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  1. Hi, I have this Vampire Zombie class which should heal when it hits an enemy, but it also heal when it hits an ally. Can someone modify it so it wont heal if u hit an ally ? Code: #include <amxmodx> #include <fakemeta> #include <basebuilder> #include <hamsandwich> #include <fun> #include <xs> // Plugin stuff new const PLUGIN[] = "[ZP] Zombie Class: Vampire Zombie" new const VERSION[] = "1.0" new const AUTHOR[] = "NiHiLaNTh" // Zombie parametres new const zclass5_name[] = { "Vampire Zombie" } // name new const zclass5_info[] = { "\r[\wV.I.P\r]" } // description new const zclass5_model[] = { "baseb_SnowMan" } // player model new const zclass5_clawmodel[] = { "v_candycane_snowman_bb" } // claw model const zclass5_health = 1500 // health const zclass5_speed = 220 // speed const Float:zclass5_gravity = 0.7 // gravity const zclass5_admin = ADMIN_LEVEL_H const zclass5_credits = 0 // Class ID new g_zclass_vampire; // CVAR pointers new pcv_multi; // Zombie classes must be registered on plugin precache public plugin_precache() { g_zclass_vampire = bb_register_zombie_class(zclass5_name, zclass5_info, zclass5_model, zclass5_clawmodel, zclass5_health, zclass5_speed, zclass5_gravity, 0.0, zclass5_admin, zclass5_credits); } // Plugin initialization public plugin_init() { // Register our plugin register_plugin(PLUGIN, VERSION, AUTHOR) // Forward RegisterHam(Ham_TakeDamage, "player", "fw_TakeDamage") // CVAR pcv_multi = register_cvar("zp_vampire_multi", "2") // additional health multiplier } // Target has been injected... public zp_user_infected_post(id, infector, nemesis) { // Our zm class if (zp_get_user_zombie_class(id) == g_zclass_vampire) { client_print(id, print_chat, "[ZP] Damage or infect someone to get additional health."); VampireInit(id); } // Vampire zombie cannot damage anyone on Single/Multi infection rounds so... if (zp_get_user_zombie_class(infector) == g_zclass_vampire) { set_pev(infector, pev_health, float(pev(infector, pev_health) + 1000)) } } // Victim took damage from entity public fw_TakeDamage(victim, inflictor, attacker, Float:damage, damage_type) { // Not alive if (!is_user_alive(victim)) return; if (!zp_get_user_zombie(attacker)) return; if (zp_get_user_zombie_class(attacker) == g_zclass_vampire) { // Calculate additional health static ExtraHealth; ExtraHealth = floatround(damage * get_pcvar_num(pcv_multi)) // Set new health set_pev(attacker, pev_health, float(pev(attacker, pev_health) + ExtraHealth)) } } // Vampire zombie was born... public VampireInit(id) { // Not alive if (!is_user_alive(id)) return PLUGIN_CONTINUE; // Not our zombie class if (zp_get_user_zombie_class(id) != g_zclass_vampire) return PLUGIN_CONTINUE; return PLUGIN_CONTINUE; } Przeczytaj cały wpis
  2. Related Plugins:[L4D2] Spitter Acid Glow [L4D2] Vomitjar Glow [L4D & L4D2] Glare [L4D & L4D2] Fire Glow [L4D & L4D2] Infected Glow [L4D & L4D2] Enhanced Throwables - by Lux About:Based on the [L4D & L4D2] Fire Glow plugin. Creates a dynamic light where Vomitjars explode. The light flickers and fades in and out. Maximum of 8 lights simultaneously. Recompile changing "define MAX_LIGHTS" value if you want more. Thanks:S.A.S - For the request. Cvars: Saved to l4d2_vomitjar_glow.cfg in your servers \cfg\sourcemod\ folder. PHP Code: // 0=Plugin off, 1=Plugin on. l4d2_vomitjar_glow_allow "1" // Turn on the plugin in these game modes, separate by commas (no spaces). (Empty = all). l4d2_vomitjar_glow_modes "" // Turn off the plugin in these game modes, separate by commas (no spaces). (Empty = none). l4d2_vomitjar_glow_modes_off "" // Turn on the plugin in these game modes. 0=All, 1=Coop, 2=Survival, 4=Versus, 8=Scavenge. Add numbers together. l4d2_vomitjar_glow_modes_tog "0" // How far does the dynamic light illuminate the area. l4d2_vomitjar_glow_distance "250.0" // The light color. Three values between 0-255 separated by spaces. RGB Color255 - Red Green Blue l4d2_vomitjar_glow_color "255 0 100" // Vomitjar Glow plugin version. l4d2_vomitjar_glow_version Changes: Code: 1.0 (03-Dec-2023) - Initial release. Installation:Click "Get Plugin" and put the .smx file into your servers \addons\sourcemod\plugins\ folder. Attached Files Get Plugin or Get Source (l4d2_vomitjar_glow.sp - 11.6 KB) Wyświetl pełny artykuł
  3. Hello, I made a plugin where the map changes after the round ends. :wink: Wyświetl pełny artykuł
  4. In fact, it has the same purpose as him https://forums.alliedmods.net/showthread.php?t=344601 Similar to the knife reward Just don’t want rewards, just sound effects Przeczytaj cały wpis
  5. I did not know to post it here or on the scripting forum. I need to teleport a player near another player. think a player says /teleport admin1, then he will teleport to the player named admin1. first, how to teleport? (I think I can find it via searching) second, the most important point is that, will the player teleport to a safe location near the target player? for example the target player is near a wall, then where the requester will teleport? into the wall or outside the wall? so how to safe teleport a player near another player? Przeczytaj cały wpis
  6. is there any plugin restricting the player from aiming with rifles on freeze time? what is the goal? on aim or fy maps, if they have freeze time, some players will aim with rifles at the other team's player, and as soon as freeze time ends, they shoot and kill the poor player :) also, it would be perfect, if all players switched to knife on freeze time, so they can not also fix their aims with other weapons on heads!!! Przeczytaj cały wpis
  7. Hello everyone, I use this shop: https://forums.alliedmods.net/showthread.php?t=284603 Is it possible for someone to create an item that when throwing an HE grenade and it, if it finds an enemy nearby, will target him. I hope it's not too much work. Przeczytaj cały wpis
  8. About:This fixes some maps where players could be in certain positions within the saferoom that prevent the round from ending. 1.5 seconds after the saferoom door closes with all Survivors inside, if the round has not ended, they will be teleported to a valid position within the saferoom. Thanks:Voevoda - For the request Changes: Code: 1.0 (27-Nov-2023) - Initial release.Requirements:Left 4 DHooks Direct plugin. Installation:DO NOT click 'Get Plugin' or it will fail to compile because this plugin requires Left 4 DHooks Direct!Download the .smx file and put into your servers \addons\sourcemod\plugins folder. Attached Files l4d_transition_level.smx (6.3 KB) Get Plugin or Get Source (l4d_transition_level.sp - 5.6 KB) Wyświetl pełny artykuł
  9. I need the cs 1.6 skin skin menu. If there is a working plugin, I would be very happy if you could help me. I am having trouble installing it. I would appreciate it if you could show me a tutorial video on the installation, thank you. like the menu in the picture Attached Thumbnails Przeczytaj cały wpis
  10. Hello people ! I want to ask for some help with my long jump plugin. First is the version that works, but it is badly written and should be written in a better way. The second code is my attempt at better writing, but it doesn't work. Can anyone help me with the second option ??? Why is not it working ??? This is the working one : Code: #include <amxmodx> #include <fakemeta> #include <hamsandwich> #include <cromchat> #define PLUGIN "Long Jump" #define VERSION "1.0" #define AUTHOR "MayroN, tes-onez crew" new g_msgStatusIcon; new g_jumps[33]; new g_showJumpMessage[33]; new Float:g_lastJumpTime[33]; new const MAX_JUMPS_CVAR[] = "maxjumps"; new maxJumps; new g_hasDisplayedMessage[33]; public plugin_init() { register_plugin(PLUGIN, VERSION, AUTHOR); register_cvar(MAX_JUMPS_CVAR, "3"); g_msgStatusIcon = get_user_msgid("StatusIcon"); for (new i = 0; i < 33; i++) { g_showJumpMessage[i] = true; g_hasDisplayedMessage[i] = false; } maxJumps = get_cvar_num(MAX_JUMPS_CVAR); RegisterHam(Ham_Player_PreThink, "player", "Player_Jump"); RegisterHam(Ham_Killed, "player", "Hook_Icon"); register_forward(FM_CmdStart, "Show_Icon"); register_clcmd("amx_cvar", "CvarChangeHandler"); } public CvarChangeHandler(id, const cmd[], argc) { if (argc >= 3 && equali(cmd, MAX_JUMPS_CVAR)) { maxJumps = get_cvar_num(MAX_JUMPS_CVAR); } return PLUGIN_CONTINUE; } public Show_Icon(id, uc_handle, seed) { if (!is_user_alive(id)) return FMRES_IGNORED; if (g_jumps[id] < maxJumps) { if (get_user_weapon(id) == CSW_KNIFE) { StatusIcon(id, 1); if (!g_hasDisplayedMessage[id]) { CC_SendMatched(id, CC_COLOR_TEAM, "&x04%n&x01, you have &x04Long Jump &x01ability (&x04Jumps Left&x01: &x07%d&x01/&x04%d&x01)", id, maxJumps - g_jumps[id], maxJumps); g_hasDisplayedMessage[id] = true; } } else { StatusIcon(id, 0); } } else { StatusIcon(id, 0); if (g_lastJumpTime[id] > 0.0 && get_gametime() - g_lastJumpTime[id] < 2.0) { CC_SendMatched(id, CC_COLOR_TEAM, "&x03%n&x01, you have used all &x04Long Jumps", id); g_lastJumpTime[id] = 0.0; } } return FMRES_IGNORED; } public Player_Jump(id) { static buttons, oldbuttons; buttons = pev(id, pev_button); oldbuttons = pev(id, pev_oldbuttons); if (buttons & IN_DUCK && buttons & IN_JUMP && !(oldbuttons & IN_JUMP) && (pev(id, pev_flags) & FL_ONGROUND)) { if (g_jumps[id] < maxJumps && get_user_weapon(id) == CSW_KNIFE) { g_jumps[id]++; set_speed(id, 500.0); static Float:velocity[3]; pev(id, pev_velocity, velocity); velocity[2] = 800 / 3.0; if ((pev(id, pev_button) & (IN_LEFT | IN_RIGHT))) { velocity[0] *= -1; velocity[1] *= -1; } set_pev(id, pev_velocity, velocity); if (g_jumps[id] >= maxJumps) { StatusIcon(id, 0); g_showJumpMessage[id] = true; g_hasDisplayedMessage[id] = false; } else { g_showJumpMessage[id] = true; g_hasDisplayedMessage[id] = false; } g_lastJumpTime[id] = get_gametime(); } } else if (g_lastJumpTime[id] > 0.0 && get_gametime() - g_lastJumpTime[id] > 2.0) { g_lastJumpTime[id] = 0.0; g_showJumpMessage[id] = false; g_hasDisplayedMessage[id] = false; } } stock set_speed(ent, Float:speed) { if(!pev_valid(ent)) return; static Float:vangle[3], Float:new_velo[3], Float:y, Float:x; if(ent<=get_maxplayers()) { pev(ent,pev_v_angle,vangle); } pev(ent,pev_velocity,new_velo); y = new_velo[0]*new_velo[0] + new_velo[1]*new_velo[1]; if(y) x = floatsqroot(speed*speed / y); new_velo[0] *= x; new_velo[1] *= x; if(speed<0.0) { new_velo[0] *= -1; new_velo[1] *= -1; } set_pev(ent,pev_velocity,new_velo); } StatusIcon(id, run) { if(!is_user_connected(id)) return; message_begin(MSG_ONE, g_msgStatusIcon, {0,0,0}, id); write_byte(run); write_string("item_longjump"); write_byte(0); write_byte(220); write_byte(220); message_end(); } public Hook_Icon(id) { StatusIcon(id, 0); g_jumps[id] = 0; g_lastJumpTime[id] = 0.0; g_showJumpMessage[id] = false; g_hasDisplayedMessage[id] = false; }And this is my trial version for better writing, but it's not working, can someone help me : Code: #include <amxmodx> #include <fakemeta> #include <hamsandwich> #include <cromchat> #define PLUGIN "Long Jump" #define VERSION "1.0" #define AUTHOR "MayroN, tes-onez crew" new g_msgStatusIcon; new g_jumps[33]; new g_showJumpMessage[33]; new Float:g_lastJumpTime[33]; new maxJumps; new g_hasDisplayedMessage[33]; public plugin_init() { register_plugin(PLUGIN, VERSION, AUTHOR); register_cvar("maxjumps", "3"); g_msgStatusIcon = get_user_msgid("StatusIcon"); for (new i = 0; i < 33; i++) { g_showJumpMessage[i] = true; g_hasDisplayedMessage[i] = false; } RegisterHam(Ham_Player_PreThink, "player", "Player_Jump"); RegisterHam(Ham_Killed, "player", "Hook_Icon"); register_forward(FM_CmdStart, "Show_Icon"); hook_cvar_change(register_cvar("maxjumps", "3"), "Cvars_Updating"); } public Cvars_Updating(pcvar, const old_value[], const new_value[]) { maxJumps = get_pcvar_num(pcvar); } public Show_Icon(id, uc_handle, seed) { if (!is_user_alive(id)) return FMRES_IGNORED; if (g_jumps[id] < maxJumps) { if (get_user_weapon(id) == CSW_KNIFE) { StatusIcon(id, 1); if (!g_hasDisplayedMessage[id]) { CC_SendMatched(id, CC_COLOR_TEAM, "&x04%n&x01, you have &x04Long Jump &x01ability (&x04Jumps Left&x01: &x07%d&x01/&x04%d&x01)", id, maxJumps - g_jumps[id], maxJumps); g_hasDisplayedMessage[id] = true; } } else { StatusIcon(id, 0); } } else { StatusIcon(id, 0); if (g_lastJumpTime[id] > 0.0 && get_gametime() - g_lastJumpTime[id] < 2.0) { CC_SendMatched(id, CC_COLOR_TEAM, "&x03%n&x01, you have used all &x04Long Jumps", id); g_lastJumpTime[id] = 0.0; } } return FMRES_IGNORED; } public Player_Jump(id) { static buttons, oldbuttons; buttons = pev(id, pev_button); oldbuttons = pev(id, pev_oldbuttons); if (buttons & IN_DUCK && buttons & IN_JUMP && !(oldbuttons & IN_JUMP) && (pev(id, pev_flags) & FL_ONGROUND)) { if (g_jumps[id] < maxJumps && get_user_weapon(id) == CSW_KNIFE) { g_jumps[id]++; set_speed(id, 500.0); static Float:velocity[3]; pev(id, pev_velocity, velocity); velocity[2] = 800 / 3.0; if ((pev(id, pev_button) & (IN_LEFT | IN_RIGHT))) { velocity[0] *= -1; velocity[1] *= -1; } set_pev(id, pev_velocity, velocity); if (g_jumps[id] >= maxJumps) { StatusIcon(id, 0); g_showJumpMessage[id] = true; g_hasDisplayedMessage[id] = false; } else { g_showJumpMessage[id] = true; g_hasDisplayedMessage[id] = false; } g_lastJumpTime[id] = get_gametime(); } } else if (g_lastJumpTime[id] > 0.0 && get_gametime() - g_lastJumpTime[id] > 2.0) { g_lastJumpTime[id] = 0.0; g_showJumpMessage[id] = false; g_hasDisplayedMessage[id] = false; } } stock set_speed(ent, Float:speed) { if(!pev_valid(ent)) return; static Float:vangle[3], Float:new_velo[3], Float:y, Float:x; if(ent<=get_maxplayers()) { pev(ent,pev_v_angle,vangle); } pev(ent,pev_velocity,new_velo); y = new_velo[0]*new_velo[0] + new_velo[1]*new_velo[1]; if(y) x = floatsqroot(speed*speed / y); new_velo[0] *= x; new_velo[1] *= x; if(speed<0.0) { new_velo[0] *= -1; new_velo[1] *= -1; } set_pev(ent,pev_velocity,new_velo); } StatusIcon(id, run) { if(!is_user_connected(id)) return; message_begin(MSG_ONE, g_msgStatusIcon, {0,0,0}, id); write_byte(run); write_string("item_longjump"); write_byte(0); write_byte(220); write_byte(220); message_end(); } public Hook_Icon(id) { StatusIcon(id, 0); g_jumps[id] = 0; g_lastJumpTime[id] = 0.0; g_showJumpMessage[id] = false; g_hasDisplayedMessage[id] = false; } Przeczytaj cały wpis
  11. Can someone please find me this plugin https://forums.alliedmods.net/showthread.php?t=166661 Przeczytaj cały wpis
  12. I am not the author of this plugin, I simply made some modifications so that it compiles without any warnings and so that it automatically creates a configuration file. Authors : Author : Andi67 http://www.andi67.bplaced.net/Forum/...php?f=14&t=809 Description : This plugin add green an red trails to grenades and rockets. Setting : General Setting file : Folder : HTML Code: dod/cfg/dod_grenadetrails/dod_grenadetrails.cfg PHP Code: // This file was auto-generated by SourceMod (v1.11.0.6502) // ConVars for plugin "dod_grenadetrails.smx" // 1 is on 0 is off // - // Default: "1" // Minimum: "0.000000" // Maximum: "1.000000" dod_grenadetrails_fraggrenade "1" // 1 is on 0 is off // - // Default: "1" // Minimum: "0.000000" // Maximum: "1.000000" dod_grenadetrails_riflegrenade "1" // 1 is on 0 is off // - // Default: "1" // Minimum: "0.000000" // Maximum: "1.000000" dod_grenadetrails_rocket "1" // 1 is on 0 is off // - // Default: "1" // Minimum: "0.000000" // Maximum: "1.000000" dod_grenadetrails_smokegrenade "1" Facility : Download smx file. Upload it to your server : HTML Code: dod/addons/sourcemod/plugins/ Change map, plugin create cfg file. Setting cfg file if you want. Changelog : Plugin 1.0 : Plugin Original by Andi67 Plugin 1.1 : Plugin Modified by Micmacx Have fun... Attached Files Get Plugin or Get Source (dod_grenadetrails.sp - 3.8 KB) Wyświetl pełny artykuł
  13. Hi, i need 1 plugin to gag someone CHAT forever in every map for example permanently gag this Steam ID -> STEAM_0:1:544251234 Can someone please create this or does it already exist somewhere? thanks Przeczytaj cały wpis
  14. Forum: Unapproved Plugins Posted By: marcel1231 Post Time: 11-20-2023 at 11:04Wyświetl pełny artykuł
  15. This experimental plugin is for HL2 (the singleplayer game) and it's episodes. It fixes a very small amount of bugs present while testing multiplayer and dedicated servers. Fixes the HIDEHUD_CHAT thing as well as the no solid on kill bug. This plugin is for experimental use only. HL2 Gamedata: here Attached Files Get Plugin or Get Source (hl2_misc.sp - 2.7 KB) Wyświetl pełny artykuł
  16. I used to play deathrun on a very popular deathrun server for HL2DM, which had ( and still has ) +jump/+use spam prevention. Limiting +jump spam could limit bunnyhopping ( not sure why you would do that, though ), or fix exploits ( none that I am aware of with +jump ). Limiting +use spam could stop people from exploiting multiple buttons rapidly for example. Use it as you will. ConVars sm_keybind_spam_enable [ Def 1 ] - Enable or disable plugin sm_jump_spam_protection [ Def 1 ] - Enable or disable jump spam protection sm_use_spam_protection [ Def 0 ] - Enable or disable use spam protection sm_jump_threshold [ Def 100 ] - The limit of +jump commands registered in a given time ( basically, how many times you are using space bar, mwheel, etc. to perform a +jump operation ) at which it will kick the client. sm_jump_threshold_reset [ Def 10.0 ] - How long in seconds will the threshold reset back to 0. sm_use_threshold [ Def 20 ] - The limit of +use commands registered in a given time ( basically, how many times you are using your use key to perform a +use operation ) at which it will kick the client. sm_use_threshold_reset [ Def 10.0 ] - How long in seconds will the threshold reset back to 0. See plugin.usenospam.cfg for configuration in cfg/sourcemod. Attached Files Get Plugin or Get Source (usenospam.sp - 8.2 KB) Wyświetl pełny artykuł
  17. This plugin adds a layer of protection preventing cheaters from hijacking another player's Steam ID. It is a very basic form of protection. I assume this is not entirely necessary to have, given that the engine itself seems to be doing the job according to my own testings, but there is no harm in adding an extra layer of protection anyway. It fixes an issue in [ANY] SteamID Hijack Booter ( where it would otherwise kick the wrong client ), and uses the new syntax. Attached Files Get Plugin or Get Source (idhijack.sp - 1.5 KB) Wyświetl pełny artykuł
  18. This plugin randomly plays one of the default Half-Life 2 tracks at the end of a game ( whenever the time left reaches 0 ). How long the track plays depends on how long mp_chattime is set to. Setting it from 15 to 20 seconds seem to work best. This is a very simple plugin with no customization of the tracks. I originally made this for myself, but since I am not going to be playing much, if at all, I will just release it. Have fun! Chosen tracks are: Code: music/hl2_song3.mp3 music/hl2_song31.mp3 music/hl1_song11.mp3 music/hl1_song17.mp3 music/hl1_song10.mp3 music/hl2_song14.mp3 Attached Files Get Plugin or Get Source (music.sp - 2.9 KB) Wyświetl pełny artykuł
  19. Half-Life request a plugin that can prevent player to do long jump or disable it can anyone plz help Przeczytaj cały wpis
  20. This plugin adds some missing sounds that would be present in the regular Half-Life 2 games, but not in HL2DM. Sounds that are added back in are:weapons/crossbow/bolt_load1.wav ( when attaching the bolt to the crossbow during reload ) weapons/crossbow/bolt_load2.wav ( when attaching the bolt to the crossbow during reload ) weapons/physcannon/physcannon_claws_close.wav weapons/physcannon/physcannon_claws_open.wav weapons/physcannon/physcannon_tooheavy.wav weapons/physcannon/physcannon_pickup.wav weapons/physcannon/physcannon_drop.wav weapons/physcannon/hold_loop.wav weapons/slam/throw.wav ( underhand grenade throw while crouched ) Attached Files Get Plugin or Get Source (hl2mpsoundsfix.sp - 9.5 KB) Wyświetl pełny artykuł
  21. There used to be "Advanced Timeleft" by gavvvr, but I do not have a copy of it, and not sure it is was ever archived, but I have no will to search for it, so I made this version, easily accessible. Not a whole lot of games support HUD elements on screen, but HL2DM does. Use this if your server is a public FFA ( Free For All ) server. Most match server plugins, like XMS, come bundled with their own version of timeleft on HUD ( if your server is a match server, that is ). The plugin uploaded on Sourcemod here is only to provide a detached version. Have fun. Attached Files Get Plugin or Get Source (hud_timeleft.sp - 2.2 KB) Wyświetl pełny artykuł
  22. Hurt sounds emitted from the player based on their current player model. It has no commands, because I made it for myself originally. I do not play HL2DM much more, if at all, so have at it. Attached Files Get Plugin or Get Source (hurtsounds.sp - 8.1 KB) Wyświetl pełny artykuł
  23. By default, HL2DM uses 1 set of footstep sounds for all materials walked onto. This plugin provides per material footstep sounds like in Half-Life 2 games. The only limitation is with displacements. Sourcemod will not fetch the material name on anything that is a displacement ( returning *DISPLACEMENT* rather than the material name ), which will play the concrete footstep sounds ( default sound ). The plugin does not have any commands at all. I made it for myself only, but since I really do not play much, if at all, have at it. Attached Files Get Plugin or Get Source (footsteps.sp - 8.4 KB) Wyświetl pełny artykuł
  24. I am not the author of this plugin, but as I was asked to make some modifications, I am sharing it with the community. Fix old language. Added the ability to activate the plugin with cvar when starting the map. Added Cvar for health setting. Authors : Author : BlackSun http://dodsplugins.mtxserv.fr/ Description : It's a simple plugin that can be activated by menu or Cvar which force all players use allied bazooka only. Attachment 202261 Setting : Folder : HTML Code: dod/cfg/dod_rocketbattle/dod_rocketbattle.cfg PHP Code: // This file was auto-generated by SourceMod (v1.11.0.6502) // ConVars for plugin "rocketbattle.smx" // Enabled/Disabled Rocket Battle on start map // - // Default: "0" // Minimum: "0.000000" // Maximum: "1.000000" dod_rocketbattle_enable "0" // Change player health // - // Default: "200" // Minimum: "0.000000" // Maximum: "999.000000" dod_rocketbattle_health "200" Facility : Download smx file. Upload it to your server : HTML Code: dod/addons/sourcemod/plugins/ Change map, plugin create cfg file. Setting cfg file if you want. Go to menu for activate it. Changelog : Plugin 1.0 : Plugin Original by BlackSun Plugin 1.1 : Plugin Modified by Micmacx Have fun... Attached Thumbnails Attached Files Get Plugin or Get Source (dod_rocketbattle.sp - 5.8 KB) Wyświetl pełny artykuł
  25. INSTRUNCTION: 1.first download smx or complied sp -> smx and put the smx file in the plugins folder. 2.Run your server dedicated or hosted. Attached Files Get Plugin or Get Source (Calculator.sp - 3.2 KB) Calculator.smx (5.0 KB) Wyświetl pełny artykuł
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