p_glow_a ) ) } if( 0 < target <= MAXPLAYERS ) client_data[target][GRABBER] = id client_data[id][FLAGS] = 0 client_data[id][GRABBED] = target new Float:torig[3], Float:orig[3] pev( target, pev_origin, torig ) pev( id, pev_origin, orig ) client_data[id][GRAB_LEN] = floatround( get_distance_f( torig, orig ) ) if( client_data[id][GRAB_LEN] < get_pcvar_num( p_min_dist ) ) client_data[id][GRAB_LEN] = get_pcvar_num( p_min_dist ) } public push( id ) { client_data[id][FLAGS] ^= CDF_IN_PUSH return PLUGIN_HANDLED } public pull( id ) { client_data[id][FLAGS] ^= CDF_IN_PULL return PLUGIN_HANDLED } public push2( id ) { if( client_data[id][GRABBED] > 0 ) { do_push( id ) return PLUGIN_HANDLED } return PLUGIN_CONTINUE } public pull2( id ) { if( client_data[id][GRABBED] > 0 ) { do_pull( id ) return PLUGIN_HANDLED } return PLUGIN_CONTINUE } public do_push( id ) if( client_data[id][GRAB_LEN] < 9999 ) client_data[id][GRAB_LEN] += get_pcvar_num( p_speed ) public do_pull( id ) { new mindist = get_pcvar_num( p_min_dist ) new len = client_data[id][GRAB_LEN] if( len > mindist ) { len -= get_pcvar_num( p_speed ) if( len < mindist ) len = mindist client_data[id][GRAB_LEN] = len } else if( get_pcvar_num( p_auto_choke ) ) do_choke( id ) } public do_choke( id ) { new target = client_data[id][GRABBED] if( client_data[id][FLAGS] & CDF_NO_CHOKE || id == target || target > MAXPLAYERS) return new dmg = get_pcvar_num( p_choke_dmg ) new vec[3] FVecIVec( get_target_origin_f( target ), vec ) message_begin( MSG_ONE, SVC_SCREENSHAKE, _, target ) write_short( 999999 ) //amount write_short( 9999 ) //duration write_short( 999 ) //frequency message_end( ) message_begin( MSG_ONE, SVC_SCREENFADE, _, target ) write_short( 9999 ) //duration write_short( 100 ) //hold write_short( SF_FADE_MODULATE ) //flags write_byte( get_pcvar_num( p_glow_r ) ) //r write_byte( get_pcvar_num( p_glow_g ) ) //g write_byte( get_pcvar_num( p_glow_b ) ) //b write_byte( 200 ) //a message_end( ) message_begin( MSG_ONE, WTF_DAMAGE, _, target ) write_byte( 0 ) //damage armor write_byte( dmg ) //damage health write_long( DMG_CRUSH ) //damage type write_coord( vec[0] ) //origin[x] write_coord( vec[1] ) //origin[y] write_coord( vec[2] ) //origin[z] message_end( ) message_begin( MSG_BROADCAST, SVC_TEMPENTITY ) write_byte( TE_BLOODSTREAM ) write_coord( vec[0] ) //pos.x write_coord( vec[1] ) //pos.y write_coord( vec[2] + 15 ) //pos.z write_coord( random_num( 0, 255 ) ) //vec.x write_coord( random_num( 0, 255 ) ) //vec.y write_coord( random_num( 0, 255 ) ) //vec.z write_byte( 70 ) //col index write_byte( random_num( 50, 250 ) ) //speed message_end( ) //Thanks to ConnorMcLeod for making this block of code more proper new Float:health pev( target, pev_health , health) health -= dmg if( health < 1 ) dllfunc( DLLFunc_ClientKill, target ) else { set_pev( target, pev_health, health ) set_pdata_int(target, m_bitsDamageType, DMG_CRUSH) // m_bitsDamageType = 76 // found by VEN set_pev(target, pev_dmg_take, dmg) set_pev(target, pev_dmg_inflictor, id) } client_data[id][FLAGS] ^= CDF_NO_CHOKE set_task( get_pcvar_float( p_choke_time ), "clear_no_choke", TSK_CHKE + id ) } public clear_no_choke( tskid ) { new id = tskid - TSK_CHKE client_data[id][FLAGS] ^= CDF_NO_CHOKE } //Grabs the client and teleports them to the admin public force_grab(id, level, cid) { if( !cmd_access( id, level, cid, 1 ) || !get_pcvar_num( p_enabled ) ) return PLUGIN_HANDLED new arg[33] read_argv( 1, arg, 32 ) new targetid = cmd_target( id, arg, 1 ) if( is_grabbed( targetid, id ) ) return PLUGIN_HANDLED if( !is_user_alive( targetid ) ) { client_print( id, print_console, "[AMXX] %L", id, "COULDNT" ) return PLUGIN_HANDLED } //Safe to tp target to aim spot? new Float:tmpvec[3], Float:orig[3], Float:torig[3], Float:trace_ret[3] new bool:safe = false, i get_view_pos( id, orig ) tmpvec = vel_by_aim( id, get_pcvar_num( p_min_dist ) ) for( new j = 1; j < 11 && !safe; j++ ) { torig[0] = orig[0] + tmpvec[i] * j torig[1] = orig[1] + tmpvec[i] * j torig[2] = orig[2] + tmpvec[i] * j traceline( tmpvec, torig, id, trace_ret ) if( get_distance_f( trace_ret, torig ) ) break engfunc( EngFunc_TraceHull, torig, torig, 0, HULL_HUMAN, 0, 0 ) if ( !get_tr2( 0, TR_StartSolid ) && !get_tr2( 0, TR_AllSolid ) && get_tr2( 0, TR_InOpen ) ) safe = true } //Still not safe? Then find another safe spot somewhere around the grabber pev( id, pev_origin, orig ) new try[3] orig[2] += 2 while( try[2] < 3 && !safe ) { for( i = 0; i < 3; i++ ) switch( try[i] ) { case 0 : torig[i] = orig[i] + ( i == 2 ? 80 : 40 ) case 1 : torig[i] = orig[i] case 2 : torig[i] = orig[i] - ( i == 2 ? 80 : 40 ) } traceline( tmpvec, torig, id, trace_ret ) engfunc( EngFunc_TraceHull, torig, torig, 0, HULL_HUMAN, 0, 0 ) if ( !get_tr2( 0, TR_StartSolid ) && !get_tr2( 0, TR_AllSolid ) && get_tr2( 0, TR_InOpen ) && !get_distance_f( trace_ret, torig ) ) safe = true try[0]++ if( try[0] == 3 ) { try[0] = 0 try[1]++ if( try[1] == 3 ) { try[1] = 0 try[2]++ } } } if( safe ) { set_pev( targetid, pev_origin, torig ) set_grabbed( id, targetid ) screenfade_in( id ) } else client_print( id, print_chat, "[AMXX] %L", id, "COULDNT" ) return PLUGIN_HANDLED } public is_grabbed( target, grabber ) { for( new i = 1; i <= MAXPLAYERS; i++ ) if( client_data[i][GRABBED] == target ) { client_print( grabber, print_chat, "[AMXX] %L", grabber, "ALREADY" ) unset_grabbed( grabber ) return true } return false } public DeathMsg( ) kill_grab( read_data( 2 ) ) public client_disconnect( id ) { kill_grab( id ) return PLUGIN_CONTINUE } public kill_grab( id ) { //If given client has grabbed, or has a grabber, unset it if( client_data[id][GRABBED] ) unset_grabbed( id ) else if( client_data[id][GRABBER] ) unset_grabbed( client_data[id][GRABBER] ) } stock traceline( const Float:vStart[3], const Float:vEnd[3], const pIgnore, Float:vHitPos[3] ) { engfunc( EngFunc_TraceLine, vStart, vEnd, 0, pIgnore, 0 ) get_tr2( 0, TR_vecEndPos, vHitPos ) return get_tr2( 0, TR_pHit ) } stock get_view_pos( const id, Float:vViewPos[3] ) { new Float:vOfs[3] pev( id, pev_origin, vViewPos ) pev( id, pev_view_ofs, vOfs ) vViewPos[0] += vOfs[0] vViewPos[1] += vOfs[1] vViewPos[2] += vOfs[2] } stock Float:vel_by_aim( id, speed = 1 ) { new Float:v1[3], Float:vBlah[3] pev( id, pev_v_angle, v1 ) engfunc( EngFunc_AngleVectors, v1, v1, vBlah, vBlah ) v1[0] *= speed v1[1] *= speed v1[2] *= speed return v1 } Przeczytaj cały wpis
  13. Flavi

    Kupię wpln pukawka.pl

    Odświeżam temat, ponownie ruszam ze skupem wPLN. Kontakt na powyższy steam lub discord @flavciu. Dorzucam też temat z opiniami jakby ktoś chciał sprawdzić poprzednie transakcje
  14. Hello, I have a plugin from Bacardi called Throwingknives. With the help of azalty, I rewrote the code to make it compatible with Noblock. Now, with a little help from AI, I had the code edited again to automatically generate a config file for me. However, I'm getting the error message (/home/groups/sourcemod/upload_tmp/php1Wuyue.sp(5) : error 417: cannot read from file: "stdio.h"). Since I have absolutely no coding experience, I'm completely lost on how to fix this. Does anyone have any ideas? Attached Files Get Plugin or Get Source (throwingknives_Test.sp - 16.5 KB) Wyświetl pełny artykuł
  15. MYGO.pl

    RSSReDeathmatch

    AMXModX plugins to provide Deathmatch gameplay in Counter-Strike 1.6 optimized to work with ReGameDLL_CS. https://ReDeathmatch.github.io/ About: The mod is a completely rewritten implementation of CSDM ReAPI, to replace legacy code. Mod made a look back on the successful experience CSDM 2.1.2 by BAILOPAN, but using modern features of the new ReGameDLL_CS. Many features have long been built and optimized to work directly in ReGameDLL_CS, mod now only switches the game settings and provides a comfortable way to control. Features:Store game settings (CVars); Round modes (NEW); Config hot-reload; Randomized, preset spawning (you can add new spawn points, spawn presets); Spawn protection (configurable by time and player rendering); Interactive spawn editor; Configurable weapon menus; Team Deathmatch as well as FFA (Free-for-all Deathmatch); Large pieces are optimized in ReGameDLL_CS; Multi-language support; Extraconfigs support: For an individual map (redm/extraconfigs/de_dust2.json); For map prefix (redm/extraconfigs/prefix_aim.json). Counter-Strike: Condition Zero support out of the box; Support for setting a grouping for spawns; Ability to use the mod as a basis for the development of other modes (for example, GunGame); Requirements:HLDS installed; ReGameDLL_CS installed; Installed AMXModX (v1.9 or v1.10); Installed ReAPI amxx module; Installation:Download the latest stable version from the GitHub release section; Extract the cstrike folder to the root folder of the HLDS server; Make sure that the plugins are working and that they are located correctly, using the amxx list command. The list of plugins should display properly working plugins, for example: Quote: HTML Code: ] amxx list Currently loaded plugins: id name version author file status ... [ 2] 1 ReDeathmatch 1.0.0-beta Sergey Shorokhov ReDeathmatc debug [ 3] 2 Spawns manager 1.0.0-beta Sergey Shorokhov redm_spawns debug Updating:Put new plugins and lang-files (plugins/*.amxx & data/**.*) into amxmodx/ folder on the HLDS server; Restart the server (command restart or change the map); Make sure that the versions of the plugins are up to date with the command amxx list. Commands: HTML Code: redm_status | Notifies in console about the status of the mod redm_disable | Disables the Deathmatch system redm_enable | Enables the Deathmatch system redm_reload | Restarts the Deathmatch system redm_dump_cvars | Displays in console a list of the CVars loaded by the system redm_dump_equip | Displays in console a list of loaded ammunition, currently available to players redm_convert_spawns | Converts old spawn files for the new system redm_edit_spawns | Toggles the spawn editing mode more info in docs: https://redeathmatch.github.io/en/Customizing/commands/ ConVars: HTML Code: redm_version | **System**, displays in Source Query information about the used mod redm_healer | HP amount given to the player (bonus) when killing an opponent redm_healer_hs | Amount of HP given to the player (bonus) when killing an opponent in the head redm_sounds_distance | Minimal distance (units) of the player from others, at which he will hear shots, steps, etc. Used to reduce noise, improve gameplay experience. redm_fade | illuminate the screen for players when killing an opponent redm_refill_ammo | refill weapon ammunition when you kill an opponent redm_hitsound | sound indication of a hit on an opponent mp_damage_headshot_only | Enable Only-headshot mode for all players redm_hide_other_deathnotice | Hiding someone else's kill/deathnotice events for players redm_spawn_preset | Selecting a preset for the spawn manager redm_modes_switch | Selecting the mode of operation of the round mode (Multi-CFG) redm_keep_weapon_slot | When a player is respawn and equipped, the last used slot (weapon) is restored. redm_active | Displaying the working status of the mod mp_randomspawn | Random spawning for players mp_randomspawn_los | Whether to check the visibility of the revived player's opponents before spawning on a point mp_randomspawn_dist | Minimum distance to enemies before spawning to a pointmore info in docs: https://redeathmatch.github.io/en/Customizing/convars/ Downloads:Release builds Dev builds Documentation: https://redeathmatch.github.io/ Attached Files ReDeathmatch-1.0.0-b.8.zip (127.0 KB) Get Plugin or Get Source (ReDeathmatch.sma - 5.8 KB) Get Plugin or Get Source (redm_spawns.sma - 29.8 KB) Przeczytaj cały wpis
  16. Forum: Unapproved Plugins Posted By: Pizza baiana Post Time: 03-21-2024 at 10:46Wyświetl pełny artykuł
  17. I apologize in advance if my request already has a plugin or it turns out there are built-in game commands available, I'm still new to this, I've tried searching for it and didn't find the one that suits what I need. It's simple, I want the chat/say to not disappear, the chat will always be displayed and only replaced by a new chat, if possible the number of chats displayed can be adjusted. I saw on YouTube a video with a chat like this, I also saw someone using a chat box, so the chat history can be viewed again without looking at the console, I've also looked for this plugin and didn't get anything. if possible, a plugin with just that function, nothing else, thank you all. Attached Thumbnails Przeczytaj cały wpis
  18. a plugin with a simple construction that I made a while ago but I don't remember why I didn't put it here. I only remembered this plugin when I saw someone in a topic asking about the plugins of a server like infinite shove...so I decided to put it here because it's probably what someone is looking for. there are 2 versions of this plugin: SHOVE_INFINITE_AND_CHARGER_SHOVE: allows you to perform infinite shove and apply shove to the charger. SHOVE_INFINITE_AND_NO_CHARGER_SHOVE: only applies the infinite shove and does not apply the shove on the charger. Attached Files Get Plugin or Get Source (SHOVE_INFINITE_AND_CHARGER_SHOVE.sp - 640 Bytes) Get Plugin or Get Source (SHOVE_INFINITE_AND_NO_CHARGER_SHOVE.sp - 578 Bytes) l4d2__plugin_-infinite-shove-and-charger-shove_29550_v2_1.zip (8.0 KB) Wyświetl pełny artykuł
  19. Wcześniejsza
  20. Does anyone perhaps have these models? Przeczytaj cały wpis
  21. Cześć sprzedam całe forum razem z licencją lecz wygasła parę dni temu, jeśli byś był zainteresowany
  22. WA ADMIN 1: 0812-9270-5283 WA ADMIN 2: 0812-9270-5421 WA ADMIN 3: 0822-4104-6007 Bot Spaceman adalah robot perdagangan mata uang kripto yang canggih yang dirancang untuk menghasilkan keuntungan melalui berbagai strategi perdagangan otomatis. Bot ini menggunakan kombinasi teknik analisis teknis, pembelajaran mesin, dan kecerdasan buatan untuk membuat keputusan perdagangan yang optimal. Robot Spaceman Fitur Utama: Strategi Perdagangan yang Beragam: Bot Spaceman menawarkan berbagai strategi perdagangan yang dapat disesuaikan dengan profil risiko dan tujuan investasi Anda. Analisis Teknis Canggih: Bot ini menggunakan indikator teknis dan pola grafik untuk mengidentifikasi peluang perdagangan yang menguntungkan. Manajemen Risiko Otomatis: Bot Spaceman menerapkan manajemen risiko yang canggih untuk meminimalkan kerugian dan melindungi modal Anda. Kemudahan Penggunaan: Bot ini dirancang untuk pengguna pemula dan berpengalaman dengan antarmuka yang mudah digunakan dan pengaturan yang intuitif. Dukungan Pelanggan: Tim dukungan pelanggan yang responsif siap membantu Anda dengan pertanyaan atau masalah apa pun. Cara Kerja Bot Spaceman: Pengaturan: Anda memilih strategi perdagangan, mengatur parameter risiko, dan menghubungkan bot ke akun pertukaran mata uang kripto Anda. Analisis Pasar: Bot Spaceman secara konstan menganalisis pasar mata uang kripto untuk mencari peluang perdagangan yang menguntungkan. Eksekusi Perdagangan: Ketika bot mengidentifikasi peluang, ia akan secara otomatis mengeksekusi perdagangan atas nama Anda. Pemantauan dan Pelaporan: Anda dapat memantau kinerja bot dan melacak keuntungan Anda melalui dasbor yang mudah digunakan. Keuntungan Menggunakan Bot Spaceman: Otomatisasi Perdagangan: Bot Spaceman dapat berdagang 24/7 tanpa perlu intervensi manual. Keputusan Perdagangan yang Objektif: Bot ini bebas dari emosi dan bias manusia, sehingga dapat membuat keputusan perdagangan yang lebih rasional. Diversifikasi Strategi: Anda dapat menggunakan berbagai strategi perdagangan untuk meminimalkan risiko dan meningkatkan peluang keuntungan. Manajemen Risiko Efektif: Bot Spaceman menerapkan teknik manajemen risiko yang canggih untuk melindungi modal Anda. Hemat Waktu dan Tenaga: Bot Spaceman dapat menghemat waktu dan tenaga Anda dengan menangani tugas perdagangan yang berulang. Pertimbangan Penting: Risiko: Meskipun bot Spaceman dirancang untuk meminimalkan risiko, perdagangan mata uang kripto tetap berisiko tinggi dan Anda dapat kehilangan modal. Ketergantungan: Mengandalkan bot sepenuhnya dapat berbahaya. Penting untuk memahami cara kerja bot dan pasar mata uang kripto. Biaya: Beberapa bot Spaceman mungkin memiliki biaya berlangganan atau biaya lainnya. Reputasi: Pilihlah bot Spaceman dari pengembang yang memiliki reputasi baik dan kredibilitas yang terbukti. Sumber Informasi: Disclaimer Harap diingat bahwa informasi ini tidak dapat menjamin keuntungan dalam perdagangan mata uang kripto. Perdagangan mata uang kripto adalah kegiatan berisiko tinggi dan Anda dapat kehilangan modal. Selalu lakukan riset Anda sendiri, pahami risikonya, dan investasikan hanya uang yang Anda mampu untuk kehilangan. Wyświetl pełny artykuł
  23. Boski do PANDY nie ma opcji xD Jego to bym nikomu nie polecił 🤣
  24. InfoThe plugin shifts the spawn time of the infected in versus to a single point, by default to the middle of 10-second intervals. For example, if player 1 is set to spawn at the 42nd second, and player 2 at the 49th, the plugin will spawn both at 45, in the middle between the 40th and 50th seconds of the game. On average, in versus mode, the spawn time is around 26 sec, and overall, the difference is not noticeable because the adjusted time also falls into this range. By default, it uses 10-second intervals, with the minimum processed spawn time being 10 seconds, as there is no point in going lower. This is more useful in 8v8 games, where it definitely affects the gameplay, especially if the players are not very experienced. I haven't tried it in 4v4, but it could also be an improvement.ConVarsl4d_spawn_time_adjuster_threshold - 10.0 - the plugin will not attempt to shift spawn times below this value. l4d_spawn_time_adjuster_window - 10.0 - spawns will be shifted to the middle of intervals of this length. In terms of gameplay, I didn't notice a difference between 10 and 15.RequiresLeft 4 DHooks Direct Attached Thumbnails Attached Files Get Plugin or Get Source (l4d_spawn_time_adjuster.sp - 3.9 KB) Wyświetl pełny artykuł
  25. Hi. Is there a way so players can type /sounds in the game chat and not having to listen to the sounds? Thanks! PHP Code: /******************************************************************************** * AMX Mod X script. * * Ultimate Sounds (Ultimate_Sounds.sma) * Copyright (C) 2006-2008 Bmann_420 / Dizzy / Hoboman * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. * * In addition, as a special exception, the author gives permission to * link the code of this program with the Half-Life Game Engine ("HL * Engine") and Modified Game Libraries ("MODs") developed by Valve, * L.L.C ("Valve"). You must obey the GNU General Public License in all * respects for all of the code used other than the HL Engine and MODs * from Valve. If you modify this file, you may extend this exception * to your version of the file, but you are not obligated to do so. If * you do not wish to do so, delete this exception statement from your * version. * ********************************************************************************* * * AMXX Ultimate Sounds Vers. 1.7 * Last Update: 1/26/2007 * * by Dizzy / Bmann_420 & Hoboman * Link: http://forums.alliedmods.net/showthread.php?t=7342 * * ********************************************************************************* * * /////////////////////////////////////////////////// * // AMXMOD[X] // * // ::Ultimate sounds:: // * // Origional: by Hephaistos // * // Ported by: Dizzy // * // Edited by: Hoboman, bmann_420 // * // // * // cvar: // * // streak_mode < flags > // * // "a" - messages // * // "b" - sounds // * // // * // knife_mode < flags > // * // "a" - messages // * // "b" - sounds // * // // * // hs_mode < flags > // * // "a" - messages // * // "b" - sounds // * // // * // lastman_mode < flags > // * // "a" - messages // * // "b" - hp // * // "c" - sounds // * /////////////////////////////////////////////////// * ********************************************************************************* */ // Plugin Info new const PLUGIN[] = "Ultimate Sounds" new const VERSION[] = "1.8" new const AUTHOR[] = "Dizzy / Bmann_420" // Includes #include <amxmodx> //Defines #define KNIFEMESSAGES 5 #define MESSAGESNOHP 5 #define MESSAGESHP 5 #define LEVELS 10 //Pcvars new streak_mode, knife_mode, hs_mode, lastman_mode new gmsgHudSync new kills[33] = {0,...}; new deaths[33] = {0,...}; new alone_ann = 0 new levels[10] = {2, 3, 4, 5, 6, 7, 8, 9, 10, 11}; //Streak Sounds new stksounds[10][] = { "misc/multikill", "misc/megakill", "misc/ultrakill", "misc/monsterkill", "misc/killingspree", "misc/wickedsick", "misc/rampage", "misc/ludacrisskill", "misc/godlike", "misc/holyshit" } new stkmessages[10][] = { "%s: Multi-Kill!", "%s: Mega-Kill!", "%s: Ultra-Kill!", "%s: Monster-Kill!", "%s: Killing Spree!", "%s: Wicked Sick!", "%s: Rampage!", "%s: Ludacriss-Kill", "%s: Godlike!", "%s: Holy Shit!" } new knifemessages[KNIFEMESSAGES][] = { "KNIFE_MSG_1", "KNIFE_MSG_2", "KNIFE_MSG_3", "KNIFE_MSG_4", "KNIFE_MSG_5" } new messagesnohp[MESSAGESNOHP][] = { "NOHP_MSG_1", "NOHP_MSG_2", "NOHP_MSG_3", "NOHP_MSG_4", "NOHP_MSG_5" } new messageshp[MESSAGESHP][] = { "HP_MSG_1", "HP_MSG_2", "HP_MSG_3", "HP_MSG_4", "HP_MSG_5" } public plugin_init() { register_plugin(PLUGIN, VERSION, AUTHOR) register_cvar("ultimate_sounds",VERSION,FCVAR_SERVER|FCVAR_EXTDLL|FCVAR_UNLOGGED|FCVAR_SPONLY) register_dictionary("ultimate_sounds.txt") register_event("DeathMsg","hs","a","3=1") register_event("DeathMsg","knife_kill","a","4&kni") register_event("ResetHUD", "reset_hud", "b"); register_event("DeathMsg", "death_event", "a", "1>0"); register_event("DeathMsg","death_msg","a") register_event("SendAudio","roundend_msg","a","2=%!MRAD_terwin","2=%!MRAD_ctwin","2=%!MRAD_rounddraw") register_event("TextMsg","roundend_msg","a","2&#Game_C","2&#Game_w") lastman_mode = register_cvar("lastman_mode","abc") streak_mode = register_cvar("streak_mode","ab") knife_mode = register_cvar("knife_mode","ab") hs_mode = register_cvar("hs_mode","ab") gmsgHudSync = CreateHudSyncObj() return PLUGIN_CONTINUE } get_streak() { new streak[3] get_pcvar_string(streak_mode,streak,2) return read_flags(streak) } public death_event(id) { new streak = get_streak() if ((streak&1) || (streak&2)) { new killer = read_data(1); new victim = read_data(2); if (0 < killer <= get_maxplayers()) return PLUGIN_CONTINUE; kills[killer] += 1; kills[victim] = 0; deaths[killer] = 0; deaths[victim] += 1; for (new i = 0; i < LEVELS; i++) { if (kills[killer] == levels[i]) { announce(killer, i); return PLUGIN_CONTINUE; } } } return PLUGIN_CONTINUE; } announce(killer, level) { new streak = get_streak() if (streak&1) { new name[32]; get_user_name(killer, name, 32); set_hudmessage(0, 100, 200, 0.05, 0.65, 2, 0.02, 6.0, 0.01, 0.1, 2); ShowSyncHudMsg(0, gmsgHudSync, stkmessages[level], name); } if (streak&2){ for(new i=1;i<=get_maxplayers();i++) if(is_user_connected(i)==1 ) client_cmd(i, "spk %s", stksounds[level]); } } public reset_hud(id) { new streak = get_streak() if (streak&1) { if (kills[id] > levels[0]) { client_print(id, print_chat,"%L", id, "KILL_STREAK", kills[id]); } else if (deaths[id] > 1) { client_print(id, print_chat,"%L", id, "DEATH_STREAK", deaths[id]); } } } public client_connect(id) { new streak = get_streak() if ((streak&1) || (streak&2)) { kills[id] = 0; deaths[id] = 0; } } public knife_kill() { new knifemode[4] get_pcvar_string(knife_mode,knifemode,4) new knifemode_bit = read_flags(knifemode) if (knifemode_bit & 1) { new killer_id = read_data(1) new victim_id = read_data(2) new killer_name[33], victim_name[33] get_user_name(killer_id,killer_name,33) get_user_name(victim_id,victim_name,33) set_hudmessage(200, 100, 0, -1.0, 0.30, 0, 6.0, 6.0, 0.5, 0.15, 1) ShowSyncHudMsg(0, gmsgHudSync, "%L", LANG_PLAYER, knifemessages[ random_num(0,KNIFEMESSAGES-1) ],killer_name,victim_name) } if (knifemode_bit & 2) { for(new i=1;i<=get_maxplayers();i++) if( is_user_connected(i) == 1 ) client_cmd(i,"spk misc/humiliation") } } public roundend_msg(id) alone_ann = 0 public death_msg(id) { new lmmode[8] get_pcvar_string(lastman_mode,lmmode,8) new lmmode_bit = read_flags(lmmode) new players_ct[32], players_t[32], ict, ite, last get_players(players_ct,ict,"ae","CT") get_players(players_t,ite,"ae","TERRORIST") if (ict==1&&ite==1) { new name1[32], name2[32] get_user_name(players_ct[0],name1,32) get_user_name(players_t[0],name2,32) set_hudmessage(200, 100, 0, -1.0, 0.30, 0, 6.0, 6.0, 0.5, 0.15, 1) if (lmmode_bit & 1) { if (lmmode_bit & 2) { ShowSyncHudMsg(0, gmsgHudSync, "%s (%i hp) vs. %s (%i hp)",name1,get_user_health(players_ct[0]),name2,get_user_health(players_t[0])) } else { ShowSyncHudMsg(0, gmsgHudSync, "%s vs. %s",name1,name2) } if (lmmode_bit & 4) { for(new i=1;i<=get_maxplayers();i++) if( is_user_connected(i) == 1 ) client_cmd(i,"spk misc/maytheforce") } } } else { if (ict==1&&ite>1&&alone_ann==0&&(lmmode_bit & 4)) { last=players_ct[0] client_cmd(last,"spk misc/oneandonly") } else if (ite==1&&ict>1&&alone_ann==0&&(lmmode_bit & 4)) { last=players_t[0] client_cmd(last,"spk misc/oneandonly") } else { return PLUGIN_CONTINUE } alone_ann = last new name[32] get_user_name(last,name,32) if (lmmode_bit & 1) { set_hudmessage(200, 100, 0, -1.0, 0.30, 0, 6.0, 6.0, 0.5, 0.15, 1) if (lmmode_bit & 2) { ShowSyncHudMsg(0, gmsgHudSync, "%L", LANG_PLAYER, messageshp[ random_num(0,MESSAGESHP-1) ],ite ,ict ,name,get_user_health(last)) } else { ShowSyncHudMsg(0, gmsgHudSync, "%L", LANG_PLAYER, messagesnohp[ random_num(0,MESSAGESNOHP-1) ],ite ,ict ,name ) } } } return PLUGIN_CONTINUE } public hs() { new hsmode[4] get_pcvar_string(hs_mode,hsmode,4) new hsmode_bit = read_flags(hsmode) if (hsmode_bit & 1) { new killer_id = read_data(1) new victim_id = read_data(2) new victim_name[33] get_user_name(victim_id,victim_name,33) set_hudmessage(200, 100, 0, -1.0, 0.30, 0, 3.0, 3.0, 0.15, 0.15, 1) ShowSyncHudMsg(killer_id, gmsgHudSync, "::HEADSHOT::^nYou Owned %s !!",victim_name) } if (hsmode_bit & 2) { for(new i=1;i<=get_maxplayers();i++) if( is_user_connected(i)==1 ) client_cmd(i,"spk misc/headshot") } } public plugin_precache() { precache_sound("misc/monsterkill.wav") precache_sound("misc/godlike.wav") precache_sound("misc/headshot.wav") precache_sound("misc/humiliation.wav") precache_sound("misc/killingspree.wav") precache_sound("misc/multikill.wav") precache_sound("misc/ultrakill.wav") precache_sound("misc/maytheforce.wav") precache_sound("misc/oneandonly.wav") precache_sound("misc/rampage.wav") precache_sound("misc/holyshit.wav") precache_sound("misc/megakill.wav") precache_sound("misc/wickedsick.wav") precache_sound("misc/ludacrisskill.wav") return PLUGIN_CONTINUE } Przeczytaj cały wpis
  26. Description Records all kills on a counter for each weapon ModulesnVault - database module JSON - value of key entry Cvars hud_channel_stattrak (default: -1) channel to use on the client Commands say stattrak - stats menu Notes Able to see other players' current weapon kills First seen https://forums.alliedmods.net/showthread.php?t=344745 Image Attached Files Get Plugin or Get Source (stattrak.sma - 3.5 KB) Przeczytaj cały wpis
  1. Pokaż więcej elementów aktywności
×
×
  • Dodaj nową pozycję...