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MYGO.pl

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Ostatnia wygrana MYGO.pl w dniu 12 Lipca 2019

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  1. [HNS] Anti Frag (1.0.0) [ Modify Knife Damage + Cooldown From Stabbing T's ] ( 1.0.0 ) .:[ ConVars ]:. Spoiler Code: // Enable Anti-Frag Plugin || 1= Yes || 0= No hns_f_enable_plugin "1" // How Much Knife Damage To T's || [Default 59 = 50 HP] hns_f_knife_damage "59.0" // (in sec) Cooldown Between Knife Stabs hns_f_knife_cooldown "5.0" // Enable Transparent After Damage || 1= Yes || 0= No hns_f_enable_transparent "0" // How Much Transparent After Hit || 0= Invisible || 120= Transparent || 255=None hns_f_transparent "120" // Body Blue Code Color Pick Here https://www.rapidtables.com/web/color/RGB_Color.html hns_f_color_b "0" // Body Green Code Color Pick Here https://www.rapidtables.com/web/color/RGB_Color.html hns_f_color_g "0" // Body Red Code Color Pick Here https://www.rapidtables.com/web/color/RGB_Color.html hns_f_color_r "255" // Enable Notification Message Chat After Damage For Attacker (CT) || 1= Yes || 0= No hns_f_enable_notify_ct "1" // Enable Notification Message Chat After Damage For Victim (T) || 1= Yes || 0= No hns_f_enable_notify_t "0" .:[ Change Log ]:. Spoiler (1.0.0) -Initial Release .:[ Download ]:. GitHub || Download Wyświetl pełny artykuł
  2. Resets scores on a new round and remembers scores for reconnecting players. Download: https://github.com/dysphie/nmrih-sco...weaks/releases Source code: https://github.com/dysphie/nmrih-scoreboard-tweaks Details: https://github.com/dysphie/nmrih-sco...-tweaks#readme Wyświetl pełny artykuł
  3. Fixes an issue where players are permanently frozen after interacting with a supply crate. It does so by removing the movement lock altogether. Download: https://github.com/dysphie/nmrih-stu...e-fix/releases Source code: https://github.com/dysphie/nmrih-stuck-supply-crate-fix Details: https://github.com/dysphie/nmrih-stu...ate-fix#readme Wyświetl pełny artykuł
  4. MYGO.pl

    RSSTurn off hats

    I use this hats plugins, but some players complain about suffering lag when players have their hats on. Is there a way to create a command so when they type /hats_off in chat it turns the hats off for them? PHP Code: #include <amxmodx> #include <amxmisc> #include <fakemeta> #define PLUG_NAME "HATS" #define PLUG_AUTH "SgtBane" #define PLUG_VERS "1.8" #define PLUG_TAG "HATS" #define PLUG_ADMIN ADMIN_RCON //Access flags required to give/remove hats #define PLUG_ADMINB ADMIN_CHAT //Access flags required to set personal hat if admin only is enabled #define OFFSET_GLOWSET 100 #define HAT_ALL 0 #define HAT_ADMIN 1 #define HAT_TERROR 2 #define HAT_COUNTER 3 #define menusize 220 #define maxTry 15 //Number of tries to get someone a non-admin random hat before giving up. #define modelpath "models/hat" stock fm_set_entity_visibility(index, visible = 1) set_pev(index, pev_effects, visible == 1 ? pev(index, pev_effects) & ~EF_NODRAW : pev(index, pev_effects) | EF_NODRAW) new g_HatEnt[33] new CurrentHat[33] new CurrentMenu[33] new HatFile[64] new MenuPages, TotalHats #define MAX_HATS 64 new HATMDL[MAX_HATS][26] new HATNAME[MAX_HATS][26] new HATREST[MAX_HATS] new P_AdminOnly new P_AdminHats new P_RandomJoin new P_BotRandom new P_ForceHat new P_Glow public plugin_init() { register_plugin(PLUG_NAME, PLUG_VERS, PLUG_AUTH) register_logevent("event_roundstart", 2, "1=Round_Start") register_event("TeamInfo", "event_team_info", "a" ) register_concmd("amx_givehat", "Give_Hat", PLUG_ADMIN, "<nick> <mdl #>") register_concmd("amx_removehats", "Remove_Hat", PLUG_ADMIN, " - Removes hats from everyone.") register_menucmd(register_menuid("\yHat Menu: [Page"), (1<<0|1<<1|1<<2|1<<3|1<<4|1<<5|1<<6|1<<7|1<<8|1<<9),"MenuCommand") register_clcmd("say /hats", "ShowMenu", -1, "Shows Knife menu") P_AdminOnly = register_cvar("hat_adminonly", "0") //Only admins can use the menu P_AdminHats = register_cvar("hat_adminhats", "1") //Allow hats for admins only (if 0, hats specifically for admins can be used by anyone) P_RandomJoin = register_cvar("hat_random", "1") //Random hats for players as they join P_BotRandom = register_cvar("hat_bots", "1") //Random hats for bots as they join P_ForceHat = register_cvar("hat_force", "0") //Force a specific hat (if not 0) P_Glow = register_cvar("hat_glow", "1") //0=None,1=GlowWithPlayer,2=TeamColor } public ShowMenu(id) { if ((get_pcvar_num(P_AdminOnly) == 1 && get_user_flags(id) & PLUG_ADMIN) || (get_pcvar_num(P_AdminOnly) == 0 && get_pcvar_num(P_ForceHat) == 0)) { CurrentMenu[id] = 1 ShowHats(id) } else { client_print(id,print_chat,"[%s] Only admins may currently use this menu.",PLUG_TAG) } return PLUGIN_HANDLED } public ShowHats(id) { new keys = (1<<0|1<<1|1<<2|1<<3|1<<4|1<<5|1<<6|1<<7|1<<8|1<<9) new szMenuBody[menusize + 1], WpnID new nLen = format(szMenuBody, menusize, "\yHat Menu: [Page %i/%i]^n",CurrentMenu[id],MenuPages) new MnuClr[3] // Get Hat Names And Add Them To The List for (new hatid=0; hatid < 8; hatid++) { WpnID = ((CurrentMenu[id] * 8) + hatid - 8) if (WpnID < TotalHats) { menucolor(id, WpnID, MnuClr) nLen += format(szMenuBody[nLen], menusize-nLen, "^n\w%i.%s %s", hatid + 1, MnuClr, HATNAME[WpnID]) } } // Next Page And Previous/Close if (CurrentMenu[id] == MenuPages) { nLen += format(szMenuBody[nLen], menusize-nLen, "^n^n\d9. Next Page") } else { nLen += format(szMenuBody[nLen], menusize-nLen, "^n^n\w9. Next Page") } if (CurrentMenu[id] > 1) { nLen += format(szMenuBody[nLen], menusize-nLen, "^n\w0. Previous Page") } else { nLen += format(szMenuBody[nLen], menusize-nLen, "^n\w0. Close") } show_menu(id, keys, szMenuBody, -1) return PLUGIN_HANDLED } public MenuCommand(id, key) { switch(key) { case 8: //9 - [Next Page] { if (CurrentMenu[id] < MenuPages) CurrentMenu[id]++ ShowHats(id) return PLUGIN_HANDLED } case 9: //0 - [Close] { CurrentMenu[id]-- if (CurrentMenu[id] > 0) ShowHats(id) return PLUGIN_HANDLED } default: { new HatID = ((CurrentMenu[id] * 8) + key - 8) if (HatID < TotalHats) { if ((get_pcvar_num(P_AdminHats) == 0 && HATREST[HatID] == HAT_ADMIN) || (get_pcvar_num(P_AdminHats) == 1 && HATREST[HatID] == HAT_ADMIN && get_user_flags(id) & PLUG_ADMINB) || HATREST[HatID] == HAT_ALL || (HATREST[HatID] == get_user_team(id) + 1)) { Set_Hat(id,HatID,id) } else { if (HATREST[HatID] == HAT_TERROR && get_user_team(id) == 2) { client_print(id,print_chat,"[%s] This hat is currently set as a Terrorist Hat.",PLUG_TAG) } else if (HATREST[HatID] == HAT_COUNTER && get_user_team(id) == 1) { client_print(id,print_chat,"[%s] This hat is currently set as Counter Terrorist.",PLUG_TAG) } else { client_print(id,print_chat,"[%s] This hat is currently set as Admin Only.",PLUG_TAG) } } } } } return PLUGIN_HANDLED } public plugin_precache() { new cfgDir[32] get_configsdir(cfgDir,31) formatex(HatFile,63,"%s/HatList.ini",cfgDir) command_load() new tmpfile [101] for (new i = 1; i < TotalHats; ++i) { format(tmpfile, 100, "%s/%s", modelpath, HATMDL[i]) if (file_exists (tmpfile)) { precache_model(tmpfile) server_print("[%s] Precached %s", PLUG_TAG, HATMDL[i]) } else { server_print("[%s] Failed to precache %s", PLUG_TAG, tmpfile) } } } public client_putinserver(id) { if (get_pcvar_num(P_ForceHat) == 1) { new forceID = get_pcvar_num(P_ForceHat) if (forceID <= TotalHats - 1) { forcehat(id, forceID) } else { set_pcvar_num(P_ForceHat, 0) } } else if (get_pcvar_num(P_RandomJoin) == 1 || (get_pcvar_num(P_BotRandom) == 1 && is_user_bot(id))) { if (get_pcvar_num(P_ForceHat) == 0) Random_Hat(id) } return PLUGIN_CONTINUE } public event_team_info() { if (get_pcvar_num(P_ForceHat) != 0) return new id = read_data(1) if (HATREST[CurrentHat[id]] == HAT_ALL) return if (HATREST[CurrentHat[id]] == HAT_ADMIN && get_user_flags(id) & PLUG_ADMINB) return new team[3] read_data(2, team, 2) switch(team[0]) { case 'C': { if (HATREST[CurrentHat[id]] != HAT_COUNTER) Random_Hat(id) } case 'T': { if (HATREST[CurrentHat[id]] != HAT_TERROR) Random_Hat(id) } case 'S': { Set_Hat(id, 0, 0) } } return } public event_roundstart() { new forceID = get_pcvar_num(P_ForceHat) for (new i = 0; i < get_maxplayers(); ++i) { if (is_user_connected(i) && g_HatEnt[i] > 0) { if (forceID != 0) { forcehat(i, forceID) } glowhat(i) } } return PLUGIN_CONTINUE } public Give_Hat(id, req_flag) { if( !(get_user_flags(id) & req_flag) ) return PLUGIN_HANDLED new smodelnum[5], name[32] read_argv(1,name,31) read_argv(2,smodelnum,4) new player = cmd_target(id,name,2) if (!player) { client_print(id,print_chat,"[%s] Player With That Name Does Not Exist.",PLUG_TAG) return PLUGIN_HANDLED } new imodelnum = (str_to_num(smodelnum)) if (imodelnum > MAX_HATS) return PLUGIN_HANDLED Set_Hat(player,imodelnum,id) return PLUGIN_CONTINUE } public Remove_Hat(id, req_flag) { if( !(get_user_flags(id) & req_flag) ) return PLUGIN_HANDLED for (new i = 0; i < get_maxplayers(); ++i) { if (is_user_connected(i) && g_HatEnt[i] > 0) { Set_Hat(id, 0, 0) } } client_print(id,print_chat,"[%s] Removed hats from everyone.",PLUG_TAG) return PLUGIN_CONTINUE } public Random_Hat(id) { new bool:foundrnd = false, cntTry = 0, randID = random_num (1, TotalHats - 1) while (cntTry < maxTry && foundrnd == false) { randID = random_num (1, TotalHats - 1) cntTry += 1 if (HATREST[randID] == HAT_ALL) foundrnd = true if (HATREST[randID] == HAT_ADMIN && get_user_flags(id) & PLUG_ADMINB) foundrnd = true if ((get_user_team(id) != 0) && HATREST[CurrentHat[id]] == get_user_team(id) + 1) foundrnd = true } if (foundrnd == true) { //If a valid random hat is found, apply it. Set_Hat(id, randID , 0) } else { //Otherwise, don't use any hat. Set_Hat(id, 0, 0) } return PLUGIN_CONTINUE } public Set_Hat(player, imodelnum, targeter) { new name[32] new tmpfile[101] format(tmpfile, 100, "%s/%s", modelpath, HATMDL[imodelnum]) get_user_name(player, name, 31) if (imodelnum == 0) { if(g_HatEnt[player] > 0) { fm_set_entity_visibility(g_HatEnt[player], 0) } if (targeter != 0) { client_print(targeter, print_chat, "[%s] Removed hat from %s",PLUG_TAG,name) } } else if (file_exists(tmpfile)) { if(g_HatEnt[player] < 1) { g_HatEnt[player] = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "info_target")) if(g_HatEnt[player] > 0) { set_pev(g_HatEnt[player], pev_movetype, MOVETYPE_FOLLOW) set_pev(g_HatEnt[player], pev_aiment, player) set_pev(g_HatEnt[player], pev_rendermode, kRenderNormal) engfunc(EngFunc_SetModel, g_HatEnt[player], tmpfile) } } else { engfunc(EngFunc_SetModel, g_HatEnt[player], tmpfile) } glowhat(player) CurrentHat[player] = imodelnum if (targeter != 0) { client_print(targeter, print_chat, "[%s] Set %s on %s",PLUG_TAG,HATNAME[imodelnum],name) } } } public command_load() { if(file_exists(HatFile)) { HATMDL[0] = "" HATNAME[0] = "None" TotalHats = 1 new TempCrapA[2] new sfLineData[128] new file = fopen(HatFile,"rt") while(file && !feof(file)) { fgets(file,sfLineData,127) // Skip Comment ; // and Empty Lines if (sfLineData[0] == ';' || strlen(sfLineData) < 1 || (sfLineData[0] == '/' && sfLineData[1] == '/')) continue // BREAK IT UP! parse(sfLineData, HATMDL[TotalHats], 25, HATNAME[TotalHats], 25, TempCrapA, 1) if (TempCrapA[0] == 'A' || TempCrapA[0] == '1') { HATREST[TotalHats] = HAT_ADMIN } else if (TempCrapA[0] == 'T' || TempCrapA[0] == '2') { HATREST[TotalHats] = HAT_TERROR } else if (TempCrapA[0] == 'C' || TempCrapA[0] == '3') { HATREST[TotalHats] = HAT_COUNTER } else { HATREST[TotalHats] = HAT_ALL } TotalHats += 1 if(TotalHats >= MAX_HATS) { server_print("[%s] Reached hat limit",PLUG_TAG) break } } if(file) fclose(file) } MenuPages = floatround((TotalHats / 8.0), floatround_ceil) server_print("[%s] Loaded %i hats, and Generated %i pages",PLUG_TAG,TotalHats,MenuPages) } menucolor(id, ItemID, MnuClr[3]) { //If its the hat they currently have on if (ItemID == CurrentHat[id]) { MnuClr = "\d" return } if (HATREST[ItemID] != HAT_ALL) { //If its an AdminHat&They are NOT an admin if (HATREST[ItemID] == HAT_ADMIN && get_pcvar_num(P_AdminHats) == 1) { if (get_user_flags(id) & PLUG_ADMINB) { MnuClr = "\y" } else { MnuClr = "\r" } //If this is a hat set for there team or not } else if (HATREST[ItemID] != get_user_team(id) + 1) { MnuClr = "\r" } else { MnuClr = "\y" } } else { MnuClr = "\w" } return } glowhat(id) { if (!pev_valid(g_HatEnt[id])) return if (get_pcvar_num(P_Glow) != 0) { //If Glowing Hats Are Enabled set_pev(g_HatEnt[id], pev_renderfx, kRenderFxGlowShell) if (get_pcvar_num(P_Glow) == 2) { //If Not Team Specific, Use Player Glow On Hat new Float:curcolors[3], Float:curamt pev(id, pev_rendercolor, curcolors) pev(id, pev_renderamt, curamt) set_pev(g_HatEnt[id], pev_rendercolor, curcolors) set_pev(g_HatEnt[id], pev_renderamt, curamt) } else { //If Team Specific, Red=T, Blue=CT if (get_user_team(id) == 1) { set_pev(g_HatEnt[id], pev_rendercolor, {200.0, 0.0, 0.0}) } else if (get_user_team(id) == 2) { set_pev(g_HatEnt[id], pev_rendercolor, {0.0, 0.0, 200.0}) } set_pev(g_HatEnt[id], pev_renderamt, 50.0) } } else { set_pev(g_HatEnt[id], pev_renderfx, kRenderFxNone) set_pev(g_HatEnt[id], pev_renderamt, 0.0) } fm_set_entity_visibility(g_HatEnt[id], 1) return } forcehat(id, forceID) { if (forceID == 0) forceID = get_pcvar_num(P_ForceHat) if (forceID != 0) { if (forceID <= TotalHats - 1) { if (forceID != CurrentHat[id]) Set_Hat(id, forceID, 0) } else { set_pcvar_num(P_ForceHat, 0) } } } Thanks! Przeczytaj cały wpis
  5. Hello, i have this code for a custom message that replaces the kill sprite from top right. Problem is that i use plugins with fakedamage, i think, and some times it gives the messages that: "player killed himself" i only modify damage of knife,glock and awp. Those 3 weapons give that message error. Is there any way around this? like detect who is the inflictor of damage to reference with the message? HTML Code: #include <amxmodx> #include <reapi> #define PLUGIN "[Reapi] Mensaje de Muerte en el Chat" #define VERSION "1.5" #define AUTHOR "[N]drs" public plugin_init() { register_plugin(PLUGIN, VERSION, AUTHOR) register_message(get_user_msgid("DeathMsg"), "OnServer_SendMessage_DeathMsg") RegisterHookChain(RG_CBasePlayer_Killed, "OnPlayer_Killed_Post", true) } public OnServer_SendMessage_DeathMsg() return PLUGIN_HANDLED public OnPlayer_Killed_Post(iVictim, iAttacker, iGib) { static szWeaponName[25] if(!iAttacker || iAttacker == iVictim) { client_print_color(0, print_team_grey, "^4[Server] ^3^4%n ^3 killed himself", iVictim) return } get_weaponname(get_user_weapon(iAttacker), szWeaponName, charsmax(szWeaponName)) replace_string(szWeaponName, charsmax(szWeaponName), "weapon_", "") client_print_color(0, print_team_grey, "[Server]^4%n ^3killed ^4%n ^3with ^4%s", iAttacker, iVictim, szWeaponName) } Przeczytaj cały wpis
  6. Simple funny function plugin I made in my server. Type !cheer to make Rochelle's laugh when you want. Cheer times default: 5 times for each player. When you used the cheer, after 20 seconds that player laugh times will add 1 you can custom the cvar by change the line 5 / 6 code. The cheer function idea from some cs server. Players can laugh each other with custom vioce when someone did stupid things or someone can laugh to eliminate the embarrassment. So i made one for my server, when i play with my firends we can laugh for fun:wink: Attached Files Get Plugin or Get Source (cheer.sp - 3.8 KB) Wyświetl pełny artykuł
  7. [Team Balancer According Player Rank] v1.0 # Description: This plugin balances the team according ranks that are saved in an DataBase [MysQL] # CVARS: sm_teambalance/!sm_teambalance - !sm_balance Activate the balance # Includes: #include <sourcemod> Attached Files teambalanceaccordingrank.smx (5.3 KB) Wyświetl pełny artykuł
  8. Hello, there is some AmX Mod X programmer who teaches me how to program that, that was my dream to be a Scripter to create my own plugins without asking others. The posts and videos explain badly and I do not understand them well PS : If there is a scripter who speaks in Spanish even better Discord : Sosa Nalii.#4953 Przeczytaj cały wpis
  9. Half-Life: Zombie Mod X The following stuff is the stuff the original plugin already offers. ☉ Description Quote: Zombie Mod X is a server-side modification for Half-Life. The game-play is a classic zombie outbreak scenario. Each round, a player is infected with a virus and he must infect the others in order to multiply. Round is won by exterminating the opposing force. ☰ Commands ☉ General Quote: zx_restart - restart the round. zx_setzombie [name or #userid] - turns you or the specified player into a zombie. zx_sethuman [name or #userid] - turns you or the specified player into a human. zx_debug [0/1] - shows useful information to debug the plugin. zx_light [a-z] - sets the map lighting level. [a = brightness; m = default; z = darkness]. Default: "f". zx_sky "blood_" - sets the map sky. If you leave it empty, the sky of the map will remain unchanged. zx_minplayers [0-32] - *minimum players to start a round. Default: 2* zx_firstroundtime 15 - countdown to start the first round (in seconds). zx_roundtime 240 - sets how many seconds longs the round. zx_freezetime 3 - sets how many seconds longs freeze period. zx_hud_x [-1.0 - 1.0] - sets position of HUD that shows player status on X axis. zx_hud_y [-1.0 - 1.0] - sets position of HUD that shows player status on Y axis. zx_hud_color "r g b" - sets color of HUD that shows player status. zx_nightvision_color "r g b" - sets color of nightvision on zombies. ☉ Zombie Quote: zombie_health 500 - zombie health points. zombie_armor 250 - zombie armor points. zombie_gravity 0.5 - zombie gravity. zombie_maxspeed 360 - zombie max speed. zombie_frags_infection 1 - frags given by infecting a human. ☉ Human Quote: human_health 100 - human health points. human_armor 0 - human armor points. human_gravity 1.0 - human gravity. human_maxspeed 300 - human max speed. human_frags_kill 5 - frags given by killing a zombie. ☉ New Features Human Classes!Gunslinger - Feat Boomstick Scout - Feat Dual MP5k's Sniper - nothing yet! Scientist - Feat MP40 The humans get an axe after getting 10 frags Custom weapons for the classes with custom clipsizes Custom gravity and maxspeed per class ☰ New Commands human_gunslinger_gravity 1.0 - Gunslinger's Gravity human_gunslinger_maxspeed 300 - Gunslinger's Maxspeed human_scout_gravity 0.9 - Scout's Gravity human_scout_maxspeed 330 - Scout's Maxspeed human_sniper_gravity 0.5 - Sniper's Gravity human_sniper_maxspeed 310 - Sniper's Maxspeed human_scientist_gravity 1.0 - Scientist's Gravity human_scientist_maxspeed 300 - Scientist's MaxSpeed human_frags_axe 10 - Frags Until humans get the Axe as a weapon. ☰ Requirements AMX Mod X 1.9 or newer. Playermodels API by rtxa ☆ Thanks to: rtxa - For the original mod and the Playermodels API Koshak - Port to HL of zombie model from CSO. ConnorMcLeod - Weapon's Maxclip which I adapted to Half Life for this mod. For installation check the original mod installation instructions The human class skin list goes into the configs folder inside the amxmodx folder. If you have any feedback or issues, please, let me know! Attached Files zx_extras_resources.zip (3.87 MB) humanclass-skin-list.cfg (164 Bytes) Przeczytaj cały wpis
  10. About Something I've always wanted, for my hard realism server. I still couldn't get "m_iExtraPrimaryAmmo" to work, weapon's backup ammo still changes when I actively drop weapon. After rewriting the plugin several times, I gave up on using it. So I used a separate thing to hold the backup ammo value. Feature list -Randomizes ammo range for weapon clips (when you first pick up a new weapon). -Randomizes a weapon's reserve ammo amount (when you first pick up a new weapon). -Drop a weapon with the same equip slot as the target weapon before picking up the weapon. Prevents weapon ammo from being refreshed(When approaching the weapon_spawn). Credits -Psykotik (Crasher_3637) Ammunition Variation Plugin. Gave me the idea to write this plugin. -Machine, dcx2, Electr0 /z, Senip, Shao, Zheldorg L4D2] Weapon Drop Plugin. Refer to their code to solve the unexpected "IN_USE" problem. -NoroHime [L4D & L4D2] Take Ammo From Previous Weapon Plugin. Learned from his plugin how to set the reserve ammo value, although mine now uses a separate ammo count. The most surprising thing is that I now know that the "smlib" library. :) [L4D & L4D2] HUD Hiddens Plugin. Learn how to use Forward "OnGameFrame". ConVar Spoiler PHP Code: // This file was auto-generated by SourceMod (v1.11.0.6906) // ConVars for plugin "l4d2_RandomAmmo.smx" // Enabled Debug Mode? // 0 or other value= Disabled, 1 = Enabled // If Enabled,Check in-game chat and server console output. // - // Default: "0" l4d2_AR_Debug "0" // Enable this plugins? // 0 or other value = Disabled, 1 = Enabled // All ConVar naming rule below follow: // l4d2_AM_SmgMin SMG(mac-10) Min Primary Ammo // l4d2_AM_SmgRMin SMG(mac-10) Min Reserved Ammo // - // Default: "0" l4d2_AR_Enabled "0" // Sync spare ammo every how many server frames? // Should not be less than the weapon's minimum reload time. // For a server tick rate of 20, the default will be to sync every 0.25s. // - // Default: "5" l4d2_AR_FrameCount "5" // The size of the array used to store weapon data, this determines the maximum number of weapon entities allowed for the plugin to work properly. // Do not set this value too large! If the plugin works, it probably doesn't need to be changed. // - // Default: "128" l4d2_AR_MaxSaveWeapon "128" // - // Default: "30" l4d2_RA_Ak47Max "30" // - // Default: "0" l4d2_RA_Ak47Min "0" // - // Default: "120" l4d2_RA_Ak47_RMax "120" // - // Default: "90" l4d2_RA_Ak47_RMin "90" // - // Default: "6" l4d2_RA_AutoMax "6" // - // Default: "4" l4d2_RA_AutoMin "4" // - // Default: "20" l4d2_RA_Auto_RMax "20" // - // Default: "12" l4d2_RA_Auto_RMin "12" // - // Default: "10" l4d2_RA_AwpMax "10" // - // Default: "1" l4d2_RA_AwpMin "1" // - // Default: "40" l4d2_RA_Awp_RMax "40" // - // Default: "20" l4d2_RA_Awp_RMin "20" // - // Default: "6" l4d2_RA_ChromeMax "6" // - // Default: "3" l4d2_RA_ChromeMin "3" // - // Default: "20" l4d2_RA_Chrome_RMax "20" // - // Default: "10" l4d2_RA_Chrome_RMin "10" // - // Default: "30" l4d2_RA_DesertMax "30" // - // Default: "15" l4d2_RA_DesertMin "15" // - // Default: "120" l4d2_RA_Desert_RMax "120" // - // Default: "90" l4d2_RA_Desert_RMin "90" // - // Default: "10" l4d2_RA_HuntingMax "10" // - // Default: "0" l4d2_RA_HuntingMin "0" // - // Default: "40" l4d2_RA_Hunting_RMax "40" // - // Default: "20" l4d2_RA_Hunting_RMin "20" // - // Default: "5" l4d2_RA_Luncher_RMax "5" // - // Default: "2" l4d2_RA_Luncher_RMin "2" // - // Default: "30" l4d2_RA_M16Max "30" // - // Default: "0" l4d2_RA_M16Min "0" // - // Default: "120" l4d2_RA_M16_RMax "120" // - // Default: "90" l4d2_RA_M16_RMin "90" // - // Default: "200" l4d2_RA_M60Max "200" // - // Default: "100" l4d2_RA_M60Min "100" // - // Default: "20" l4d2_RA_MilitaryMax "20" // - // Default: "0" l4d2_RA_MilitaryMin "0" // - // Default: "80" l4d2_RA_Military_RMax "80" // - // Default: "40" l4d2_RA_Military_RMin "40" // - // Default: "7" l4d2_RA_PumpMax "7" // - // Default: "0" l4d2_RA_PumpMin "0" // - // Default: "24" l4d2_RA_Pump_RMax "24" // - // Default: "10" l4d2_RA_Pump_RMin "10" // - // Default: "10" l4d2_RA_ScoutMax "10" // - // Default: "4" l4d2_RA_ScoutMin "4" // - // Default: "40" l4d2_RA_Scout_RMax "40" // - // Default: "20" l4d2_RA_Scout_RMin "20" // - // Default: "30" l4d2_RA_Sg552Max "30" // - // Default: "0" l4d2_RA_Sg552Min "0" // - // Default: "120" l4d2_RA_Sg552_RMax "120" // - // Default: "90" l4d2_RA_Sg552_RMin "90" // - // Default: "32" l4d2_RA_SmgMax "32" // - // Default: "24" l4d2_RA_SmgMin "24" // - // Default: "160" l4d2_RA_Smg_RMax "160" // - // Default: "96" l4d2_RA_Smg_RMin "96" // - // Default: "30" l4d2_RA_Smg_mp5Max "30" // - // Default: "10" l4d2_RA_Smg_mp5Min "10" // - // Default: "150" l4d2_RA_Smg_mp5_RMax "150" // - // Default: "90" l4d2_RA_Smg_mp5_RMin "90" // - // Default: "30" l4d2_RA_Smg_sMax "30" // - // Default: "0" l4d2_RA_Smg_sMin "0" // - // Default: "150" l4d2_RA_Smg_s_RMax "150" // - // Default: "90" l4d2_RA_Smg_s_RMin "90" // - // Default: "8" l4d2_RA_SpasMax "8" // - // Default: "0" l4d2_RA_SpasMin "0" // - // Default: "32" l4d2_RA_Spas_RMax "32" // - // Default: "0" l4d2_RA_Spas_RMin "0" Changelog Spoiler 1.0 (07-Dec-2022) - Initial release. Dependencies Left 4 DHooks Default premise of this plugin: Weapons are not infinite. @Earendil [L4D1 & L4D2] Weapon Amount Modifier If the weapons in the gun cabinet are infinite, or the shotgun is a problem, try my version. Make sure "l4d_weapon_amount_modifier.cfg" is configured to only allow a single weapon to spawn. Here is my configuration: Spoiler PHP Code: // This file was auto-generated by SourceMod (v1.11.0.6906) // ConVars for plugin "l4d_wam.smx" // Amount of adrenaline shots per spot // - // Default: "2" // Minimum: "0.000000" l4d_wam_adrenaline_amount "1" // Amount of defibrillators per spot // - // Default: "1" // Minimum: "0.000000" l4d_wam_defibrillator_amount "1" // 1 = Plugin on, 0 = Plugin off // - // Default: "1" // Minimum: "0.000000" // Maximum: "1.000000" l4d_wam_enabled "1" // Amount of explosive ammo packs per spot // - // Default: "1" // Minimum: "0.000000" l4d_wam_explosive_ammo_amount "1" // Amount of grenade launchers per spot // - // Default: "1" // Minimum: "0.000000" l4d_wam_grenade_launcher_amount "1" // Amount of incendiary ammo packs per spot // - // Default: "1" // Minimum: "0.000000" l4d_wam_incendiary_ammo_amount "1" // Amount of m60 rifles per spot // - // Default: "1" // Minimum: "0.000000" l4d_wam_m60_amount "1" // Amount of first aid kits per spot // - // Default: "2" // Minimum: "0.000000" l4d_wam_medkit_amount "1" // Amount of melee weapons per spot // - // Default: "1" // Minimum: "0.000000" l4d_wam_melee_amount "1" // Amount of molotovs per spot // - // Default: "1" // Minimum: "0.000000" l4d_wam_molotov_amount "1" // Amount of pain pills per spot // - // Default: "2" // Minimum: "0.000000" l4d_wam_pain_pills_amount "1" // Amount of pipe bombs per spot // - // Default: "1" // Minimum: "0.000000" l4d_wam_pipe_bomb_amount "1" // Amount of pistols per spot // - // Default: "9" // Minimum: "0.000000" l4d_wam_pistol_amount "1" // Amount of magnum pistols per spot // - // Default: "9" // Minimum: "0.000000" l4d_wam_pistol_magnum_amount "1" // Modify only weapon amounts when round starts. // This prevents modifying weapon amount created by other plugins in midgame. // - // Default: "1" // Minimum: "0.000000" // Maximum: "1.000000" l4d_wam_roundstart_only "1" // Amount of vomitjars per spot // - // Default: "1" // Minimum: "0.000000" l4d_wam_vomitjar_amount "1" // Amount of primary weapons per spot // - // Default: "9" // Minimum: "0.000000" l4d_wam_weapon_amount "1" Recommended Plugins [L4D2] Weapon Drop I haven't tested too much, recommend @Zheldorg's version,no problems so far. [L4D/L4D2] Reserve (Ammo) Control No problems. [L4D1/2]]Limited Ammo Piles Remake and [L4D & L4D2] Percentage Limited Ammo Pile The latter I haven't tested yet, but it would be a nice addition. :) Install Don't click "Get Plugin", this plugin requires left4dhooks. 1.Download "l4d2_RandomAmmo.smx" and put it in "../addons/sourcemod/plugins/". 2.Download "l4d2_RandomAmmo.cfg" and put it in "../left4dead2/cfg/sourcemod/". You need to modify the configuration file of the plugin (l4d2_RandomAmmo.cfg),Because the plugin is disabled by default. Attached Files l4d2_RandomAmmo.smx (15.8 KB) Get Plugin or Get Source (l4d2_RandomAmmo.sp - 30.1 KB) l4d2_RandomAmmo.cfg (3.9 KB) Wyświetl pełny artykuł
  11. Introduction This plugin welcomes the users that will join to your server ConVars sm_Join_Message - Sets the message to display when users join the server. Requirements SourceMod v1.11 Colors.inc (It needs to compile) Installation You need to go to csgo/addons/sourcemod/plugins And put welcomechatmessage.smx to your plugins! - Please feel free to tell me what to update Supports -Colors -[SteamID] -[IP] -[COUNTRY] -[NAME] Attached Files Get Plugin or Get Source (welcomechatmessage.sp - 1.5 KB) Wyświetl pełny artykuł
  12. MYGO.pl

    RSSRequst Plugin

    Hello Guys , i hope all are well i was have plugin by one of my server developers , which its called "Admin Login" and this work instead of setinfo system .. and the owner will insert the admin info in "admin_dada.ini" instead of "users.ini" .. and when he done the admin will just enter the server .. without enter on console "Setinfo _pw password" ... and when he enter the server he will get black screen befor he choose team . and on the middile of that black screen he will find lable with "Enter Your Password" and when he do he will enter normally with admin welcome massage so guys could anyone code this plugin again .. i lost the sma of that plugin . Przeczytaj cały wpis
  13. Hello first time post a plugin so here we go. If I missed something in the post let me know this is a rewrite of [Discord] Server crash (Accelerator) as it didnt work with newer verison of accelerator Dependencies discord API smjansson accelerator Plans add convar for embed color add conbar for webhook username add so it print last 20 line of console Convars Quote: //your webhook discord_webhook_crashlogger "youawsomewebhook" Quote: 2020-06-12 (v1.0) * Initial release. contact Johnoclock#0730 Attached Files Get Plugin or Get Source (discord_accelerator.sp - 2.6 KB) discord_accelerator.smx (5.5 KB) Wyświetl pełny artykuł
  14. about for sharing there, these exists on my server long time damn i really love function L4D2_Charger_ThrowImpactedSurvivor [L4D2] Be Throwing World (SourceMod) ConVars PHP Code: // extra chance for hunter pounce, throw far away make hunter looks powerful [0.0 - 1.0] throwing_world_hunter "0.84" // be thrown chance of jockey ride, this will prevent control from rides [0.0 - 1.0] throwing_world_jockey "0.16" // be thrown chance of staggering [0.0 - 1.0] throwing_world_stagger "0.2" // be thrown chance of pounce and leap stumble, hunter ponuce also trigger this [0.0 - 1.0] throwing_world_stumble "0.16" Related Plugins[L4D2] Rider Kick [L4D & L4D2] Survivor Shove - make survivor can be shove then fly by 'Be Throwing World' changelogv1.0 just released; 6-December-2022 Installation put l4d2_throwing_world.smx on /plugins/ required install [L4D & L4D2] Left 4 DHooks (to fly!) Attached Files Get Plugin or Get Source (l4d2_throwing_world.sp - 3.9 KB) Wyświetl pełny artykuł
  15. In this plugin, a custom crosshair with a sprite, after changing through the red color, you cannot choose it again: HTML Code: #pragma semicolon 1 #include <amxmodx> #define NVAULT_SAVE #define PLUGIN_NAME "Crosshair Menu" #define PLUGIN_VERS "1.0" #define PLUGIN_AUTH "Dev" new const crosshairs[][][] = { {"Lined Point","LinedPoint_R","LinedPoint_Y","LinedPoint_G","LinedPoint_P","LinedPoint_C"}, {"Cross","Cross_R","Cross_Y","Cross_G","Cross_P","Cross_C"}, {"Cross-2","Cross2_R","Cross2_Y","Cross2_G","Cross2_P","Cross2_C"}, {"Point","Point_R","Point_Y","Point_G","Point_P","Point_C"}, {"Square","Square_R","Square_Y","Square_G","Square_P","Square_C"}, {"Square-2","Square2_R","Square2_Y","Square2_G","Square2_P","Square2_C"}, {"Cool Cross","CoolCross_R","CoolCross_Y","CoolCross_G","CoolCross_P","CoolCross_C"} }; new const colors[][] = { "Red", "Yellow", "Green", "Purple", "Cyan" }; new g_crosshair_type[MAX_PLAYERS + 1], g_crosshair_color[MAX_PLAYERS + 1], bool:g_scope[MAX_PLAYERS + 1], g_msgids[4]; public plugin_init() { register_plugin(PLUGIN_NAME, PLUGIN_VERS, PLUGIN_AUTH); register_clcmd("say /crosshair", "@clcmd_crosshair"); register_clcmd("say /cross", "@clcmd_crosshair"); register_event("SetFOV", "@Event_SetFOV", "be"); register_event("CurWeapon", "@Event_CurWeapon", "be", "1=1", "2!18"); g_msgids[0] = get_user_msgid("HideWeapon"); g_msgids[1] = get_user_msgid("WeaponList"); g_msgids[2] = get_user_msgid("SetFOV"); g_msgids[3] = get_user_msgid("CurWeapon"); } @Event_SetFOV(const id) { if(!g_crosshair_type[id]) { return; } new FOV = read_data(1); if(FOV == 90) { g_scope[id] = false; } else { g_scope[id] = true; SetMessage_HideWeapon(id, 0); } } public plugin_precache() { for(new i = 0; i < sizeof(crosshairs); i++) { for(new a = 1; a < sizeof(crosshairs[]); a++) { precache_generic(fmt("sprites/%s.txt", crosshairs[i][a])); } } precache_generic("sprites/recrosshair.spr"); } public client_putinserver(id) { client_cmd(id, "crosshair 1"); } @clcmd_crosshair(const id) { new menu = menu_create("\yCrosshair Menu", "@clcmd_crosshair_handler"); if(g_crosshair_type[id]) { menu_additem(menu, fmt("Change Crosshair Type \dCurrent: %s", crosshairs[g_crosshair_type[id] - 1][0]), "1"); menu_additem(menu, fmt("Change Crosshair Color \dCurrent: %s", colors[g_crosshair_color[id]]), "2"); menu_additem(menu, "Default Crosshair", "3"); } else { menu_additem(menu, "Change Crosshair Type \dCurrent: Default", "1"); } menu_display(id, menu); return PLUGIN_HANDLED; } @clcmd_crosshair_handler(const id, const menu, const item) { if(item == MENU_EXIT) { menu_destroy(menu); return PLUGIN_HANDLED; } new data[6]; menu_item_getinfo(menu, item, _, data, charsmax(data)); new key = str_to_num(data), weapon = get_user_weapon(id); switch(key) { case 1: { g_crosshair_type[id] = Calc(g_crosshair_type[id] + 1, sizeof(crosshairs)); Change_Crosshair(id, weapon); } case 2: { g_crosshair_color[id] = Calc(g_crosshair_color[id] + 1, sizeof(colors) - 1); Change_Crosshair(id, weapon); } case 3: { SetMessage_HideWeapon(id, 0); g_crosshair_type[id] = 0; } } @clcmd_crosshair(id); return PLUGIN_HANDLED; } Calc(const arg, const max) { return (arg > max) ? 1: arg; } @Event_CurWeapon(const id) { if(!g_crosshair_type[id] || g_scope[id]) { return; } new weapon = read_data(2); Change_Crosshair(id, weapon); } Change_Crosshair(const id, const weapon) { switch(weapon) { case CSW_P228: SetMessage_WeaponList(id, 9, 52); case CSW_HEGRENADE: SetMessage_WeaponList(id, 12, 1); case CSW_XM1014: SetMessage_WeaponList(id, 5, 32); case CSW_C4: SetMessage_WeaponList(id, 14, 1); case CSW_MAC10: SetMessage_WeaponList(id, 6, 100); case CSW_AUG: SetMessage_WeaponList(id, 4, 90); case CSW_SMOKEGRENADE: SetMessage_WeaponList(id, 13, 1); case CSW_ELITE: SetMessage_WeaponList(id, 10, 120); case CSW_FIVESEVEN: SetMessage_WeaponList(id, 7, 100); case CSW_UMP45: SetMessage_WeaponList(id, 6, 100); case CSW_GALIL: SetMessage_WeaponList(id, 4, 90); case CSW_FAMAS: SetMessage_WeaponList(id, 4, 90); case CSW_USP: SetMessage_WeaponList(id, 6, 100); case CSW_GLOCK18: SetMessage_WeaponList(id, 10, 120); case CSW_MP5NAVY: SetMessage_WeaponList(id, 10, 120); case CSW_M249: SetMessage_WeaponList(id, 3, 200); case CSW_M3: SetMessage_WeaponList(id, 5, 32); case CSW_M4A1: SetMessage_WeaponList(id, 4, 90); case CSW_TMP: SetMessage_WeaponList(id, 10, 120); case CSW_FLASHBANG: SetMessage_WeaponList(id, 11, 2); case CSW_DEAGLE: SetMessage_WeaponList(id, 8, 35); case CSW_SG552: SetMessage_WeaponList(id, 4, 90); case CSW_AK47: SetMessage_WeaponList(id, 2, 90); case CSW_KNIFE: SetMessage_WeaponList(id, -1, -1); case CSW_P90: SetMessage_WeaponList(id, 7, 100); default: return; } SetMessage_HideWeapon(id, 1<<6); SetMessage_SetFOV(id, 89); SetMessage_CurWeapon(id); SetMessage_SetFOV(id, 90); } SetMessage_WeaponList(const id, const pAmmoId, const pAmmoMaxAmount) { message_begin(MSG_ONE, g_msgids[1], .player = id); { write_string(crosshairs[g_crosshair_type[id] - 1][g_crosshair_color[id] + 1]); write_byte(pAmmoId); write_byte(pAmmoMaxAmount); write_byte(-1); write_byte(-1); write_byte(0); write_byte(11); write_byte(2); write_byte(0); } message_end(); } SetMessage_SetFOV(const id, const FOV) { message_begin(MSG_ONE, g_msgids[2], .player = id); { write_byte(FOV); } message_end(); } SetMessage_CurWeapon(const id) { new ammo; get_user_weapon(id, ammo); message_begin(MSG_ONE, g_msgids[3], .player = id); { write_byte(1); write_byte(2); write_byte(ammo); } message_end(); } SetMessage_HideWeapon(const id, const byte) { message_begin(MSG_ONE, g_msgids[0], .player = id); { write_byte(byte); } message_end(); } #if defined NVAULT_SAVE #include <nvault> new g_vault; public plugin_cfg() { g_vault = nvault_open("crosshairvault"); if(g_vault == INVALID_HANDLE) { set_fail_state("Unknown nvault for crosshair"); } } public plugin_end() { nvault_close(g_vault); } public client_authorized(id, const authid[]) { g_crosshair_type[id] = nvault_get(g_vault, fmt("%s_type", authid)); g_crosshair_color[id] = nvault_get(g_vault, fmt("%s_color", authid)); } public client_disconnected(id) { new authid[MAX_AUTHID_LENGTH]; get_user_authid(id, authid, charsmax(authid)); if(!g_crosshair_type[id]) { if(nvault_get(g_vault, fmt("%s_type", authid))) { nvault_remove(g_vault, fmt("%s_type", authid)); nvault_remove(g_vault, fmt("%s_authid", authid)); } return; } new data[MAX_AUTHID_LENGTH+10]; num_to_str(g_crosshair_type[id], data, charsmax(data)); nvault_pset(g_vault, fmt("%s_type", authid), data); num_to_str(g_crosshair_color[id], data, charsmax(data)); nvault_pset(g_vault, fmt("%s_color", authid), data); } #endif Przeczytaj cały wpis
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