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Treść opublikowana przez MYGO.pl

  1. Ultimate Break Message V1 Description:This plugin is inspired by Raheem. This plugin will print a message in the chat if the player breaks anything on the map. The print is done and appears only to the admin or even to all players depending on the options in the cvar. This may be useful in some cases for administrators to find out who is violating the rules. This program is also useful in zombie escape servers. The new thing here is that previous plugins did not show the player break messages that occur by throwing grenades. also ,The name of the thing that broke appears, and this is based on a data base that you will fill out during the game, and the player’s team appears Don't worry, everything will be very easy. Quote: [human] Player1 has broken a bridge [zombie] Player2 has broken the bridge in the base Cvars:ct_break_message_type 1 0 = Disabled | 1 = Admins only see | 2 =All player see ct_break_message_show_hint 0 0 = dont show hint beakable entity for all admin only by command say /brshow <on|off> | 1 = show on all admins Commands Usage: say /brshow on for show breakable entity info say /brshow off for disable show breakable entity info say /brmsg 28 bridge for set name of entity say /brmsg 28 off for delete name of entity Installation & Instructions:Let's start learning how to install this plugin, So let's first start with what is the Requirements for this plugin? Simply install it like any plugin. Installing ReAPI Module:Ok very easy also just follow these steps. First download Latest Re-API, Ok after Un-ZIP it He will add files into this folders, here addons/amxmodx/modules and here addons/amxmodx/scripting/* Ok after that there is only one thing you need to do. Go to addons\amxmodx\configs folder and open modules.ini and then come at the end of the file and write: reapi and then close and save. addons\amxmodx\configs\modules.ini Code: ;regex ;nvault ;cstrike ;csx ;hamsandwich reapi Including CromChat Module:Ok very easy also just follow these steps. First download CromChat, move the file into this folder, here addons/amxmodx/scripting/include Add Print Center Fix Module(optional):if center message not work u will do . First download Print Center Fix 2022-01-06, move the files into this folder, here addons\amxmodx\dlls and go here addons\metamod\plugins.ini , and add this line in windows server in the end of file : Code: win32 addons\amxmodx\dlls\printcenterfix_mm.dll or add this line in linux server in the end of file : Code: linux addons/amxmodx/dlls/printcenterfix_mm_i386.so plugin Installation:(Same as when you install plugin copy ".amxx" file into plugins folder and go to plugins.ini and write it's name, also you need to define the module to run). Screenshots: Attached Thumbnails Attached Files addons.zip (627.0 KB) Get Plugin or Get Source (ultimate_break_message.sma - 6.1 KB) Get Plugin or Get Source (ultimate_break_message_hint.sma - 8.0 KB) ultimate_break_message.amxx (8.9 KB) ultimate_break_message_hint.amxx (10.9 KB) Przeczytaj cały wpis
  2. Forum: Unapproved Plugins Posted By: little_froy Post Time: 04-02-2024 at 12:07Wyświetl pełny artykuł
  3. Hello guys, I want to open a server cs 1.6 mod iind respawn and war3ft if an owner who had something like this open and would like to donate to me or I could offer a sum of money after I open the server you will receive full access to the server + forum, vip system, ranks, advertising, hud, skin, admin kit, everything related to that server, the server will open 05-05-2024 I'm waiting in private or Discord: florin1807 Przeczytaj cały wpis
  4. Hello. I would also like a furien plugin for the tero team, but I would like it to be furien as I wrote below. Furien: Invisible To climb walls JP 100 // I would like hp to regenerate hp back AP 100 Knife Speed Gravity Nighvision //I would like it to be on n LongJump //I would like the longjump to have a sound when it jumps Przeczytaj cały wpis
  5. Cvars PHP Code: // 1 = enable, 0 = disable. allow stagger in air? // - // Default: "0" stagger_on_friendly_fire_air "0" // 1 = enable, 0 = disable. include self as victim? // - // Default: "0" stagger_on_friendly_fire_include_self "0" // interval to stagger the same one again // - // Default: "0.5" // Minimum: "0.000000" stagger_on_friendly_fire_interval "0.5" // weapon bypass. split up with "," // - // Default: "inferno,fire_cracker_blast,pipe_bomb,grenade_launcher_projectile" stagger_on_friendly_fire_weapon_bypass "inferno,fire_cracker_blast,pipe_bomb,grenade_launcher_projectile" Change log Spoiler Code: 1.0 (2024-04-03: -init public release. Attached Files Get Plugin or Get Source (stagger_on_friendly_fire.sp - 7.4 KB) Wyświetl pełny artykuł
  6. Description Quick-switching as soon as the magazine hits the well will reload the weapon just like in CS 2 Install Click `Get Plugin` Notes Majority of code is taken from forum posts The time that it takes the reload animation to stop at the exact position when the magazine is fully in is calculated using Model Viewer. The current frame is divided by FPS to get precise time Image https://imgur.com/a/xmdFtrB https://imgur.com/a/SjfunlY Attached Files Get Plugin or Get Source (quickswitch_reload.sma - 4.3 KB) Przeczytaj cały wpis
  7. DescriptionI noticed that env_instructor_hint won't trigger beep sound at the beginning of each map for a period of time, so this plugin fix the issue. Cvars PHP Code: instructor_sound_fix_enable "1" Change log Spoiler Code: 1.0 (2024-04-03: -init public release. Attached Files Get Plugin or Get Source (instructor_sound_fix.sp - 1.7 KB) Wyświetl pełny artykuł
  8. Break Message and Grenades detector Description:This plugin is inspired by Raheem. This plugin will print a message in the chat if the player breaks anything on the map. The print is done and appears only to the admin or even to all players depending on the options in the cvar. This may be useful in some cases for administrators to find out who is violating the rules. This program is also useful in zombie escape servers. The new thing here is that previous plugins did not show the player break messages that occur by throwing grenades. Cvars:ct_break_message_type 1 0 = Disabled | 1 = Admins only see | 2 =All player see ct_break_message_bomb_only 0 0 =All message type appear by weapon or grenades | 1 = Only grenades breaking message appear Installation & Instructions:Let's start learning how to install this plugin, So let's first start with what is the Requirements for this plugin? Simply install it like any plugin. Installing ReAPI Module:Ok very easy also just follow these steps. First download Latest Re-API, Ok after Un-ZIP it He will add files into this folders, here addons/amxmodx/modules and here addons/amxmodx/scripting/* Ok after that there is only one thing you need to do. Go to addons\amxmodx\configs folder and open modules.ini and then come at the end of the file and write: reapi and then close and save. addons\amxmodx\configs\modules.ini Code: ;regex ;nvault ;cstrike ;csx ;hamsandwich reapi plugin Installation:(Same as when you install plugin copy ".amxx" file into plugins folder and go to plugins.ini and write it's name, also you need to define the module to run). Screenshots: Attached Files Get Plugin or Get Source (ct_spawn_break_message.sma - 5.4 KB) ct_spawn_break_message.amxx (5.0 KB) Przeczytaj cały wpis
  9. Descriptionyet another plugin remove death check untill everyone dead. to prevent force failed in c7m3, use stripper and see this config. Cvars PHP Code: death_check_required_not_ledge "0" Change log Spoiler Code: 1.0 (2024-04-01: -init public release. Attached Files Get Plugin or Get Source (death_check.sp - 4.8 KB) Wyświetl pełny artykuł
  10. Relies on Steamworks. for player achievement data. Player connects and enters commands !playertime prompts the player for the true length of the game. Can limit access to the game to players of a certain playertime. References this plugin. Basic testing didn't reveal any problems. First time writing a full plugin. Please feedback if you have problems. I'll try to find time to fix them. Attached Thumbnails Attached Files Get Plugin or Get Source (GetPlayerGametime.sp - 8.9 KB) GetPlayerGametime.phrases.txt (2.2 KB) Wyświetl pełny artykuł
  11. 4v4 PASS Time is a competitive basketball-like gamemode of TF2 focusing more on fast-paced, skillful gameplay than its casual counterpart. It challenges teams to use their mechanical skills (rocket jumps, airshots, trimps, surfs, etc) as well as solid teamwork and communication. The 4v4 PASS Time plugin focuses on ironing out the various bugs or issues that are part of the gamemode variant. For example, this plugin fixes the following: Bug where medics will not be able to pick up the JACK after ubering Block instantly respawning by changing classes under the effects of cvars that disable respawn timers Disables the blurry overlay after intercepting Stops the JACK from colliding with dropped ammo packs or weapons from dead players It also adds things like thorough event logging, a practice mode, end round statistics for each player, and more to enhance the experience but not majorly alter it. There are a team of mappers that work in conjunction with the plugin in order to provide logs to logging services like https://more.tf/. An example log is available here. The maps in question are available here. Most of these custom maps are required to be used in order for the plugin to work as intended. Using maps that the plugin is not meant for shouldn't cause any direct gameplay issues though. All future updates to the plugin will be posted to the GitHub. This plugin is mainly developed by myself, but contains snippets of code from Dr. Underscore, muddy, and sapphonie. The original plugin author is eaasye and this plugin was built off of those previous versions. When I started development, I knew nothing about SourcePawn, and I still have a lot to learn, so if you spot anything that can be improved, feel free to make a PR or just DM me about it. Attached Files p4sstime.smx (24.1 KB) Wyświetl pełny artykuł
  12. Hello 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 Przeczytaj cały wpis
  13. 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. Przeczytaj cały wpis
  14. Descriptionafter 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. Cvars PHP 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" Change log Spoiler Code: 1.2 (2024-03-27: -minor improve. 1.1 (2024-03-27: -self escpae no longer trigger kill si reward. 1.0 (2024-03-27: -init public release. Attached Files escape_cooldown_ex.phrases.txt (1.7 KB) Get Plugin or Get Source (escape_cooldown_ex.sp - 25.5 KB) Wyświetl pełny artykuł
  15. Please delete. I meant to post this under SourceMod Przeczytaj cały wpis
  16. Howdy. And I would like an alien vs hunter but completely if possible, or vun alien vs hunter addons but sma Przeczytaj cały wpis
  17. deleted --- I am sorry, I wrote in the wrong section of the forum. Please delete this topic. Wyświetl pełny artykuł
  18. 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! Attached Files Get Plugin or Get Source (native_bloodripper.sma - 24.6 KB) zombie_reloaded.inc (44.4 KB) Przeczytaj cały wpis
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  21. 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 } Przeczytaj cały wpis
  22. 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? Attached Files Get Plugin or Get Source (throwingknives_Test.sp - 16.5 KB) Wyświetl pełny artykuł
  23. MYGO.pl

    RSSReDeathmatch

    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. The list of plugins should display properly working plugins, for example: 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 Updating: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 more info in docs: https://redeathmatch.github.io/en/Customizing/commands/ 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 pointmore info in docs: https://redeathmatch.github.io/en/Customizing/convars/ Downloads:Release builds Dev builds Documentation: https://redeathmatch.github.io/ Attached Files ReDeathmatch-1.0.0-b.8.zip (127.0 KB) Get Plugin or Get Source (ReDeathmatch.sma - 5.8 KB) Get Plugin or Get Source (redm_spawns.sma - 29.8 KB) Przeczytaj cały wpis
  24. Forum: Unapproved Plugins Posted By: Pizza baiana Post Time: 03-21-2024 at 10:46Wyświetl pełny artykuł
  25. 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. Attached Thumbnails Przeczytaj cały wpis
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