MYGO.pl
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Odpowiedzi opublikowane przez MYGO.pl
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Hi, could someone make me a plugin that check the last CT alive and gives him a knife with a lot of damage and a custom skin.
Also this should work only if there are at least 4 players online. -
Description
- after a period of time, you can self escape once from special infected's skill and instantly kill the special infected. kill horde or special infected can reduce the cooldown(optional). press shift buttons to query the current cooldown.
- occupy center text to print info when survivor is alive or afk.
- current support translation: chi(Simplified Chinese). I won't add more translations, you could make your own or ask another one.
CvarsPHP Code:// 1 = enable, 0 = disable. when pinned by special infected, if self escape is not ready, auto print remainder?
// -
// Default: "1"
escape_cooldown_ex_auto_print "1"
// which types of special infected can self escape from. 1 = hunter, 2 = jockey, 4 = smoker, 8 = boomer, 16 = charger. add numbers together
// -
// Default: "31"
// Minimum: "0.000000"
// Maximum: "31.000000"
escape_cooldown_ex_enable "31"
// which types of special infected will be ignite before kill. 1 = hunter, 2 = jockey, 4 = smoker, 8 = boomer, 16 = charger. add numbers together
// -
// Default: "31"
// Minimum: "0.000000"
// Maximum: "31.000000"
escape_cooldown_ex_ignite "31"
// cooldown will decrease when killed a horde
// -
// Default: "1.5"
// Minimum: "0.000000"
escape_cooldown_ex_reward_horde "1.5"
// cooldown will decrease when killed a special infected
// -
// Default: "5.0"
// Minimum: "0.000000"
escape_cooldown_ex_reward_special_infected "5.0"
// escape cooldown
// -
// Default: "60.0"
// Minimum: "0.100000"
escape_cooldown_ex_time "60.0"
Spoiler -
Please delete. I meant to post this under SourceMod
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Howdy.
And I would like an alien vs hunter but completely if possible, or vun alien vs hunter addons but sma -
deleted
---
I am sorry, I wrote in the wrong section of the forum. Please delete this topic. -
Hello, can someone help me who can set this guillotine plugin on zombie_reloaded mode to cost 100 ammo pack and be valid only for admins!
If you write in the chat /guillotine, let him take your 100 ammo and have a 10-second task to wait until the infection appears. So that zombies (T) don't go and take him, only human (CT)
Thank you very much and please help me! -
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Is there a way that players with the ADMIN_MENU flag can not be grabbed? Thanks!PHP Code:
/*
Grab+ v1.2.5
Copyright (C) 2011 Ian (Juan) Cammarata
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU Affero General Public License as
published by the Free Software Foundation, either version 3 of the
License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Affero General Public License for more details.
You should have received a copy of the GNU Affero General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
--------------------------------------------------------------------------------
http://ian.cammarata.us/projects/grab_plus
?19 ?February, ?2011
Description:
This is a remake from scratch of SpaceDude's Jedi Force Grab plugin. It has many additional features and optimizations, is less spammy, multilingual and requires fewer binds.
Features:
Multilingual
Screenfade to indicate grab activity instead of chat spam.
Can grab players off a ladder.
Automatically choke by holding down +pull while at min distance.
Choke with use key.
Throw with drop.
Can't have mutliple admins grabbing the same player.
Auto drop on death.
Grab entities other than players, such as bombs, weapons, and hostages.
Commands:
+grab : Grab something for as long as you hold down the key.
grab_toggle : Same as +grab but toggles.
amx_grab <name> : Grab client by name or id and teleport them to you. Use +grab or grab_toggle key to release.
+pull/+push (or invnext/invprev): Pulls/pushes the grabbed towards/away from you as you hold the button.
+use : Chokes the grabbed (it damages the grabbed with 5 (cvar: gp_choke_dmg) hp per 1.5 (cvar: gp_choke_time) seconds)
drop - Throws the grabbed with 1500 velocity. (cvar: gp_throw_force)
Cvars (First value is default):
gp_enabled <1|0> Enables all plugin functionality.
gp_players_only <0|1> Disables admins grabbing entities other than players.
gp_min_dist <90|...> Min distance between the grabber and grabbed.
gp_grab_force <8|...> Sets the amount of force used when grabbing players.
gp_throw_force <1500|...> Sets the power used when throwing players.
gp_speed <5|...> How fast the grabbed moves when using push and pull.
gp_choke_time <1.5|...> Time frequency for choking.
gp_choke_dmg <5|...> Amount of damage done with each choke.
gp_auto_choke <1|0> Enable/disable choking automatically with +pull command.
gp_screen_fade <1|0> Enables/disables screenfade when grabbing.
gp_glow <1|0> Enables/disables glowing for grabbed objects.
gp_glow_r <50|0-255> Sets red amount for glow and screenfade.
gp_glow_g <0|0-255> Sets green amount for glow and screenfade.
gp_glow_b <0|0-255> Sets blue amount for glow and screenfade.
gp_glow_a <0|0-255> Sets alpha for glow and screenfade.
Notes:
Make sure you place the grab_plus.txt file in addons\amxmodx\data\lang
Credits:
Thanks to vittu for contributing code (changed all engine/fun module stuff to fakemeta).
Thanks to all the coders who worked on the original Jedi Force Grab plugin for all their ideas:
SpaceDude
KCE
KRoTaL
BOB_SLAYER
kosmo111
Supported Languages:
1337 (100%) - Thanks to l337newb
Brazilian Portuguese (100%) - Thanks to Arion
Danish (100%) - Thanks to nellerbabz
Dutch (100%) - Thanks to BlackMilk
English (100%)
Finnish (100%) - Thanks to Pro Patria Finland
French (100%) - Thanks to connorr
German (100%) - Thanks to SchlumPF*
Russian (100%) - Thanks to `666
Spanish (100%) - Thanks to RenXO
Swedish (100%) - Thanks to Bend3r
Change Log:
Key (+ added | - removed | c changed | f fixed)
v1.2.5 (Feb 19, 2011)
f: Applied fix mailed to me on Allied Modders site several years ago. (Maybe I should sign up for new mail notifications.)
Thanks to ConnorMcLeod
v1.2.4 (Feb 18, 2007)
f: Killing player with choke in some mods bugged out really bad.
v1.2.3 (Nov 21, 2007)
c: A few more small optimizations.
f: Bloodstream for choke wasn't aligned with player.
f: Bad message disconnect error when players were choked. ( stupid SVC_DAMAGE define )
v1.2.2 (Nov 16, 2007)
c: A few small code optimizations.
v1.2.1 (Nov 12, 2007)
f: Eliminated two run time warnings in the player prethink function.
v1.2 (Nov 06, 2007)
+: Cvars gp_screen_fade and gp_glow to enable/disable these features.
+: Cvar gp_glow_a controls to control alpha of screenfade and glow.
+: Cvar gp_auto_choke to enable/disable choking automatically with +pull command.
c: Removed dependency of engine and fun modules. Thanks to vittu for doing most of the work.
c: Made cvar names more consistent by adding more underscores.
f: Fixed compile bug with amxx 1.8.0 (Compiles with 1.7.x as well).
v1.1 (Oct 16, 2007)
+: Grab a few types of entities other than players.
+: Cvar gp_players_only.
v1.0 (Oct 13, 2007)
!: Initial release
*/
#include <amxmodx>
#include <amxmisc>
#include <fakemeta>
new const VERSION[ ] = "1.2.4b1"
new const TRKCVAR[ ] = "grab_plus_version"
#define ADMIN ADMIN_LEVEL_A
#define TSK_CHKE 50
#define SF_FADEOUT 0
new client_data[33][4]
#define GRABBED 0
#define GRABBER 1
#define GRAB_LEN 2
#define FLAGS 3
#define m_bitsDamageType 76
#define CDF_IN_PUSH (1<<0)
#define CDF_IN_PULL (1<<1)
#define CDF_NO_CHOKE (1<<2)
//Cvar Pointers
new p_enabled, p_players_only
new p_throw_force, p_min_dist, p_speed, p_grab_force
new p_choke_time, p_choke_dmg, p_auto_choke
new p_glow_r, p_glow_b, p_glow_g, p_glow_a
new p_fade, p_glow
//Pseudo Constants
new MAXPLAYERS
new SVC_SCREENFADE, SVC_SCREENSHAKE, WTF_DAMAGE
public plugin_init( )
{
register_plugin( "Grab+", VERSION, "Ian Cammarata" )
register_cvar( TRKCVAR, VERSION, FCVAR_SERVER )
set_cvar_string( TRKCVAR, VERSION )
p_enabled = register_cvar( "gp_enabled", "1" )
p_players_only = register_cvar( "gp_players_only", "0" )
p_min_dist = register_cvar ( "gp_min_dist", "90" )
p_throw_force = register_cvar( "gp_throw_force", "1500" )
p_grab_force = register_cvar( "gp_grab_force", "8" )
p_speed = register_cvar( "gp_speed", "5" )
p_choke_time = register_cvar( "gp_choke_time", "1.5" )
p_choke_dmg = register_cvar( "gp_choke_dmg", "5" )
p_auto_choke = register_cvar( "gp_auto_choke", "1" )
p_glow_r = register_cvar( "gp_glow_r", "50" )
p_glow_g = register_cvar( "gp_glow_g", "0" )
p_glow_b = register_cvar( "gp_glow_b", "0" )
p_glow_a = register_cvar( "gp_glow_a", "200" )
p_fade = register_cvar( "gp_screen_fade", "1" )
p_glow = register_cvar( "gp_glow", "1" )
register_clcmd( "amx_grab", "force_grab", ADMIN, "Grab client & teleport to you." )
register_clcmd( "grab_toggle", "grab_toggle", ADMIN, "press once to grab and again to release" )
register_clcmd( "+grab", "grab", ADMIN, "bind a key to +grab" )
register_clcmd( "-grab", "unset_grabbed" )
register_clcmd( "+push", "push", ADMIN, "bind a key to +push" )
register_clcmd( "-push", "push" )
register_clcmd( "+pull", "pull", ADMIN, "bind a key to +pull" )
register_clcmd( "-pull", "pull" )
register_clcmd( "push", "push2" )
register_clcmd( "pull", "pull2" )
register_clcmd( "drop" ,"throw" )
register_event( "DeathMsg", "DeathMsg", "a" )
register_forward( FM_PlayerPreThink, "fm_player_prethink" )
register_dictionary( "grab_plus.txt" )
MAXPLAYERS = get_maxplayers()
SVC_SCREENFADE = get_user_msgid( "ScreenFade" )
SVC_SCREENSHAKE = get_user_msgid( "ScreenShake" )
WTF_DAMAGE = get_user_msgid( "Damage" )
}
public plugin_precache( )
{
precache_sound( "player/PL_PAIN2.WAV" )
}
public fm_player_prethink( id )
{
new target
//Search for a target
if ( client_data[id][GRABBED] == -1 )
{
new Float:orig[3], Float:ret[3]
get_view_pos( id, orig )
ret = vel_by_aim( id, 9999 )
ret[0] += orig[0]
ret[1] += orig[1]
ret[2] += orig[2]
target = traceline( orig, ret, id, ret )
if( 0 < target <= MAXPLAYERS )
{
if( is_grabbed( target, id ) ) return FMRES_IGNORED
set_grabbed( id, target )
}
else if( !get_pcvar_num( p_players_only ) )
{
new movetype
if( target && pev_valid( target ) )
{
movetype = pev( target, pev_movetype )
if( !( movetype == MOVETYPE_WALK || movetype == MOVETYPE_STEP || movetype == MOVETYPE_TOSS ) )
return FMRES_IGNORED
}
else
{
target = 0
new ent = engfunc( EngFunc_FindEntityInSphere, -1, ret, 12.0 )
while( !target && ent > 0 )
{
movetype = pev( ent, pev_movetype )
if( ( movetype == MOVETYPE_WALK || movetype == MOVETYPE_STEP || movetype == MOVETYPE_TOSS )
&& ent != id )
target = ent
ent = engfunc( EngFunc_FindEntityInSphere, ent, ret, 12.0 )
}
}
if( target )
{
if( is_grabbed( target, id ) ) return FMRES_IGNORED
set_grabbed( id, target )
}
}
}
target = client_data[id][GRABBED]
//If they've grabbed something
if( target > 0 )
{
if( !pev_valid( target ) || ( pev( target, pev_health ) < 1 && pev( target, pev_max_health ) ) )
{
unset_grabbed( id )
return FMRES_IGNORED
}
//Use key choke
if( pev( id, pev_button ) & IN_USE )
do_choke( id )
//Push and pull
new cdf = client_data[id][FLAGS]
if ( cdf & CDF_IN_PULL )
do_pull( id )
else if ( cdf & CDF_IN_PUSH )
do_push( id )
if( target > MAXPLAYERS ) grab_think( id )
}
//If they're grabbed
target = client_data[id][GRABBER]
if( target > 0 ) grab_think( target )
return FMRES_IGNORED
}
public grab_think( id ) //id of the grabber
{
new target = client_data[id][GRABBED]
//Keep grabbed clients from sticking to ladders
if( pev( target, pev_movetype ) == MOVETYPE_FLY && !(pev( target, pev_button ) & IN_JUMP ) ) client_cmd( target, "+jump;wait;-jump" )
//Move targeted client
new Float:tmpvec[3], Float:tmpvec2[3], Float:torig[3], Float:tvel[3]
get_view_pos( id, tmpvec )
tmpvec2 = vel_by_aim( id, client_data[id][GRAB_LEN] )
torig = get_target_origin_f( target )
new force = get_pcvar_num( p_grab_force )
tvel[0] = ( ( tmpvec[0] + tmpvec2[0] ) - torig[0] ) * force
tvel[1] = ( ( tmpvec[1] + tmpvec2[1] ) - torig[1] ) * force
tvel[2] = ( ( tmpvec[2] + tmpvec2[2] ) - torig[2] ) * force
set_pev( target, pev_velocity, tvel )
}
stock Float:get_target_origin_f( id )
{
new Float:orig[3]
pev( id, pev_origin, orig )
//If grabbed is not a player, move origin to center
if( id > MAXPLAYERS )
{
new Float:mins[3], Float:maxs[3]
pev( id, pev_mins, mins )
pev( id, pev_maxs, maxs )
if( !mins[2] ) orig[2] += maxs[2] / 2
}
return orig
}
public grab_toggle( id, level, cid )
{
if( !client_data[id][GRABBED] ) grab( id, level, cid )
else unset_grabbed( id )
return PLUGIN_HANDLED
}
public grab( id, level, cid )
{
if( !cmd_access( id, level, cid, 1 ) || !get_pcvar_num( p_enabled ) ) return PLUGIN_HANDLED
if ( !client_data[id][GRABBED] ) client_data[id][GRABBED] = -1
screenfade_in( id )
return PLUGIN_HANDLED
}
public screenfade_in( id )
{
if( get_pcvar_num( p_fade ) )
{
message_begin( MSG_ONE, SVC_SCREENFADE, _, id )
write_short( 10000 ) //duration
write_short( 0 ) //hold
write_short( SF_FADE_IN + SF_FADE_ONLYONE ) //flags
write_byte( get_pcvar_num( p_glow_r ) ) //r
write_byte( get_pcvar_num( p_glow_g ) ) //g
write_byte( get_pcvar_num( p_glow_b ) ) //b
write_byte( get_pcvar_num( p_glow_a ) / 2 ) //a
message_end( )
}
}
public throw( id )
{
new target = client_data[id][GRABBED]
if( target > 0 )
{
set_pev( target, pev_velocity, vel_by_aim( id, get_pcvar_num(p_throw_force) ) )
unset_grabbed( id )
return PLUGIN_HANDLED
}
return PLUGIN_CONTINUE
}
public unset_grabbed( id )
{
new target = client_data[id][GRABBED]
if( target > 0 && pev_valid( target ) )
{
set_pev( target, pev_renderfx, kRenderFxNone )
set_pev( target, pev_rendercolor, {255.0, 255.0, 255.0} )
set_pev( target, pev_rendermode, kRenderNormal )
set_pev( target, pev_renderamt, 16.0 )
if( 0 < target <= MAXPLAYERS )
client_data[target][GRABBER] = 0
}
client_data[id][GRABBED] = 0
if( get_pcvar_num( p_fade ) )
{
message_begin( MSG_ONE, SVC_SCREENFADE, _, id )
write_short( 10000 ) //duration
write_short( 0 ) //hold
write_short( SF_FADEOUT ) //flags
write_byte( get_pcvar_num( p_glow_r ) ) //r
write_byte( get_pcvar_num( p_glow_g ) ) //g
write_byte( get_pcvar_num( p_glow_b ) ) //b
write_byte( get_pcvar_num( p_glow_a ) / 2 ) //a
message_end( )
}
}
//Grabs onto someone
public set_grabbed( id, target )
{
if( get_pcvar_num( p_glow ) )
{
new Float:color[3]
color[0] = get_pcvar_float( p_glow_r )
color[1] = get_pcvar_float( p_glow_g )
color[2] = get_pcvar_float( p_glow_b )
set_pev( target, pev_renderfx, kRenderFxGlowShell )
set_pev( target, pev_rendercolor, color )
set_pev( target, pev_rendermode, kRenderTransColor )
set_pev( target, pev_renderamt, get_pcvar_float( p_glow_a ) )
}
if( 0 < target <= MAXPLAYERS )
client_data[target][GRABBER] = id
client_data[id][FLAGS] = 0
client_data[id][GRABBED] = target
new Float:torig[3], Float:orig[3]
pev( target, pev_origin, torig )
pev( id, pev_origin, orig )
client_data[id][GRAB_LEN] = floatround( get_distance_f( torig, orig ) )
if( client_data[id][GRAB_LEN] < get_pcvar_num( p_min_dist ) ) client_data[id][GRAB_LEN] = get_pcvar_num( p_min_dist )
}
public push( id )
{
client_data[id][FLAGS] ^= CDF_IN_PUSH
return PLUGIN_HANDLED
}
public pull( id )
{
client_data[id][FLAGS] ^= CDF_IN_PULL
return PLUGIN_HANDLED
}
public push2( id )
{
if( client_data[id][GRABBED] > 0 )
{
do_push( id )
return PLUGIN_HANDLED
}
return PLUGIN_CONTINUE
}
public pull2( id )
{
if( client_data[id][GRABBED] > 0 )
{
do_pull( id )
return PLUGIN_HANDLED
}
return PLUGIN_CONTINUE
}
public do_push( id )
if( client_data[id][GRAB_LEN] < 9999 )
client_data[id][GRAB_LEN] += get_pcvar_num( p_speed )
public do_pull( id )
{
new mindist = get_pcvar_num( p_min_dist )
new len = client_data[id][GRAB_LEN]
if( len > mindist )
{
len -= get_pcvar_num( p_speed )
if( len < mindist ) len = mindist
client_data[id][GRAB_LEN] = len
}
else if( get_pcvar_num( p_auto_choke ) )
do_choke( id )
}
public do_choke( id )
{
new target = client_data[id][GRABBED]
if( client_data[id][FLAGS] & CDF_NO_CHOKE || id == target || target > MAXPLAYERS) return
new dmg = get_pcvar_num( p_choke_dmg )
new vec[3]
FVecIVec( get_target_origin_f( target ), vec )
message_begin( MSG_ONE, SVC_SCREENSHAKE, _, target )
write_short( 999999 ) //amount
write_short( 9999 ) //duration
write_short( 999 ) //frequency
message_end( )
message_begin( MSG_ONE, SVC_SCREENFADE, _, target )
write_short( 9999 ) //duration
write_short( 100 ) //hold
write_short( SF_FADE_MODULATE ) //flags
write_byte( get_pcvar_num( p_glow_r ) ) //r
write_byte( get_pcvar_num( p_glow_g ) ) //g
write_byte( get_pcvar_num( p_glow_b ) ) //b
write_byte( 200 ) //a
message_end( )
message_begin( MSG_ONE, WTF_DAMAGE, _, target )
write_byte( 0 ) //damage armor
write_byte( dmg ) //damage health
write_long( DMG_CRUSH ) //damage type
write_coord( vec[0] ) //origin[x]
write_coord( vec[1] ) //origin[y]
write_coord( vec[2] ) //origin[z]
message_end( )
message_begin( MSG_BROADCAST, SVC_TEMPENTITY )
write_byte( TE_BLOODSTREAM )
write_coord( vec[0] ) //pos.x
write_coord( vec[1] ) //pos.y
write_coord( vec[2] + 15 ) //pos.z
write_coord( random_num( 0, 255 ) ) //vec.x
write_coord( random_num( 0, 255 ) ) //vec.y
write_coord( random_num( 0, 255 ) ) //vec.z
write_byte( 70 ) //col index
write_byte( random_num( 50, 250 ) ) //speed
message_end( )
//Thanks to ConnorMcLeod for making this block of code more proper
new Float:health
pev( target, pev_health , health)
health -= dmg
if( health < 1 ) dllfunc( DLLFunc_ClientKill, target )
else {
set_pev( target, pev_health, health )
set_pdata_int(target, m_bitsDamageType, DMG_CRUSH) // m_bitsDamageType = 76 // found by VEN
set_pev(target, pev_dmg_take, dmg)
set_pev(target, pev_dmg_inflictor, id)
}
client_data[id][FLAGS] ^= CDF_NO_CHOKE
set_task( get_pcvar_float( p_choke_time ), "clear_no_choke", TSK_CHKE + id )
}
public clear_no_choke( tskid )
{
new id = tskid - TSK_CHKE
client_data[id][FLAGS] ^= CDF_NO_CHOKE
}
//Grabs the client and teleports them to the admin
public force_grab(id, level, cid)
{
if( !cmd_access( id, level, cid, 1 ) || !get_pcvar_num( p_enabled ) ) return PLUGIN_HANDLED
new arg[33]
read_argv( 1, arg, 32 )
new targetid = cmd_target( id, arg, 1 )
if( is_grabbed( targetid, id ) ) return PLUGIN_HANDLED
if( !is_user_alive( targetid ) )
{
client_print( id, print_console, "[AMXX] %L", id, "COULDNT" )
return PLUGIN_HANDLED
}
//Safe to tp target to aim spot?
new Float:tmpvec[3], Float:orig[3], Float:torig[3], Float:trace_ret[3]
new bool:safe = false, i
get_view_pos( id, orig )
tmpvec = vel_by_aim( id, get_pcvar_num( p_min_dist ) )
for( new j = 1; j < 11 && !safe; j++ )
{
torig[0] = orig[0] + tmpvec[i] * j
torig[1] = orig[1] + tmpvec[i] * j
torig[2] = orig[2] + tmpvec[i] * j
traceline( tmpvec, torig, id, trace_ret )
if( get_distance_f( trace_ret, torig ) ) break
engfunc( EngFunc_TraceHull, torig, torig, 0, HULL_HUMAN, 0, 0 )
if ( !get_tr2( 0, TR_StartSolid ) && !get_tr2( 0, TR_AllSolid ) && get_tr2( 0, TR_InOpen ) )
safe = true
}
//Still not safe? Then find another safe spot somewhere around the grabber
pev( id, pev_origin, orig )
new try[3]
orig[2] += 2
while( try[2] < 3 && !safe )
{
for( i = 0; i < 3; i++ )
switch( try[i] )
{
case 0 : torig[i] = orig[i] + ( i == 2 ? 80 : 40 )
case 1 : torig[i] = orig[i]
case 2 : torig[i] = orig[i] - ( i == 2 ? 80 : 40 )
}
traceline( tmpvec, torig, id, trace_ret )
engfunc( EngFunc_TraceHull, torig, torig, 0, HULL_HUMAN, 0, 0 )
if ( !get_tr2( 0, TR_StartSolid ) && !get_tr2( 0, TR_AllSolid ) && get_tr2( 0, TR_InOpen )
&& !get_distance_f( trace_ret, torig ) ) safe = true
try[0]++
if( try[0] == 3 )
{
try[0] = 0
try[1]++
if( try[1] == 3 )
{
try[1] = 0
try[2]++
}
}
}
if( safe )
{
set_pev( targetid, pev_origin, torig )
set_grabbed( id, targetid )
screenfade_in( id )
}
else client_print( id, print_chat, "[AMXX] %L", id, "COULDNT" )
return PLUGIN_HANDLED
}
public is_grabbed( target, grabber )
{
for( new i = 1; i <= MAXPLAYERS; i++ )
if( client_data[i][GRABBED] == target )
{
client_print( grabber, print_chat, "[AMXX] %L", grabber, "ALREADY" )
unset_grabbed( grabber )
return true
}
return false
}
public DeathMsg( )
kill_grab( read_data( 2 ) )
public client_disconnect( id )
{
kill_grab( id )
return PLUGIN_CONTINUE
}
public kill_grab( id )
{
//If given client has grabbed, or has a grabber, unset it
if( client_data[id][GRABBED] )
unset_grabbed( id )
else if( client_data[id][GRABBER] )
unset_grabbed( client_data[id][GRABBER] )
}
stock traceline( const Float:vStart[3], const Float:vEnd[3], const pIgnore, Float:vHitPos[3] )
{
engfunc( EngFunc_TraceLine, vStart, vEnd, 0, pIgnore, 0 )
get_tr2( 0, TR_vecEndPos, vHitPos )
return get_tr2( 0, TR_pHit )
}
stock get_view_pos( const id, Float:vViewPos[3] )
{
new Float:vOfs[3]
pev( id, pev_origin, vViewPos )
pev( id, pev_view_ofs, vOfs )
vViewPos[0] += vOfs[0]
vViewPos[1] += vOfs[1]
vViewPos[2] += vOfs[2]
}
stock Float:vel_by_aim( id, speed = 1 )
{
new Float:v1[3], Float:vBlah[3]
pev( id, pev_v_angle, v1 )
engfunc( EngFunc_AngleVectors, v1, v1, vBlah, vBlah )
v1[0] *= speed
v1[1] *= speed
v1[2] *= speed
return v1
}
-
Hello, I have a plugin from Bacardi called Throwingknives. With the help of azalty, I rewrote the code to make it compatible with Noblock. Now, with a little help from AI, I had the code edited again to automatically generate a config file for me. However, I'm getting the error message (/home/groups/sourcemod/upload_tmp/php1Wuyue.sp(5) : error 417: cannot read from file: "stdio.h"). Since I have absolutely no coding experience, I'm completely lost on how to fix this. Does anyone have any ideas?
-
AMXModX plugins to provide Deathmatch gameplay in Counter-Strike 1.6 optimized to work with ReGameDLL_CS.
https://ReDeathmatch.github.io/
About:
The mod is a completely rewritten implementation of CSDM ReAPI, to replace legacy code.
Mod made a look back on the successful experience CSDM 2.1.2 by BAILOPAN, but using modern features of the new ReGameDLL_CS.
Many features have long been built and optimized to work directly in ReGameDLL_CS, mod now only switches the game settings and provides a comfortable way to control.
Features:- Store game settings (CVars);
- Round modes (NEW);
- Config hot-reload;
- Randomized, preset spawning (you can add new spawn points, spawn presets);
- Spawn protection (configurable by time and player rendering);
- Interactive spawn editor;
- Configurable weapon menus;
- Team Deathmatch as well as FFA (Free-for-all Deathmatch);
- Large pieces are optimized in ReGameDLL_CS;
- Multi-language support;
- Extraconfigs support:
- For an individual map (redm/extraconfigs/de_dust2.json);
- For map prefix (redm/extraconfigs/prefix_aim.json).
- Counter-Strike: Condition Zero support out of the box;
- Support for setting a grouping for spawns;
- Ability to use the mod as a basis for the development of other modes (for example, GunGame);
Requirements:- HLDS installed;
- ReGameDLL_CS installed;
- Installed AMXModX (v1.9 or v1.10);
- Installed ReAPI amxx module;
Installation:- Download the latest stable version from the GitHub release section;
- Extract the cstrike folder to the root folder of the HLDS server;
- Make sure that the plugins are working and that they are located correctly, using the amxx list command.
Quote:HTML Code:] amxx list
Currently loaded plugins:
id name version author file status
...
[ 2] 1 ReDeathmatch 1.0.0-beta Sergey Shorokhov ReDeathmatc debug
[ 3] 2 Spawns manager 1.0.0-beta Sergey Shorokhov redm_spawns debug- Put new plugins and lang-files (plugins/*.amxx & data/**.*) into amxmodx/ folder on the HLDS server;
- Restart the server (command restart or change the map);
- Make sure that the versions of the plugins are up to date with the command amxx list.
Commands:HTML Code:redm_status | Notifies in console about the status of the mod
redm_disable | Disables the Deathmatch system
redm_enable | Enables the Deathmatch system
redm_reload | Restarts the Deathmatch system
redm_dump_cvars | Displays in console a list of the CVars loaded by the system
redm_dump_equip | Displays in console a list of loaded ammunition, currently available to players
redm_convert_spawns | Converts old spawn files for the new system
redm_edit_spawns | Toggles the spawn editing mode
ConVars:HTML Code:redm_version | **System**, displays in Source Query information about the used mod
redm_healer | HP amount given to the player (bonus) when killing an opponent
redm_healer_hs | Amount of HP given to the player (bonus) when killing an opponent in the head
redm_sounds_distance | Minimal distance (units) of the player from others, at which he will hear shots, steps, etc. Used to reduce noise, improve gameplay experience.
redm_fade | illuminate the screen for players when killing an opponent
redm_refill_ammo | refill weapon ammunition when you kill an opponent
redm_hitsound | sound indication of a hit on an opponent
mp_damage_headshot_only | Enable Only-headshot mode for all players
redm_hide_other_deathnotice | Hiding someone else's kill/deathnotice events for players
redm_spawn_preset | Selecting a preset for the spawn manager
redm_modes_switch | Selecting the mode of operation of the round mode (Multi-CFG)
redm_keep_weapon_slot | When a player is respawn and equipped, the last used slot (weapon) is restored.
redm_active | Displaying the working status of the mod
mp_randomspawn | Random spawning for players
mp_randomspawn_los | Whether to check the visibility of the revived player's opponents before spawning on a point
mp_randomspawn_dist | Minimum distance to enemies before spawning to a point
Downloads:
Documentation: https://redeathmatch.github.io/ -
Forum: Unapproved Plugins Posted By: Pizza baiana Post Time: 03-21-2024 at 10:46
-
I apologize in advance if my request already has a plugin or it turns out there are built-in game commands available, I'm still new to this, I've tried searching for it and didn't find the one that suits what I need.
It's simple, I want the chat/say to not disappear, the chat will always be displayed and only replaced by a new chat, if possible the number of chats displayed can be adjusted. I saw on YouTube a video with a chat like this, I also saw someone using a chat box, so the chat history can be viewed again without looking at the console, I've also looked for this plugin and didn't get anything.
if possible, a plugin with just that function, nothing else, thank you all. -
a plugin with a simple construction that I made a while ago but I don't remember why I didn't put it here. I only remembered this plugin when I saw someone in a topic asking about the plugins of a server like infinite shove...so I decided to put it here because it's probably what someone is looking for.
there are 2 versions of this plugin:
SHOVE_INFINITE_AND_CHARGER_SHOVE: allows you to perform infinite shove and apply shove to the charger.
SHOVE_INFINITE_AND_NO_CHARGER_SHOVE: only applies the infinite shove and does not apply the shove on the charger. -
-
WA ADMIN 1: 0812-9270-5283
WA ADMIN 2: 0812-9270-5421
WA ADMIN 3: 0822-4104-6007
Bot Spaceman adalah robot perdagangan mata uang kripto yang canggih yang dirancang untuk menghasilkan keuntungan melalui berbagai strategi perdagangan otomatis. Bot ini menggunakan kombinasi teknik analisis teknis, pembelajaran mesin, dan kecerdasan buatan untuk membuat keputusan perdagangan yang optimal.
Robot Spaceman Fitur Utama:
Strategi Perdagangan yang Beragam: Bot Spaceman menawarkan berbagai strategi perdagangan yang dapat disesuaikan dengan profil risiko dan tujuan investasi Anda.
Analisis Teknis Canggih: Bot ini menggunakan indikator teknis dan pola grafik untuk mengidentifikasi peluang perdagangan yang menguntungkan.
Manajemen Risiko Otomatis: Bot Spaceman menerapkan manajemen risiko yang canggih untuk meminimalkan kerugian dan melindungi modal Anda.
Kemudahan Penggunaan: Bot ini dirancang untuk pengguna pemula dan berpengalaman dengan antarmuka yang mudah digunakan dan pengaturan yang intuitif.
Dukungan Pelanggan: Tim dukungan pelanggan yang responsif siap membantu Anda dengan pertanyaan atau masalah apa pun.
Cara Kerja Bot Spaceman:
Pengaturan: Anda memilih strategi perdagangan, mengatur parameter risiko, dan menghubungkan bot ke akun pertukaran mata uang kripto Anda.
Analisis Pasar: Bot Spaceman secara konstan menganalisis pasar mata uang kripto untuk mencari peluang perdagangan yang menguntungkan.
Eksekusi Perdagangan: Ketika bot mengidentifikasi peluang, ia akan secara otomatis mengeksekusi perdagangan atas nama Anda.
Pemantauan dan Pelaporan: Anda dapat memantau kinerja bot dan melacak keuntungan Anda melalui dasbor yang mudah digunakan.
Keuntungan Menggunakan Bot Spaceman:
Otomatisasi Perdagangan: Bot Spaceman dapat berdagang 24/7 tanpa perlu intervensi manual.
Keputusan Perdagangan yang Objektif: Bot ini bebas dari emosi dan bias manusia, sehingga dapat membuat keputusan perdagangan yang lebih rasional.
Diversifikasi Strategi: Anda dapat menggunakan berbagai strategi perdagangan untuk meminimalkan risiko dan meningkatkan peluang keuntungan.
Manajemen Risiko Efektif: Bot Spaceman menerapkan teknik manajemen risiko yang canggih untuk melindungi modal Anda.
Hemat Waktu dan Tenaga: Bot Spaceman dapat menghemat waktu dan tenaga Anda dengan menangani tugas perdagangan yang berulang.
Pertimbangan Penting:
Risiko: Meskipun bot Spaceman dirancang untuk meminimalkan risiko, perdagangan mata uang kripto tetap berisiko tinggi dan Anda dapat kehilangan modal.
Ketergantungan: Mengandalkan bot sepenuhnya dapat berbahaya. Penting untuk memahami cara kerja bot dan pasar mata uang kripto.
Biaya: Beberapa bot Spaceman mungkin memiliki biaya berlangganan atau biaya lainnya.
Reputasi: Pilihlah bot Spaceman dari pengembang yang memiliki reputasi baik dan kredibilitas yang terbukti.
Sumber Informasi:
Disclaimer
Harap diingat bahwa informasi ini tidak dapat menjamin keuntungan dalam perdagangan mata uang kripto. Perdagangan mata uang kripto adalah kegiatan berisiko tinggi dan Anda dapat kehilangan modal. Selalu lakukan riset Anda sendiri, pahami risikonya, dan investasikan hanya uang yang Anda mampu untuk kehilangan. -
Info
The plugin shifts the spawn time of the infected in versus to a single point, by default to the middle of 10-second intervals.
ConVars
For example, if player 1 is set to spawn at the 42nd second, and player 2 at the 49th, the plugin will spawn both at 45, in the middle between the 40th and 50th seconds of the game. On average, in versus mode, the spawn time is around 26 sec, and overall, the difference is not noticeable because the adjusted time also falls into this range.
By default, it uses 10-second intervals, with the minimum processed spawn time being 10 seconds, as there is no point in going lower.
This is more useful in 8v8 games, where it definitely affects the gameplay, especially if the players are not very experienced. I haven't tried it in 4v4, but it could also be an improvement.l4d_spawn_time_adjuster_threshold - 10.0 - the plugin will not attempt to shift spawn times below this value.
Requires
l4d_spawn_time_adjuster_window - 10.0 - spawns will be shifted to the middle of intervals of this length. In terms of gameplay, I didn't notice a difference between 10 and 15.Left 4 DHooks Direct
-
Hi. Is there a way so players can type /sounds in the game chat and not having to listen to the sounds?
Thanks!PHP Code:/********************************************************************************
* AMX Mod X script.
*
* Ultimate Sounds (Ultimate_Sounds.sma)
* Copyright (C) 2006-2008 Bmann_420 / Dizzy / Hoboman
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* In addition, as a special exception, the author gives permission to
* link the code of this program with the Half-Life Game Engine ("HL
* Engine") and Modified Game Libraries ("MODs") developed by Valve,
* L.L.C ("Valve"). You must obey the GNU General Public License in all
* respects for all of the code used other than the HL Engine and MODs
* from Valve. If you modify this file, you may extend this exception
* to your version of the file, but you are not obligated to do so. If
* you do not wish to do so, delete this exception statement from your
* version.
*
*********************************************************************************
*
* AMXX Ultimate Sounds Vers. 1.7
* Last Update: 1/26/2007
*
* by Dizzy / Bmann_420 & Hoboman
* Link: http://forums.alliedmods.net/showthread.php?t=7342
*
*
*********************************************************************************
*
* ///////////////////////////////////////////////////
* // AMXMOD[X] //
* // ::Ultimate sounds:: //
* // Origional: by Hephaistos //
* // Ported by: Dizzy //
* // Edited by: Hoboman, bmann_420 //
* // //
* // cvar: //
* // streak_mode < flags > //
* // "a" - messages //
* // "b" - sounds //
* // //
* // knife_mode < flags > //
* // "a" - messages //
* // "b" - sounds //
* // //
* // hs_mode < flags > //
* // "a" - messages //
* // "b" - sounds //
* // //
* // lastman_mode < flags > //
* // "a" - messages //
* // "b" - hp //
* // "c" - sounds //
* ///////////////////////////////////////////////////
*
*********************************************************************************
*/
// Plugin Info
new const PLUGIN[] = "Ultimate Sounds"
new const VERSION[] = "1.8"
new const AUTHOR[] = "Dizzy / Bmann_420"
// Includes
#include <amxmodx>
//Defines
#define KNIFEMESSAGES 5
#define MESSAGESNOHP 5
#define MESSAGESHP 5
#define LEVELS 10
//Pcvars
new streak_mode, knife_mode, hs_mode, lastman_mode
new gmsgHudSync
new kills[33] = {0,...};
new deaths[33] = {0,...};
new alone_ann = 0
new levels[10] = {2, 3, 4, 5, 6, 7, 8, 9, 10, 11};
//Streak Sounds
new stksounds[10][] =
{
"misc/multikill",
"misc/megakill",
"misc/ultrakill",
"misc/monsterkill",
"misc/killingspree",
"misc/wickedsick",
"misc/rampage",
"misc/ludacrisskill",
"misc/godlike",
"misc/holyshit"
}
new stkmessages[10][] =
{
"%s: Multi-Kill!",
"%s: Mega-Kill!",
"%s: Ultra-Kill!",
"%s: Monster-Kill!",
"%s: Killing Spree!",
"%s: Wicked Sick!",
"%s: Rampage!",
"%s: Ludacriss-Kill",
"%s: Godlike!",
"%s: Holy Shit!"
}
new knifemessages[KNIFEMESSAGES][] =
{
"KNIFE_MSG_1",
"KNIFE_MSG_2",
"KNIFE_MSG_3",
"KNIFE_MSG_4",
"KNIFE_MSG_5"
}
new messagesnohp[MESSAGESNOHP][] =
{
"NOHP_MSG_1",
"NOHP_MSG_2",
"NOHP_MSG_3",
"NOHP_MSG_4",
"NOHP_MSG_5"
}
new messageshp[MESSAGESHP][] =
{
"HP_MSG_1",
"HP_MSG_2",
"HP_MSG_3",
"HP_MSG_4",
"HP_MSG_5"
}
public plugin_init()
{
register_plugin(PLUGIN, VERSION, AUTHOR)
register_cvar("ultimate_sounds",VERSION,FCVAR_SERVER|FCVAR_EXTDLL|FCVAR_UNLOGGED|FCVAR_SPONLY)
register_dictionary("ultimate_sounds.txt")
register_event("DeathMsg","hs","a","3=1")
register_event("DeathMsg","knife_kill","a","4&kni")
register_event("ResetHUD", "reset_hud", "b");
register_event("DeathMsg", "death_event", "a", "1>0");
register_event("DeathMsg","death_msg","a")
register_event("SendAudio","roundend_msg","a","2=%!MRAD_terwin","2=%!MRAD_ctwin","2=%!MRAD_rounddraw")
register_event("TextMsg","roundend_msg","a","2&#Game_C","2&#Game_w")
lastman_mode = register_cvar("lastman_mode","abc")
streak_mode = register_cvar("streak_mode","ab")
knife_mode = register_cvar("knife_mode","ab")
hs_mode = register_cvar("hs_mode","ab")
gmsgHudSync = CreateHudSyncObj()
return PLUGIN_CONTINUE
}
get_streak()
{
new streak[3]
get_pcvar_string(streak_mode,streak,2)
return read_flags(streak)
}
public death_event(id)
{
new streak = get_streak()
if ((streak&1) || (streak&2))
{
new killer = read_data(1);
new victim = read_data(2);
if (0 < killer <= get_maxplayers())
return PLUGIN_CONTINUE;
kills[killer] += 1;
kills[victim] = 0;
deaths[killer] = 0;
deaths[victim] += 1;
for (new i = 0; i < LEVELS; i++)
{
if (kills[killer] == levels[i])
{
announce(killer, i);
return PLUGIN_CONTINUE;
}
}
}
return PLUGIN_CONTINUE;
}
announce(killer, level)
{
new streak = get_streak()
if (streak&1)
{
new name[32];
get_user_name(killer, name, 32);
set_hudmessage(0, 100, 200, 0.05, 0.65, 2, 0.02, 6.0, 0.01, 0.1, 2);
ShowSyncHudMsg(0, gmsgHudSync, stkmessages[level], name);
}
if (streak&2){
for(new i=1;i<=get_maxplayers();i++)
if(is_user_connected(i)==1 )
client_cmd(i, "spk %s", stksounds[level]);
}
}
public reset_hud(id)
{
new streak = get_streak()
if (streak&1)
{
if (kills[id] > levels[0])
{
client_print(id, print_chat,"%L", id, "KILL_STREAK", kills[id]);
}
else if (deaths[id] > 1)
{
client_print(id, print_chat,"%L", id, "DEATH_STREAK", deaths[id]);
}
}
}
public client_connect(id)
{
new streak = get_streak()
if ((streak&1) || (streak&2))
{
kills[id] = 0;
deaths[id] = 0;
}
}
public knife_kill()
{
new knifemode[4]
get_pcvar_string(knife_mode,knifemode,4)
new knifemode_bit = read_flags(knifemode)
if (knifemode_bit & 1)
{
new killer_id = read_data(1)
new victim_id = read_data(2)
new killer_name[33], victim_name[33]
get_user_name(killer_id,killer_name,33)
get_user_name(victim_id,victim_name,33)
set_hudmessage(200, 100, 0, -1.0, 0.30, 0, 6.0, 6.0, 0.5, 0.15, 1)
ShowSyncHudMsg(0, gmsgHudSync, "%L", LANG_PLAYER, knifemessages[ random_num(0,KNIFEMESSAGES-1) ],killer_name,victim_name)
}
if (knifemode_bit & 2)
{
for(new i=1;i<=get_maxplayers();i++)
if( is_user_connected(i) == 1 )
client_cmd(i,"spk misc/humiliation")
}
}
public roundend_msg(id)
alone_ann = 0
public death_msg(id)
{
new lmmode[8]
get_pcvar_string(lastman_mode,lmmode,8)
new lmmode_bit = read_flags(lmmode)
new players_ct[32], players_t[32], ict, ite, last
get_players(players_ct,ict,"ae","CT")
get_players(players_t,ite,"ae","TERRORIST")
if (ict==1&&ite==1)
{
new name1[32], name2[32]
get_user_name(players_ct[0],name1,32)
get_user_name(players_t[0],name2,32)
set_hudmessage(200, 100, 0, -1.0, 0.30, 0, 6.0, 6.0, 0.5, 0.15, 1)
if (lmmode_bit & 1)
{
if (lmmode_bit & 2)
{
ShowSyncHudMsg(0, gmsgHudSync, "%s (%i hp) vs. %s (%i hp)",name1,get_user_health(players_ct[0]),name2,get_user_health(players_t[0]))
}
else
{
ShowSyncHudMsg(0, gmsgHudSync, "%s vs. %s",name1,name2)
}
if (lmmode_bit & 4)
{
for(new i=1;i<=get_maxplayers();i++)
if( is_user_connected(i) == 1 )
client_cmd(i,"spk misc/maytheforce")
}
}
}
else
{
if (ict==1&&ite>1&&alone_ann==0&&(lmmode_bit & 4))
{
last=players_ct[0]
client_cmd(last,"spk misc/oneandonly")
}
else if (ite==1&&ict>1&&alone_ann==0&&(lmmode_bit & 4))
{
last=players_t[0]
client_cmd(last,"spk misc/oneandonly")
}
else
{
return PLUGIN_CONTINUE
}
alone_ann = last
new name[32]
get_user_name(last,name,32)
if (lmmode_bit & 1)
{
set_hudmessage(200, 100, 0, -1.0, 0.30, 0, 6.0, 6.0, 0.5, 0.15, 1)
if (lmmode_bit & 2)
{
ShowSyncHudMsg(0, gmsgHudSync, "%L", LANG_PLAYER, messageshp[ random_num(0,MESSAGESHP-1) ],ite ,ict ,name,get_user_health(last))
}
else
{
ShowSyncHudMsg(0, gmsgHudSync, "%L", LANG_PLAYER, messagesnohp[ random_num(0,MESSAGESNOHP-1) ],ite ,ict ,name )
}
}
}
return PLUGIN_CONTINUE
}
public hs()
{
new hsmode[4]
get_pcvar_string(hs_mode,hsmode,4)
new hsmode_bit = read_flags(hsmode)
if (hsmode_bit & 1)
{
new killer_id = read_data(1)
new victim_id = read_data(2)
new victim_name[33]
get_user_name(victim_id,victim_name,33)
set_hudmessage(200, 100, 0, -1.0, 0.30, 0, 3.0, 3.0, 0.15, 0.15, 1)
ShowSyncHudMsg(killer_id, gmsgHudSync, "::HEADSHOT::^nYou Owned %s !!",victim_name)
}
if (hsmode_bit & 2)
{
for(new i=1;i<=get_maxplayers();i++)
if( is_user_connected(i)==1 )
client_cmd(i,"spk misc/headshot")
}
}
public plugin_precache()
{
precache_sound("misc/monsterkill.wav")
precache_sound("misc/godlike.wav")
precache_sound("misc/headshot.wav")
precache_sound("misc/humiliation.wav")
precache_sound("misc/killingspree.wav")
precache_sound("misc/multikill.wav")
precache_sound("misc/ultrakill.wav")
precache_sound("misc/maytheforce.wav")
precache_sound("misc/oneandonly.wav")
precache_sound("misc/rampage.wav")
precache_sound("misc/holyshit.wav")
precache_sound("misc/megakill.wav")
precache_sound("misc/wickedsick.wav")
precache_sound("misc/ludacrisskill.wav")
return PLUGIN_CONTINUE
}
-
- Description
Records all kills on a counter for each weapon - Modules
- nVault - database module
- JSON - value of key entry
- Cvars
hud_channel_stattrak (default: -1) channel to use on the client - Commands
- say stattrak - stats menu
- Notes
Able to see other players' current weapon kills
First seen https://forums.alliedmods.net/showthread.php?t=344745 - Image
- Description
-
Very old plugin that I had from 2018 when I was learning Sourcemod. HL2DM does not really give you hints as to how to easily switch teams. This should solve this problem through commands or through a menu. Just updated it quickly. Match servers may have that, but for servers that do not ( looking at public servers ), this should be fine.
!teams/!switch - Will open a menu to switch teams.
!rebels - Switch to rebels.
!combine - Switch to combine.
!spec/!spectate - Switch to spectators.
N.B. Requires cl_showpluginmessages to be to 1 for menus to show.
In theory, this should also work in any games that support the jointeam command. -
can anyone edit this https://forums.alliedmods.net/showthread.php?t=27814 autoresponder and create something like the default advertise messages but add some conditions for online players and current map?
something like thisPHP Code:[SPK ZM] ZOMBIE.LEAGUECS.RO | Players: %onlineplayers | Map: %map
-
Hungry Heavy Delivery
:: Description
In this mode, players play as delivery boys who are tasked with delivering pizzas to the locals. The primary objectives are to deliver as many pizzas as possible and to achieve maximum airtime by navigating through the map's intricate layout. Success in this mode depends on agility, strategic movement, and sometimes team coordination depending on the game type.
:: Installation
All information on installation is in the Github repository README.
Download | Repository -
whats the best sounds plugins for 1.6 ? now a days.
-
Mewtwo Rescue
v1.0, posted at : 16/03/2024
* IMPORTANT WARNING *
This is not a normal plugin release. I started this project on an "as long as it works" mod.
It is very poorly coded and cpu expensive. I mean, really bad, i was on lazy mode.
Probably I will not continue developing this mod so if anyone wants to take over feel free to optimize it.
Information- Defeat Deoxys (NPC) to win the game
- Get masterballs to catch the Shadow Mewtwos
- Once a Shadow Mewtwo gets caught it will purify and help you
- Do damage to upgrade your pokemon and get masterballs
Youtube Video
Recommended Plugins- Weapon Model Replacement (cfg file on Mewtwo_Rescue.zip)
- No Weapon Drop
- Ambience Sounds Manager (cfg file on Mewtwo_Rescue.zip)
Credits to Dias and frk_14
RSSCerere plugins LongJump
w Pluginy AMXX
Opublikowano
I would also like a Long Jump plugin with sound if possible, yes I would like it when I press ctrl and there is space to jump.
Thank
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