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  1. Hello, WeaponHanding API is a group of hooks to scale handing speeds of weapons with a multiplier with forwards. Little project i'v been working on for a while, hope you like. Thanks: Timocop: Using some code of your code. Silvers: Helping with stupid moments and advice. smlib: Thanks for smlib code and all contributors. DHooks: Thanks Peace-Maker & Dr!fter SM Dev team! Convars These are for you, I made some fixes and changes to weapon handling, by default all of turned off, besides deploy modifier animation speed which valve forgot implement in their code e.g. in vanilla single pistol DeployDuration is a "0.5" modifier which is 2x faster than the animation shows. PHP Code: // 1 = (match deploy speed animation to the "DeployDuration" keyvalue in weapon_*.txt) 0 = (ignore "DeployDuration" keyvalue in weapon_*.txt and matches deploy speed to animation speed) before being modified // - // Default: "1" // Minimum: "0.000000" // Maximum: "1.000000" wh_deploy_animation_speed "1" // 1 = (double pistol shoot at double speed of a single pistol 2~ shots persec slower than vanilla) 0 = (keeps vanilla cycle rate of 0.075) before being modified // - // Default: "0" // Minimum: "0.000000" // Maximum: "1.000000" wh_double_pistol_cycle_rate "0" // 1 = (use "survivor_incapacitated_cycle_time" for incap shooting cycle rate) 0 = (ignores the cvar and uses weapon_*.txt cycle rates) before being modified // - // Default: "1" // Minimum: "0.000000" // Maximum: "1.000000" wh_use_incap_cycle_cvar "1" // 1 = (use "survivor_incapacitated_reload_multiplier" for incap reloading cycle rate) 0 = (ignores the cvar and uses default reload cycle rates) before being modified // - // Default: "1" // Minimum: "0.000000" // Maximum: "1.000000" wh_use_incap_reload_cycle_cvar "1" Code: WeaponHandling API has forwards for OnReloading, OnShooting, OnDeploy, OnMeleeSwing and OnThrowingThrowable, these are not proper forward names those are documented in the include file. Little history: I needed something that was direct(is not reliant on events, events are usually after game actions) for modifying weapon handling stats that can eliminate cross plugin issues without too much work. One of the common issues with speeding up reloading is awful animation issues of double reload, this is because of internal timer for the reload finish timer, OnReloadModifier is called twice for reload modifier which we can change with entprops, second OnReloadFinish we cannot, not really looked into too much likely a countdown time. This will not beable to correct animation issues caused by prediction errors, since this is all server sided and latency is a thing! Include PHP Code: /* * A typical example of stacking modifiers from different plugins is -> speedmodifier = speedmodifier * yourmodifier * Example to overwrite modifiers placed before -> speedmodifier = yourmodifier */ enum L4D2WeaponType { L4D2WeaponType_Unknown = 0, L4D2WeaponType_Pistol, L4D2WeaponType_Magnum, L4D2WeaponType_Rifle, L4D2WeaponType_RifleAk47, L4D2WeaponType_RifleDesert, L4D2WeaponType_RifleM60, L4D2WeaponType_RifleSg552, L4D2WeaponType_HuntingRifle, L4D2WeaponType_SniperAwp, L4D2WeaponType_SniperMilitary, L4D2WeaponType_SniperScout, L4D2WeaponType_SMG, L4D2WeaponType_SMGSilenced, L4D2WeaponType_SMGMp5, L4D2WeaponType_Autoshotgun, L4D2WeaponType_AutoshotgunSpas, L4D2WeaponType_Pumpshotgun, L4D2WeaponType_PumpshotgunChrome, L4D2WeaponType_Molotov, L4D2WeaponType_Pipebomb, L4D2WeaponType_FirstAid, L4D2WeaponType_Pills, L4D2WeaponType_Gascan, L4D2WeaponType_Oxygentank, L4D2WeaponType_Propanetank, L4D2WeaponType_Vomitjar, L4D2WeaponType_Adrenaline, L4D2WeaponType_Chainsaw, L4D2WeaponType_Defibrilator, L4D2WeaponType_GrenadeLauncher, L4D2WeaponType_Melee, L4D2WeaponType_UpgradeFire, L4D2WeaponType_UpgradeExplosive, L4D2WeaponType_BoomerClaw, L4D2WeaponType_ChargerClaw, L4D2WeaponType_HunterClaw, L4D2WeaponType_JockeyClaw, L4D2WeaponType_SmokerClaw, L4D2WeaponType_SpitterClaw, L4D2WeaponType_TankClaw } /* * Fires for melee weapons * * @Param client Client Index * @Param weapon Weapon Index * @Param speedmodifier Current swing speed modifier, change this to manipulate swing speed e.g. 2.0 = 2x speed * * @noreturn */ forward void WH_OnMeleeSwing(int client, int weapon, float &speedmodifier); /* * Fires for throwables * e.g. when about to throw pipebomb * * @Param client Client Index * @Param weapon Weapon Index * @Param weapontype Weapon Type * @Param speedmodifier Current throw speed modifier, change this to manipulate throw speed e.g. 2.0 = 2x speed * * @noreturn */ forward void WH_OnStartThrow(int client, int weapon, L4D2WeaponType weapontype, float &speedmodifier); /* * Fires for throwables * e.g. when winding up to throw pipebomb * * @Param client Client Index * @Param weapon Weapon Index * @Param weapontype Weapon Type * @Param speedmodifier Current windup speed modifier, change this to manipulate windup speed e.g. 2.0 = 2x speed * * @noreturn */ forward void WH_OnReadyingThrow(int client, int weapon, L4D2WeaponType weapontype, float &speedmodifier); /* * @Param client Client Index * @Param weapon Weapon Index * @Param weapontype Weapon Type * @Param speedmodifier Current reload speed modifier, change this to manipulate reload speed e.g. 2.0 = 2x speed * * @noreturn */ forward void WH_OnReloadModifier(int client, int weapon, L4D2WeaponType weapontype, float &speedmodifier); /* * L4D2 only Affects pills/adrenaline use speed. * * @Param client Client Index * @Param weapon Weapon Index * @Param weapontype Weapon Type * @Param speedmodifier Current rate of fire speed modifier, change this to manipulate rate of fire e.g. 2.0 = 2x speed * * @noreturn */ forward void WH_OnGetRateOfFire(int client, int weapon, L4D2WeaponType weapontype, float &speedmodifier); /* * Does not trigger for chainsaw, gascan, propane, oxygentank, fireworks and gnome. * * @Param client Client Index * @Param weapon Weapon Index * @Param weapontype Weapon Type * @Param speedmodifier Current deploy speed modifier, change this to manipulate deploy speed e.g. 2.0 = 2x speed * * @noreturn */ forward void WH_OnDeployModifier(int client, int weapon, L4D2WeaponType weapontype, float &speedmodifier); stock StringMap CreateWeaponClassnameHashMap(StringMap hWeaponClassnameHashMap) { hWeaponClassnameHashMap = CreateTrie(); hWeaponClassnameHashMap.SetValue("weapon_pistol", L4D2WeaponType_Pistol); hWeaponClassnameHashMap.SetValue("weapon_pistol_magnum", L4D2WeaponType_Magnum); hWeaponClassnameHashMap.SetValue("weapon_rifle", L4D2WeaponType_Rifle); hWeaponClassnameHashMap.SetValue("weapon_rifle_ak47", L4D2WeaponType_RifleAk47); hWeaponClassnameHashMap.SetValue("weapon_rifle_desert", L4D2WeaponType_RifleDesert); hWeaponClassnameHashMap.SetValue("weapon_rifle_m60", L4D2WeaponType_RifleM60); hWeaponClassnameHashMap.SetValue("weapon_rifle_sg552", L4D2WeaponType_RifleSg552); hWeaponClassnameHashMap.SetValue("weapon_hunting_rifle", L4D2WeaponType_HuntingRifle); hWeaponClassnameHashMap.SetValue("weapon_sniper_awp", L4D2WeaponType_SniperAwp); hWeaponClassnameHashMap.SetValue("weapon_sniper_military", L4D2WeaponType_SniperMilitary); hWeaponClassnameHashMap.SetValue("weapon_sniper_scout", L4D2WeaponType_SniperScout); hWeaponClassnameHashMap.SetValue("weapon_smg", L4D2WeaponType_SMG); hWeaponClassnameHashMap.SetValue("weapon_smg_silenced", L4D2WeaponType_SMGSilenced); hWeaponClassnameHashMap.SetValue("weapon_smg_mp5", L4D2WeaponType_SMGMp5); hWeaponClassnameHashMap.SetValue("weapon_autoshotgun", L4D2WeaponType_Autoshotgun); hWeaponClassnameHashMap.SetValue("weapon_shotgun_spas", L4D2WeaponType_AutoshotgunSpas); hWeaponClassnameHashMap.SetValue("weapon_pumpshotgun", L4D2WeaponType_Pumpshotgun); hWeaponClassnameHashMap.SetValue("weapon_shotgun_chrome", L4D2WeaponType_PumpshotgunChrome); hWeaponClassnameHashMap.SetValue("weapon_molotov", L4D2WeaponType_Molotov); hWeaponClassnameHashMap.SetValue("weapon_pipe_bomb", L4D2WeaponType_Pipebomb); hWeaponClassnameHashMap.SetValue("weapon_first_aid_kit", L4D2WeaponType_FirstAid); hWeaponClassnameHashMap.SetValue("weapon_pain_pills", L4D2WeaponType_Pills); hWeaponClassnameHashMap.SetValue("weapon_gascan", L4D2WeaponType_Gascan); hWeaponClassnameHashMap.SetValue("weapon_oxygentank", L4D2WeaponType_Oxygentank); hWeaponClassnameHashMap.SetValue("weapon_propanetank", L4D2WeaponType_Propanetank); hWeaponClassnameHashMap.SetValue("weapon_vomitjar", L4D2WeaponType_Vomitjar); hWeaponClassnameHashMap.SetValue("weapon_adrenaline", L4D2WeaponType_Adrenaline); hWeaponClassnameHashMap.SetValue("weapon_chainsaw", L4D2WeaponType_Chainsaw); hWeaponClassnameHashMap.SetValue("weapon_defibrillator", L4D2WeaponType_Defibrilator); hWeaponClassnameHashMap.SetValue("weapon_grenade_launcher", L4D2WeaponType_GrenadeLauncher); hWeaponClassnameHashMap.SetValue("weapon_melee", L4D2WeaponType_Melee); hWeaponClassnameHashMap.SetValue("weapon_upgradepack_incendiary", L4D2WeaponType_UpgradeFire); hWeaponClassnameHashMap.SetValue("weapon_upgradepack_explosive", L4D2WeaponType_UpgradeExplosive); hWeaponClassnameHashMap.SetValue("weapon_boomer_claw", L4D2WeaponType_BoomerClaw); hWeaponClassnameHashMap.SetValue("weapon_charger_claw", L4D2WeaponType_ChargerClaw); hWeaponClassnameHashMap.SetValue("weapon_hunter_claw", L4D2WeaponType_HunterClaw); hWeaponClassnameHashMap.SetValue("weapon_jockey_claw", L4D2WeaponType_JockeyClaw); hWeaponClassnameHashMap.SetValue("weapon_smoker_claw", L4D2WeaponType_SmokerClaw); hWeaponClassnameHashMap.SetValue("weapon_spitter_claw", L4D2WeaponType_SpitterClaw); hWeaponClassnameHashMap.SetValue("weapon_tank_claw", L4D2WeaponType_TankClaw); return hWeaponClassnameHashMap; } stock L4D2WeaponType GetWeaponTypeFromClassname(const char[] sClassname) { static StringMap hWeaponClassnameHashMap; if(hWeaponClassnameHashMap == INVALID_HANDLE) hWeaponClassnameHashMap = CreateWeaponClassnameHashMap(hWeaponClassnameHashMap); static L4D2WeaponType WeaponType; if(!hWeaponClassnameHashMap.GetValue(sClassname, WeaponType)) return L4D2WeaponType_Unknown; return WeaponType; } Include notes Spoiler 1. I'v included some useful stocks for performance friendly string checking of weapon classnames in l4d1 & 2 to output enum value. 2. L4D1 Pills use speed is not functional, is different to L4D2, L4D1 pills use speed looks to be in CPainPills::PrimaryAttack but I could not figure out how to read the countdown timer to change it, maybe someone else knows yes I used l4d2d_timers.inc and tried some stuff my self don't wanna read :(. 3. These forwards are likely not safe to do much to clients in e.g. change weapon, stagger them, kill them, ect, this is due to where parts are hooked and the game expects that kind of stuff later in post think ect. 4. Weapon SG552 firerate while zooming is "0.13500001", to detect if someone is zoomed with the weapon check the FOV entprops which is what this function does CTerrorGun::IsOwnerZoomed. 5. I tried to support l4d1 best I can, hope you like them :D Attached Files WeaponHandling.zip (21.0 KB) Wyświetl pełny artykuł
  2. Description SkyRPG is a highly-customizable, module-based RPG plugin for Left 4 Dead 2. Instead of having the experience hard-coded, I use Key files (text documents) that server operators populate, and then the code reads this and generates the experience. You complete control which modules are enabled, which ones are not, and have the ability to create your own add-on plugins to expand the experience; e.g., talent trees are an optional aspect of RPG, and if you create a talent outside the scope of the base plugin, you can have that talent (in the config) specifically point to another plugin to perform its function. Again, just an example of something you can do. This would also let you re-use triggers/effects/etc. which are assigned to case-sense chars (AaBbCc etc.) across multiple plugins, if you have that much diversity in your talent trees. Required Plugins Is Left4Downtown2 being a requirement a thing, still? I've been out of the game for a bit; here's a list of the requirements, I know some are included directly in sourcemod, and all .inc files are in their respective archives! Code: #include <sdktools> #include <sdkhooks> #include <smlib> #include <l4d2_direct> #include "wrap.inc" #include "left4downtown.inc" #include "l4d_stocks.inc" #undef REQUIRE_PLUGIN #include <readyup> #define REQUIRE_PLUGINOkay, it's been long-requested that I strip the ReadyUp requirement from my RPG in its public releases. Unfortunately, ReadyUp is such a convenience with the natives/forwards that it provides that as a developer, it was significantly-less work to keep it in, and as a server operator, you can choose to use all of its features, or none of its features, sans the behind-the-scenes functionality that it provides RPG. How much is enabled, or how little, is totally up to you! Installation For ease of end-user (server operator) installation, the archive sub-folders are structured as they should be extracted to your server. While the ReadyUp archive only contains 1 config file, the !skyrpg archive contains 11 config files; all are required, but only 9 are currently used by the plugin. To customize the RPG experience to your liking, you'll need to edit all 9 files as well as the translation file, if you create/add/remove talents. The header, for example "survivor health" has an identically-named translation in the /translations/skyrpg.phrases.txt Hopefully I've explained this good enough; it may be more-complicated to install than I think. You must have an active database! See the included /configs/databases.cfg for the necessary info (rum_rpg) Github (If you want to follow/fork) https://github.com/MissexSkye/l4d2 Future Development So, you will discover that this plugin is written in Old Syntax. I had to make a design decision a while ago based on the time it would take to rewrite it and other factors, and instead decided to add in functionality that just lets other plugins modify/add-on to the experience. This means in future updates, some included modules may be written in new syntax, while the base plugin remains in old. There are several areas where there is commented-out c/p code from other plugins for reference during development. Credits should be either found there or at the top of the main file. If someone who should be credited is not, please DM me and I'll add the credit. Closing Statement If you have questions/comments/requests, please don't hesitate to ask. I'll do my best to assist you, but to be honest I was stoned out of my freaking mind when I wrote this code, and I don't even know how I did it, or how it works. Attached Files ReadyUp-7.1 (Wagyu).zip (50.3 KB) !skyrpg [latest-private-release] v4.85.10.31.zip (516.5 KB) Wyświetl pełny artykuł
  3. About:The cvar l4d_witch_trigger_type "1": Makes bots startle the Wandering Witch when shooting her. By default game only does this for Witches that are sitting. This is not required for L4D1. The cvar l4d_witch_trigger_type "0": Blocks bots from startling any Witch they shoot. Bots can still startle the Witch by standing too near and shooting. Thanks:Xanaguy - For the original idea and request. Lux - For scripting advice. Cvars: Saved to l4d_witch_trigger.cfg in your servers \cfg\sourcemod\ folder. PHP Code: // 0=Plugin off, 1=Plugin on. l4d_witch_trigger_allow "1" // Turn on the plugin in these game modes, separate by commas (no spaces). (Empty = all). l4d_witch_trigger_modes "" // Turn off the plugin in these game modes, separate by commas (no spaces). (Empty = none). l4d_witch_trigger_modes_off "" // Turn on the plugin in these game modes. 0=All, 1=Coop, 2=Survival, 4=Versus, 8=Scavenge. Add numbers together. l4d_witch_trigger_modes_tog "0" // 0=Prevent bots from startling any Witches when shot. 1=Startle all Witches when bots shoot them. l4d_witch_trigger_type "1" // Value of "0" in L4D1. // Witch - Bots Trigger plugin version. l4d_witch_trigger_version Changes: Code: 1.0 (27-Nov-2019) - 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 (l4d_witch_trigger.sp - 8.8 KB) Wyświetl pełny artykuł
  4. Introduction ive noticed on my server that a good team can easily rush to the end while the infected barely have a chance to do any real damage so i created this plugin to not only give the infected more time to do damage but to also add a tiny bit more variety to the maps. Purpose spawns mini events around the map to slow player progression. Features - allows you to store up to 10 possible event locations per map. - can have up to 3 events per map - convars for hoard duration and barrier burn time. - uses https://forums.alliedmods.net/showthread.php?t=147542 - including my config folder with a few events already positioned on some maps. Convars -"mini_event_burn_time" how long until the barrier disapears -"mini_event_hoard_time" how long the hoard lasts for commands - "minievent_menu" display menu - "minievent_add" add a spwn point - "minievent_del" delete a spawn point - "minieventshow" shows all locations to create an event stand where you want to place it facing towards the direction the survivours will approach from and use the command "minievent_add". to remove a position stand near it and use "minievent_del". the show command dosn't always work the best. known issues when my config folder was first created, im not sure why but it was created where the server didnt have access to it so i had to manually change its permissions, that might be an issue for some people. other then that i dont think theres any game breaking issues. Attached Files minievents.zip (30.1 KB) Wyświetl pełny artykuł
  5. Description: Show in scoreboard the country flag icons of the players. Screenshots: Download: Main repository Direct download Code changes Note: cfg file still pending to configure with all the country flags. You can find all the country flag images here (the index is the number after the "level" name) and you can see all the code2 for each country here. I will update github cfg file with more flags if someone want to help on add the flags. Wyświetl pełny artykuł
  6. WELCOME This simple plugin will make Smokers release their victims after incapacitating them. Requeriments: - SDK Tools. ConVars: l4d1_smoker_release_enabled 1 Enables / Disables this pluginChangelog: Version 1.0: - Initial release Attached Files Get Plugin or Get Source (l4d1_smoker_release.sp - 3.8 KB) Wyświetl pełny artykuł
  7. Shavit-Credits Features:Credits on Server map Record Credits on Map finish Credits on Map Personal Best Tier integration Every feature can be disabled through Cvar's CVAR List:credits_enable_normal 0/1 Enable Store credits given for finishing a map? credits_enable_wr 0/1 Enable Store credits given for breaking the map Record? credits_enable_pb 0/1 Enable Store credits given for breaking the map Personal Best? credits_enable_t1 0/1 Enable/Disable given credits for Tier 1. This has no effect on WRs and PBs! credits_amount_normal 10.0 How many points should be given for finishing a Map? credits_amount_wr 25.0 How many points should be given for breaking a Map record? credits_amount_pb 10.0 How many point should be given for breaking the own Personal Best? credits_enable_normal_bonus 0/1 Enable Store credits given for finishing a map? credits_enable_wr_bonus 0/1 Enable Store credits given for breaking the map Record? credits_enable_pb_bonus 0/1 Enable Store credits given for breaking the map Personal Best? credits_amount_normal_bonus 10.0 How many points should be given for finishing a Map? credits_amount_wr_bonus 25.0 How many points should be given for breaking a Map record? credits_amount_pb_bonus 10.0 How many point should be given for breaking the own Personal Best? Changelog: Quote: 1.3.7 21.11.2019 (1.3.7)Added some Checks if the Rankings Module is aviable Requirements: Needs the Sourcemod Compiler build 6449 or greater. Dependencies: You will need Shavits's BunnyHop Timer and you will need one of the following stores:Zephyrus Store kxnrl Store MyStore Sourcemod Store includes are inside of the Github reposity. Downloads: Zephyrus Store Version: https://github.com/SaengerItsWar/shavit-credits kxnrl Store Version: https://github.com/SaengerItsWar/sha...its/tree/kxnrl MyStore Version: https://github.com/SaengerItsWar/sha...s/tree/mystore Sourcemod Store Version: https://github.com/SaengerItsWar/sha...its/tree/store Special Thanks: Kid Fearless Nairda Shavit for the Bhoptimer Attached Files shavit-credits-sourcemod-store.zip (56.2 KB) shavit-credits-zephyrus.zip (42.3 KB) shavit-credits-mystore.zip (46.1 KB) shavit-credits-kxnrl.zip (42.9 KB) Wyświetl pełny artykuł
  8. AbNeR MapLister (Workshop ready) This is a simple maplister plugin but it list workshop maps (that are located at maps/workshop/some greate number/map.bsp), this plugin is useful to write maplists automatically with simple commands (write entire maplist to mapcycle.txt for example) Commands sm_maplist <filter: optional>: Prints a map list satisfying the optionally specified filter to the user that executed the command. sm_writemaplist < file> <filter: optional>: Outputs a map list satisfying the optionally specified filter to the file specified. Source Code / Support / Suggestions Direct Download Wyświetl pełny artykuł
  9. This plugins requires SteamWorks. It's a simple plugin that check every X seconds the steam.inf file from the provided url and the local file. I'll add more features like a forward and discord integration. Repository | SourceCode | Download Wyświetl pełny artykuł
  10. Description:Respawn command for surf combat servers.Commands: Code: sm_respawn !respawn or /respawn - based on chat triggersConVars: Code: sm_cmd_respawn_delay - 10 // After how many seconds players can use the respawn command again?GitHub:https://github.com/Ilusion9/sm-surf-...respawn-combat Wyświetl pełny artykuł
  11. MYGO.pl

    [CSGO] Attack Drones

    Description: The core functionality of this is just ripped from my Attack Helicopters plugin. I designed this one specifically for CS:GO. Using no external resources; this plugin simulates pilotable danger-zone drones equipped with mini-rockets. If an enemy is within targeting distance and sight of the drone; rockets will become homing missiles when fired and follow the targeted player until collision with target or solid. If homing missiles are disabled, or no targets are in sight, rockets will fire straight (towards your crosshairs) until collision with solid or max distance has been reached, and explode. Missile settings such as speed/damage/radius can be modified via convars. This is pieced together with various entities so it is not perfect, but it can be pretty fun. Demo Video v1.0 General Notes: The only supported game is CS:GO I would not recommend using too many at once. The use limit is set to 12 drones at a time. The admin flag for use is set to ADMFLAG_CHEATS BUG: For some reason, occasionally some enemy player models will become invisible, they cannot be seen but are still target-able. I couldn't figure out what causes this, I can't tell if it's just a bug with my own game or with bots, but I will continue to try and fix it. Use Notes: Missiles by default will fire straight towards your crosshairs, if an enemy is in sight, it will become a homing missile and follow the target (if enabled and enemy within homing distance). If you re-type sm_drone while already in a drone, you will be taken back to where you activated the first drone. Any time you exit a drone, the drone will self-destruct, leaving gibs and inflicting damage on nearby enemies. Unfortunately your radar will be of no use while in a drone. Currently, drones do not take damage and only explode when they are being exited. Changing server gravity may affect the flying physics. Commands: Code: sm_drone > OPTIONAL: Add a users name as an argument to put them in a drone instead of yourself. Example: sm_drone someusername12 > Players will be put in a drone at the location they are at. When exiting a drone, you will return to that same location. > Type this command a second time to self-destruct and be teleported back to your activation location in a new drone. > Press E (use) to exit, this will also detonate the drone. ConVars: Code: sm_drone_turn_force > Controls the force at which the drone will turn left and right with mouse1 and mouse2 buttons. Default is 200 _____________ sm_drone_missile_interval > Controls the wait time between firing missiles. Default is 0.7 seconds _____________ sm_drone_missile_speed > Controls the travel speed of all missiles. Default is 900 > NOTE: The faster the missile, the sooner it explodes when approaching target sm_drone_missile_damage > Controls the damage dealt by all missiles. Default is 47 sm_drone_missile_radius > Controls the explosion damage radius of all missiles. Default is 275 > NOTE: The faster the missile, the sooner(farther away) it explodes when approaching target _____________ sm_drone_missile_distance > Controls the max distance for regular missiles before self detonation. Default is 5000.0 _____________ sm_drone_homing_enabled > Enable or Disable the use of homing missiles on all helicopters. Default is enabled sm_drone_homing_distance > Controls the max distance an enemy can be to be targeted by homing missiles. Default is 2500.0 CONTROLS WHILE FLYING: Code: [SPACE] (Jump) - Move Upwards [CTRL] (Duck) - Move Downwards [W] (Forward) - Move Forward (Backward) - Move Backward [A] (Left) - Move Left [D] (Right) - Move Right [MOUSE1] (Primary) - Turn Left [MOUSE2] (Secondary) - Turn Right [R] (Reload) - Fire Missiles [MOUSE1]+[MOUSE2] - Same as Reload - Fire Missiles [SHIFT] (Speed) - Change Camera View Installation: 1. Tap on "Get Plugin" below 2. Put the downloaded file Drones.smx in your servers plugins folder: SERVER/GAME/addons/sourcemod/plugins/ (optional) Put the source file Drones.sp in your servers scripting folder: SERVER/GAME/addons/sourcemod/scripting/ Drones.smx Drones.sp
  12. Description The plugin will spawn a certain number of tanks on the map through nav threat which means that the tank can be anywhere Tanks will be on each map in the number in which you specify The plugin is completely useless for versus ConVar sm_tank_count - Count of tanks per map Gamedata required from that plugin Attached Files Get Plugin or Get Source (l4d_tank_by_threat.sp - 3.1 KB) Wyświetl pełny artykuł
  13. Description This plugin was made only to display multiple publicity/announces on chat-only, with game available chat colors ConVar "l4d2_publicity_time", "180.0", "How long must wait to display each publicity (default 3 min = 180 seconds)" To compile you will need colors.inc Attached. Quick installation guide: Place l4d2_publicity.smx into /left4dead2/addons/sourcemod/plugins/ edit and place l4d2_publicity.txt into /left4dead2/addons/sourcemod/data/ load your plugin. :) Attached Files Get Plugin or Get Source (l4d2_publicity.sp - 1.6 KB) l4d2_publicity.txt (435 Bytes) colors.inc (25.4 KB) l4d2_publicity.smx (7.0 KB) Wyświetl pełny artykuł
  14. WELCOME This plugin allows survivors to get fatigue on shoving, just like versus, survival. The reason of the convar names is because L4D2 has already these cvars. Requeriments: - SDK Tools ConVars: PHP Code: z_gun_swing_coop_penalty_enabled "1" //Enables/Disables this plugin. z_gun_swing_coop_max_penalty "8" //**The number of swings before the maximum punch/melee/shove fatigue delay is set in (coop). z_gun_swing_coop_min_penalty "5" //**The number of swings before the minimum punch/melee/shove fatigue delay is set in (coop). Changelog: Version 1.0 (22 Nov 2019) - Initial release. Attached Files Get Plugin or Get Source (l4d1_shove_penalty.sp - 5.3 KB) Wyświetl pełny artykuł
  15. Description Creates server side ragdoll after death Attached Files l4d2_side_dolls.txt (407 Bytes) Get Plugin or Get Source (l4d2_server_ragdoll.sp - 1.5 KB) Wyświetl pełny artykuł
  16. MYGO.pl

    Ghost Respawn

    This is an improved version of Pyro_'s plugin here. Features: Noclip Autobhop Unlimited Speed Working Unghost (Unredie) Working trigger_teleports Players have access to a menu to toggle their own settings as a ghost. Admins have the ability to see who is a Ghost and to teleport to them, force them to return to spectator, or ban them from using Ghost. Demo Video: Commands: sm_ghost / sm_redie -> Turn into a ghost after you die sm_unghost / sm_unredie -> Return back to spectator sm_inghost / sm_inredie <player> -> Admin command to see who is in Ghost/Redie or not. Omit the player name and view a full list of all clients in Ghost/Redie. Selecting a player will display the Admin Menu. ConVars: sm_ghost_enabled 1|0 - Set whether Ghost is enabled on the server. sm_ghost_bhop 1|0 - Set whether ghosts can autobhop. (sv_autobunnyhopping) sm_ghost_speed 1|0 - Set whether ghosts can use unlimited speed (sv_enablebunnyhopping) sm_ghost_noclip 1|0 - Set whether ghosts can noclip. sm_ghost_adverts 1|0 - Set whether chat adverts are enabled. sm_ghost_adverts_interval 120 - Interval (in seconds) of chat adverts. GitHub Repository Attached Files Get Plugin or Get Source (ghost.sp - 27.0 KB) ghost.smx (18.5 KB) ghost.zip (26.3 KB) Wyświetl pełny artykuł
  17. WELCOME This simple plugin will make Tanks to never think you are using a minigun. Requeriments: - SDK Hooks ConVars: l4d_tank_ignores_minigun_enable 1 Enables / Disables this plugin Changelog: Version 1.0: - Initial release Attached Files Get Plugin or Get Source (l4d_tank_ignores_minigun.sp - 1.6 KB) Wyświetl pełny artykuł
  18. I know tfbot engineers can't play on some game modes. Hello Guys, I maked plugin for engineer bots. Engineer bots now can play on (build sentry & dispenser) -ctf -plr (but requires tfbots on plr plugin!) -rd -pd (but untested) -passtime maps Plugin Requires Pathfollower & TF2 Stocks (tf2_flag.inc) Pathfollower : https://forums.alliedmods.net/showthread.php?t=312133 TF2 Stocks : https://forums.alliedmods.net/showthread.php?t=126357 If you want make help to this plugin -Engineer bots can't play on arena maps (idk team_control_point isn't working) -Engineer bots can't play on mvm maps (this mvm maps dont have a bot_hint_sentrygun) -Test this plugin on PD maps Credits Pelipoika - Some stocks Attached Files tf_bot_engineer_support_for_all_maps.smx (27.1 KB) Get Plugin or Get Source (tf_bot_engineer_support_for_all_maps.sp - 101.0 KB) Wyświetl pełny artykuł
  19. MYGO.pl

    [ANY] !COMMAND eater

    Description:Allows to accept commands entered in all-uppercase or cyrillic (by accident) Quote: Examples: !ADMIN /ADmin !ФВЬШТ /фвьшт Settings (ConVars): - #define EAT_CYRILLIC 1 - set to 0 and recompile plugin if you don't need "cyrillic" functionality (it increase plugin speed) Credits: - Keith Warren (Shaders Allen) - for chat processor. - SilverShot - for "Commands enumerator" code and SMC Parser example. Requirements: - Chat processor by Drixevel (included) https://github.com/Drixevel/Chat-Processor Related plugins: - [ANY] [RU] Message Filter (Censor) Attached Files CommandEater.zip (51.9 KB) Wyświetl pełny artykuł
  20. Description The plugin will fix some places in which certain entities do not pass. In the standard config from me there is already 1 fix which will fix the wall on the map c8m1_apartments now the tank will be able to break and pass through this wall. You can also create your own fixes. Also required gamedata from that plugin Attached Files Get Plugin or Get Source (l4d2_navigation_fixes.sp - 4.0 KB) l4d2_navigation_fix.cfg (149 Bytes) Wyświetl pełny artykuł
  21. First plugin released into the public. :P This is like Mr. Zero's Restore Ragdoll plugin, except it functions on ALL deaths, including suicides. You can also choose to make the static death model invisible, remove it, or do nothing to the body. It also comes with manually spawning the ragdolls yourself, for funsies. There's a toggleable function to disable m_isFallingFromLedge deaths, but it hooks a think function to a player when they grab a ledge. This was because hooking the player_ledge_release event didn't work for me. -= ConVars =- sm_custom_survivor_ragdoll [0/1] = Toggle usage of non-ledge based ragdoll deaths. sm_c_survivor_ragdoll_staticbody [0/2] = 0 - Make static body invisible. 1 - Remove static body. 2 - Do nothing. sm_c_survivor_ragdoll_ledge [0/1] = Toggle preventing ledge deaths from making victims unrevivable. sm_ragdoll = Spawn a client ragdoll on yourself. -= Further Info =- - The plugin automatically adds a function to the admin menu called 'Test ragdoll' (I failed to change the name, sorry) that lets you manually spawn a ragdoll on a chosen player from it's list. - <BUG> Manually spawning a ragdoll on an infected makes them invisible. I have no idea why it does that. -= Releases =- Version 1.0.0 - Initial release. Attached Files Get Plugin or Get Source (L4D2CSRagdoll.sp - 13.4 KB) Wyświetl pełny artykuł
  22. Related Plugins: [ANY] Dev Cmds [ANY] Input Hooks [ANY] TempEnt Hooks [ANY] UserMsg Hooks About: Prints UserMessage data to chat (client) or console (server). Logs UserMessages structure and output data. Can specify which UserMessages to listen for or filter out. Example command: sm_um_watch "MusicCmd,TextMsg" For more info on UserMessages: https://wiki.alliedmods.net/User_Messages Auto generates up to 19 gamedata signatures! They should never break and support most games. Logs messages to: "logs/user_messages_dump.log" Logs structures to:"logs/user_messages_types.log" Example Output: Spoiler Example Data: PHP Code: UM: Fade/7:10:81920: [256] [0] [1] [255] [0] [0] [30] USERMSG: Adding new format entry for MeleeSlashSplatter/1:1:16384 UM: MeleeSlashSplatter/1:1:16384: [2] UM: Damage/2:8:2048: [0] [0] UM: KillCam/3:3:16384: [0] [0] [0] USERMSG: Adding new format entry for PZDmgMsg/5:9:81920 UM: PZDmgMsg/5:9:81920: [15] [3] [2] [0] [0] UM: ResetHUD/1:1:16384: [0] UM: Spawn/1:1:16384: [3] UM: Splatter/1:1:16384: [10] UM: Splatter/1:1:16384: [9] UM: SplatterClear/0:0:0: UM: Train/1:1:16384: [0] UM: VGUIMenu/3:3:17408: [overview] [0] [0] UM: VGUIMenu/3:3:17408: [specgui] [0] [0] UM: VGUIMenu/3:3:17408: [specgui] [1] [0] UM: VGUIMenu/3:3:17408: [specmenu] [0] [0] UM: VGUIMenu/3:3:17408: [takeover_survivor_bar] [0] [0] Example Structures: PHP Code: "usermessages" { "TextMsg" { "6:6:17408" { "1" "WRITE_BYTE" "2" "String" "3" "String" "4" "String" "5" "String" "6" "String" } } "VGUIMenu" { "3:3:17408" { "1" "String" "2" "WRITE_BYTE" "3" "WRITE_BYTE" } } "KillCam" { "3:3:16384" { "1" "WRITE_BYTE" "2" "WRITE_BYTE" "3" "WRITE_BYTE" } } "Fade" { "7:10:81920" { "1" "WRITE_SHORT" "2" "WRITE_SHORT" "3" "WRITE_SHORT" "4" "WRITE_BYTE" "5" "WRITE_BYTE" "6" "WRITE_BYTE" "7" "WRITE_BYTE" } } Known Working Games: L4D1 L4D2 Please report success in other games. Request support if required. Unsupported Games: CSGO (method is different, requires manual hooks and/or changes) Admin Commands: (requires "z" flag) PHP Code: sm_um_listen // Starts listening to all UserMessages. Filters or listens for messages from the filter and listen cvars. sm_um_stop // Stop printing UserMessages. sm_um_watch // Start printing UserMessages. Usage: sm_um_watch <messages to watch, separate by commas> ConVars: Saved to usermsg_hooks.cfg in your servers \cfg\sourcemod\ folder. PHP Code: // Do not hook and these UserMessages, separate by commas (no spaces). Only works for sm_usermsg_listen command. sm_usermsg_filter "" // Only hook and display these UserMessages, separate by commas (no spaces). Only works for sm_usermsg_listen command. sm_usermsg_listen "" // 0=Off. 1=Logs all UserMessage structures. 2=Log listen UserMessage data. 4=Log listen UserMessage data with timestamps. Add numbers together. sm_usermsg_logging "1" // UserMsg Hooks plugin version. sm_usermsg_version Changes: Code: 1.0 (15-Oct-2019) - Initial release. Requirements: Extension: DHooks (Experimental dynamic detour support) Installation:DO NOT click 'Get Plugin' or it will fail to compile because this plugin requires DHooks! Download the .smx file and put into your servers \addons\sourcemod\plugins folder. Download the .txt gamedata file and put into your servers \addons\sourcemod\gamedata\ folder. Attached Files Get Plugin or Get Source (usermsg_hooks.sp - 23.9 KB) usermsg_hooks.games.txt (4.5 KB) usermsg_hooks.smx (15.0 KB) Wyświetl pełny artykuł
  23. Related Plugins: [ANY] Dev Cmds [ANY] Input Hooks [ANY] TempEnt Hooks [ANY] UserMsg Hooks About: Prints Temp Entities data to chat (client) or console (server). Can specify which TempEnts to listen for or filter out. Example command: sm_te_watch "Dynamic Light,Sprite" For more info on TempEnts: https://wiki.alliedmods.net/TempEnts...eMod_SDKTools) TempEnts List https://wiki.alliedmods.net/Mod_TempEnt_List_(Source) Or command: sm_print_telist. Admin Commands: (requires "z" flag) PHP Code: sm_te_listen // Starts listening to all TempEnts. Filters or listens for TempEnts using the filter and listen cvars. sm_te_stop // Stop printing TempEnts. sm_te_watch // Start printing TempEnts. Usage: sm_tempent_watch <TempEnt names to watch, separate by commas> ConVars: Saved to tempent_hooks.cfg in your servers \cfg\sourcemod\ folder. PHP Code: // Do not hook and these TempEnts, separate by commas (no spaces). Only works for sm_te_listen command. sm_tempent_filter "Footprint Decal,Blood Stream" // Only hook and display these TempEnts, separate by commas (no spaces). Only works for sm_te_listen command. sm_tempent_listen "" // 0=Off. 1=Log TempEnts data when listening. sm_tempent_logging "0" // TempEnt Hooks plugin version. sm_tempent_version Changes: Code: 1.0 (15-Oct-2019) - 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 (tempent_hooks.sp - 11.2 KB) Wyświetl pełny artykuł
  24. So, there's a convar in csgo that keeps max n dropped weapons in the world (weapon_max_before_cleanup). But what's wrong with it? It's cleaning only those weapons dropped by someone (players). I had a surf combat server with game_player_equip entities which didn't strip players weapons on equip. It seems that csgo convar doesn't work with weapons created like that because those weapons are not dropped by clients. What happened after that? Too many weapons on the map and crash. What my plugins does? It's counting all the weapons on the ground (dropped by clients or not). This plugin will remove the oldest dropped weapon or the weapon which is not dropped by someone. The weapons which cannot be picked are not counted. GitHub: https://github.com/Ilusion9/sm-weapons-cleanup Wyświetl pełny artykuł
  25. The lighter in NMRiH sucks! This plugin makes it better. (I made this just for fun, it's actually pretty game-breaking) Video: CVars: sm_zippo_ignite_enabled (1/0) (Default: 1) Toggles the functionality on and off. sm_zippo_ignite_players (1/0) (Default: 1) Zippo can ignite other players. sm_zippo_ignite_zombies (1/0) (Default: 1) Zippo can ignite zombies. sm_zippo_ignite_props (1/0) (Default: 1) Zippo can ignite miscellaneous props. sm_zippo_ignite_time (Default: 30) Entities remain on fire for this many seconds. sm_zippo_max_reach (Default: 95) Maximum reach of the zippo in valve units. sm_zippo_override_friendly_fire (1/0) (Default: 0) Zippo is not affected by friendly fire settings. Attached Files Get Plugin or Get Source (nmrih-pyromania.sp - 4.4 KB) Wyświetl pełny artykuł
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