Skocz do zawartości

Nowy szablon forum

mygo.pl

Stworzyliśmy dla Was nowy wygląd forum. Z pewnością znajdziesz rzeczy, które wg Ciebie mogą zostać zmienione - wspomnij o tym w specjalnym wątku.

Czytaj więcej

Jak założyć własną sieć

serwerów CS

Zastanawiasz się nad prowadzeniem własnej sieci serwerów? Przeczytaj podstawowe informacje, na które należy zwrócić uwagę, przy takim projekcie.

Czytaj więcej

Tworzymy spis sieci

dodaj swoją

Dodaj sieć do której należysz, pozwoli to na promocję i budowę ogólnopolskiej bazy sieci CS.

Czytaj więcej

MYGO.pl

RSSy
  • Postów

    28562
  • Dołączył

  • Ostatnia wizyta

    nigdy
  • Wygrane w rankingu

    11

Treść opublikowana przez MYGO.pl

  1. Description:My present for community dedicated to halloween celebration. Now, works in L4D2 as well. Visual improvements of the death: https://www.youtube.com/watch?v=dZi02yWawj0 Features: - timeouts react on CPR plugin convars, so it is highly recommended. Recommended plugins: - "Emergency Treatment With First Aid Kit And CPR" by panxiaohai https://forums.alliedmods.net/showthread.php?p=1178894 Settings (ConVars): - l4d_death_soul_allow - Enable plugin (1 - On / 0 - Off) Credits: - SilverShot - for ragdoll dissolver and basic L4D1 glow support, also L4D2 tests https://forums.alliedmods.net/showthread.php?t=306789 - Mehis - for "func_tracktrain" code https://forums.alliedmods.net/showpo...32&postcount=3 - 8guawong - for pointing me to above smooth moving code. TODO: Spoiler - Realistic soul origin and angle + reliable fading: they should match the ragdoll position at the end of landing (looks like it is impossible due to client side ragdoll; alternatively: convert client side ragdoll to server side, however, according to Valve wiki it could produce a lot of performance load, so it is not worth the effort) - find a way to fade L4D2 ragdolls. - Increase soul sound volume even more (somehow?) - add other specific animation variants (it require changing the model angle as well) ChangeLog Spoiler 1.6 (22-Oct-2019) - Added L4D2 support - Fixed case when fader is not worked for negative values - Kill soul when player disconnects - Kill all souls on round end (for safe) - Other safe checks 1.5 (22-Aug-2019) - Client is replaced by UserId in sound timer (for safe). 1.4 (05-Apr-2019) - Add disconnect 1.3 (30-Mar-2019) - Laser trace is now begins from the ground regardless if user died in the air 1.2 (12-Feb-2019) - Added safe plugin unloading 1.1 (09-Feb-2019) - Fixed "Client is not connected" in DissolveDelayed 1.0 (02-Feb-2019) - Initial release. Attached Files DeathSoul.zip (33.4 KB) Wyświetl pełny artykuł
  2. Description: Valve knives plugin with flag support, just check the cfg file. Installation: * Install required plugin: https://github.com/Franc1sco/Franug-GiveNamedItem * Disable "FollowCSGOServerGuidelines" option. More info: https://forums.alliedmods.net/showthread.php?t=279854 * Unzip file in addons/sourcemod/ * You dont need to upload the .sp file * If you want a !ws plugin then here you go https://github.com/Franc1sco/Franug-Weapon_Paints Optional * Compatible with https://forums.alliedmods.net/showthread.php?t=276733 Download: Main repository Direct download Code changes Wyświetl pełny artykuł
  3. Description: Based on this plugin with multiple changes and rewrittes for give a good natives for use in valve plugins (like my !ws and !knife plugins). My !ws plugin: https://forums.alliedmods.net/showthread.php?t=261288 My knife plugin: https://forums.alliedmods.net/showthread.php?t=319241 Natives: PHP Code: const int INVALID_PAINTKIT = -1; const int PAINTKIT_PLAYERS = 0; const int PAINTKIT_VANILLA = 9001; /* * Called before a named item is created for a player * * @param client The client index of the player receiving the named item * @param classname The classname of the item to be created * @noreturn */ forward void OnGiveNamedItemEx(int client, const char[] classname); native GiveNamedItem_SetClassname(const char[] classname); native GiveNamedItem_GetDefinitionIndex(); native GiveNamedItem_SetDefinitionIndex(int value); native bool GiveNamedItem_GetInUse(); native GiveNamedItem_GetPaintkit(); native GiveNamedItem_SetPaintkit(int value); native GiveNamedItem_GetSeed(); native GiveNamedItem_SetSeed(int value); native GiveNamedItem_GetWear(); native GiveNamedItem_SetWear(float value); native GiveNamedItem_GetKills(); native GiveNamedItem_SetKills(int value); native GiveNamedItem_GetEntityQuality(); native GiveNamedItem_SetEntityQuality(int value); native bool GiveNamedItem_GetTeamSwitch(); native GiveNamedItem_SetTeamSwitch(bool value); native GiveNamedItem_GetAccountID(); native GiveNamedItem_SetAccountID(int value); native GiveNamedItem_SetNameTag(char[] nametag); native int GiveNamedItem_GetItemDefinitionByClassname(const char[] classname); native bool GiveNamedItem_GetClassnameByItemDefinition(int itemdefinition, char[] buffer, int length); native bool GiveNamedItem_IsItemDefinitionKnife(int itemdefinition); native bool GiveNamedItem_IsClassnameKnife(const char[] classname); native GiveNamedItem_GiveKnife(client, int itemdefinition); native GetNamedItem_GetWeaponTeamByItemDefinition(int itemdefinition); #if defined _givenameditem_server #endinput #endif methodmap GiveNamedItem_ClientHook { public GiveNamedItem_ClientHook() { return view_as<GiveNamedItem_ClientHook>(1); } property bool InUse { public get() { return GiveNamedItem_GetInUse(); } } property int ItemDefinition { public get() { return GiveNamedItem_GetDefinitionIndex(); } public set(int value) { GiveNamedItem_SetDefinitionIndex(value); } } property int Paintkit { public get() { return GiveNamedItem_GetPaintkit(); } public set(int value) { GiveNamedItem_SetPaintkit(value); } } property int Seed { public get() { return GiveNamedItem_GetSeed(); } public set(int value) { GiveNamedItem_SetSeed(value); } } property float Wear { public get() { return view_as<float>(GiveNamedItem_GetWear()); } public set(float value) { GiveNamedItem_SetWear(value); } } property int Kills { public get() { return GiveNamedItem_GetKills(); } public set(int value) { GiveNamedItem_SetKills(value); } } property int EntityQuality { public get() { return GiveNamedItem_GetEntityQuality(); } public set(int value) { GiveNamedItem_SetEntityQuality(value); } } property bool TeamSwitch { public get() { return GiveNamedItem_GetTeamSwitch(); } public set(bool value) { GiveNamedItem_SetTeamSwitch(value); } } property int AccountID { public get() { return GiveNamedItem_GetAccountID(); } public set(int value) { GiveNamedItem_SetAccountID(value); } } public bool SetClassname(const char[] classname) { GiveNamedItem_SetClassname(classname); } public int GetItemDefinitionByClassname(const char[] classname) { return GiveNamedItem_GetItemDefinitionByClassname(classname); } public bool GetClassnameByItemDefinition(int itemdefinition, char[] buffer, int length) { return GiveNamedItem_GetClassnameByItemDefinition(itemdefinition, buffer, length); } public bool IsItemDefinitionKnife(int itemdefinition) { return GiveNamedItem_IsItemDefinitionKnife(itemdefinition); } public bool IsClassnameKnife(const char[] classname) { return GiveNamedItem_IsClassnameKnife(classname); } public int GetWeaponTeamByItemDefinition(int itemdefinition) { return GetNamedItem_GetWeaponTeamByItemDefinition(itemdefinition); } } GiveNamedItem_ClientHook GiveNamedItemEx = view_as<GiveNamedItem_ClientHook>(1); Download: Main repository Direct download Code changes Wyświetl pełny artykuł
  4. MYGO.pl

    whatever

    asdfadsf Attached Files Get Plugin or Get Source (antiflood.sp - 3.6 KB) Wyświetl pełny artykuł
  5. Descripcion: Slender Man Gamemode for a terrifying halloween night. You need to find all the 8 pages to win, if you see the Slender Mand you will die. All in a terrifyng atmosphere with visual effects and sounds. Note: this gamemod was created specially for CS:S and for this map. In CS:GO it need more testing and improvements, if someone are interested on this mod and want to help me in testing then let me know. Video (based on this idea): Screenshots: https://steamcommunity.com/sharedfil...?id=1543986460 Install: Drag and drop. If you dont use slender_eldorado map, you need to load devzones_pages and create 8 zones with names page1, page2, ........ page8. And you can use darkness plugin for a better atmosphere. Download: Main repository Direct download Code changes Wyświetl pełny artykuł
  6. Description: You can add custom scoreboard level images Dependencies: ZephStore Screenshots: https://i.imgur.com/xeOHO1v.png https://i.imgur.com/B8Z6nQ9.png Installation: Upload the files to your server Edit "store.phrases", add this section somewhere: PHP Code: "LevelIcon" { "en" "level icon" } items.txt: PHP Code: "Level Icons" { "Unicorn" { "price" "1" "type" "LevelIcon" "iconindex" "45" "unique_id" "li_45" } "Mario" { "price" "1" "type" "LevelIcon" "iconindex" "41" "unique_id" "li_41" } "Hearth" { "price" "1" "type" "LevelIcon" "iconindex" "48" "unique_id" "li_48" } "VIP" { "price" "1" "type" "LevelIcon" "iconindex" "46" "unique_id" "li_46" "flag" "t" } "ADMIN" { "price" "1" "type" "LevelIcon" "iconindex" "47" "unique_id" "li_47" "flag" "b" } } if you want to add more, you MUST upload the images here: materials/panorama/images/icons/xp/levelINDEX.png - index is the number what you have to put to the "iconindex" in the items.txt I suggest you to resize the images to 128x128 (Atleast if the image is bigger than this size.) Download Direct Download Github Repo Wyświetl pełny artykuł
  7. MYGO.pl

    !grupo free

    Everyone is looking for a free group and I made a free one for those who want but for him to have the group you need to edit the .sp in the "scripting" folder. Attached Files Grupo Free.smx (3.8 KB) Get Plugin or Get Source (Grupo Free.sp - 632 Bytes) Wyświetl pełny artykuł
  8. Hi, This plugin fixes level changing with a native to use in your map changing plugins This plugin does near nothing on it's own it's for dev's to include in their mission managers. However there is a command "sm_changelevel" This requires root admin access or from server console function same as sm_map. Tech stuff Spoiler Since using forced map changing in l4d2 causes the vscript engine to not clear up all it's resources these pile up degrading performance overtime (for linux, not tested enough on windows but added support for it just incase ^_-), while vscript is apart of the issue there are still issues else where in the game which causes same effect just is far less of an impact now. Instead we call the voting function to from survival which is vote map PHP Code: CDirector::OnChangeChapterVote() This can be called from an easy native. PHP Code: L4D2_ChangeLevel(const char[] sMapName) This functions near identical to ForceChangeLevel() function, and map. Only difference is server waits for everyone to fully load before starting map, intro sequences play and anyplayer idle before map changes will take over their bot (prevents them being put on spec team). Git RepoLink Native PHP Code: /** * @param sMapName Map String without .bsp * @noreturn */ native void L4D2_ChangeLevel(const char[] sMapName); A fork including this change [L4D2] Improved Automatic Campaign Switcher (ACS) https://github.com/LuxLuma/l4d2_mission_manager Aswell are SirPlease's L4D2-Competitive-Rework Thanks: SirPlease for testing. Silvers throwing ideas like a machine gun :P Maybe this method will get merged into sourcemod for l4d2 only? Installation: 1.Download the .zip file. 2.Merge with \addons\ folder. 3.Restart the server. Attached Files l4d2_changelevel.zip (9.8 KB) Wyświetl pełny artykuł
  9. Description: This plugin allows you to manipulate with TickRate of the server. It can be useful on multimods, when you put 128.0 tickrate on MiniGame maps, and 64.0 / 102.4 on surf maps, so that it would be convenient for you to change the value - an implementation was done via cvar. Cvars: 1) tickrate_value 128.0 - Server TickRate 2) tickrate_force_retry 0 - 1 - After changing the tickrate_value value - all players will be forced to log in to the server \n 0 - Nothing will happen API /** * Getting the current TickRate server * - * @noparams * - * @return Current TickRate */ native float TickRate_GetCurrentTick(); /** * Getting the default TickRate server * - * @noparams * - * @return Default TickRate Server */ native float TickRate_GetDefaultTick(); /** * Sets an arbitrary TickRate * - * @param fTick New TickRate server (Minimum value - 21.0 / Maximum - 128.0) * @param bforceRetry true - all players reconnect to the server. * - * @noreturn */ native void TickRate_SetTickRate(float fTick, bool bForceRetry = false); /** * Called when TickRate has been changed. * - * @param fOld Previous TickRate * @param fNew New TickRate * - * @noreturn */ forward void TickRate_OnTickRateChanged(float fOld, float fNew); forward void TickRate_OnTickRateChanged(float fOld, float fNew); Attached Files TickRateControl.zip (9.2 KB) Wyświetl pełny artykuł
  10. Description: The sole function of this simple plugin is the ability to grab and move entities (not just props) freely with your mouse on all axis (rather than the common method of parenting to the player). I made this a while ago, but I'm sharing in case anyone has any use for it. This is very useful if you're using my TrackTrains plugin. Demo Video on CS:S General Notes: There may be a plugin(s) with this exact functionality already? I'm not actually sure. If so, I'll be glad to remove. This should work on any game, I don't see why it would not, please let me know if not. The admin flag for use is set to ADMFLAG_CHEATS This should work on most entities, not just props. I did not implement a way to unfreeze the entity, I can figure something out if that’s an issue. Use Notes: This works best if you bind +grabent to a key, otherwise you will have to manually do -grabent to release. While grabbed, your primary attack (Mouse1) will PUSH the entity farther away when pressed/held. While grabbed, your secondary attack (Mouse2) will PULL the entity closer to you when pressed/held. Push/Pull is supposed to block the players weapon from firing when doing so, however sometimes a bullet slips through or your secondary will execute once. The farther away the entity you're grabbing is from you, the faster it will be pushed/pulled. The closer the entity you're grabbing is to you, the slower it will be pushed/pulled. The entity you grab will be frozen when grabbed, and remain frozen when released Commands: Code: +grabent > Grab the entity you're looking at. > While grabbed, mouse1 to push, mouse2 to pull. > This will freeze (disable motion) the entity. -grabent > Release the entity you're grabbing. > This is irrelevant if you bind +grabent to a key. Installation: Put the GrabEnt.smx in your servers plugins folder: SERVER/GAME/addons/sourcemod/plugins/ Put the GrabEnt.sp in your servers scripting folder: SERVER/GAME/addons/sourcemod/scripting/ Todo: I'm open to suggestions. CHANGELOG: Spoiler V1.0 (October 14, 2019) Initial Release Attached Files GrabEnt.smx (9.9 KB) Get Plugin or Get Source (GrabEnt.sp - 7.2 KB) Wyświetl pełny artykuł
  11. Automatically replaces one file with another (text), it is necessary mainly after updates when files such as gamemodes.txt are replaced, for example: https://forums.alliedmods.net/showthread.php?t=314003 in configs/replacefiles.txt on an odd line - a file to replace on even - than replace Attached Files autoreplace.7z (5.7 KB) Wyświetl pełny artykuł
  12. About: Prints entity input data to chat (client) or console (server). Can specify which entities to listen for or filter out. Example command: sm_input_watch "logic_script,logic_entity,logic_relay" Thanks: Dr!fter - DHooks "AcceptInput" example this is based on. Dragokas - For the request. Admin Commands: (requires "z" flag) PHP Code: sm_input_listen // Starts listening to all inputs. Filters or listens for classnames from the filter and listen cvars. sm_input_stop // Stop printing entity inputs. sm_input_watch // Start printing entity inputs. Usage: sm_input_watch <classnames to watch, separate by commas> ConVars: Saved to sm_input_hooks.cfg in your servers \cfg\sourcemod\ folder. PHP Code: // Do not hook and show output data from these classnames, separate by commas (no spaces). Only works for sm_output_listen command. sm_input_hooks_filter "" // Only hook and display output data from these classnames, separate by commas (no spaces). Only works for sm_output_listen command. sm_input_hooks_listen "" // Output Hooks - DevTools plugin version. l4d_healing_version Changes: Code: 1.0 (14-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 (input_hooks.sp - 9.4 KB) input_hooks.smx (8.7 KB) input_hooks.games.txt (490 Bytes) Wyświetl pełny artykuł
  13. Commands !fns - Enable/Disable NoScope round. ADMIN Only !nscreload - reload config Config Code: "NoScope" { "MOD_TAG" "ADEPT" "NoScope_Round_Type" "2" //0 - off 1 - every x rounds 2 - % chances of a noscope round "NoScope_Round" "5" // For how much rounds will be noscope round (if round_type == 1) "NoScope_Round_Chance" "10.0" //% chances of a noscope round (if round_type == 2) "NoScope_Round_Notification_enable" "1" // 0 - off 1 - hud 2 - hint 3 - chat "NoScope_Round_Notification_color" "1" // 0 - color chosen 1-random color "NoScope_Round_Notification_color_hud" "0;0;255" // rgb (if color chosen) "NoScope_Round_Notification_postion_hud_x" "0.15" "NoScope_Round_Notification_postion_hud_y" "0.7" "NoScope_Round_Notification_random_postion" "0" // 0 - off 1 - Random position on the screen every second "NoScope_Round_Notification_color_hint" "#F90175" // hex (if color chosen) "NoScope_Round_Allow_Admin_Force_NoScope" "1" // Allows the admin to enable round only noscope [ !fns ] "NoScope_Round_Allow_Admin_Flag" "b" // The flag admin must have in order to enable the noscope round. "NoScope_Round_Logs" "1" // 0-off 1- Writes down each activation/deactivation of the noscope round by the admin "NoScope_Round_Knife_damage" "0" // 0 - knife damage disabled 1 - enabled "NoScope_Round_OnlySnipers_damage" "1" //0 - off 1 - Damage can only be inflicted from sniper weapon awp/ssg08/scar20/g3sg1 "NoScope_Round_Can_Pickup_Only_Sniper" "1" // 0 - off 1 - You can only pick up snipers weapons and knife ;P } Do you have any idea what you might add to that? Write here Attached Files Get Plugin or Get Source (ADEPT_NoScopeRound.sp - 14.7 KB) noscope.inc (1.8 KB) ADEPT_NoScope.txt (1.4 KB) ADEPT_NoScope.phrases.txt (1.1 KB) Wyświetl pełny artykuł
  14. Helloo. I've been gone for a time, blabla. I've made this like a year ago, but it was private for a very long time. The old, private version was horrible, and limited. So instead of releasing some sh.. I've recoded it from scratch, now waiting for feedbacks and bugreports. ( Old version preview ) ( Old repository ) For new previews, take a look there: https://github.com/KillStr3aK/caseopening Before going on, THIS IS NOT READY FOR LIVE SERVERS ATM! You have been warned. This plugin is just an API, so without modules you can't really do anything. I've created some core modules, which is related to the zephstore so if you're willing to help me with the tests, dont forget to install that store too. FOR DEVS Please, instead of working/editing it privately, just send pull requests. Before trying to do anything, take a look on the include files, especially on the methodmap. Description: Players can get cases, keys from various ways (Not done yet) They can open cases, and get anything if the server have got the right module the given item. (Its easy to create a new module) At the moment, the system can handle up to 64 modules, 32 case can be created, each case could have up to 24 items, and you can set custom grades for every item. You can place cases with the admin menu, it will be saved in configs/case_spawns/mapname.txt Dependencies: ZephStore - Only if you want to use the core modules, otherwise you dont need store at all. My own VIP System - Or just comment out the 137. and 189. lines. MySQL - ONLY MYSQL SUPPORT Core included modules: Store Support ( Core included ) - Players can open anything from the Store plugin (Based on item unique_id) Hat Trail Aura Playerskin Paintball Credits Pets VIP Support ( Core included ) - Currently only my own vipsystem is supported, but you can create your own module. Requires my vipsystem, included above. Admin commands ( Core included ) - Commands will be listed below sm_drop - Giving out a crate like in the endgame drop sm_caseban - Banning a player sm_refreshcases - Refresh the cases from db (This will refresh the items && grades too.) sm_loadinv - Load inventory for the given player sm_givekey - Give key to a player sm_givecase - Give case to a player Endgame drops ( Core included ) - A random player will be picked for the case drop When the match ends, a random case will be given to a random player. Place cases to the map ( Core included ) - You can place cases Ban system ( Core included ) - Admins can ban players from using the system. Known bugs atm: Sometimes the drop command is not works as intended Not precached models can crash the server && players Before asking "how-to" questions Take a look on the wiki What will be added after the first release? Spawning the case in front of the player and play the open animation New modules, based on feedbacks Better menu, the current one is for test purposes. More options for how could the players get cases, keys. If you have got any problem or error with the plugin, or just a good idea feel free to reply to the thread and share it with us. I would like to credit every forum member, "nexd.inc" is a collection of "useful"(atleast most of the times) stocks, and I dont remember for every name. Download Direct Download Github Repo Releases Wyświetl pełny artykuł
  15. About: Blocks switching to Adrenaline or Pain Pills when given by a teammate. Thanks: Iizuka07 - For the idea and request. Changes: Code: 1.0 (12-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 (l4d_item_equip.sp - 2.0 KB) Wyświetl pełny artykuł
  16. Video: Click Later maybe add Linux support Attached Files Get Plugin or Get Source (l4d_revive_patch.sp - 546 Bytes) l4d2_revive_gamedata.txt (312 Bytes) Wyświetl pełny artykuł
  17. What is Slender Fortress? Slender Fortress is a game mode for Team Fortress 2 based on the game Slender: The Eight Pages. The game mode follows the base idea of collecting a specific amount of pages and then escaping the map/terrain. How do you play Slender Fortress? It's simple! As a member of the red team, your objective is to collect a predefined amount of whatever object you are tasked to collect, these will change depending on the map. Once you collect these pages you are offered an escape route, which you must head to be able to escape before being caught by the boss selected for that round. If everyone alive during the escape period manages to escape, your team wins. Be careful though, by default you must manage your stamina and your flashlight level, which can be seen down at the bottom left of your screen. By default clicking your right-click on your mouse will toggle the flashlight, and holding your middle click will allow you to sprint. There's also a blink meter, this blink meter counts down and once it reaches zero, you blink!. This adds difficulty against bosses like the Weeping Angel for example. As a member of the blue team, your objective is too, well wait. You are put into a waiting area in which you can battle it out with your friends, do some parkour or get offered to spectate the game, you are unable to communicate with players alive on the red team, no matter how hard you try, you just sit there and watch them get chased down and killed by a scary Rake. :twisted: How much can you customize Slender Fortress? You can customize quite a bit inside of Slender Fortress, for example. You can create your own Slender! (We will be calling them bosses from now on.) using different models, materials, and sounds. You can also change the behavior of the bosses so they will find different methods to attack you. What types of bosses are there? Excellent question!, to answer this question we will be also showing off the three main bosses which come in Slender Fortress. These will show off the different abilities these bosses have and also show off the appearance of the bosses. Slender Man The classic boss of Slender Fortress!, this guy is pretty simple. He will show up around corners at an attempt for you to run right into your own demise! he's slow, hardly moves and is easily noticeable and easy to run away from. Be careful though, if he traps you in a corner you are done for. The Weeping Angel A Doctor Who favorite! this boss works exactly like how she does in the show, look at her and she freezes, look away and she moves closer. Keep on eye on your blink meter, she can move for that tiny amount that you blink as. If she comes to close to you whilst you are not looking, you will die a very short death. The Rake This mysterious beast appeared out of nowhere! You hear it move around the corner, it looks you right in the eyes and starts screaming! suddenly it will start to chase you, you better start running, because getting away from this beast will prove to be difficult. It will not stop until it sees your blood all over the floor, or you manage to give it some other prey to hunt, whatever works for your survival. This looks cool!, how do I set it up? Read here on the basics of setting it up. https://github.com/axleblood/Slender...ortress-server Github releases page. Credits Everyone who worked with KitRifty (and KitRifty himself) to help achieve the original creation of the game mode. Kenzzer for updating a few things and making 1.5.0 a stable version of the game mode. Wyświetl pełny artykuł
  18. Related Plugins: [L4D & L4D2] Healing Cola [L4D & L4D2] Healing Gnome [L4D & L4D2] Health Cabinet [L4D & L4D2] Health Vending Machines [L4D & L4D2] Regenerative Healing About: Regenerates health over time after using Adrenaline or Pain Pills. Highly customisable, how much health, how fast, if temp health should be removed etc. Thanks: Iizuka07 - For the request. CVars: Saved to l4d_healing.cfg in your servers \cfg\sourcemod\ folder. PHP Code: // 0=Plugin off, 1=Plugin on. l4d_healing_allow "1" // Turn on the plugin in these game modes, separate by commas (no spaces). (Empty = all). l4d_healing_modes "" // Turn off the plugin in these game modes, separate by commas (no spaces). (Empty = none). l4d_healing_modes_off "" // Turn on the plugin in these game modes. 0=All, 1=Coop, 2=Survival, 4=Versus, 8=Scavenge. Add numbers together. l4d_healing_modes_tog "0" // How much health to apply while the effect is active. l4d_healing_health "2" // Maximum player health to prevent over-healing. l4d_healing_max "100" // Heal when their movement speed is slower than this. 0.0=Off. 76=Crouched. 86=Walking. 250=Running. l4d_healing_moving "0.0" // Maximum health Adrenaline can regenerate. l4d_healing_regen_adren "50.0" // Maximum health Pain Pills can regenerate. l4d_healing_regen_pills "50.0" // When a health item is used: 0=Remove temp health applied. 1=Keep temporary health. 2=Replace temp with full health while healing. l4d_healing_temp "0" // How often to heal the player. l4d_healing_time "0.5" // Which item to affect. 1=Adrenaline (L4D2 only), 2=Pain Pills. 3=Both. l4d_healing_type "3" // Healing plugin version l4d_healing_version Changes: Code: 1.0 (10-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 (l4d_healing.sp - 12.6 KB) Wyświetl pełny artykuł
  19. Description Tank throws different types of rocks Types Spoiler PHP Code: Fire - A Firestone that ignites everything when it explodes Electrical - An electric stone that hits survivors with a chain reaction Infected - Creates infected Gravity - Gravity stone attracts everything around Nuke - Explosive rock ConVars Spoiler PHP Code: sm_molotovs_count_fire_rock - Number of molotovs from fire rock sm_damage_electrical_rock - Damage of electrical rock sm_interval_electrical_rock - Interval of electrical rock sm_radius_electrical_rock - Radius of electrical rock sm_radius_gravity_rock - Radius of gravity rock sm_streght_gravity_rock - Streght of gravity rock sm_infected_rock_count - Number of commmons by infected rock sm_infected_rock_interval - Interval of commmon spawn by infected rock Credits Silvers - for stock MakeLight, MakeEnvSteam also offset Deafen. Attached Files Get Plugin or Get Source (l4d2_rock_types.sp - 19.2 KB) l4d2_rock_gamedata.txt (695 Bytes) Wyświetl pełny artykuł
  20. Description: Commands for moving players in CS:GO. This plugin offers support for the admin menu (!admin or sm_admin). Commands: Code: sm_move <name|#userid> <t|ct|spec> sm_admin -> Player Commands -> Move Player GitHub:https://github.com/Ilusion9/sm-csgo-move-commands Wyświetl pełny artykuł
  21. my first plugin, to open menu write !spawner or /spawner in chat.:bee: Wyświetl pełny artykuł
  22. Description - Perhaps this plugin will fix the map c1m3_mall - It is also perhaps to use a larger number of models on the map Note - Currently only windows is supported - The table changes size only after the second load!!! - If the plugin is useless most likely I will have to remove it - I can't test this plugin but I hope you will have the opportunity Attached Files DataTable.txt (336 Bytes) Get Plugin or Get Source (Modelprecache Resize.sp - 529 Bytes) Wyświetl pełny artykuł
  23. About I made this plugin because I usually access my favorite [L4D]/[L4D2] servers through the "openserverbrowser" console command and, despite knowing the dev name of the vanilla campaigns (c*m*), some customs maps don't follow this name format for its chapters, Also, the chapter name doesn't appear not even through the Steam Group servers list, or through the Friend List, only the Map name is displayed, Making it hard to find in which chapter the map is currently running on. Description This plugin will add the map name to the hostname, based on a KeyValue file located at data folder. It was made mainly for [L4D]/[L4D2] game but should also work with other games. Example My hostname is "Mart Server", and I added the name "Dead Center [1-5]" for the "c1m1" map at the KeyValue file. When the plugin runs, it will turn my hostname into "Mart Server | Dead Center [1-5]" Cvars A configuration file named "hostname_mapdisplay.cfg" will automatically be created for you upon the first run in the "\cfg\sourcemod\" folder. PHP Code: // Enables/Disables the plugin. 0 = Plugin OFF, 1 = Plugin ON. // - // Default: "1" // Minimum: "0.000000" // Maximum: "1.000000" hostname_mapdisplay_enabled "1" // Display format. Default = "{hostname} | {mapname}" // Available tags: {hostname},{mapname} // - // Default: "{hostname} | {mapname}" hostname_mapdisplay_format "{hostname} | {mapname}" // Hostname used by the {hostname} tag. // - // Default: "<your server name>" hostname_mapdisplay_hostname "<your server name>" // Enables/Disables the plugin when the map is not found in the KeyValue file located at data folder. 0 = OFF, 1 = ON (shows the map dev name). // - // Default: "0" // Minimum: "0.000000" // Maximum: "1.000000" hostname_mapdisplay_mapnotfound "0" Admin Commands PHP Code: sm_hostname_mapdisplay_reload // Reloads the hostname based on a KeyValue file located at data folder. sm_hostname_mapdisplay_print_cvars // Prints the plugin related cvars and their respective values to the console. (needs "z" flag). Change Log Spoiler 1.0.0 (07-October-2019) - Initial release. Notes This plugin isn't compatible with other plugins that may also change the hostname. On the first run, the hostname_mapdisplay_hostname cvar will be filled with your current hostname. Thank you! xatt1c - for the [ANY] Hostname Map Display plugin. Silvers - for the thread style. 404UNF - for the '#file' and what it does tutorial. Mi.Cura - for testing in his server. Related Plugins [ANY] Hostname Map Display by xatt1c Post Reply Any feedbacks, bug reports, fixes, improvements, translations or suggestions for the plugin are welcome. Installation Put the "hostname_mapdisplay.txt" file in your "\addons\sourcemod\data\" folder. [Note: this file is currently based on some of the L4D2 map names.] Put the "hostname_mapdisplay.smx" file (click Get Plugin) in your "\addons\sourcemod\plugins\" folder. Attached Files hostname_mapdisplay.txt (16.3 KB) Get Plugin or Get Source (hostname_mapdisplay.sp - 9.4 KB) Wyświetl pełny artykuł
  24. Description: This TF2 Plugin allows Administrators to set a bounty on a target player in the amount of their choosing. Admins can place bounties on multiple players and Bots. All players are notified of the bounty target and amount of the bounty. The target player with the bounty will glow in their team color which is viewable by all players. If the target player survives the game round the amount of the bounty will increase. The player who kills the target player will receive the bounty amount as reward. All players are notified of the rewarded bounty. Note: The money system used as a reward by this plugin is designed to work with with the Uber Upgrades game mode. It is also compatible with the Mann Versus Machine (MvM) game mode. However, you don't need to use those game modes to enjoy this plugin. Credits: ^Bugs^ and Dr!fter for their Bounty and Simple Bounty plugins which are made for CS and CSGO. Convars: sm_bountyenable (1 = enable plugin, 0 = disable plugin, default: 1) sm_bounty_round (How much money to add to player bounties if they survive the round, default: 500) Admin Command: !setbounty (target player name) (amount of bounty) example: !setbounty rover 500 Will set a bounty of 500 credits on the player named rover. Player Commands: !bounty, !showbounty, !showbounties will all show a list of currently open bounties Video: https://youtu.be/8DSv6rOEPzM Attached Files Get Plugin or Get Source (tf2bounty.sp - 6.9 KB) Wyświetl pełny artykuł
  25. Description: This TF2 plugin allows Administrators to start a countdown that will display to all players on the center of their screen. Merasmus the Wizard will voice the last few seconds of the countdown. Commands: !mcountdown X (where X is a number) - This will start the countdown !mstopcountdown - This will stop the countdown Example: !countdown 15 This will start a countdown of 15 seconds. It will display on the screen of all players. Merasmus the Wizard will voice the last seconds of the countdown. Credits: Headline for some snippet of timer code I found that you created Video: https://youtu.be/ei-hvIWSMuY Attached Files Get Plugin or Get Source (mcountdown.sp - 3.5 KB) Wyświetl pełny artykuł
×
×
  • Dodaj nową pozycję...