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

BulgaR

Użytkownik
  • Postów

    160
  • Dołączył

  • Ostatnia wizyta

  • Wygrane w rankingu

    10

Treść opublikowana przez BulgaR

  1. W pełni Darmowy TeamSpeak z myślą o Graczach! Gwarantujemy bezbłędną konfigurację serwera. Skuteczną pomoc użytkownikom. U nas każdy Admin jest graczem i rozumie wasze problemy... Bezpieczeństwo oraz stabilność serwera. Boty Muzyczne. Wiele wiele więcej... INFORMACJE: Forum: http://extreme-ts.pl/ IP: ts.extreme-ts.pl lub 54.37.137.75:9987 (Zalecamy łączenie się poprzez Domenę!)
  2. Witam. Sieć Cs-NaBani.pl poszukuje sponsora na serwer ARENA 1vs1, szukamy osoby, która będzie w stanie wyłożyć 1000zł ROCZNIE na serwer CS:GO 21/25 slotowy (Własna Maszyna). Serwery CS:GO są z nami od 21 czerwca 2013 roku "6-lat" wcześniej CS 1.6 również spory okres czasu... Na rynku jesteśmy już spokojnie 10-lat, lecz nasza współpraca z obecnym dostawcą dobiega końca, przez co nie jesteśmy w stanie dalej prowadzić sieci (BRAK ŚRODKÓW NA OPŁATĘ SERWERÓW). Na dzień dzisiejszy wyłączone zostały 3 z 4 serwerów CS:GO został z nami najlepiej prosperujący serwer CS:GO 1vs1 ARENA lecz nie na długo ze względu na wcześniej opisany koniec współpracy. Jeśli jakiś Hosting lub osoba będzie w stanie zapewnić nam dalszy rozwój, proszę o kontakt: *dane ukryte na prośbę autora tematu* Pozdrawiam
  3. Po ostatnie aktualizacji csgo nie działają cichobiegi. Jakieś pomysły jak to naprawić?
  4. Chciałbym zmienić ilość DMG zadawanego przez IgniteEnity Nie wiem jak się za to zabrać, próbowałem poprzez DMG_BURN jednak bezskutecznie. Mój Kod public Action:OnTakeDamage(victim, &attacker, &inflictor, &Float:damage, &damagetype) { if(!IsValidClient(victim) || !IsValidClient(attacker)) return Plugin_Continue; if(!IsValidAlive(victim)) return Plugin_Continue; if(maKlase[attacker]) { if(GetRandomInt(1,15) == 1 && (damagetype & DMG_BULLET)) { IgniteEntity(victim, 5.0); } } return Plugin_Continue; } Aktualnie jest ustawione 5 sekund podpalenia jeżeli RandomInt wyniesie = 1. Jednak dmg z podpalenia jest standardowy, mi zależy na tym aby gracz otrzymywał przez te 5 sekund (20dmg na sek).
  5. Opis: Grające boty muzyczne i nie tylko na serwery TeamSpeak3! Cena: 5zł (2 boty bez panelu wybrane stacje radiowe przez klienta) lub 8zł (Panel z dostępem do konfiguracji botów oraz możliwość zmiany stacji radiowych samemu) Płatność: SMS, Przelew, Bitcoin, PSC Kontakt: PRIV lub GG: 19422596 INNE: Możliwość otrzymania bota muzycznego na 24/h przed zakupem dla pierwszych klientów.
  6. BulgaR

    Mod 1 vs 1

    https://github.com/splewis/csgo-multi-1v1/releases
  7. To z coda nie działa po ostatnich zmianach w csgo.
  8. Szogun serwer.cfg jest takie jakie powinno być. Przed aktualizacją nie było z niczym problemu dopiero teraz jest. I z tego co sprawdzałem nie tylko u mnie tak jest. Istnieje być może jakis plugin który wymusza 128 i rate 128000 ?
  9. Witam. Po ostatniej aktualizacji od steam na moim serwerze ludzie mają cl_cmdrate 64 i cl_updaterate 64 zamiast ustawionych wcześniej 128. Dodam że przed aktualizacją nie było tak i serwer prawidłowo czytał największe rate i takie zostawiał graczowi.
  10. Opis: Sprzedam konto steam 2k10, na koncie znajdują się wszystkie cs. Grane było tylko w CS:GO, konto ma 42 winy aktualnie ranga jest zakryta bo nie grałem na tym koncie. Przed zakryciem rangi był tam Global Elite. Cena do ustalenia u mnie na priv. Interesuje mnie tylko przelew na konto! Cena: Około 50zł Płatność: Przelew Kontakt: GG: 19422596 lub tutaj na priv. Zdjęcia:
  11. W liście nie widzę pluginu, który by mógł to robić, próbowałeś uruchomić serwer bez sourcemoda? Może masz jakiś cfg nadpisany?
  12. Z tym co podałeś nawet serwera nie moge uruchomić: L 06/22/2016 - 23:02:01: SourceMod error session started L 06/22/2016 - 23:02:01: Info (map "de_dust2") (file "errors_20160622.log") L 06/22/2016 - 23:02:01: [SM] Exception reported: [Event Manager] Invalid event name (Event_OnClientPutInServer) in module "[Cmod:core] Stats system". Check for typos. L 06/22/2016 - 23:02:01: [SM] Blaming: cmod_core.smx() L 06/22/2016 - 23:02:01: [SM] Call stack trace: L 06/22/2016 - 23:02:01: [SM] [0] SetFailState L 06/22/2016 - 23:02:01: [SM] [1] Line 215, cmod_core\base\eventmanager.inc::EventMgr_RegisterEvent() L 06/22/2016 - 23:02:01: [SM] [2] Line 52, cmod_core\sys\stats.inc::StatsSys_OnEventsRegister() L 06/22/2016 - 23:02:01: [SM] [4] Call_Finish L 06/22/2016 - 23:02:01: [SM] [5] Line 503, cmod_core\base\eventmanager.inc::EventMgr_Forward() L 06/22/2016 - 23:02:01: [SM] [6] Line 277, cmod_core.sp::OnPluginStart() L 06/22/2016 - 23:02:01: [SM] Exception reported: Invalid memory access L 06/22/2016 - 23:02:01: [SM] Blaming: cmod_core.smx() L 06/22/2016 - 23:02:01: [SM] Call stack trace: L 06/22/2016 - 23:02:01: [SM] [1] Line 457, cmod_core\base\eventmanager.inc::EventMgr_Forward() L 06/22/2016 - 23:02:01: [SM] [2] Line 277, cmod_core.sp::OnPluginStart()
  13. Zrobilem to tak: W sql zmienilem: public SQLSys_OnEventsRegister(){ #if defined EVENT_MANAGER EventMgr_RegisterEvent(g_moduleSQLSys, "Event_OnClientAuthorized", "SQLSys_OnClientAuthorized"); EventMgr_RegisterEvent(g_moduleSQLSys, "Event_OnClientDisconnect", "SQLSys_OnClientDisconnect"); #endif } public SQLSys_OnClientAuthorized(client){ g_iCmodPlayerClass[client] = 0; SQLSys_Load(client, 0); } Oraz w pliku project_events dodałem new ProjectEvent:g_EvOnClientAuthorized; public OnClientAuthorized(client) { // Forward event to all modules. new any:eventdata[1][1]; eventdata[0][0] = client; EventMgr_Forward(g_EvOnClientAuthorized, eventdata, sizeof(eventdata), sizeof(eventdata[]), g_CommonDataType2); } g_EvOnClientAuthorized = EventMgr_CreateEvent("Event_OnClientAuthorized"); Tutaj cały plik project_events: /* * ============================================================================ * * Project * * File: project_events.inc * Type: Base * Description: Event hooking and definitions. Any event-related stuff for your project should go here. * * Copyright (C) 2009-2010 Greyscale * * 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 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 General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/>. * * ============================================================================ */ /** * The max number of events that the project can have. */ #define PROJECT_MAX_EVENTS 128 /** * Event tag. */ enum ProjectEvent { INVALID_EVENT = -1 /** Used as an invalid event. */ } /** * Global variables to store each event's ID. */ // Cross-game events new ProjectEvent:g_EvOnAllPluginsLoaded; new ProjectEvent:g_EvOnPluginEnd; new ProjectEvent:g_EvOnEventsRegister; new ProjectEvent:g_EvOnEventsReady; new ProjectEvent:g_EvOnAllModulesLoaded; new ProjectEvent:g_EvOnModuleEnable; new ProjectEvent:g_EvOnMyModuleEnable; new ProjectEvent:g_EvOnModuleDisable; new ProjectEvent:g_EvOnMyModuleDisable; new ProjectEvent:g_EvOnMapStart; new ProjectEvent:g_EvOnMapEnd; new ProjectEvent:g_EvOnAutoConfigsBuffered; new ProjectEvent:g_EvOnConfigsExecuted; new ProjectEvent:g_EvOnClientPutInServer; new ProjectEvent:g_EvOnClientAuthorized; new ProjectEvent:g_EvOnClientDisconnect; new ProjectEvent:g_EvOnClassChangeFail; new ProjectEvent:g_EvOnClassChangeSuccess; // CS:S events. #if defined PROJECT_GAME_CSGO new ProjectEvent:g_EvRoundStart; new ProjectEvent:g_EvRoundFreezeEnd; new ProjectEvent:g_EvRoundEnd; new ProjectEvent:g_EvPlayerTeam; new ProjectEvent:g_EvPlayerSpawn; new ProjectEvent:g_EvPlayerHurt; new ProjectEvent:g_EvPlayerDeath; new ProjectEvent:g_EvPlayerJump; new ProjectEvent:g_EvItemEquip; new ProjectEvent:g_EvWeaponFire; new ProjectEvent:g_EvPlantBomb; new ProjectEvent:g_EvDefuseBomb; new ProjectEvent:g_EvRescueHost; new ProjectEvent:g_EvItemPickUp; //new ProjectEvent:g_EvWeaponEntityFire; #endif /** * Datatypes that can be passed with each event to modules. * Don't touch this! */ enum EventDataTypes { DataType_Cell, DataType_CellRef, DataType_Float, DataType_FloatRef, DataType_Array, DataType_ArrayRef, DataType_String, DataType_StringRef, } /** * Common data type info. */ // When forwarding custom events with no data, use this for the 'eventdata' parameter in EventMgr_Forward stock any:g_CommonEventData1[][] = {{0}}; // If you are using g_CommonEventData1, then the next parameter should be this. This indicates you are passing no data. stock EventDataTypes:g_CommonDataType1[] = {}; // This indicates that you are passing a single cell into an event. Common for events that only pass a client index. stock EventDataTypes:g_CommonDataType2[] = {DataType_Cell}; // ********************************************** // SourceMod Forwards // ********************************************** /** * All plugins have loaded. */ public OnAllPluginsLoaded() { // Forward event to all modules. EventMgr_Forward(g_EvOnAllPluginsLoaded, g_CommonEventData1, 0, 0, g_CommonDataType1); } /** * The map has started. */ public OnMapStart() { // Forward event to all modules. EventMgr_Forward(g_EvOnMapStart, g_CommonEventData1, 0, 0, g_CommonDataType1); } /** * The map has ended. */ public OnMapEnd() { // Forward event to all modules. EventMgr_Forward(g_EvOnMapEnd, g_CommonEventData1, 0, 0, g_CommonDataType1); } /** * This is called before OnConfigsExecuted but any time after OnMapStart. * Per-map settings should be set here. */ public OnAutoConfigsBuffered() { // Forward event to all modules. EventMgr_Forward(g_EvOnAutoConfigsBuffered, g_CommonEventData1, 0, 0, g_CommonDataType1); } /** * All convars are set, cvar-dependent code should use this. */ public OnConfigsExecuted() { // Forward event to all modules. EventMgr_Forward(g_EvOnConfigsExecuted, g_CommonEventData1, 0, 0, g_CommonDataType1); } /** * Client has joined the server. * * @param client The client index. */ public OnClientPutInServer(client) { // Forward event to all modules. new any:eventdata[1][1]; eventdata[0][0] = client; EventMgr_Forward(g_EvOnClientPutInServer, eventdata, sizeof(eventdata), sizeof(eventdata[]), g_CommonDataType2); } /** * Client has joined the server. * * @param client The client index. */ public OnClientAuthorized(client) { // Forward event to all modules. new any:eventdata[1][1]; eventdata[0][0] = client; EventMgr_Forward(g_EvOnClientAuthorized, eventdata, sizeof(eventdata), sizeof(eventdata[]), g_CommonDataType2); } /** * Client is disconnecting from the server. * * @param client The client index. */ public OnClientDisconnect(client) { // Forward event to all modules. new any:eventdata[1][1]; eventdata[0][0] = client; EventMgr_Forward(g_EvOnClientDisconnect, eventdata, sizeof(eventdata), sizeof(eventdata[]), g_CommonDataType2); } public OnClassChangeFail(client) { // Forward event to all modules. new any:eventdata[1][1]; eventdata[0][0] = client; EventMgr_Forward(g_EvOnClassChangeFail, eventdata, sizeof(eventdata), sizeof(eventdata[]), g_CommonDataType2); } public OnClassChangeSuccess(client) { // Forward event to all modules. new any:eventdata[1][1]; eventdata[0][0] = client; EventMgr_Forward(g_EvOnClassChangeSuccess, eventdata, sizeof(eventdata), sizeof(eventdata[]), g_CommonDataType2); } // ********************************************** // Game Event Creating // ********************************************** /** * This is called from the event manager in OnPluginStart. * Create the events you want to forward to modules here. */ stock EventMgr_CreateEvents() { // Hook events to manage and forward to modules. // Cross-game events. g_EvOnAllPluginsLoaded = EventMgr_CreateEvent("Event_OnAllPluginsLoaded"); /** All plugins have loaded. */ g_EvOnPluginEnd = EventMgr_CreateEvent("Event_OnPluginEnd"); /** Plugin is ending. */ g_EvOnEventsRegister = EventMgr_CreateEvent("Event_OnEventsRegister"); /** All events are created, modules should register them here. */ g_EvOnEventsReady = EventMgr_CreateEvent("Event_OnEventsReady"); /** All events are created AND registered by here. Event priority can be changed here. */ g_EvOnAllModulesLoaded = EventMgr_CreateEvent("Event_OnAllModulesLoaded"); /** All modules have been registered. */ g_EvOnModuleEnable = EventMgr_CreateEvent("Event_OnModuleEnable"); /** A module has been enabled. */ g_EvOnMyModuleEnable = EventMgr_CreateEvent("Event_OnMyModuleEnable"); /** The module that hooked this event callback has been enabled. */ g_EvOnModuleDisable = EventMgr_CreateEvent("Event_OnModuleDisable"); /** A module has been disabled. */ g_EvOnMyModuleDisable = EventMgr_CreateEvent("Event_OnMyModuleDisable"); /** The module that hooked this event callback has been disabled. */ g_EvOnMapStart = EventMgr_CreateEvent("Event_OnMapStart"); /** The map has started. */ g_EvOnMapEnd = EventMgr_CreateEvent("Event_OnMapEnd"); /** The map has ended. */ g_EvOnAutoConfigsBuffered = EventMgr_CreateEvent("Event_OnAutoConfigsBuffered"); /** This is called before OnConfigsExecuted but any time after OnMapStart. */ g_EvOnConfigsExecuted = EventMgr_CreateEvent("Event_OnConfigsExecuted"); /** All convars are set, cvar-dependent code should use this. */ g_EvOnClientPutInServer = EventMgr_CreateEvent("Event_OnClientPutInServer"); /** Client has joined the server. */ g_EvOnClientAuthorized = EventMgr_CreateEvent("Event_OnClientAuthorized"); /** Client has joined the server. */ g_EvOnClientDisconnect = EventMgr_CreateEvent("Event_OnClientDisconnect"); /** Client is disconnecting from the server. */ g_EvOnClassChangeFail = EventMgr_CreateEvent("Event_OnClassChangeFail"); g_EvOnClassChangeSuccess = EventMgr_CreateEvent("Event_OnClassChangeSuccess"); // CS:S events. #if defined PROJECT_GAME_CSGO g_EvRoundStart = EventMgr_CreateEvent("Event_RoundStart"); /** Round has started. */ g_EvRoundFreezeEnd = EventMgr_CreateEvent("Event_RoundFreezeEnd"); /** Pre-round freezetime has finished. */ g_EvRoundEnd = EventMgr_CreateEvent("Event_RoundEnd"); /** Round has ended. */ g_EvPlayerTeam = EventMgr_CreateEvent("Event_PlayerTeam"); /** Client has joined a team. */ g_EvPlayerSpawn = EventMgr_CreateEvent("Event_PlayerSpawn"); /** Client has spawned. */ g_EvPlayerHurt = EventMgr_CreateEvent("Event_PlayerHurt"); /** Client has been damaged. */ g_EvPlayerDeath = EventMgr_CreateEvent("Event_PlayerDeath"); /** Client has been killed. */ g_EvPlayerJump = EventMgr_CreateEvent("Event_PlayerJump"); /** Client has jumped. */ g_EvItemEquip = EventMgr_CreateEvent("Event_ItemEquip"); g_EvWeaponFire = EventMgr_CreateEvent("Event_WeaponFire"); /** Client has fired a weapon. */ g_EvPlantBomb = EventMgr_CreateEvent("Event_PlantBomb"); /** Bomb planted. */ g_EvDefuseBomb = EventMgr_CreateEvent("Event_DefuseBomb"); /** Bomb planted. */ g_EvRescueHost = EventMgr_CreateEvent("Event_RescueHost"); /** Hescue hostage. */ g_EvItemPickUp = EventMgr_CreateEvent("Event_ItemPickUp"); /** Item PickUp. */ //g_EvWeaponEntityFire = EventMgr_CreateEvent("Event_WeaponEntityFire"); /** Client has fired a weapon. (returns weapon entity index) */ #endif // HL2DM events. #if defined PROJECT_GAME_HL2DM #endif // DOD events. #if defined PROJECT_GAME_DOD #endif // TF2 events. #if defined PROJECT_GAME_TF2 #endif // L4D events. #if defined PROJECT_GAME_L4D #endif // L4D2 events. #if defined PROJECT_GAME_L4D2 #endif } // ********************************************** // Game Event Hooking // ********************************************** /** * This is called from the event manager in OnPluginStart. * Hook the events you want to forward to modules here. */ stock EventMgr_HookEvents() { // Hook events to manage and forward to modules. // CS:S events. #if defined PROJECT_GAME_CSGO HookEvent("round_start", GameEvent_RoundStart); HookEvent("round_freeze_end", GameEvent_RoundFreezeEnd); HookEvent("round_end", GameEvent_RoundEnd); HookEvent("player_team", GameEvent_PlayerTeam); HookEvent("player_spawn", GameEvent_PlayerSpawn); HookEvent("player_hurt", GameEvent_PlayerHurt); HookEvent("player_death", GameEvent_PlayerDeath); HookEvent("player_jump", GameEvent_PlayerJump); HookEvent("item_equip", GameEvent_ItemEquip, EventHookMode_Pre); HookEvent("weapon_fire", GameEvent_WeaponFire); HookEvent("bomb_planted", GameEvent_PlantBomb); HookEvent("bomb_defused", GameEvent_DefuseBomb); HookEvent("hostage_rescued", GameEvent_RescueHost); HookEvent("item_pickup", GameEvent_ItemPickUp, EventHookMode_Pre); #endif // HL2DM events. #if defined PROJECT_GAME_HL2DM #endif // DOD events. #if defined PROJECT_GAME_DOD #endif // TF2 events. #if defined PROJECT_GAME_TF2 #endif // L4D events. #if defined PROJECT_GAME_L4D #endif // L4D2 events. #if defined PROJECT_GAME_L4D2 #endif } // ********************************************** // CS:S Game Event Callbacks // ********************************************** #if defined PROJECT_GAME_CSGO /** * Round has started. * * @param event Handle to event. This could be INVALID_HANDLE if every plugin hooking * this event has set the hook mode EventHookMode_PostNoCopy. * @param name String containing the name of the event. * @param dontBroadcast True if event was not broadcast to clients, false otherwise. */ public GameEvent_RoundStart(Handle:event, const String:name[], bool:dontBroadcast) { // Forward event to all modules. EventMgr_Forward(g_EvRoundStart, g_CommonEventData1, 0, 0, g_CommonDataType1); } /** * Pre-round freezetime has finished. * * @param event Handle to event. This could be INVALID_HANDLE if every plugin hooking * this event has set the hook mode EventHookMode_PostNoCopy. * @param name String containing the name of the event. * @param dontBroadcast True if event was not broadcast to clients, false otherwise. */ public GameEvent_RoundFreezeEnd(Handle:event, const String:name[], bool:dontBroadcast) { // Forward event to all modules. EventMgr_Forward(g_EvRoundFreezeEnd, g_CommonEventData1, 0, 0, g_CommonDataType1); } /** * Round has ended. * * @param event Handle to event. This could be INVALID_HANDLE if every plugin hooking * this event has set the hook mode EventHookMode_PostNoCopy. * @param name String containing the name of the event. * @param dontBroadcast True if event was not broadcast to clients, false otherwise. */ public GameEvent_RoundEnd(Handle:event, const String:name[], bool:dontBroadcast) { // Forward event to all modules. new any:eventdata[1][1]; eventdata[0][0] = GetEventInt(event, "winner"); EventMgr_Forward(g_EvRoundEnd, eventdata, sizeof(eventdata), sizeof(eventdata[]), g_CommonDataType2); } /** * Client has joined a team. * * @param event Handle to event. This could be INVALID_HANDLE if every plugin hooking * this event has set the hook mode EventHookMode_PostNoCopy. * @param name String containing the name of the event. * @param dontBroadcast True if event was not broadcast to clients, false otherwise. */ public GameEvent_PlayerTeam(Handle:event, const String:name[], bool:dontBroadcast) { // Forward event to all modules. static EventDataTypes:eventdatatypes[] = {DataType_Cell, DataType_Cell, DataType_Cell, DataType_Cell}; new any:eventdata[sizeof(eventdatatypes)][1]; eventdata[0][0] = GetClientOfUserId(GetEventInt(event, "userid")); eventdata[1][0] = GetEventInt(event, "team"); eventdata[2][0] = GetEventInt(event, "oldteam"); eventdata[3][0] = GetEventBool(event, "disconnect"); EventMgr_Forward(g_EvPlayerTeam, eventdata, sizeof(eventdata), sizeof(eventdata[]), eventdatatypes); } /** * Client has spawned. * * @param event Handle to event. This could be INVALID_HANDLE if every plugin hooking * this event has set the hook mode EventHookMode_PostNoCopy. * @param name String containing the name of the event. * @param dontBroadcast True if event was not broadcast to clients, false otherwise. */ public GameEvent_PlayerSpawn(Handle:event, const String:name[], bool:dontBroadcast) { // Forward event to all modules. new any:eventdata[1][1]; eventdata[0][0] = GetClientOfUserId(GetEventInt(event, "userid")); EventMgr_Forward(g_EvPlayerSpawn, eventdata, sizeof(eventdata), sizeof(eventdata[]), g_CommonDataType2); } /** * Client has been damaged. * * @param event Handle to event. This could be INVALID_HANDLE if every plugin hooking * this event has set the hook mode EventHookMode_PostNoCopy. * @param name String containing the name of the event. * @param dontBroadcast True if event was not broadcast to clients, false otherwise. */ public GameEvent_PlayerHurt(Handle:event, const String:name[], bool:dontBroadcast) { // Forward event to all modules. static EventDataTypes:eventdatatypes[] = {DataType_Cell, DataType_Cell, DataType_Cell, DataType_Cell, DataType_String, DataType_Cell, DataType_Cell, DataType_Cell}; new any:eventdata[sizeof(eventdatatypes)][32]; eventdata[0][0] = GetClientOfUserId(GetEventInt(event, "userid")); eventdata[1][0] = GetClientOfUserId(GetEventInt(event, "attacker")); eventdata[2][0] = GetEventInt(event, "health"); eventdata[3][0] = GetEventInt(event, "armor"); GetEventString(event, "weapon", eventdata[4], sizeof(eventdata[])); eventdata[5][0] = GetEventInt(event, "dmg_health"); eventdata[6][0] = GetEventInt(event, "dmg_armor"); eventdata[7][0] = GetEventInt(event, "hitgroup"); EventMgr_Forward(g_EvPlayerHurt, eventdata, sizeof(eventdata), sizeof(eventdata[]), eventdatatypes); } /** * Client has been killed. * * @param event Handle to event. This could be INVALID_HANDLE if every plugin hooking * this event has set the hook mode EventHookMode_PostNoCopy. * @param name String containing the name of the event. * @param dontBroadcast True if event was not broadcast to clients, false otherwise. */ public GameEvent_PlayerDeath(Handle:event, const String:name[], bool:dontBroadcast) { // Forward event to all modules. static EventDataTypes:eventdatatypes[] = {DataType_Cell, DataType_Cell, DataType_Cell, DataType_String, DataType_Cell}; new any:eventdata[sizeof(eventdatatypes)][32]; eventdata[0][0] = GetClientOfUserId(GetEventInt(event, "userid")); eventdata[1][0] = GetClientOfUserId(GetEventInt(event, "attacker")); eventdata[2][0] = GetClientOfUserId(GetEventInt(event, "assister")); GetEventString(event, "weapon", eventdata[3], sizeof(eventdata[])); eventdata[4][0] = GetEventInt(event, "headshot"); EventMgr_Forward(g_EvPlayerDeath, eventdata, sizeof(eventdata), sizeof(eventdata[]), eventdatatypes); } /** * Client has jumped. * * @param event Handle to event. This could be INVALID_HANDLE if every plugin hooking * this event has set the hook mode EventHookMode_PostNoCopy. * @param name String containing the name of the event. * @param dontBroadcast True if event was not broadcast to clients, false otherwise. */ public GameEvent_PlayerJump(Handle:event, const String:name[], bool:dontBroadcast) { // Forward event to all modules. new any:eventdata[1][1]; eventdata[0][0] = GetClientOfUserId(GetEventInt(event, "userid")); EventMgr_Forward(g_EvPlayerJump, eventdata, 1, 1, g_CommonDataType2); } public GameEvent_ItemEquip(Handle:event, const String:name[], bool:dontBroadcast) { static EventDataTypes:eventdatatypes[] = {DataType_Cell, DataType_String}; new any:eventdata[sizeof(eventdatatypes)][32]; // Forward event to all modules. eventdata[0][0] = GetClientOfUserId(GetEventInt(event, "userid")); GetEventString(event, "item", eventdata[1], sizeof(eventdata[])); EventMgr_Forward(g_EvItemEquip, eventdata, sizeof(eventdata), sizeof(eventdata[]), eventdatatypes); } /** * Client has fired a weapon. * * @param event Handle to event. This could be INVALID_HANDLE if every plugin hooking * this event has set the hook mode EventHookMode_PostNoCopy. * @param name String containing the name of the event. * @param dontBroadcast True if event was not broadcast to clients, false otherwise. */ public GameEvent_WeaponFire(Handle:event, const String:name[], bool:dontBroadcast) { // Forward event to all modules. (WeaponFire) static EventDataTypes:eventdatatypes[] = {DataType_Cell, DataType_String}; new any:eventdata[sizeof(eventdatatypes)][32]; eventdata[0][0] = GetClientOfUserId(GetEventInt(event, "userid")); GetEventString(event, "weapon", eventdata[1], sizeof(eventdata[])); EventMgr_Forward(g_EvWeaponFire, eventdata, sizeof(eventdata), sizeof(eventdata[]), eventdatatypes); /* // Forward event to all modules. (WeaponEntityFire) new eventdata2[sizeof(eventdatatypes)][1]; static EventDataTypes:eventdatatypes2[] = {DataType_Cell, DataType_Cell}; decl String:classname[32]; new weaponentity; // Loop through all entities. new maxentities = GetMaxEntities(); for (new entity = MaxClients; entity < maxentities; entity++) { if (!IsValidEntity(entity)) continue; GetEdictClassname(entity, classname, sizeof(classname)); if (StrContains(classname, eventdata[1], false) == -1) continue; if (eventdata[0][0] == GetEntPropEnt(entity, Prop_Data, "m_hOwner")) { weaponentity = entity; break; } } eventdata2[0][0] = eventdata[0][0]; eventdata2[1][0] = weaponentity; EventMgr_Forward(g_EvWeaponEntityFire, eventdata2, sizeof(eventdata2), sizeof(eventdata2[]), eventdatatypes2); */ } public GameEvent_PlantBomb(Handle:event, const String:name[], bool:dontBroadcast) { // Forward event to all modules. (WeaponFire) new any:eventdata[1][1]; eventdata[0][0] = GetClientOfUserId(GetEventInt(event, "userid")); EventMgr_Forward(g_EvPlantBomb, eventdata, 1, 1, g_CommonDataType2); } public GameEvent_DefuseBomb(Handle:event, const String:name[], bool:dontBroadcast) { // Forward event to all modules. (WeaponFire) new any:eventdata[1][1]; eventdata[0][0] = GetClientOfUserId(GetEventInt(event, "userid")); EventMgr_Forward(g_EvDefuseBomb, eventdata, 1, 1, g_CommonDataType2); } public GameEvent_RescueHost(Handle:event, const String:name[], bool:dontBroadcast) { // Forward event to all modules. (WeaponFire) new any:eventdata[1][1]; eventdata[0][0] = GetClientOfUserId(GetEventInt(event, "userid")); EventMgr_Forward(g_EvRescueHost, eventdata, 1, 1, g_CommonDataType2); } public Action:GameEvent_ItemPickUp(Handle:event, const String:name[], bool:dontBroadcast) { static EventDataTypes:eventdatatypes[] = {DataType_Cell, DataType_String}; new any:eventdata[sizeof(eventdatatypes)][32]; eventdata[0][0] = GetClientOfUserId(GetEventInt(event, "userid")); GetEventString(event, "item", eventdata[1], sizeof(eventdata[])); EventMgr_Forward(g_EvItemPickUp, eventdata, sizeof(eventdata), sizeof(eventdata[]), eventdatatypes); } #endif Nie mam pojęcia czy to zrobiłem jak należy, dodałem to zamiast zamienic tylko dlatego ponieważ nie tylko sql kożystał u mnie z PutInServer. Daj znać czy coś jeszcze powinienem lub czy jest dobrze. Nie wiem czy tutaj zrobiłem tak jak ma być, według mnie nie: public OnClientAuthorized(client) { // Forward event to all modules. new any:eventdata[1][1]; eventdata[0][0] = client; EventMgr_Forward(g_EvOnClientAuthorized, eventdata, sizeof(eventdata), sizeof(eventdata[]), g_CommonDataType2); }
  14. Czyli co mam zrobić, jestem w tym ciemny :P Dałbyś gotowca hehe xD Może nie tyle co znika lvl a po prostu komuś wczytuje czyjś lvl może to być większy może mniejszy i po prostu baza go od razu zapisuje.
  15. Witam. Mam problem z lvl na moim COD. Ludziom czasami lvl znika a niektórzy po prostu dostają znikąd lvl (Pewnie czyjś się kopiuje). Jest to strasznie problematyczne. Czy ktoś wie jak to naprawić??? Tutaj zapodaję jak wygląda mój sql.inc #define SQL_SYS stock Module:g_moduleSQLSys; public SQLSys_OnPluginStart(){ new moduledata[ModuleData]; moduledata[ModuleData_Disabled] = false; moduledata[ModuleData_Hidden] = true; strcopy(moduledata[ModuleData_FullName], MM_DATA_FULLNAME, "[Cmod:core] Save data system"); strcopy(moduledata[ModuleData_ShortName], MM_DATA_SHORTNAME, "SQLSys"); strcopy(moduledata[ModuleData_Description], MM_DATA_DESCRIPTION, "Basic save system"); moduledata[ModuleData_Dependencies][0] = INVALID_MODULE; g_moduleSQLSys = ModuleMgr_Register(moduledata); EventMgr_RegisterEvent(g_moduleSQLSys, "Event_OnEventsRegister", "SQLSys_OnEventsRegister"); g_hCmodSQL = SQLite_UseDatabase("codmod_lvl", g_sCmodSQLError, sizeof(g_sCmodSQLError)); if(g_hCmodSQL == INVALID_HANDLE) PrintToServer("Could not connect: %s", g_sCmodSQLError); SQL_FastQuery(g_hCmodSQL, "CREATE VIRTUAL TABLE IF NOT EXISTS codmod_info USING fts4(steamid, class);"); SQL_FastQuery(g_hCmodSQL, "CREATE TABLE IF NOT EXISTS codmod (id INTEGER primary key autoincrement, steamid TEXT references codmod_info(steamid), class TEXT references codmod_info(class), lvl INTEGER, exp INTEGER, sInt INTEGER, sCon INTEGER, sStr INTEGER, sDex INTEGER, UNIQUE(steamid, class) ON CONFLICT REPLACE);"); } public SQLSys_OnEventsRegister(){ #if defined EVENT_MANAGER EventMgr_RegisterEvent(g_moduleSQLSys, "Event_OnClientPutInServer", "SQLSys_OnClientPutInServer"); EventMgr_RegisterEvent(g_moduleSQLSys, "Event_OnClientDisconnect", "SQLSys_OnClientDisconnect"); #endif } public SQLSys_OnClientPutInServer(client){ g_iCmodPlayerClass[client] = 0; SQLSys_Load(client, 0); } public SQLSys_OnClientDisconnect(client){ SQLSys_Save(client); } public SQLSys_Save(id) { decl String:_tmp[1025]; decl String:_authid[64]; if(IsFakeClient(id)) return; if(!GetClientAuthId(id, AuthId_Steam2, _authid, 63)) return; //LogError("_auth = %s", _authid); Format(_tmp, sizeof(_tmp), "INSERT INTO codmod (steamid, class, lvl, exp, sInt, sCon, sStr, sDex) VALUES ('%s', '%s', %d, %d, %d, %d, %d, %d);", _authid, g_sCmodClassName[g_iCmodPlayerClass[id]], g_iCmodLvl[id], g_iCmodExp[id], g_iCmodPlayerINT[id], g_iCmodPlayerCON[id], g_iCmodPlayerSTR[id], g_iCmodPlayerDEX[id]); SQL_TQuery(g_hCmodSQL, SQLSys_SaveHandle, _tmp); } public SQLSys_SaveHandle(Handle:owner, Handle:hndl, const String:error[], any:data){ if (hndl == INVALID_HANDLE){ LogError("[Cmod:SQL:Save]Query failed! %s", error); } } public SQLSys_Load(id, classN) { new String:_tmp[513]; decl String:_authid[64]; if(!GetClientAuthId(id, AuthId_Steam2, _authid, 63)) return -1; Format(_tmp, sizeof(_tmp), "SELECT lvl, exp, sInt, sCon, sStr, sDex FROM codmod WHERE steamID = '%s' AND class = '%s';", _authid, g_sCmodClassName[classN]); new Handle:_query = SQL_Query(g_hCmodSQL, _tmp); if(_query == INVALID_HANDLE){ SQL_GetError(g_hCmodSQL, g_sCmodSQLError, sizeof(g_sCmodSQLError)); PrintToServer("Failed to readClassFromDB query (error: %s)", g_sCmodSQLError); return 0; } if(SQL_GetRowCount(_query)){ g_iCmodLvl[id] = SQL_FetchInt(_query, 0); g_iCmodExp[id] = SQL_FetchInt(_query, 1); g_iCmodPlayerINT[id] = SQL_FetchInt(_query, 2); g_iCmodPlayerCON[id] = SQL_FetchInt(_query, 3); g_iCmodPlayerSTR[id] = SQL_FetchInt(_query, 4); g_iCmodPlayerDEX[id] = SQL_FetchInt(_query, 5); g_iCmodPlayerPoint[id] = (g_iCmodLvl[id]-1)*2-g_iCmodPlayerINT[id]-g_iCmodPlayerCON[id]-g_iCmodPlayerSTR[id]-g_iCmodPlayerDEX[id]; }else{ g_iCmodLvl[id] = 1; g_iCmodExp[id] = 0; g_iCmodPlayerPoint[id] = 0; g_iCmodPlayerINT[id] = 0; g_iCmodPlayerCON[id] = 0; g_iCmodPlayerSTR[id] = 0; g_iCmodPlayerDEX[id] = 0; } CloseHandle(_query); return 1; } public SQLSys_LoadLvl(id, classN) { new String:_tmp[513]; decl String:_authid[64]; if(!GetClientAuthId(id, AuthId_Steam2, _authid, 63)) return -1; Format(_tmp, sizeof(_tmp), "SELECT lvl FROM codmod WHERE steamID = '%s' AND class = '%s';", _authid, g_sCmodClassName[classN]); new Handle:_query = SQL_Query(g_hCmodSQL, _tmp); if(_query == INVALID_HANDLE){ SQL_GetError(g_hCmodSQL, g_sCmodSQLError, sizeof(g_sCmodSQLError)); PrintToServer("Failed to query readLvlClassFromDB (error: %s)", g_sCmodSQLError); return -2; } if(SQL_GetRowCount(_query)){ new _r = SQL_FetchInt(_query, 0); CloseHandle(_query); return _r; }else{ CloseHandle(_query); return 1; } }
  16. Opis: Mam do sprzedania 2x Battlechest EU World of Warcraft + 30 Dni Gry gratis oraz najnowszy Dodatek Warlords of Draenor! Wszystko wpisujesz na nowym koncie battle.net (Na Twoje Dane). Kupując u mnie otrzymasz: - WoW Classic, - WoW The Burning Crusade, - WoW Warth of the Lich King, - Wow Cataclysm, - WoW Mists of Pandaria, - WoW Warlords of Draneor, - 30 dni darmowej gry, - Klucz Aktywujący wszystko powyżej na nowym koncie, Chcę: Interesuje mnie przelew na konto bankowe, klucz wysyłam po otrzymaniu gotówki w formie skanu. Cena około 35zł za sztukę, do ustalenia po skontaktowaniu się ze mną. Kontakt: GG: 19422596 Lub na PRIV tutaj na forum. Gdyby post był nie na miejscu proszę o skasowanie. Pozdrawiam.
  17. Nie mam błędów. Dopiero co skończyłem prace nad codem, wszystko mi działa jedyne co to exp nie działa. Ludzie go nie dostają po prostu, wieczny lvl 1 :(
  18. Tak ale jest to starsza wersja mocno zmodyfikowana.
  19. Problemem okazał się item. Po skasowaniu go wszystko się naprawiło. Temat do zamknięcia.
×
×
  • Dodaj nową pozycję...