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Treść opublikowana przez MYGO.pl

  1. MYGO.pl

    RSSVote Sound

    The song starts playing when the voting starts. Attached Files Get Plugin or Get Source (Oylama_Sesi.sp - 2.4 KB) Oylama_Sesi.smx (4.0 KB) Vote Sound.zip (121.6 KB) Wyświetl pełny artykuł
  2. Hs round voting is done at certain time intervals and only hs is played with the weapon that comes out. Cvar: Code: hs_round_time <munite> || How many minutes apart should voting take place? Attached Files HS_Round.smx (6.5 KB) Get Plugin or Get Source (HS_Round.sp - 7.4 KB) Wyświetl pełny artykuł
  3. After the warmup, a round of knife rounds is played. The winning team is voted on which team they will start with by CT - T voting. After the voting is over, the players are transferred to the selected team and the game is restarted. Attached Files Knife_Round.smx (6.1 KB) Get Plugin or Get Source (Knife_Round.sp - 7.5 KB) Wyświetl pełny artykuł
  4. As in Twitch, you can set a slow mode restriction for chat. sm_slowmode <value> == Changes the slow mode of the server to the specified value. sm_slowmode <target> <value> == Changes the target's slow mode. Attached Files Get Plugin or Get Source (Slow_Mode.sp - 8.8 KB) Slow_Mode.smx (6.4 KB) Wyświetl pełny artykuł
  5. // C:\Users\marku\OneDrive\Desktop\scripting\bas ebuilder54.sma(62) : error 001: expected token: "=", but found "[" // C:\Users\marku\OneDrive\Desktop\scripting\bas ebuilder54.sma(73) : warning 217: loose indentation // C:\Users\marku\OneDrive\Desktop\scripting\bas ebuilder54.sma(73) : error 035: argument type mismatch (argument 3) // C:\Users\marku\OneDrive\Desktop\scripting\bas ebuilder54.sma(73) : warning 215: expression has no effect // C:\Users\marku\OneDrive\Desktop\scripting\bas ebuilder54.sma(73) : warning 215: expression has no effect // C:\Users\marku\OneDrive\Desktop\scripting\bas ebuilder54.sma(73) : error 001: expected token: ";", but found ")" // C:\Users\marku\OneDrive\Desktop\scripting\bas ebuilder54.sma(73) : error 029: invalid expression, assumed zero // C:\Users\marku\OneDrive\Desktop\scripting\bas ebuilder54.sma(73) : fatal error 107: too many error messages on one lin Code: const g_color_codes[][] == { "red", "green", "blue", "cyan", "magenta", "yellow", "white", "black", "gray", "olive", "purple", "teal", "navy", "silver", "maroon", "lime", "aqua", "fuchsia", "orange", "brown", "pink", "indigo", "turquoise", "gold"; } public plugin_init() { { register_plugin("Color Changer", "1.0", "Your Name") register_clcmd("colors", "change the color of your build", "Usage: /colors [color code]", ADMIN_PLAYER, "colors", true) } } Przeczytaj cały wpis
  6. Code: enum TableData{ player_id, record, timestamp } new Table[15][TableData] for (new i = 0; i < sizeof(Table); i++) arrayset(Table[i], {0, 0, 0}, sizeof(Table[])) Throws error, warning 229: index tag mismatch (symbol "Table") error 035: argument type mismatch (argument 2) Przeczytaj cały wpis
  7. MYGO.pl

    RSSItem

    Hello everyone, I have a question for you. I added a couple of items to my basebuilder server, but I can't seem to add this one item. It says 'bad load' and I don't know why. If someone can help me solve this problem, I would be very grateful. I will leave the code below. Thank you in advance PHP Code: #include <amxmodx> #include <zombieplague> #include <dhudmessage> #include <hamsandwich> #include <fakemeta> #include <cstrike> #include <engine> #include <fun> #define write_coord_fl(%1) engfunc(EngFunc_WriteCoord, %1) #define message_begin_fl(%1,%2,%3,%4) engfunc(EngFunc_MessageBegin, %1, %2, %3, %4) new Ham:Ham_Player_ResetMaxSpeed = Ham_Item_PreFrame new const V_M4A1_MODEL[] = "models/zombie_plague/v_frost_m4a1.mdl" new const P_M4A1_MODEL[] = "models/zombie_plague/p_frost_m4a1.mdl" new const W_M4A1_MODEL[] = "models/zombie_plague/w_frost_m4a1.mdl" new const W_OLD_M4A1_MODEL[] = "models/w_m4a1.mdl" new const ICE_MODEL[] = "models/zombie_plague/icecube_frozen.mdl" new const MODEL_GLASSGIBS[] = "models/glassgibs.mdl" new const SOUND_UNFROZEN[] = "debris/glass3.wav" enum _:Sprites { SPRITE_FROST, SPRITE_FROST2, SPRITE_FLAKE } new g_iSprites[Sprites] new g_iItemID, g_iM4A1FrostSpr, g_iMsgScreenFade, g_iMaxPlayers, g_iHudSync, g_iSpriteLaser, g_iGlassGibs, g_iFreezeDmg, g_fFrostTime, g_iDmgMultiplier, g_iStatusIcon new bool:g_bHasFrostM4A1[33], g_bIsFrozen[33] new g_iDmg[33] public plugin_init() { register_plugin("[ZP] Extra Item: Frost M4A1", "1.4", "Raheem") // Cvars g_fFrostTime = register_cvar("zp_frost_m4a1_time", "7.0") // Freeze Time. It's Float you can make it 0.5 g_iFreezeDmg = register_cvar("zp_freezing_m4a1_damage", "2000") // Damage Requried So Zombie got Frozen g_iDmgMultiplier = register_cvar("zp_multiplier_m4a1_damage", "10") // Multiplie Weapon Damage // Message IDS g_iHudSync = CreateHudSyncObj() g_iMsgScreenFade = get_user_msgid("ScreenFade") g_iStatusIcon = get_user_msgid("StatusIcon") // Server Max Slots g_iMaxPlayers = get_maxplayers() // ITEM NAME & COST g_iItemID = zp_register_extra_item("Frost M4A1", 30, ZP_TEAM_HUMAN) // It's cost 30 Ammo Pack // Events register_event("HLTV", "event_round_start", "a", "1=0", "2=0") register_event("WeapPickup","CheckModel","b","1=19") register_event("CurWeapon","CurrentWeapon","be","1=1") register_event("DeathMsg", "EventDeathMsg", "a") // Forwards register_forward(FM_PlayerPreThink, "fw_PlayerPreThink") register_forward(FM_SetModel, "fw_SetModel") // Hams RegisterHam(Ham_TakeDamage, "player", "fw_TakeDamage") RegisterHam(Ham_TraceAttack, "player", "TraceAttack", 1) RegisterHam(Ham_TraceAttack, "worldspawn", "TraceAttack", 1) RegisterHam(Ham_Item_AddToPlayer, "weapon_m4a1", "fw_FrostM4A1AddToPlayer") } public plugin_precache() { // Models precache_model(V_M4A1_MODEL) precache_model(P_M4A1_MODEL) precache_model(W_M4A1_MODEL) precache_model(ICE_MODEL) g_iGlassGibs = precache_model(MODEL_GLASSGIBS) // Sounds precache_sound("warcraft3/impalehit.wav") precache_sound(SOUND_UNFROZEN) // Sprites g_iM4A1FrostSpr = precache_model("sprites/shockwave.spr") g_iSpriteLaser = precache_model( "sprites/Newlightning.spr") g_iSprites[SPRITE_FROST] = precache_model("sprites/frostexp_1.spr"); g_iSprites[SPRITE_FROST2] = precache_model("sprites/frostexp_2.spr"); g_iSprites[SPRITE_FLAKE] = precache_model("sprites/snowflake_1.spr"); } public client_putinserver(id) { g_bHasFrostM4A1[id] = false g_bIsFrozen[id] = false } public client_disconnect(id) { g_bHasFrostM4A1[id] = false g_bIsFrozen[id] = false RemoveEntity(id) } public zp_extra_item_selected(player, itemid) { if (itemid == g_iItemID) { g_bHasFrostM4A1[player] = true ham_strip_weapon(player, "weapon_m4a1") give_item(player, "weapon_m4a1") cs_set_user_bpammo(player, CSW_M4A1, 90) new sName[32] get_user_name(player, sName, 31) set_hudmessage(random(255), random(255), random(255), -1.0, 0.17, 1, 0.0, 5.0, 1.0, 1.0, -1) show_hudmessage(0, "%s Has bought Frost M4A1!", sName) ColorPrint(player, "^1[^4ZP^1] ^3You Have bought Frost M4A1^1!") } } public TraceAttack(iEnt, iAttacker, Float:flDamage, Float:fDir[3], ptr, iDamageType) { if(!is_user_alive(iAttacker)) return if(get_user_weapon(iAttacker) != CSW_M4A1 || !g_bHasFrostM4A1[iAttacker]) return set_hudmessage(34, 138, 255, -1.0, 0.17, 1, 0.0, 2.0, 1.0, 1.0, -1) ShowSyncHudMsg(iAttacker, g_iHudSync, "Freeze Damage^n%d/%d", g_iDmg[iAttacker], get_pcvar_num(g_iFreezeDmg)) new vec1[3], vec2[3] get_user_origin(iAttacker, vec1, 1) get_user_origin(iAttacker, vec2, 4) make_beam(vec1, vec2, g_iSpriteLaser, 0, 50, 200, 200) } public zp_user_infected_post(infected, infector) { if (g_bHasFrostM4A1[infected]) { g_bHasFrostM4A1[infected] = false } } public zp_user_humanized_post(id) { g_bHasFrostM4A1[id] = false g_iDmg[id] = 0 RemoveEntity(id) } public event_round_start() { for (new i = 1; i <= g_iMaxPlayers; i++) { g_bHasFrostM4A1[i] = false g_bIsFrozen[i] = false g_iDmg[i] = 0 if(is_user_alive(i)) { Remove_Rendering(i) } } } public EventDeathMsg() { new iVictim = read_data(2) RemoveEntity(iVictim) Remove_Rendering(iVictim) g_bIsFrozen[iVictim] = false } public fw_TakeDamage(victim, inflictor, attacker, Float:damage, damage_type) { if(!is_user_connected(victim) || !is_user_connected(attacker) || zp_get_user_nemesis(victim) || attacker == victim || !attacker) return HAM_IGNORED if(g_bIsFrozen[victim]) return HAM_SUPERCEDE if(g_bHasFrostM4A1[attacker] && (get_user_weapon(attacker) == CSW_M4A1)) SetHamParamFloat(4, damage * get_pcvar_num(g_iDmgMultiplier)) // For Frost Effect Ring static Float:originF[3] pev(victim, pev_origin, originF) // For Frost Effect Sound static originF2[3] get_user_origin(victim, originF2) if((get_user_weapon(attacker) == CSW_M4A1) && g_bHasFrostM4A1[attacker]) { g_iDmg[attacker] += (floatround(damage) * get_pcvar_num(g_iDmgMultiplier)) } if((g_iDmg[attacker] >= get_pcvar_num(g_iFreezeDmg)) && (get_user_weapon(attacker) == CSW_M4A1) && g_bHasFrostM4A1[attacker]) { new sName[32] get_user_name(victim, sName, charsmax(sName)) FrostEffect(victim) FrostEffectRing(originF) FrostEffectSound(originF2) g_iDmg[attacker] = 0 set_dhudmessage(34, 138, 255, -1.0, 0.25, 2, 6.0, 3.0, 0.1, 1.5) show_dhudmessage(attacker, "%s Has been Freezed!", sName) } return HAM_IGNORED } public CheckModel(id) { if(zp_get_user_survivor(id)) return PLUGIN_HANDLED if (is_user_alive(id)) { set_pev(id, pev_viewmodel2, V_M4A1_MODEL) set_pev(id, pev_weaponmodel2, P_M4A1_MODEL) } return PLUGIN_HANDLED } public CurrentWeapon(id) { if ((get_user_weapon(id) == CSW_M4A1) && g_bHasFrostM4A1[id] == true) { CheckModel(id) } else { ClearSyncHud(id, g_iHudSync) } return PLUGIN_HANDLED } public FrostEffect(id) { // Only effect alive unfrozen zombies if (!is_user_alive(id) || !zp_get_user_zombie(id) || g_bIsFrozen[id]) return message_begin(MSG_ONE_UNRELIABLE, g_iMsgScreenFade, _, id) write_short(4096*1) // duration write_short(4096*1) // hold time write_short(0x0000) // fade type write_byte(0) // red write_byte(50) // green write_byte(200) // blue write_byte(100) // alpha message_end() message_begin(MSG_ONE, g_iStatusIcon, {0,0,0}, id) write_byte(1) // Status [0=Hide, 1=Show, 2=Flash] write_string("dmg_cold") // Sprite Name write_byte(000) // Red write_byte(206) // Green write_byte(209) // Blue message_end() new ent = create_entity("info_target") UTIL_Explosion(id, g_iSprites[SPRITE_FROST], 40, 30, 4) UTIL_Explosion(id, g_iSprites[SPRITE_FROST2], 20, 30, 4) UTIL_SpriteTrail(id, g_iSprites[SPRITE_FLAKE], 30, 3, 2, 30, 0) new Float:iOrigin[3] entity_get_vector(id, EV_VEC_origin, iOrigin) set_pev(ent, pev_body, 1) entity_set_model(ent, ICE_MODEL) iOrigin[2] -= 35 entity_set_origin(ent, iOrigin) set_pev(ent, pev_owner, id) set_rendering(ent, kRenderFxNone, 255, 255, 255, kRenderTransAdd, 255) entity_set_string(ent, EV_SZ_classname, "ent_frozen") entity_set_int(ent, EV_INT_solid, 2) new Float: iOriginNew[3] entity_get_vector(id, EV_VEC_origin, iOriginNew) set_user_rendering(id, kRenderFxGlowShell, 0, 100, 200, kRenderNormal, 25) g_bIsFrozen[id] = true set_task(get_pcvar_float(g_fFrostTime), "RemoveFrost", id) // Time to Remove Frost Effect } public fw_PlayerPreThink(id) { // Not alive or Not Zombie if (!is_user_alive(id) || !g_bIsFrozen[id]) return // Stop motion set_pev(id, pev_velocity, Float:{0.0,0.0,0.0}) set_user_maxspeed(id, 1.0) // Stop Moving Mouse set_pev(id , pev_v_angle , Float:{0.0,0.0,0.0}) set_pev(id , pev_fixangle , 1) } // Frost Effect Sound public FrostEffectSound(iOrigin[3]) { new Entity = create_entity("info_target") new Float:flOrigin[3] IVecFVec(iOrigin, flOrigin) entity_set_origin(Entity, flOrigin) emit_sound(Entity, CHAN_WEAPON, "warcraft3/impalehit.wav", VOL_NORM, ATTN_NORM, 0, PITCH_NORM) remove_entity(Entity) } UTIL_Explosion(iEnt, iSprite, iScale, iFramerate, Flags) { new Float:vOrigin[3] pev(iEnt, pev_origin, vOrigin) message_begin(MSG_BROADCAST, SVC_TEMPENTITY) write_byte(TE_EXPLOSION) engfunc(EngFunc_WriteCoord, vOrigin[0]) engfunc(EngFunc_WriteCoord, vOrigin[1]) engfunc(EngFunc_WriteCoord, vOrigin[2]) write_short(iSprite) write_byte(iScale) write_byte(iFramerate) write_byte(Flags) message_end() } UTIL_SpriteTrail(iEnt, iSprite, iCount, iLife, iScale, iVelocity, iVary) { new Float:vOrigin[3] pev(iEnt, pev_origin, vOrigin) message_begin(MSG_BROADCAST, SVC_TEMPENTITY) write_byte(TE_SPRITETRAIL) engfunc(EngFunc_WriteCoord, vOrigin[0]) engfunc(EngFunc_WriteCoord, vOrigin[1]) engfunc(EngFunc_WriteCoord, vOrigin[2] + 100) engfunc(EngFunc_WriteCoord, vOrigin[0] + random_float( -200.0, 200.0 )) engfunc(EngFunc_WriteCoord, vOrigin[1] + random_float( -200.0, 200.0 )) engfunc(EngFunc_WriteCoord, vOrigin[2]) write_short(iSprite) write_byte(iCount) write_byte(iLife) write_byte(iScale) write_byte(iVelocity) write_byte(iVary) message_end() } // Frost Effect Ring FrostEffectRing(const Float:originF3[3]) { // Largest ring engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, originF3, 0) write_byte(TE_BEAMCYLINDER) // TE id engfunc(EngFunc_WriteCoord, originF3[0]) // x engfunc(EngFunc_WriteCoord, originF3[1]) // y engfunc(EngFunc_WriteCoord, originF3[2]) // z engfunc(EngFunc_WriteCoord, originF3[0]) // x axis engfunc(EngFunc_WriteCoord, originF3[1]) // y axis engfunc(EngFunc_WriteCoord, originF3[2]+100.0) // z axis write_short(g_iM4A1FrostSpr) // sprite write_byte(0) // startframe write_byte(0) // framerate write_byte(4) // life write_byte(60) // width write_byte(0) // noise write_byte(41) // red write_byte(138) // green write_byte(255) // blue write_byte(200) // brightness write_byte(0) // speed message_end() } // Remove Frost Effect public RemoveFrost(id) { // Not alive or not frozen anymore if (!is_user_alive(id) || !g_bIsFrozen[id]) return // Unfreeze g_bIsFrozen[id] = false; set_task(0.1, "remove_jibs", id) // Rest Player Speed ExecuteHamB(Ham_Player_ResetMaxSpeed, id) Remove_Rendering(id) RemoveStatusIcon(id) } public remove_jibs(id) { RemoveEntity(id) new Float:origin[3] pev(id,pev_origin,origin) message_begin_fl(MSG_PVS,SVC_TEMPENTITY,origin,0) write_byte(TE_IMPLOSION) write_coord_fl(origin[0]) // x write_coord_fl(origin[1]) // y write_coord_fl(origin[2] + 8.0) // z write_byte(64) // radius write_byte(10) // count write_byte(3) // duration message_end() message_begin_fl(MSG_PVS,SVC_TEMPENTITY,origin,0) write_byte(TE_SPARKS) write_coord_fl(origin[0]) // x write_coord_fl(origin[1]) // y write_coord_fl(origin[2]) // z message_end() message_begin_fl(MSG_PAS,SVC_TEMPENTITY,origin,0) write_byte(TE_BREAKMODEL) write_coord_fl(origin[0]) // x write_coord_fl(origin[1]) // y write_coord_fl(origin[2] + 24.0) // z write_coord_fl(16.0) // size x write_coord_fl(16.0) // size y write_coord_fl(16.0) // size z write_coord(random_num(-50,50)) // velocity x write_coord(random_num(-50,50)) // velocity y write_coord_fl(25.0) // velocity z write_byte(10) // random velocity write_short(g_iGlassGibs) // model write_byte(10) // count write_byte(25) // life write_byte(0x01) // flags message_end() emit_sound(0,CHAN_ITEM,SOUND_UNFROZEN,VOL_NORM,ATTN_NORM,0,PITCH_LOW) } stock ColorPrint(const id, const input[], any: ...) { new count = 1, players[32] static msg[192] vformat(msg, 191, input, 3) replace_all(msg, 191, "!g", "^4") replace_all(msg, 191, "!y", "^1") replace_all(msg, 191, "!t", "^3") replace_all(msg, 191, "!t2", "^0") if (id) players[0] = id;else get_players(players, count, "ch") { for (new i = 0; i < count; i++) { if (is_user_connected( players[i])) { message_begin(MSG_ONE_UNRELIABLE, get_user_msgid("SayText"), _, players[i]) write_byte(players[i]) write_string(msg) message_end() } } } } stock ham_strip_weapon(id,weapon[]) { if(!equal(weapon,"weapon_",7)) return 0 new wId = get_weaponid(weapon) if(!wId) return 0 new wEnt while((wEnt = engfunc(EngFunc_FindEntityByString,wEnt,"classname",weapon)) && pev(wEnt,pev_owner) != id) {} if(!wEnt) return 0 if(get_user_weapon(id) == wId) ExecuteHamB(Ham_Weapon_RetireWeapon,wEnt) if(!ExecuteHamB(Ham_RemovePlayerItem,id,wEnt)) return 0 ExecuteHamB(Ham_Item_Kill,wEnt) set_pev(id,pev_weapons,pev(id,pev_weapons) & ~(1<<wId)) return 1 } make_beam(const origin2[3], const origin[3], sprite, red, green, blue, alpha) { //BEAMENTPOINTS message_begin( MSG_BROADCAST,SVC_TEMPENTITY) write_byte (0) //TE_BEAMENTPOINTS 0 write_coord(origin2[0]) write_coord(origin2[1]) write_coord(origin2[2]) write_coord(origin[0]) write_coord(origin[1]) write_coord(origin[2]) write_short(sprite) // sprite write_byte(1) // framestart write_byte(5) // framerate write_byte(2) // life write_byte(20) // width write_byte(0) // noise write_byte(red) // r, g, b write_byte(green) // r, g, b write_byte(blue) // r, g, b write_byte(alpha) // brightness write_byte(150) // speed message_end() } public RemoveStatusIcon(id) { // Remove Status Icon message_begin(MSG_ONE, g_iStatusIcon, {0,0,0}, id) write_byte(0) // Status [0=Hide, 1=Show, 2=Flash] write_string("dmg_cold") // Sprite Name message_end() } public fw_SetModel(entity, model[]) { if(!is_valid_ent(entity)) return FMRES_IGNORED if(!equali(model, W_OLD_M4A1_MODEL)) return FMRES_IGNORED new className[33] entity_get_string(entity, EV_SZ_classname, className, 32) static iOwner, iStoredM4A1ID // Frost M4A1 Owner iOwner = entity_get_edict(entity, EV_ENT_owner) // Get drop weapon index (Frost M4A1) to use in fw_FrostM4A1AddToPlayer forward iStoredM4A1ID = find_ent_by_owner(-1, "weapon_m4a1", entity) // If Player Has Frost M4A1 and It's weapon_m4a1 if(g_bHasFrostM4A1[iOwner] && is_valid_ent(iStoredM4A1ID)) { // Setting weapon options entity_set_int(iStoredM4A1ID, EV_INT_impulse, 1997) // Rest Var g_bHasFrostM4A1[iOwner] = false // Set weaponbox new model entity_set_model(entity, W_M4A1_MODEL) return FMRES_SUPERCEDE } return FMRES_IGNORED } public fw_FrostM4A1AddToPlayer(FrostM4A1, id) { // Make sure that this is M4A1 if(is_valid_ent(FrostM4A1) && is_user_connected(id) && entity_get_int(FrostM4A1, EV_INT_impulse) == 1997) { // Update Var g_bHasFrostM4A1[id] = true // Reset weapon options entity_set_int(FrostM4A1, EV_INT_impulse, 0) return HAM_HANDLED } return HAM_IGNORED } stock Remove_Rendering(id) { set_user_rendering(id, kRenderFxNone, 255, 255, 255, kRenderNormal, 16) } public RemoveEntity(id) { if(!is_user_connected(id)) return new iEnt = find_ent_by_owner(-1, "ent_frozen", id); if(pev_valid(iEnt)) remove_entity(iEnt) } Przeczytaj cały wpis
  8. MYGO.pl

    RSSSkin Weapons

    Good evening! I have this "Skin weapons" plugin. I'm having a little trouble with it. 1: When I select the AK47 skin and after the M4A1, the AK47 skin disappears, I want it to be on all of them. 2: If possible, the skins should be active when I enter the server, if I want to deactivate them using the skins command. Thank you! Attached Files Get Plugin or Get Source (Skin Weapons.sma - 6.0 KB) Przeczytaj cały wpis
  9. Hey guys, i Looking for a plugin where the last round all dead are switched to terrorists Does anyone have it or know where I can get it from? Sry for my englisch :crab: Przeczytaj cały wpis
  10. dear people, i have a question my model will be gone during construction as soon as you switch the weapon how can i get the standard knife out after the construction time, the skin is also there for switches ONLY IN BUILD TIME sry for my englisch i hope u can help me ITS BASEBUILDER maybe this code? public give_weapons(id) { strip_user_weapons(id) give_item(id,"weapon_knife") new weapon[32] new csw = csw_contant(weapon_picked[0][id]) get_weaponname(csw,weapon,31) give_item(id,weapon) cs_set_user_bpammo(id,csw,999) g_PrimaryWeapon[id] = csw csw = csw_contant(weapon_picked[1][id]) get_weaponname(csw,weapon,31) give_item(id,weapon) cs_set_user_bpammo(id,csw,999) } Attached Thumbnails Attached Files Get Plugin or Get Source (basebuilder54.sma - 50.3 KB) Przeczytaj cały wpis
  11. Hello, I am using Base Builder 5.4 and i wanna add /colors on it. Do not saying go use 6.5, i don't wanna use that version, im using 5.4 better. About colors my old friend added it in his old server in 2015/16. If someone can edit it and adding /colors into my basebuilder.sma (/colors = about the color of grabbing) Thanks. Attached Files Get Plugin or Get Source (basebuilder54.sma - 50.3 KB) Przeczytaj cały wpis
  12. Modern system for collecting player statistics ✳✳✳​ Statistics Information:Support only CS:GO. Statistics work based on ELO Levels Ranks formula. Its essence is that you get 1000 experience points and after calibration average rank. Depending on how well you play, your rank depends. Statistics only works with MySQL. Ranks number of is not limited. Setup is done through the command sm_fps_create_default_ranks or manually by sending an SQL query. Statistics is trying to fix the superiority of new players over old ones when calculating points. KillStrick: Additional points are credited within 10 seconds after the kill, after which there is a reset. It is possible to set time limit to reset statistics for user. Information message on gained/lost points is displayed only at the end of the round or player die. Plugin supports bonus for killing with particular weapon taking into account map (You can specify different for different maps). It's important to understand that statistics on functionality are very similar to LR, because it was taken as a basis, but plugin was written completely from scratch! He is deprived of possible problems of LR, but may have new ones! ✳✳✳​ List of modules for statistics Thanks for the implementation ideas: Someone, Wend4r, M0st1ce. Plugin Commands: For players:sm_pos, sm_position - Player position on server. sm_stats, sm_rank, sm_fps, sm_lvl - Statistics main menu. sm_top - List of available tops. Using the points, kdr, time, clutch arguments opens the corresponding top.​ For admin:sm_fps_create_default_ranks - Creating default rank preset. ⋅ 0 - Default CS:GO Competitive ranks (18 lvl) ⋅ 1 - Danger Zone Ranks (15 lvl) ⋅ 2 - Facet ranks (10 lvl) sm_fps_reset_all_stats - Reset all server statistics. Requirements:MySQL 5.7+ / MariaDB 10.4+ SteamWorks (Optional) Installation:Download current version from repository. Place contents of archive in desired directories on server. Add a section with your database settings to addons/sourcemod/configs/databases.cfg: HTML Code: "fire_players_stats" { "driver" "mysql" "host" "" "database" "" "user" "" "pass" "" "port" "3306" } Start server so that plugin creates necessary tables in database. Enter the sm_fps_create_default_ranks <arg: ranks type set> command to use default ranks preset. Or load rank settings manually by sending an SQL query to database, having previously adjusted it to your needs: PHP Code: INSERT INTO `fps_ranks` (`rank_id`, `rank_name`, `points`) VALUES ('1', 'Silver I', '0'), ('1', 'Silver II', '700'), ('1', 'Silver III', '800'), ('1', 'Silver IV', '850'), ('1', 'Silver Elite', '900'), ('1', 'Silver Elite Master', '925'), ('1', 'Gold Nova I', '950'), ('1', 'Gold Nova II', '975'), ('1', 'Gold Nova III', '1000'), ('1', 'Gold Nova Master', '1100'), ('1', 'Master Guardian I', '1250'), ('1', 'Master Guardian II', '1400'), ('1', 'Master Guardian Elite', '1600'), ('1', 'Distinguished Master Guardian', '1800'), ('1', 'Legendary Eagle', '2100'), ('1', 'Legendary Eagle Master', '2400'), ('1', 'Supreme Master First Class', '3000'), ('1', 'The Global Elite', '4000'); Download: Last version | Sources Wyświetl pełny artykuł
  13. This is a model I bought a long time ago, but no one plays it, so I choose to publish this plug-in. You can enter! Pos to create the resurrection point. Just place the resurrection point, and the next person will automatically start the mode when entering the game. In this mode, everyone will hold a desert eagle. Use this pistol to kill everyone and get the maximum number of kills in ten minutes to win. This mode supports all maps and up to 20 players (or 16 players, I'm sorry I forgot it). You just need to place points on the map to play. In addition, I recommend you use the creation plug-in to use it, because the left 4 dead 2 map is too large to play the game. You can use creation to modify the map. There are more questions like me. I'm sorry that there are many grammatical errors in the description. Because I'm not good at English. Finally, since this is a Chinese plug-in, if you want to recommend the language of your region, please contact me. I will find time to add new language to it. Attached Files l4d2_gun_mode_2.smx (23.6 KB) Wyświetl pełny artykuł
  14. Description: 》It allows you to add skybox views to the Zephyrus store. Requirement:: 》ZephStore Install:: 》Install the plugin and add the "Skybox" translation parameter to the store translation file. Config:: HTML Code: "Store" { "Skyboxes" { "Daylight02" { "path" "sky_cs15_daylight02_hdr" "price" "600" "type" "Skybox" } "Daylight01" { "path" "sky_cs15_daylight01_hdr" "flag" "z" "type" "Skybox" } } } Direct Download Source Code Main repository Wyświetl pełny artykuł
  15. MYGO.pl

    RSSCSGOFixes

    CSGOFixes A collection of various fixes for CS:GO, originally based on the CSSFixes extension. These fixes are largely targeted at custom gamemodes/maps where these problems will actually appear unlike the base game, but still technically apply to any CS:GO server. This plugin contains the following fixes: Re-enables movement lag compensation inside of game_ui's to fix "laggy movement" Fixes the game_ui Deactivate input crashing the server with a null activator Stops the player_speedmod ModifySpeed input from disabling players flashlights Fixes filter TestActivator inputs crashing the server with a null activator Fixes grenade explosions where the thrower left before explosion crashing the server if tested against numerous possible damage filters that lack null attacker checks Fixes parented triggers firing OnStartTouch every tick while touched, this also fixes the well-known "stack damage" bug Forces all entities (not just templated ones) to delete their script handle if it exists, thus mitigating a game stringtable leak Fixes chat/command processing lag when map physics create a lot of friction dust particles Additional Credits BotoX: Creating the original CSSFixes, where some of these fixes were originally made Snowy: General help Peace-Maker: Creating Movement Unlocker, which I based the patching code off of GitHub https://github.com/Vauff/CSGOFixes Attached Files Get Plugin or Get Source (csgofixes.sp - 8.6 KB) csgofixes.games.txt (4.7 KB) Wyświetl pełny artykuł
  16. There are many camera plugins, both custom viewpoints and fixed points but none make the player transparent for when he sticks to a wall, resulting in not being able to see anything at all, I searched a few but none apply it, are there any? There are some on the internet but they are .amxx and not .sma Przeczytaj cały wpis
  17. Fixes exploit throwing pipebomb at witch with horde because z_fatal_blast_max_ragdolls & z_fatal_blast_min_ragdolls function casts for Infected class which the witch shares and can outright delete her if her index is high enough to trigger valve's death optmizer after quite a few zombie deaths, also optimize's infected deaths to not send info to players out of PVS which can be 1000s of units away behind buildings pretty pointless. RepoLink Installation:1.Download file. 2.Move "witch_pipebomb_exploit_fix_&_death_optmizer. smx" to sourcemod\plugins\ 3.Restart the server. Attached Files Get Plugin or Get Source (witch_pipebomb_exploit_fix_&_death_optmizer.sp - 3.6 KB) Wyświetl pełny artykuł
  18. Block allowing to survivor to revive to while not on floor prevent fall damage exploit fix. RepoLink Installation:1.Download files. 2.Move "stop_air_revive.txt" to sourcemod\gamedata\ 3.Move "stop_air_revive.smx" to sourcemod\plugins\ 4.Restart the server. Attached Files Get Plugin or Get Source (stop_air_revive.sp - 2.3 KB) stop_air_revive.txt (1,022 Bytes) Wyświetl pełny artykuł
  19. hello. i am searching for a plugin when you kill a zombie a hand sprite appears and some music plays, does someone have that? i need a version only with music if you have that. the only hint i got is this sprite that i foudn on the web https://forums.alliedmods.net/attach...1&d=1677509140 Attached Files zb3_respawn.zip (34.8 KB) Przeczytaj cały wpis
  20. How can I check the amount of ammo in a weapon lying on the ground without picking it up? Przeczytaj cały wpis
  21. Code: new sTimer new thinkTimer[] = "timer_entity" // on public_init sTimer = create_entity("info_target") entity_set_string(sTimer , EV_SZ_classname , thinkTimer) register_think("entTimer" , thinkTimer) public thinkTimer(iEntity){ /*is this necessary? */if (iEntity == sTimer) Przeczytaj cały wpis
  22. Good evening everyone. I've created my own server on CS 1.6 and now I'm looking for a plugin or mod that shows me how far away I am from my opponent. On another server, I saw something like 'distance to playername 300m' displayed. Does anyone have an idea where I can get something like that?" balvo79 is online now Report Post Przeczytaj cały wpis
  23. "Good evening everyone. I've created my own server on CS 1.6 and now I'm looking for a plugin or mod that shows me how far away I am from my opponent. On another server, I saw something like 'distance to playername 300m' displayed. Does anyone have an idea where I can get something like that?" Przeczytaj cały wpis
  24. I noticed sometimes I get a bug on my server. Sometimes main weapon jammes and ammo indicator changes like I shown on the screenshot (only clip ammo, no backpack ammo). I had to reload to "unlock" weapon. Do you know what it could be caused by? Przeczytaj cały wpis
  25. Hello Guys ,I am looking for a plugin that will make a player's body disappear from the map a few seconds after they die, rather than instantly. I have already come across a plugin that can make this happen, but it does not have the desired delay of 2 or 3 seconds that I am hoping for. I have noticed some servers using a similar plugin with the desired delay, and was wondering if anyone here knows a command or plugin that can achieve this. Any help or guidance you can provide would be greatly appreciated. Przeczytaj cały wpis
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