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Jak założyć własną sieć

serwerów CS

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

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Tworzymy spis sieci

dodaj swoją

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

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  1. Dzisiaj
  2. 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
  3. Naro

    Kupie rozkręcony serwer

    F5 kupię rozkręcony serwer JailBreak cs 1.6 cena do 3k
  4. 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
  5. 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
  6. Wczoraj
  7. 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
  8. Dorzucam tutaj kolejna mapę dla sieci 1S2K - am_minecraftfix
  9. 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 ?
  10. Ostatni tydzień
  11. MYGO.pl

    RSSAvH 1.0 Mod

    Description : AvH Mod is a Counter-Strike server side modification, it's a new gameplay, (its like the AvH ) Ts side are the alliens and CTs side are the human. Requirements: Mods: Counter-Strike 1.6 AMXX: Version 1.8.0 or later Installation: Download and extract the contents from the .rar file to your server's mod directory (cstrike) and make sure to keep folder structure AvH Mod 1.0 : Contains the plugin itself and configuration files and default models and sounds (only required for a first download) Download : Aici Attached Files AvH.amxx (71.1 KB) Get Plugin or Get Source (AvH.sma - 82.8 KB) avh_ambience.ini (547 Bytes) dhudmessage.inc (3.4 KB) fcs.inc (1.2 KB) Przeczytaj cały wpis
  12. Temat do zamknięcia problem rozwiązany i to ZA DARMO. :) Można zamknąć @Weak.
  13. Radio Gag System Description:This plugin is to silence annoying people who spam radio messages (note that the plugin does not depend on a database, it only works once per map) Commands Usage:amx_rgag <nick | authid | #userid> (for gag radio spammer by name or steamid or 'userid but use # before userid' ) amx_ip_rgag <ip> (for gag radio spammer by ip) amx_unrgag <nick | authid | #userid> (for ungag radio user by name or steamid or 'userid but use # before userid' ) amx_ip_unrgag <ip> (for ungag radio user by ip) Video: Screenshot: Attached Thumbnails Attached Files Get Plugin or Get Source (radio_gag.sma - 7.5 KB) cstrike (addons and sounds).zip (27.0 KB) Przeczytaj cały wpis
  14. Jak się ktoś nad tobą zlituje za darmo to ze świecą takich szukać
  15. Witam może tutaj znajdę magika co zrobi lub ma jakiegoś fixa do naprawy fleszy a mianowicie czasu ich działania. Aktualnie flesze działają tak że jak dostaniesz 2 lub wiecej to te czasy jakby się dodawały, sumowały co trzyma bardzo długo. Nie wiem od czego to zależy i w czym leży problem ale testowałem już wszystkie anty flesze dla swoich bo myślałem że może tam tkwi problem ale na każdym pluginie jest tak samo.
  16. [CS2][CSS] System Automatycznych Misji Aktualna wersja: 0.2 Cena pluginu: 120 zł OPIS PLUGINU: Witam, Na sprzedaż mam plugin Automatycznych Misji, Ten plugin umożliwia graczom wykonywanie zadań oraz zdobywanie nagród w sposób zautomatyzowany. Plugin został zaprojektowany z myślą o minimalnej ingerencji w jego kod. Wszystkie misje możesz tworzyć samodzielnie poprzez plik konfiguracyjny. Plugin automatycznie zapisuje/aktualizuje misję z pliku konfiguracyjnego do bazy danych mysql. Nie ma żadnych ograniczeń co do liczby misji, które możesz stworzyć. WYMAGANA BAZA DANYCH MYSQL INTEGRACJE: K4-System: https://github.com/K4ryuu/K4-System - Integracja polega na zdobywaniu punktów Rangi Sklep [Prywatny] - Integracja polega na zdobywaniu kredytów do sklepu Jeżeli chcesz integrację z innym pluginem, napisz w wiadomości prywatnej. KOMENDY: !misje - Otwiera główne menu misji: !misja - Wyświetla informacje o twojej aktualnej misji PRZYKŁADOWA KONFIGURACJA: { "DATABASE_CONNECTION_DATA": { "db_host": "", "db_user": "", "db_name": "", "db_password": "", "port": "3306" }, "acts": [ { "name": "AKT 1 (Łatwy)", "missions": [ { "name": "Początkowy Zabójca", // Nazwa misji "description": "Zabij 10 wrogów z dowolnej broni", // Opis misji "required_amount": 10, // Wymagana ilość do ukończenia misji "reward_credits": 100, // Nagroda kredyty/punkty "requirement_type": null, // Dodatkowy wymóg "requirement_value": null // Wartość dodatkowego wymogu }, { "name": "Wielbiciel Pistoletów", "description": "Zabij 20 wrogów z dowolnego pistoletu", "required_amount": 20, "reward_credits": 50, "requirement_type": "pistol", "requirement_value": "" }, { "name": "Wrodzony Snajper", "description": "Zabij 100 wrogów z AWP/SCOUT", "required_amount": 100, "reward_credits": 800, "requirement_type": "weapon", "requirement_value": "awp;ssg08" }, { "name": "Pistoletowy Snajper", "description": "Zabij HS 50 wrogów z dowolnego pistoletu", "required_amount": 50, "reward_credits": 500, "requirement_type": "hspistol", "requirement_value": "" } ] }, { "name": "AKT 2 (Średni)", "missions": [ { "name": "Najlepszy Gracz W Rundzie", "description": "Zdobądź 10 MVP", "required_amount": 10, "reward_credits": 500, "requirement_type": "mvp", "requirement_value": null }, { "name": "Podłóż/rozbrój bombe 20 razy", "description": "Podłóż/rozbrój bombe 15 razy", "required_amount": 20, "reward_credits": 1200, "requirement_type": "bomb_plant_and_defuse", "requirement_value": "" }, { "name": "Mistrz Headshotów", "description": "Zabij HS 200 wrogów z dowolnej broni", "required_amount": 200, "reward_credits": 1800, "requirement_type": "headshot", "requirement_value": "" } ] }, { "name": "AKT 3 (Trudny)", "missions": [ { "name": "500 Killi", "description": "Zabij 500 osób z dowolnej broni", "required_amount": 500, "reward_credits": 2000, "requirement_type": null, "requirement_value": null }, { "name": "Najlepszy w każdej rundzie", "description": "Zdobądź 20 MVP", "required_amount": 20, "reward_credits": 1000, "requirement_type": "mvp", "requirement_value": null } ] } ], "ConfigVersion": 1 } SCREENSHOOTY: KONTAKT: Discord: mesharsky Steam: https://steamcommunity.com/id/mesharskyh2k/
  17. MYGO.pl

    RSSD7 HUD Info

    D i 5 7 i n c T's HUD Info Simple multiple HUD info plugin that can display any information in any style you want, with the ability to also display dynamic multilingual info such as real time server FPS, time left, player & round count, current server time, etc. Runs on any GoldSource(Half-Life 1) engine game. Short videos: CVar list(they are self explanatory): PHP Code: // Interval between HUD refreshes D7HUDInfoInterval 1.0 // HUD 1 type. 1 is normal HUD and 2 is DHUD. D7HUDInfoType1 2 // HUD 2 type D7HUDInfoType2 1 // HUD colors: // HUD1 alive players R G B, HUD1 dead players R G B // HUD2 alive players R G B, HUD2 dead players R G B // If any HUD2 color is not set, it will use the color from HUD1 // -1 will generate a random amount for the given color // Having all R, G and B set to -1 will generate saturated and visible colors // A value smaller than -1 will random the amount between 0 and the negated value minus one // Example: -129 will random an amount between 0 and 128 D7HUDInfoColor "-1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1" // HUD colors: // HUD1 alive players X Y, HUD1 dead players X Y // HUD2 alive players X Y, HUD2 dead players X Y // If any HUD2 position is not set, it will use the position from HUD1 D7HUDInfoPos "-1.0 0.0 -1.0 0.13 -1.0 0.035 -1.0 0.165" // HUD texts to display. Variables: // $name$ - Server name // $fps$ - Server FPS // $pnum$ - Current connected player count // $pmax$ - Max players. Will try to use sv_visiblemaxplayers CVar value if it is not set to -1. // $Lmap$ - Current map multilingual // $map$ - Current map name // $Ltimel$ - Time left multilingual // $timel$ - Time left // $Lround$ - Round number multilingual // $round$ - Round number // $roundmax$ - Max rounds(mp_maxrounds) // $Lmapn$ - Next map multilingual // $mapn$ - Next map name(amx_nextmap) // $timeh$ - Current server time hour // $timem$ - Current server time minute // $times$ - Current server time second // // Use ^n for new line // Leave blank to disable the corresponding HUD D7HUDInfoText "$name$ | FPS: $fps$ | $pnum$/$pmax$" D7HUDInfoText2 "$Lmap$: $map$ | $Ltimel$: $timel$ | $Lround$: $round$/$roundmax$ | $Lmapn$: $mapn$ | $timeh$:$timem$:$times$" miscstats.txt nextmap.txt timeleft.txt This plug-in requires the following: - DHUD messages include file (dhudmessage.inc)(only if compiling with AMXX 1.8.2 or older). Attached along below. Get source and compile locally. dorin2oo7 - For his images I used to style up my post. NiHiLaNTh, schmurgel1983, KliPPy, meTaLiCroSS, Hedgehog Fog - For being true friends and always helping and teaching me new stuff. Code: T = needs testing X = done - = cancelled [T] make randoming from 0 possible [T] decide whether to go to the new line for player count through the extra info cvar [T] support hud refresh rate 0.1 and calculate hud hold time properly [T] customizable new line after host name or not [T] change host name into an int cvar instead of string for optimization v0.0.6 [T] rewrite v1.0.0 [T] client_disconnected for AMXX_VERSION_NUM >= 182 [T] fix runtime error 5 memory access [T] fix interval cvar change not showing hud anymore [T] fix round count not changing until freezetime is over [T] random color number base on 64 instead of 51 ? [X] check if client fps detection works properly [T] g_iIDTaskHUD to avoid any interference v1.0.6 [T] use alive hud colors and positions if dead not present [T] have final color before setting hud [T] fix wrong color being used for hud 2 alive v1.0.9 [ ] better way of checking if the dhudmessage is already defined through a native or not [ ] cvars for hud properties [ ] optimize [ ] cfg file [ ] fixed channel for set_hudmessage ? Code(for easy readability): PHP Code: #include <amxmodx> #include <engine> #include <bitsums> #if AMXX_VERSION_NUM <= 182//!defined set_dhudmessage #include <dhudmessage> #endif enum (+= 33) { g_iIDTaskHUD = 32 } new g_iIDPCVarInterval, g_iIDPCVarType1, g_iIDPCVarType2, g_iIDPCVarColor, g_iIDPCVarPos, g_iIDPCVarText, g_iIDPCVarText2, g_iFPSSV, g_iFPSCl[33], g_iBsBot, g_iIDPCVarHostName, g_iIDPCVarMaxPlayersVis, g_iIDPCVarMaxRounds, g_iIDPCVarNextMap, g_iRound, g_iMaxPlayers, g_szMap[32]; public plugin_init() { register_plugin("D7 HUD Info", "1.0.9", "D i 5 7 i n c T") register_dictionary("miscstats.txt") register_dictionary("nextmap.txt") register_dictionary("timeleft.txt") //register_logevent("fwEvLogRoundStart", 2, "1=Round_Start") register_event("HLTV", "fwEventHltvRoundStart", "a", "1=0", "2=0") register_event("TextMsg", "fwEvTextCommenceRestart", "a", "2=#Game_Commencing", "2=#Game_will_restart_in"); g_iIDPCVarInterval = register_cvar("D7HUDInfoInterval", "1.0"); g_iIDPCVarType1 = register_cvar("D7HUDInfoType1", "2"); g_iIDPCVarType2 = register_cvar("D7HUDInfoType2", "1"); g_iIDPCVarColor = register_cvar("D7HUDInfoColor", "-1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1"); g_iIDPCVarPos = register_cvar("D7HUDInfoPos", "-1.0 0.0 -1.0 0.13 -1.0 0.035 -1.0 0.165"); g_iIDPCVarText = register_cvar("D7HUDInfoText", "$name$ | FPS: $fps$ | $pnum$/$pmax$"); g_iIDPCVarText2 = register_cvar("D7HUDInfoText2", "$Lmap$: $map$ | $Ltimel$: $timel$ | $Lround$: $round$/$roundmax$ | $Lmapn$: $mapn$ | $timeh$:$timem$:$times$"); g_iIDPCVarHostName = get_cvar_pointer("hostname"); g_iIDPCVarMaxPlayersVis = get_cvar_pointer("sv_visiblemaxplayers"); g_iIDPCVarMaxRounds = get_cvar_pointer("mp_maxrounds"); g_iIDPCVarNextMap = get_cvar_pointer("amx_nextmap"); g_iMaxPlayers = get_maxplayers(); get_mapname(g_szMap, charsmax(g_szMap)) set_task(3.0, "fwTaskHUD", g_iIDTaskHUD, "", 31) } public fwEventHltvRoundStart() g_iRound++; public fwEvTextCommenceRestart() g_iRound = 0; public server_frame() g_iFPSSV++; public client_authorized(iID) { if (is_user_bot(iID)) bitsum_add(g_iBsBot, iID) else g_iFPSCl[iID] = 0; } #if AMXX_VERSION_NUM <= 182 public client_disconnect(iID) #else public client_disconnected(iID) #endif bitsum_del(g_iBsBot, iID) public client_PreThink(iID) { if (!bitsum_get(g_iBsBot, iID)) g_iFPSCl[iID]++; } public fwTaskHUD(szTemp[32], iIDTask) { new Float:fTemp = get_pcvar_float(g_iIDPCVarInterval); if (!szTemp[0] || fTemp != str_to_float(szTemp)) { remove_task(g_iIDTaskHUD) float_to_str(fTemp, szTemp, charsmax(szTemp)) set_task(fTemp, "fwTaskHUD", g_iIDTaskHUD, szTemp, charsmax(szTemp), "b") g_iFPSSV = 0; g_iFPSCl = ""; return; } new iNum, iIDsPlayersDead[32], iNum2, i; // alive get_players(szTemp, iNum, "ach") get_players(iIDsPlayersDead, iNum2, "bch") // dead for (i = iNum - 1; i >= 0; i--) { if (g_iFPSCl[szTemp[i]] >= 40) { g_iFPSCl[szTemp[i]] = 0; continue; } g_iFPSCl[szTemp[i]] = 0; iNum--; } for (i = iNum2 - 1; i >= 0; i--) { if (g_iFPSCl[iIDsPlayersDead[i]] >= 40) { g_iFPSCl[iIDsPlayersDead[i]] = 0; continue; } g_iFPSCl[iIDsPlayersDead[i]] = 0; iNum2--; } if (!iNum && !iNum2) return; new szTemp2[6][10], szTemp3[64], iR, iG, iB, iR2, iG2, iB2, Float:fPosY, Float:fPosZ, Float:fPosY2, Float:fPosZ2, iCVarType, szCVarText[175], szMessage[sizeof szCVarText]; get_pcvar_string(g_iIDPCVarText, szCVarText, charsmax(szCVarText)) if (!szCVarText[0]) goto GoToHUD2; get_pcvar_string(g_iIDPCVarColor, szMessage, charsmax(szMessage)) parse(szMessage, szTemp2[0], charsmax(szTemp2[]), szTemp2[1], charsmax(szTemp2[]), szTemp2[2], charsmax(szTemp2[]), szTemp2[3], charsmax(szTemp2[]), szTemp2[4], charsmax(szTemp2[]), szTemp2[5], charsmax(szTemp2[])) iR = str_to_num(szTemp2[0]); iG = str_to_num(szTemp2[1]); iB = str_to_num(szTemp2[2]); if (iR == -1 && iG == -1 && iB == -1) { i = random_num(0, 2) if (i == 0) { iR = 255; if (!random_num(0, 1)) { iG = 0; iB = 64 * random_num(1, 4); } else { iG = 64 * random_num(1, 4); iB = 0; } } else if (i == 1) { iG = 255; if (!random_num(0, 1)) { iR = 0; iB = 64 * random_num(1, 4); } else { iR = 64 * random_num(1, 4); iB = 0; } } else if (i == 2) { iB = 255; if (!random_num(0, 1)) { iR = 0; iG = 64 * random_num(1, 4); } else { iR = 64 * random_num(1, 4); iG = 0; } } if (iR > 255) iR = 255 if (iG > 255) iG = 255 if (iB > 255) iB = 255 } else { if (iR < 0) iR = random_num(-iR - 1, 255) if (iG < 0) iG = random_num(-iG - 1, 255) if (iB < 0) iB = random_num(-iB - 1, 255) } if (szTemp2[3][0]) iR2 = str_to_num(szTemp2[3]); else iR2 = iR; if (szTemp2[4][0]) iG2 = str_to_num(szTemp2[4]); else iG2 = iG; if (szTemp2[5][0]) iB2 = str_to_num(szTemp2[5]); else iB2 = iB; if (iR2 == -1 && iG2 == -1 && iB2 == -1) { i = random_num(0, 2) if (i == 0) { iR2 = 255; if (!random_num(0, 1)) { iG2 = 0; iB2 = 64 * random_num(1, 4); } else { iG2 = 64 * random_num(1, 4); iB2 = 0; } } else if (i == 1) { iG2 = 255; if (!random_num(0, 1)) { iR2 = 0; iB2 = 64 * random_num(1, 4); } else { iR2 = 64 * random_num(1, 4); iB2 = 0; } } else if (i == 2) { iB2 = 255; if (!random_num(0, 1)) { iR2 = 0; iG2 = 64 * random_num(1, 4); } else { iR2 = 64 * random_num(1, 4); iG2 = 0; } } if (iR2 > 255) iR2 = 255 if (iG2 > 255) iG2 = 255 if (iB2 > 255) iB2 = 255 } else { if (iR2 < 0) iR2 = random_num(-iR2 - 1, 255) if (iG2 < 0) iG2 = random_num(-iG2 - 1, 255) if (iB2 < 0) iB2 = random_num(-iB2 - 1, 255) } //client_print(0, print_chat, "[HUD1] Color alive: %d %d %d. Color dead: %d %d %d.", iR, iG, iB, iR2, iG2, iB2) get_pcvar_string(g_iIDPCVarPos, szMessage, charsmax(szMessage)) parse(szMessage, szTemp2[0], charsmax(szTemp2[]), szTemp2[1], charsmax(szTemp2[]), szTemp2[2], charsmax(szTemp2[]), szTemp2[3], charsmax(szTemp2[])) fPosY = str_to_float(szTemp2[0]); fPosZ = str_to_float(szTemp2[1]); if (szTemp2[2][0]) fPosY2 = str_to_float(szTemp2[2]); else fPosY2 = fPosY; if (szTemp2[3][0]) fPosZ2 = str_to_float(szTemp2[3]); else fPosZ2 = fPosZ; replace_all(szCVarText, charsmax(szCVarText), "^^n", "^n") get_pcvar_string(g_iIDPCVarHostName, szTemp3, charsmax(szTemp3)) replace_all(szCVarText, charsmax(szCVarText), "$name$", szTemp3) get_pcvar_string(g_iIDPCVarNextMap, szTemp3, charsmax(szTemp3)) replace_all(szCVarText, charsmax(szCVarText), "$mapn$", szTemp3) formatex(szTemp3, charsmax(szTemp3), "%d", get_playersnum(1)) replace_all(szCVarText, charsmax(szCVarText), "$pnum$", szTemp3) i = get_pcvar_num(g_iIDPCVarMaxPlayersVis); formatex(szTemp3, charsmax(szTemp3), "%d", i > -1 ? i : g_iMaxPlayers) replace_all(szCVarText, charsmax(szCVarText), "$pmax$", szTemp3) formatex(szTemp3, charsmax(szTemp3), "%04d", floatround(g_iFPSSV / fTemp)) replace_all(szCVarText, charsmax(szCVarText), "$fps$", szTemp3) formatex(szTemp3, charsmax(szTemp3), "%02d", g_iRound) replace_all(szCVarText, charsmax(szCVarText), "$round$", szTemp3) formatex(szTemp3, charsmax(szTemp3), "%02d", get_pcvar_num(g_iIDPCVarMaxRounds)) replace_all(szCVarText, charsmax(szCVarText), "$roundmax$", szTemp3) i = get_timeleft(); formatex(szTemp3, charsmax(szTemp3), "%02d:%02d", i / 60, i % 60) replace_all(szCVarText, charsmax(szCVarText), "$timel$", szTemp3) get_time("%H", szTemp3, charsmax(szTemp3)) replace_all(szCVarText, charsmax(szCVarText), "$timeh$", szTemp3) get_time("%M", szTemp3, charsmax(szTemp3)) replace_all(szCVarText, charsmax(szCVarText), "$timem$", szTemp3) get_time("%S", szTemp3, charsmax(szTemp3)) replace_all(szCVarText, charsmax(szCVarText), "$times$", szTemp3) replace_all(szCVarText, charsmax(szCVarText), "$map$", g_szMap) iCVarType = get_pcvar_num(g_iIDPCVarType1); if (iCVarType != 1) { // red = 0, green = 160, blue = 0, Float:x = -1.0, Float:y = 0.65, // effects = 2, Float:fxtime = 6.0, Float:holdtime = 3.0, // Float:fadeintime = 0.1, Float:fadeouttime = 1.5, bool:reliable = true set_dhudmessage(iR, iG, iB, fPosY, fPosZ, 0, 0.0, fTemp + ((fTemp >= 0.2) ? 0.1 : 0.075), 0.0, 0.0) } else { // red = 0, green = 160, blue = 0, Float:x = -1.0, Float:y = 0.65, // effects = 2, Float:fxtime = 6.0, Float:holdtime = 3.0, // Float:fadeintime = 0.1, Float:fadeouttime = 1.5, bool:reliable = true set_hudmessage(iR, iG, iB, fPosY, fPosZ, 0, 0.0, fTemp + ((fTemp >= 0.2) ? 0.1 : 0.075), 0.0, 0.0) } i = iNum; for (i -= 1; i >= 0; i--) { szMessage = szCVarText; formatex(szTemp3, charsmax(szTemp3), "%L", szTemp[i], "PLAYED_MAP") replace_all(szMessage, charsmax(szMessage), "$Lmap$", szTemp3) formatex(szTemp3, charsmax(szTemp3), "%L", szTemp[i], "TIME_LEFT") replace_all(szMessage, charsmax(szMessage), "$Ltimel$", szTemp3) formatex(szTemp3, charsmax(szTemp3), "%L", szTemp[i], "NEXT_MAP") replace(szTemp3, charsmax(szTemp3), ":", "") replace_all(szMessage, charsmax(szMessage), "$Lmapn$", szTemp3) formatex(szTemp3, charsmax(szTemp3), "%L", szTemp[i], "PREPARE_FIGHT", 999) //client_print(szTemp[i], print_chat, szTemp3) szTemp2[0][0] = contain(szTemp3, "^n"); if (szTemp2[0][0] != -1) { szTemp2[0][1] = contain(szTemp3, "999"); replace(szTemp3, charsmax(szTemp3), "999", "") if (szTemp2[0][1] > szTemp2[0][0]) format(szTemp3, charsmax(szTemp3), "%s", szTemp3[szTemp2[0][0] + 1]) else szTemp3[szTemp2[0][0]] = EOS; trim(szTemp3) //add(szTemp3, charsmax(szTemp3), ":") replace_all(szMessage, charsmax(szMessage), "$Lround$", szTemp3) //client_print(szTemp[i], print_chat, "^"%s^"", szTemp3) } else replace_all(szMessage, charsmax(szMessage), "$Lround$", "Round") if (iCVarType != 1) show_dhudmessage(szTemp[i], szMessage) else show_hudmessage(szTemp[i], szMessage) } if (iCVarType != 1) { // red = 0, green = 160, blue = 0, Float:x = -1.0, Float:y = 0.65, // effects = 2, Float:fxtime = 6.0, Float:holdtime = 3.0, // Float:fadeintime = 0.1, Float:fadeouttime = 1.5, bool:reliable = true set_dhudmessage(iR2, iG2, iB2, fPosY2, fPosZ2, 0, 0.0, fTemp + ((fTemp >= 0.2) ? 0.1 : 0.075), 0.0, 0.0) } else { // red = 0, green = 160, blue = 0, Float:x = -1.0, Float:y = 0.65, // effects = 2, Float:fxtime = 6.0, Float:holdtime = 3.0, // Float:fadeintime = 0.1, Float:fadeouttime = 1.5, bool:reliable = true set_hudmessage(iR2, iG2, iB2, fPosY2, fPosZ2, 0, 0.0, fTemp + ((fTemp >= 0.2) ? 0.1 : 0.075), 0.0, 0.0) } i = iNum2; for (i -= 1; i >= 0; i--) { szMessage = szCVarText; formatex(szTemp3, charsmax(szTemp3), "%L", iIDsPlayersDead[i], "PLAYED_MAP") replace_all(szMessage, charsmax(szMessage), "$Lmap$", szTemp3) formatex(szTemp3, charsmax(szTemp3), "%L", iIDsPlayersDead[i], "TIME_LEFT") replace_all(szMessage, charsmax(szMessage), "$Ltimel$", szTemp3) formatex(szTemp3, charsmax(szTemp3), "%L", iIDsPlayersDead[i], "NEXT_MAP") replace(szTemp3, charsmax(szTemp3), ":", "") replace_all(szMessage, charsmax(szMessage), "$Lmapn$", szTemp3) formatex(szTemp3, charsmax(szTemp3), "%L", iIDsPlayersDead[i], "PREPARE_FIGHT", 999) //client_print(iIDsPlayersDead[i], print_chat, szTemp3) szTemp2[0][0] = contain(szTemp3, "^n"); if (szTemp2[0][0] != -1) { szTemp2[0][1] = contain(szTemp3, "999"); replace(szTemp3, charsmax(szTemp3), "999", "") if (szTemp2[0][1] > szTemp2[0][0]) format(szTemp3, charsmax(szTemp3), "%s", szTemp3[szTemp2[0][0] + 1]) else szTemp3[szTemp2[0][0]] = EOS; trim(szTemp3) //add(szTemp3, charsmax(szTemp3), ":") replace_all(szMessage, charsmax(szMessage), "$Lround$", szTemp3) //client_print(szTemp[i], print_chat, "^"%s^"", szTemp3) } else replace_all(szMessage, charsmax(szMessage), "$Lround$", "Round") if (iCVarType != 1) show_dhudmessage(iIDsPlayersDead[i], szMessage) else show_hudmessage(iIDsPlayersDead[i], szMessage) } GoToHUD2: get_pcvar_string(g_iIDPCVarText2, szCVarText, charsmax(szCVarText)) if (!szCVarText[0]) goto GoToFPSReset; get_pcvar_string(g_iIDPCVarColor, szMessage, charsmax(szMessage)) new iCount; for (iCount = 0; iCount < 6; iCount++) { if ((i = contain(szMessage, " ")) == -1) break; i += 1; format(szMessage, charsmax(szMessage), szMessage[i]) } /* client_print(0, print_chat, "") client_print(0, print_chat, szMessage) client_print(0, print_chat, "Color iCount: %d", iCount)*/ if (iCount == 6) { parse(szMessage, szTemp2[0], charsmax(szTemp2[]), szTemp2[1], charsmax(szTemp2[]), szTemp2[2], charsmax(szTemp2[]), szTemp2[3], charsmax(szTemp2[]), szTemp2[4], charsmax(szTemp2[]), szTemp2[5], charsmax(szTemp2[])) if (szTemp2[0][0]) iR = str_to_num(szTemp2[0]); if (szTemp2[1][0]) iG = str_to_num(szTemp2[1]); if (szTemp2[2][0]) iB = str_to_num(szTemp2[2]); if (iR == -1 && iG == -1 && iB == -1) { i = random_num(0, 2) if (i == 0) { iR = 255; if (!random_num(0, 1)) { iG = 0; iB = 64 * random_num(1, 4); } else { iG = 64 * random_num(1, 4); iB = 0; } } else if (i == 1) { iG = 255; if (!random_num(0, 1)) { iR = 0; iB = 64 * random_num(1, 4); } else { iR = 64 * random_num(1, 4); iB = 0; } } else if (i == 2) { iB = 255; if (!random_num(0, 1)) { iR = 0; iG = 64 * random_num(1, 4); } else { iR = 64 * random_num(1, 4); iG = 0; } } if (iR > 255) iR = 255 if (iG > 255) iG = 255 if (iB > 255) iB = 255 } else { if (iR < 0) iR = random_num(-iR - 1, 255) if (iG < 0) iG = random_num(-iG - 1, 255) if (iB < 0) iB = random_num(-iB - 1, 255) } if (szTemp2[3][0]) iR2 = str_to_num(szTemp2[3]); else iR2 = iR; if (szTemp2[4][0]) iG2 = str_to_num(szTemp2[4]); else iG2 = iG; if (szTemp2[5][0]) iB2 = str_to_num(szTemp2[5]); else iB2 = iB; if (iR2 == -1 && iG2 == -1 && iB2 == -1) { i = random_num(0, 2) if (i == 0) { iR2 = 255; if (!random_num(0, 1)) { iG2 = 0; iB2 = 64 * random_num(1, 4); } else { iG2 = 64 * random_num(1, 4); iB2 = 0; } } else if (i == 1) { iG2 = 255; if (!random_num(0, 1)) { iR2 = 0; iB2 = 64 * random_num(1, 4); } else { iR2 = 64 * random_num(1, 4); iB2 = 0; } } else if (i == 2) { iB2 = 255; if (!random_num(0, 1)) { iR2 = 0; iG2 = 64 * random_num(1, 4); } else { iR2 = 64 * random_num(1, 4); iG2 = 0; } } if (iR2 > 255) iR2 = 255 if (iG2 > 255) iG2 = 255 if (iB2 > 255) iB2 = 255 } else { if (iR2 < 0) iR2 = random_num(-iR2 - 1, 255) if (iG2 < 0) iG2 = random_num(-iG2 - 1, 255) if (iB2 < 0) iB2 = random_num(-iB2 - 1, 255) } } //client_print(0, print_chat, "[HUD2] Color alive: %d %d %d. Color dead: %d %d %d.", iR, iG, iB, iR2, iG2, iB2) get_pcvar_string(g_iIDPCVarPos, szMessage, charsmax(szMessage)) for (iCount = 0; iCount < 4; iCount++) { if ((i = contain(szMessage, " ")) == -1) break; i += 1; format(szMessage, charsmax(szMessage), szMessage[i]) } /* client_print(0, print_chat, szMessage) client_print(0, print_chat, "Position iCount: %d", iCount)*/ if (iCount == 4) { parse(szMessage, szTemp2[0], charsmax(szTemp2[]), szTemp2[1], charsmax(szTemp2[]), szTemp2[2], charsmax(szTemp2[]), szTemp2[3], charsmax(szTemp2[])) if (szTemp2[0][0]) fPosY = str_to_float(szTemp2[0]); if (szTemp2[1][0]) fPosZ = str_to_float(szTemp2[1]); if (szTemp2[2][0]) fPosY2 = str_to_float(szTemp2[2]); else fPosY2 = fPosY; if (szTemp2[3][0]) fPosZ2 = str_to_float(szTemp2[3]); else fPosZ2 = fPosZ; } replace_all(szCVarText, charsmax(szCVarText), "^^n", "^n") get_pcvar_string(g_iIDPCVarHostName, szTemp3, charsmax(szTemp3)) replace_all(szCVarText, charsmax(szCVarText), "$name$", szTemp3) get_pcvar_string(g_iIDPCVarNextMap, szTemp3, charsmax(szTemp3)) replace_all(szCVarText, charsmax(szCVarText), "$mapn$", szTemp3) formatex(szTemp3, charsmax(szTemp3), "%d", get_playersnum(1)) replace_all(szCVarText, charsmax(szCVarText), "$pnum$", szTemp3) i = get_pcvar_num(g_iIDPCVarMaxPlayersVis); formatex(szTemp3, charsmax(szTemp3), "%d", i > -1 ? i : g_iMaxPlayers) replace_all(szCVarText, charsmax(szCVarText), "$pmax$", szTemp3) formatex(szTemp3, charsmax(szTemp3), "%04d", floatround(g_iFPSSV / fTemp)) replace_all(szCVarText, charsmax(szCVarText), "$fps$", szTemp3) formatex(szTemp3, charsmax(szTemp3), "%02d", g_iRound) replace_all(szCVarText, charsmax(szCVarText), "$round$", szTemp3) formatex(szTemp3, charsmax(szTemp3), "%02d", get_pcvar_num(g_iIDPCVarMaxRounds)) replace_all(szCVarText, charsmax(szCVarText), "$roundmax$", szTemp3) i = get_timeleft(); formatex(szTemp3, charsmax(szTemp3), "%02d:%02d", i / 60, i % 60) replace_all(szCVarText, charsmax(szCVarText), "$timel$", szTemp3) get_time("%H", szTemp3, charsmax(szTemp3)) replace_all(szCVarText, charsmax(szCVarText), "$timeh$", szTemp3) get_time("%M", szTemp3, charsmax(szTemp3)) replace_all(szCVarText, charsmax(szCVarText), "$timem$", szTemp3) get_time("%S", szTemp3, charsmax(szTemp3)) replace_all(szCVarText, charsmax(szCVarText), "$times$", szTemp3) replace_all(szCVarText, charsmax(szCVarText), "$map$", g_szMap) iCVarType = get_pcvar_num(g_iIDPCVarType2); if (iCVarType != 1) { // red = 0, green = 160, blue = 0, Float:x = -1.0, Float:y = 0.65, // effects = 2, Float:fxtime = 6.0, Float:holdtime = 3.0, // Float:fadeintime = 0.1, Float:fadeouttime = 1.5, bool:reliable = true set_dhudmessage(iR, iG, iB, fPosY, fPosZ, 0, 0.0, fTemp + ((fTemp >= 0.2) ? 0.1 : 0.075), 0.0, 0.0) } else { // red = 0, green = 160, blue = 0, Float:x = -1.0, Float:y = 0.65, // effects = 2, Float:fxtime = 6.0, Float:holdtime = 3.0, // Float:fadeintime = 0.1, Float:fadeouttime = 1.5, bool:reliable = true set_hudmessage(iR, iG, iB, fPosY, fPosZ, 0, 0.0, fTemp + ((fTemp >= 0.2) ? 0.1 : 0.075), 0.0, 0.0) } i = iNum; for (i -= 1; i >= 0; i--) { szMessage = szCVarText; formatex(szTemp3, charsmax(szTemp3), "%L", szTemp[i], "PLAYED_MAP") replace_all(szMessage, charsmax(szMessage), "$Lmap$", szTemp3) formatex(szTemp3, charsmax(szTemp3), "%L", szTemp[i], "TIME_LEFT") replace_all(szMessage, charsmax(szMessage), "$Ltimel$", szTemp3) formatex(szTemp3, charsmax(szTemp3), "%L", szTemp[i], "NEXT_MAP") replace(szTemp3, charsmax(szTemp3), ":", "") replace_all(szMessage, charsmax(szMessage), "$Lmapn$", szTemp3) formatex(szTemp3, charsmax(szTemp3), "%L", szTemp[i], "PREPARE_FIGHT", 999) //client_print(szTemp[i], print_chat, szTemp3) szTemp2[0][0] = contain(szTemp3, "^n"); if (szTemp2[0][0] != -1) { szTemp2[0][1] = contain(szTemp3, "999"); replace(szTemp3, charsmax(szTemp3), "999", "") if (szTemp2[0][1] > szTemp2[0][0]) format(szTemp3, charsmax(szTemp3), "%s", szTemp3[szTemp2[0][0] + 1]) else szTemp3[szTemp2[0][0]] = EOS; trim(szTemp3) //add(szTemp3, charsmax(szTemp3), ":") replace_all(szMessage, charsmax(szMessage), "$Lround$", szTemp3) //client_print(szTemp[i], print_chat, "^"%s^"", szTemp3) } else replace_all(szMessage, charsmax(szMessage), "$Lround$", "Round") if (iCVarType != 1) show_dhudmessage(szTemp[i], szMessage) else show_hudmessage(szTemp[i], szMessage) } if (iCVarType != 1) { // red = 0, green = 160, blue = 0, Float:x = -1.0, Float:y = 0.65, // effects = 2, Float:fxtime = 6.0, Float:holdtime = 3.0, // Float:fadeintime = 0.1, Float:fadeouttime = 1.5, bool:reliable = true set_dhudmessage(iR2, iG2, iB2, fPosY2, fPosZ2, 0, 0.0, fTemp + ((fTemp >= 0.2) ? 0.1 : 0.075), 0.0, 0.0) } else { // red = 0, green = 160, blue = 0, Float:x = -1.0, Float:y = 0.65, // effects = 2, Float:fxtime = 6.0, Float:holdtime = 3.0, // Float:fadeintime = 0.1, Float:fadeouttime = 1.5, bool:reliable = true set_hudmessage(iR2, iG2, iB2, fPosY2, fPosZ2, 0, 0.0, fTemp + ((fTemp >= 0.2) ? 0.1 : 0.075), 0.0, 0.0) } i = iNum2; for (i -= 1; i >= 0; i--) { szMessage = szCVarText; formatex(szTemp3, charsmax(szTemp3), "%L", iIDsPlayersDead[i], "PLAYED_MAP") replace_all(szMessage, charsmax(szMessage), "$Lmap$", szTemp3) formatex(szTemp3, charsmax(szTemp3), "%L", iIDsPlayersDead[i], "TIME_LEFT") replace_all(szMessage, charsmax(szMessage), "$Ltimel$", szTemp3) formatex(szTemp3, charsmax(szTemp3), "%L", iIDsPlayersDead[i], "NEXT_MAP") replace(szTemp3, charsmax(szTemp3), ":", "") replace_all(szMessage, charsmax(szMessage), "$Lmapn$", szTemp3) formatex(szTemp3, charsmax(szTemp3), "%L", iIDsPlayersDead[i], "PREPARE_FIGHT", 999) //client_print(iIDsPlayersDead[i], print_chat, szTemp3) szTemp2[0][0] = contain(szTemp3, "^n"); if (szTemp2[0][0] != -1) { szTemp2[0][1] = contain(szTemp3, "999"); replace(szTemp3, charsmax(szTemp3), "999", "") if (szTemp2[0][1] > szTemp2[0][0]) format(szTemp3, charsmax(szTemp3), "%s", szTemp3[szTemp2[0][0] + 1]) else szTemp3[szTemp2[0][0]] = EOS; trim(szTemp3) //add(szTemp3, charsmax(szTemp3), ":") replace_all(szMessage, charsmax(szMessage), "$Lround$", szTemp3) //client_print(szTemp[i], print_chat, "^"%s^"", szTemp3) } else replace_all(szMessage, charsmax(szMessage), "$Lround$", "Round") if (iCVarType != 1) show_dhudmessage(iIDsPlayersDead[i], szMessage) else show_hudmessage(iIDsPlayersDead[i], szMessage) } GoToFPSReset: g_iFPSSV = 0; g_iFPSCl = ""; } Attached Thumbnails Attached Files dhudmessage.inc (3.3 KB) Get Plugin or Get Source (D7HUDInfo.sma - 23.6 KB) Przeczytaj cały wpis
  18. 888Starz Polska — to przodujący międzynarodowy portal, który oferuje bogatą gamę możliwości zarówno w zakresie zakładów sportowych, jak i gier kasynowych online. Nasza platforma zapewnia legalne możliwości obstawiania i dostęp do szerokiej gamy emocjonujących rozrywek, czytaj dalej, by dowiedzieć się więcej! Oferujemy zakłady na żywo oraz przedmeczowe, gry kasynowe online, wirtualne dyscypliny sportowe oraz fascynujące gry typu crash. Nasza oferta jest dostępna na różnych platformach, w tym na komputerach, telefonach komórkowych i tabletach, co zapewnia naszym klientom wygodę i elastyczność. Niezależnie od preferencji każdy fan zakładów znajdzie u nas coś dla siebie, dzięki szerokiemu wyborowi kuponów. Ponadto, nasza nowoczesna aplikacja mobilna umożliwia łatwe i wygodne korzystanie zarówno z zakładów sportowych, jak i gier kasynowych w 888Starz Casino.

  19. Marves

    Sprzedam konto steam

    Witam. Dziewczyna ma takie konto do sprzedania. Ile byłoby ono warte? https://steamcommunity.com/profiles/76561199081502577/
  20. Wyświetl ogłoszenie Konto Steam Witam! Sprzedam konto Steam - ma trochę fajnych gierek (Cyberpunk, Rust, BeamNG, Mafia:DE...). Konto założyłem w 2013, więc już trochę jest w internetach. Jeżeli chodzi o ekwipunek/skiny to jest czystka. Brak blokad VAC na koncie. Sprzedaje bo (tradycyjny powód) nie mam czasu na gierki + brakuje mi dobrego sprzętu, żeby je odpalić. Link: https://steamcommunity.com/id/kubdouche/ Linki do kalkulatorów itd: https://steamdb.info/calculator/76561198105761355/?cc=pl https://steamid.pro/lookup/76561198105761355 Wystawca kubche Data 20.04.2024 Cena 250 zł Kategoria Inne  
  21. kubche

    Konto Steam

    To ogłoszenie jest ZAKOŃCZONE!

    • NA SPRZEDAŻ
    • UŻYWANE

    Witam! Sprzedam konto Steam - ma trochę fajnych gierek (Cyberpunk, Rust, BeamNG, Mafia:DE...). Konto założyłem w 2013, więc już trochę jest w internetach. Jeżeli chodzi o ekwipunek/skiny to jest czystka. Brak blokad VAC na koncie. Sprzedaje bo (tradycyjny powód) nie mam czasu na gierki + brakuje mi dobrego sprzętu, żeby je odpalić. Link: https://steamcommunity.com/id/kubdouche/ Linki do kalkulatorów itd: https://steamdb.info/calculator/76561198105761355/?cc=pl https://steamid.pro/lookup/76561198105761355

    250 zł

  22. Hello everyone, I am looking for someone who can create in my basebuilder code a way to change the team of dead CT players to team T during the last round before a map change. This will make the game more fun and more challenging. I just want of want, when they are getting switchs it print to each user, [BB] You have been moved to the Terrorist team for the last round. So I just want All the dead players in the Builder team (Counter-terrorist) will be automatically transfered into the Zombies team (Terrorist) the last round before a mapchange!. My buddy Jhob94 told me that. : PHP Code: count the rounds when it's last round hook death msg or ham_killed and respawn If someone can help with that, would be good. (I attached the Basebuilder Code) Attached Files Get Plugin or Get Source (basebuilder54.sma - 58.2 KB) Przeczytaj cały wpis
  23. Odświeżam! Oferta nadal aktualna dodam że robię mapy pod każdy tryb gry! Surf_ski_2 [MultiArena 1 vs 1] am_Minecraftfix_32 35hp_super_mario_bros 35hp_kodiak_arena 35hp_alex_the_allegator de_kabul_32 CS2 Surf_ski_2_classic no jail 35hp spartans go CS2 35hp_ocean CS2 35hp_iceworld_2017 CS235hp_2_oldschool 35hp_minecraft cs2 35hp_geometry_csgo_rpg 35hp_glass CS2 35hp_fepsi CS2 35hp_dust_go 35hp_alone CS2 bb_big
  24. Hello forums.alliedmods i was searching this plugin for really long time.. its really really old bcs i remember this plugin was exist in 2012 its really simple plugin. So what dose this plugin do? Simple - when round end it will show the most kill/hit/damage for the players dose anyone know where i can find this plugin? Screen Shot: Przeczytaj cały wpis
  25. This very small plugin complements or replaces sm plugins while in-game. It should print all plugins at once so that you do not have to type sm plugins 11, 22, 33, etc. anymore. Spoiler Commands sm_plugins_list - Displays plugin name, author(s), description and version. This works only while in-game. Obviously, if you are a server owner and are using the server console, just use the default SM command. Attached Files Get Plugin or Get Source (smpluginslist.sp - 1.5 KB) Wyświetl pełny artykuł
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