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Treść opublikowana przez MYGO.pl

  1. Hello! I have this bio_nightvision_final plugin for the biohazard mode that I want to use together with the thermal_goggles plugin, so that zombies can see people through walls when they are infected, But I have a problem, this nightvision is always ON and does not turn off if you press N so as it should be, I tried to use thermal_googles with other nightvisions but it only works with this one, Can someone combine these two ways? to go close when you press N because it is always on Attached Files Get Plugin or Get Source (thermal_goggles.sma - 2.9 KB) Get Plugin or Get Source (bio_nightvision_final.sma - 4.4 KB) Przeczytaj cały wpis
  2. Hello g-mans , dose anyone know where i can get those modules from down below , i am using the csdm addons posted by BAILOPAN and it gives me this error when im trying to run the server , maybe he can help ? :) L 11/08/2023 - 21:40:04: [AMXX] Module "cstrike/addons/amxmodx/modules/amxmodx_amxx_i386.so" failed to load (cstrike/addons/amxmodx/modules/amxmodx_amxx_i386.so: cannot open shared object file: No such file or directory) L 11/08/2023 - 21:40:04: Error: L 11/08/2023 - 21:40:04: [AMXX] Module is not a valid library (file "cstrike/addons/amxmodx/modules/amxmodx_amxx_i386.so") L 11/08/2023 - 21:40:04: [AMXX] Module "cstrike/addons/amxmodx/modules/amxmisc_amxx_i386.so" failed to load (cstrike/addons/amxmodx/modules/amxmisc_amxx_i386.so: cannot open shared object file: No such file or directory) L 11/08/2023 - 21:40:04: Error: L 11/08/2023 - 21:40:04: [AMXX] Module is not a valid library (file "cstrike/addons/amxmodx/modules/amxmisc_amxx_i386.so") Przeczytaj cały wpis
  3. is there any module similar to orpheu just for rehlds? Przeczytaj cały wpis
  4. I wanna set a number of rounds to win. every team that reaches that number of wins, the game should stop, and a window should open and show the winning team (T or CT) with a winning music, then by pressing ok the game should restart. is there any plugin doing this job? Przeczytaj cały wpis
  5. NightCrawler Remake - v0.0.1, posted at : 08/11/2023 First of all, i must leave credits on Exolent[jNr] for making this awesome mod several years ago. I decided to make my own remake of this mod because i wanted to make it fresh with modificated weapons. Plus, since i am using on a multi-mod server i needed to make the game 1:1 ratio to allow more nightcrawlers per round. Gameplay Humans vs Nightcrawlers. Humans get weapons and must survive the whole round. Nightcrawlers are invisible, can climb walls by pressing E (+USE) and can teleport by pressing F (impulse 100). The wallhang is clean allowing the player to "surf" the wall making cool jumps to hit & run. What changes?Humans can teleport (amount defined on configuration file, you can make it 0 to disable) Api that allows to add special weapons like zombie weapons 1:1 ratio A lot of bug fixes like humans could be invisible What features are included?Autojoin Autoteam balance (safe) Player Model change You can replace Knife model & sounds via configuration file A lot of stuff. Check configuration file Watch here a short Video Configuration file: Code: ; If 1 player will autojoin AUTO_JOIN_TEAM 1 ; Game Name GAME_NAME "NightCrawlers Remake" ; Ignore Fall Damage IGNORE_FALLDAMAGE 1 ; Set Human Values now HUMAN_SPEED_FLOAT 325.0 HUMAN_GRAVITY_FLOAT 750.0 HUMAN_HEALTH 200 HUMAN_TELEPORTS 1 ; Now NightCrawler Values NC_SPEED_FLOAT 375.0 NC_GRAVITY_FLOAT 575.0 NC_HEALTH 200 NC_TELEPORTS 3 ; The amount of time a Nightcrawler stays ; visible after receive damage VISIBLE_TIME_FLOAT 1.0 ; Speed when crawling the walls CRAWL_SPEED 550 ; Models now MODEL_NIGHTCRAWLER nightcrawler_nc MODEL_HUMAN nightcrawler_ct MODEL_KNIFE models/v_nightcrawler-sword.mdl ; Sounds ; Win Sounds SOUND_NC_WIN nightcrawlers/nc_win.wav SOUND_HUMAN_WIN nightcrawlers/human_win.wav ; Misc Sounds SOUND_PAIN nightcrawlers/pain.wav SOUND_TELEPORT nightcrawlers/teleport.wav ; Death Sounds - We start from 0 because i am lazy DEATH_SOUND_0 nightcrawlers/nc_death1.wav DEATH_SOUND_1 nightcrawlers/nc_death2.wav DEATH_SOUND_2 nightcrawlers/nc_death3.wav DEATH_SOUND_3 nightcrawlers/nc_death4.wav ; Knife Sounds - We start from 0 because i am really lazy KNIFE_SOUND_0 nightcrawlers/sword_strike1.wav KNIFE_SOUND_1 nightcrawlers/sword_strike1.wav KNIFE_SOUND_2 nightcrawlers/sword_strike1.wav KNIFE_SOUND_3 nightcrawlers/sword_strike1.wav KNIFE_SOUND_4 nightcrawlers/sword_strike2.wav KNIFE_SOUND_5 weapons/knife_slash1.wav KNIFE_SOUND_6 weapons/knife_slash2.wav KNIFE_SOUND_7 nightcrawlers/sword_strike4.wav include file: PHP Code: #if defined _nightcrawlers_included #endinput #endif #define _nightcrawlers_included enum { Primary_Weapon, Secondary_Weapon } /** * Registers Weapons * * @param szName Class Name * @param Secondary Primary = 0 | Secondary = 1 * @param szFlag Flag required to use the Weapon * @param szFlagDesc Description - ie. "VIP" * @return An internal Weapon Class ID */ native nc_register_weapon(const szName[], Secondary, const szFlag[], const szFlagDescription[]) /** * Get User Human * * @param Id Player Index * @return 1/0 1- Human | 0- NightCrawler */ native nc_is_user_human(id) /** * Called when a player choses his Primary/Secondary Weapons * * @param id Player's Index * @param WeaponID INTERNAL Index of the Weapon. Required on sub-plugins */ forward nc_primary_selected(id, WeaponID) forward nc_secondary_selected(id, WeaponID) /** * Called when after player spawned and stuff assigned * * @param id Player's Index */ forward nc_spawn_post(id) Attached Files Get Plugin or Get Source (nightcrawler_remake.sma - 28.6 KB) Get Plugin or Get Source (nc_basic_weapons.sma - 1.6 KB) nc_remake.zip (7.60 MB) nightcrawlers.ini (1.5 KB) nightcrawlers.inc (1.0 KB) Przeczytaj cały wpis
  6. About:Creates a flash of light when various explosives detonate. Customize the color and brightness of the flashes. Customize which explosives can create a flash. Thanks:Iizuka07 - For the request. Cvars: Saved to l4d_explosive_flash.cfg.cfg in your servers \cfg\sourcemod\ folder. PHP Code: // 0=Plugin off, 1=Plugin on. l4d_explosive_flash_allow "1" // The flash color for Explosive Barrels explosions. Three values between 0-255 separated by spaces. RGB Color255 - Red Green Blue. l4d_explosive_flash_color_barrel "255 35 0" // The flash color for Grenade Launcher explosions. Three values between 0-255 separated by spaces. RGB Color255 - Red Green Blue. l4d_explosive_flash_color_grenade "255 50 0" // The flash color Oxygen Tank explosions. Three values between 0-255 separated by spaces. RGB Color255 - Red Green Blue. l4d_explosive_flash_color_oxygen "255 50 0" // The flash color Pipe Bomb explosions. Three values between 0-255 separated by spaces. RGB Color255 - Red Green Blue. l4d_explosive_flash_color_pipe "255 50 0" // The flash color Propane Tank explosions. Three values between 0-255 separated by spaces. RGB Color255 - Red Green Blue. l4d_explosive_flash_color_propane "255 50 0" // How far does the Explosive Barrels flash illuminate the area. l4d_explosive_flash_dist_barrel "500.0" // How far does the Grenade Launcher flash illuminate the area. l4d_explosive_flash_dist_grenade "500.0" // How far does the Oxygen Tank flash illuminate the area. l4d_explosive_flash_dist_oxygen "500.0" // How far does the Pipe Bomb flash illuminate the area. l4d_explosive_flash_dist_pipe "500.0" // How far does the Propane Tank flash illuminate the area. l4d_explosive_flash_dist_propane "500.0" // Turn on the plugin in these game modes, separate by commas (no spaces). (Empty = all). l4d_explosive_flash_modes "" // Turn off the plugin in these game modes, separate by commas (no spaces). (Empty = none). l4d_explosive_flash_modes_off "" // Turn on the plugin in these game modes. 0=All, 1=Coop, 2=Survival, 4=Versus, 8=Scavenge. Add numbers together. l4d_explosive_flash_modes_tog "0" // Duration of the flash for all types. l4d_explosive_flash_speed "0.4" // Which types to allow: 1=Explosive Barrel. 2=Propane Tank. 4=Oxygen Tank. 8=PipeBomb. 16=Grenade Launcher (L4D2) 31=All. l4d_explosive_flash_types "31" // Explosive Flash plugin version l4d_explosive_flash_version Changes: Code: 1.0 (07-Nov-2023) - Initial release. Requirements:Left 4 DHooks Direct plugin version 1.139 or newer. 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 Get Plugin or Get Source (l4d_explosive_flash.sp - 14.3 KB) l4d_explosive_flash.smx (10.1 KB) Wyświetl pełny artykuł
  7. How to display what holiday is today on festivals day,And add various holiday blessings in ini At present, this plugin can only count down the next festivals and will not display what festivals it is today on the day of the festivals Also, this plugin cannot count down to January 1st of the new year. Can someone fix this issue Attached Files count_vault.ini (35 Bytes) Get Plugin or Get Source (DaysEvent.sma - 5.5 KB) Przeczytaj cały wpis
  8. I cannot change the position of the HUD texts in this plugin. This task is very difficult for me. Can you help me? Attached Files Get Plugin or Get Source (statsx_shell.sma - 120.3 KB) Przeczytaj cały wpis
  9. what if we have a clone boss fight plugin? All of players will transfer into CT and one of them will be on Terror team. Then the player on Terror will have some bots as his Clones :) The Cloned Bots can not damage other players, they just are some clones. CTs should find and hunt the main boss, and whoever hunts the boss, will be the next boss. Here are some keys: - the cloned bots should have the same skin as the player who is boss. - the cloned bots can not damage others, they shoot, they will play like a normal bots, but their bullets can not hit any damage. - the cloned bots' damage is 1 (it is better that can be changed via cvars). so they can get killed easily. - the cloned bots' can revive after death (it should be a cvar if they can revive or not and how many seconds later after death they should revive) - the mp_playerid should be set to 1, so CTs can not detect the boss by crosshair and seeing the boss name. - the cloned bots' difficulty should be expert so they can more wisely. thank you brothers Przeczytaj cały wpis
  10. Somewhere may be GOOGLE TRANSLATED, because my English SUCKS HAHA:)Description▷As we known, we can get an achievement when we play game mode outpost and reach level 20. But maybe you don't know we are unable to win this game, even you reach level 2147483647 (32bit int, I tested it). You really want to win this game? perhaps you can try this. Use this if you really want to show a WIN credit when reach a specific game level. CVAR list Code: sm_outpost_endlevel 25 //what level we should get victory? integer between 3 to 2147483647, default is 25. Changelog Code: 05/11/2023 (1.0.9) Initial release. Especially thanks to Bob for providing some solutions to technical problems. Attached Files Get Plugin or Get Source (end of outpost.sp - 5.0 KB) end of outpost.smx (5.3 KB) Wyświetl pełny artykuł
  11. Hello today i saw a interesting plugin that i want someone to make. In my previous post, i said im a newbie, and still i am, but i need help on how to make this. I found two different plugins, but i wanna combine them. I've tried using AI but it didnt work so i need help. (The plugins i used are "Show me the time (a clock and info plugin)" AND "[ZP] Display the Current Mode") The plugin shows the current mode, the next map, the timeleft, and the current time at the top left corner of the screen, under the radar, and the color of those things change depending on the gamemode. I've attached a picture of the plugin i've saw and any help is really appreciated!. (The picture is in hungarian, but i think you can get the point of what i really need:P) Attached Thumbnails Przeczytaj cały wpis
  12. basebuilder Difficulty system Humans emerge victorious at the end of the round, and the difficulty increases. As the difficulty increases, so does the zombie's health, gravity, and speed On higher difficulty, zombies can also pass through teammates. The human build time also increases with difficulty This isn't my plugin, I just added the settings for zombie health, gravity, and speed basebuilder65 from https://forums.alliedmods.net/showthread.php?p=1198524 Attached Files Get Plugin or Get Source (basebuilder65.sma - 86.5 KB) Get Plugin or Get Source (bb_classes65.sma - 3.6 KB) Get Plugin or Get Source (Bb_Difficult.sma - 7.0 KB) Get Plugin or Get Source (Bb_Semiclip.sma - 3.0 KB) basebuilder.inc (9.9 KB) credits.inc (1.9 KB) Przeczytaj cały wpis
  13. Some plugins cause a menu to open, and they have several pages, for example, the "Dance" plugin, has several pages in it. I want to bind a menu selection, for example, "bind p "say /dans 9,4". then whenever I press p, it will open the dance menu, and will press 9 (which will go to the next page), then will press 4 and select a dance mode. possible through binding or any plugin which can do it? Przeczytaj cały wpis
  14. Hello g-mans, can someone make a plugin that *sends commands to client console* like: register_clcmd("item_LongAk", "Get_Weapon") item_LongAk its the command that needs to be send in client's (player's) console in order to equip the thing To be more specific a menu that pops up when the player its respawned , like when round begins , something like the menu from csdm(respawn mode), or ZP4.3(start menu) with Previous selection and Remember selection. I want this for adding guns for players *Any team* . Something like (just an example) : [Grenades] 1. Frost Grenade 2. Pumpkin Grenade 3. Molotov Grenade [Pistols] 1. Colt Anaconda 2. Dart Pistol 3. Knife Pistol [Primary Weapons] 1. Ak47 Long 2. Plasma gun 3. Drill Gun 4. Thanatos5 5. MG3 6. M4a1 Scope 7. Quad Barrel 8. Previous Selection 9. Remember Selection and a command on chat like /guns to re-enable the menu I have try'd making this myself but i don't have knowledge for making such things. if possible a .ini file , something like [Rifles] 1. <AkLong> item_Aklong // The command that will be send 2. <Gun> item_gun Przeczytaj cały wpis
  15. Description Automatically kicks special infected bots right after death. Why Special infected bots take around 6 seconds to be kicked from the server upon death, consuming client slots until then. Kicking right after death will increase their spawn rate success related to having "no slots" available. Features Allow setting which special infected bot should be kicked. Allow speeding up the Tank incapacitated animation to kick. Cvars A configuration file named "l4d_kick_si_bot_on_death.cfg" will automatically be created for you upon the first run in the "\cfg\sourcemod\" folder. PHP Code: // Enable/Disable the plugin. // 0 = Disable, 1 = Enable. // - // Default: "1" // Minimum: "0.000000" // Maximum: "1.000000" l4d_kick_si_bot_on_death_enable "1" // Which special infected should be kicked right after being killed. // 1 = SMOKER, 2 = BOOMER, 4 = HUNTER, 8 = SPITTER, 16 = JOCKEY, 32 = CHARGER, 64 = TANK. // Add numbers greater than 0 for multiple options. // Example: "127", enables for all SI. // - // Default: "127" // Minimum: "0.000000" // Maximum: "127.000000" l4d_kick_si_bot_on_death_si "127" // Kicks the Tank bot when it becomes incapacitated. // 0 = Disable, 1 = Enable. // Note: must have TANK flag enabled on "l4d_kick_si_bot_on_death_si". // - // Default: "1" // Minimum: "0.000000" // Maximum: "1.000000" l4d_kick_si_bot_on_death_tank_incapacitated "1" Admin Commands sm_print_cvars_l4d_kick_si_bot_on_death => Print the plugin related cvars and their respective values to the console. (z flag required) Change Log Spoiler 1.0.1 (03-November-2023) - Public release. 1.0.0 (03-October-2023) - Private release. Notes [L4D2 ONLY] The Spitter damage sound won't be heard if you doesn't have the latest [L4D & L4D2] Left 4 DHooks Direct (by Silvers) plugin. WORKAROUND: When the Tank dies burning by "inferno" entities (e.g: Molotov), kick will only work in the next frame. This feature is also on [L4D & L4D2] ZSpawn: Zombie Spawn manager by Earendil plugin. Related messages Dropped <BOT> from server (Kicked by Console : infected team is full) Dropped <BOT> from server (Kicked by Console : death anim finished) Related Plugins [L4D & L4D2] Left 4 DHooks Direct by Silvers [L4D & L4D2] ZSpawn: Zombie Spawn manager by Earendil Post Reply Any feedback, bug reports, fixes, improvements, translations or suggestions for the plugin are welcome. Thank you! Silvers - for fixing the Spitter damage sound on [L4D & L4D2] Left 4 DHooks Direct (OnAcidDamage fix). Earendil - for [L4D & L4D2] ZSpawn: Zombie Spawn manager plugin, which also has this feature. KadabraZz - for testing. Installation Put the "l4d_kick_si_bot_on_death.smx" file (click Get Plugin) in your "\addons\sourcemod\plugins\" folder. Attached Files Get Plugin or Get Source (l4d_kick_si_bot_on_death.sp - 16.0 KB) Wyświetl pełny artykuł
  16. I have a problem with this plugin first of all, the models I set do not remain saved for example, when I click to save, only one saved model remains that is, when I change the map, model x turns into model y there are two models and when changing the map only one remains, the x model set by me turns into the y model when changing the map I tried several options but I couldn't figure it out Attached Files Get Plugin or Get Source (zombiemodels_v3_tested.sma - 9.1 KB) Przeczytaj cały wpis
  17. MYGO.pl

    RSSReload Abort

    is there any plugin which abort reloading while the ammo is greater than zero and player wants to shoot? for example player have 15/90 ammo, he presses reload, now he have 15 bullets left but he should wait to complete reloading, but I need if the player decide to shoot and if he has more than 0 bullets, then the reloading abort and he can shoot. Przeczytaj cały wpis
  18. Instruction: 1.copy script TankSpawn.smx to your folder (plugins) or compile sp -> smx. 2.Play in dedicated server or hosted. Attached Files Get Plugin or Get Source (TankSpawn.sp - 1.0 KB) TankSpawn.smx (3.2 KB) Wyświetl pełny artykuł
  19. Descriptioncvar "sb_all_bot_game" lets the server keep running even everyone idled or only bots per team in game, but after the last player leaved, the bots keep playing, it's uncontrollable and wasteful. so this plugin auto enable "sb_all_bot_game" on the first player join the server, and disable it on the last player leaved. Cvars PHP Code: auto_all_bot_game_enable Change log Spoiler Code: 1.0 (2023-11-02: -init public release. Attached Files Get Plugin or Get Source (auto_all_bot_game.sp - 1.9 KB) Wyświetl pełny artykuł
  20. Hi everyone, I'm looking for a cs 1.6 plugin that makes the bodies of the dead move when shooting, There is a plugin that does the same, but with weapons on the ground, I would like it to be with the bodies of the dead, I'm sending a video of the plugin https://www.youtube.com/watch?v=3agnMMBt2yg Przeczytaj cały wpis
  21. is there any plugin that can play custom sound on killing (gaining a score) and on player death? Przeczytaj cały wpis
  22. The message actually works, but it shows sprite files as additives I don't want this so. I'm wondering if this can be recreated with amxx. I've been trying for a few days but I didn't get any results Maybe this code (from xash3dmaster. I didn't find in hlsdk. not full code) can be recreated with amxx. If this is possible please share :) PHP Code: void CL_DrawBeamFollow( int spriteIndex, BEAM *pbeam, int frame, int rendermode, float frametime, float *color ) { particle_t *particles; particle_t *pnew; float div; vec3_t delta; vec3_t screenLast; vec3_t screen; CL_FreeDeadTrails( &pbeam->particles ); particles = pbeam->particles; pnew = NULL; div = 0; if( pbeam->flags & FBEAM_STARTENTITY ) { if( particles ) { VectorSubtract( particles->org, pbeam->source, delta ); div = VectorLength( delta ); if( div >= 32 && cl_free_trails ) { pnew = cl_free_trails; cl_free_trails = pnew->next; } } else if( cl_free_trails ) { pnew = cl_free_trails; cl_free_trails = pnew->next; div = 0; } } if( pnew ) { VectorCopy( pbeam->source, pnew->org ); pnew->die = cl.time + pbeam->amplitude; VectorClear( pnew->vel ); pnew->next = particles; pbeam->particles = pnew; particles = pnew; } // nothing to draw if( !particles ) return; if( !pnew && div != 0 ) { VectorCopy( pbeam->source, delta ); TriWorldToScreen( pbeam->source, screenLast ); TriWorldToScreen( particles->org, screen ); } else if( particles && particles->next ) { VectorCopy( particles->org, delta ); TriWorldToScreen( particles->org, screenLast ); TriWorldToScreen( particles->next->org, screen ); particles = particles->next; } else { return; } // draw it DrawBeamFollow( spriteIndex, pbeam->particles, frame, rendermode, delta, screen, screenLast, pbeam->die, pbeam->source, pbeam->flags, pbeam->width, pbeam->amplitude, pbeam->freq, color ); // drift popcorn trail if there is a velocity particles = pbeam->particles; while( particles ) { VectorMA( particles->org, frametime, particles->vel, particles->org ); particles = particles->next; } } Or it is done by creating beams as in the link below. https://forums.alliedmods.net/showthread.php?t=184780 I know this is very specific and this is so complicated but I need it SFMBE Przeczytaj cały wpis
  23. Hi. Is there a way or plugin, to change the player model skin? Game: Counter-Strike 1.6 I play offline with Podbot only. Example what I search: The bot "Travis" has the modelskin gign. Now I want to change it to sas. change_skin "Travis" "3" (3 = sas) I searched the internet before and can't find a plugin. Przeczytaj cały wpis
  24. MYGO.pl

    RSSScout Mode

    is there any plugin which enables a mode in which players only have scouts? just like a knife fight or grenade fight, this time a scout fight. Przeczytaj cały wpis
  25. Hello everyone, I wanted to know if there are anyone here who can make a plugin for me for skins for cs2 server. Regarding payment, we will discuss how much it will cost Przeczytaj cały wpis
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