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  1. Spawn/Spin/Remove Wheel Of Doom. +autospin for them :3 Description Administrator with "root" flag able to Spawn Wheel of Doom and control them ! For example: /spawnwheel -> Wheel spawned where you looking at. Tadaa wheel of doom created ! What you can do with this wheel ? /spinwheel -> Forcefully spins a wheel(if dropped bad effect :)) /deletewheel ->If wheel annoying you. You can remove it by this command :crab:. Installation 1.Put the .smx file into the plugins folder 2.Change map on your server or type "sm plugins load wod" in your server console. ConVars wod_spawner_version Plugin version Commands /spawnwheel - Spawns a Wheel Of Doom /spinwheel - Forces Wheel Of Doom to spin /deletewheel - Remove Wheel Of Doom Alert:If on map Wheel Of Doom placed by default. This command was remove them too ! Change log 1.0.0 -- First Release :roll: Compiling .sp file and all icludes in .zip file :wink: I want say thanks to user who named as KTM for their Oildrum Spawner plugin Attached Files wod.zip (27.1 KB) Wyświetl pełny artykuł
  2. Bidirectional Teleports for Engineer :3 Description If player have Engineer class, he got ("Bidirectional Teleport") attribute before spawn :bee:. Installation 1.Put the .smx file into the plugins folder 2.Change map on your server or type "sm plugins load bothteleport" in your server console. ConVars bidirectional_teleports_version Plugin version How to do ? You just need to select class Engineer and build teleports :wink: And you got bidirectional teleport :bacon: :3 Change log 1.0.0 -- First Release :roll: For compiling this plugin you need tf2attributes include file, and sdkhooks You doesnt need downloading it :bee: im put all this in .zip file :bee: Attached Files bothteleport.zip (8.6 KB) Wyświetl pełny artykuł
  3. Hi! I created an other advanced admin commands plugin, so. This one is full support CSGO. _______ CVars: sm_advanced_admin_cmd_admins <-1 - 1> - Settings of !admins command, -1 - show fake admins (No admins online), 0 - disable, 1 - show online admins sm_advanced_admin_join_announce <0-1> - Join announce if someone join your server, 0 - disable, 1 - enable (Example if enabled: PeEzZ connected (Hungary), or if can't request the country: PeEzZ connected) Admin commands: sm_extend <minutes> - Extending the map, ADMFLAG_CHANGEMAP (Example: sm_extend 10 - add 10 minutes to map | sm_extend -10 - deprive 10 minutes from map) sm_clearmap - Deleting all dropped weapons from map, ADMFLAG_GENERIC sm_teleport <target1> <leave blank for savedlocation | target2> - Teleporting a player, ADMFLAG_BAN (Example: sm_teleport Bart PeEzZ - teleporting Bart to PeEzZ | sm_teleport PeEzZ - Teleporting PeEzZ your saved position) sm_saveloc - Saving a position for teleport, ADMFLAG_BAN sm_team <target> <0-1-2|spec-spectator-T-CT> - Set team of player, ADMFLAG_KICK (Example: sm_team @me t - Change my team to terrorists) sm_spec <target> - Set player team to spectator, ADMFLAG_KICK (Example: sm_spec @me - Set my team to spectators) sm_give <target> <thing name> - Give weapons or something to player, ADMFLAG_BAN (Example: sm_give @me m4a1 - Give me one M4A1 | Or you can give fake items for users: sm_give Bart Beacon - this just only say to clients "[SM] Bart got Bacon") sm_give_weapons - Show valid giveable weapon names, ADMFLAG_BAN (Available weapon names below) sm_disarm <target> - Disarm a player, ADMFLAG_BAN (Example: sm_disarm @t - Disarm all players in terrorist team) sm_bury <target> - Bury a player, ADMFLAG_KICK (Example: sm_bury Bart - Bury Bart) sm_unbury <target> - Unbury a player, ADMFLAG_KICK (Example: sm_unbury Bart - Unbury Bart) sm_speed <target> <speed> - Set speed of player, ADMFLAG_BAN (Example: sm_speed @me 1 - set my speed to normal | sm_speed @me 2 - set my speed to 2X) sm_respawn <target> - Respawn a player, ADMFLAG_KICK sm_god <target> <0-1> - Set godmode of player, ADMFLAG_BAN (Example: sm_god @me 1 - Give godmode for me | sm_god @me 0 - Remove god from me) sm_health or sm_hp <target> <amount> - Set health of player, ADMFLAG_KICK (Example: sm_hp @me 100 - Set my hp to 100 | sm_hp @me +100 - Give me +100 health point | sm_hp @me -100 deprive 100 hp from me) sm_armour <target> <amount> - Set armour of player, ADMFLAG_KICK (Example: sm_armour @me 100 - Set my armour to 100 | sm_armour @me +100 - Give me +100 armour point | sm_armour @me -100 deprive 100 armour from me) sm_helmet <target> <0-1> - Set helmet of player, ADMFLAG_KICK (Example: sm_helmet @me 1 - Give helmet for me | sm_helmet @me 0 - Remove my helmet) sm_cash <target> <amount> - Set cash of player, ADMFLAG_BAN (Example: sm_cash @me 100 - Set my cash to $100 | sm_cash @me +100 - Give me +$100 | sm_armour @me -100 deprive $100 from me) sm_frags <target> <amount> - Set frags of player, ADMFLAG_BAN (Example: sm_frags @me 100 - Set my frags to 100 | sm_frags @me +100 - Give me +100 frag point | sm_frags @me -100 deprive 100 frags from me) sm_assists <target> <amount> - Set assists of player, ADMFLAG_BAN (Example: sm_assists @me 100 - Set my assists to 100 | sm_assists @me +100 - Give me +100 assist point | sm_assists @me -100 deprive 100 assists from me) sm_deaths <target> <amount> - Set deaths of player, ADMFLAG_BAN (Example: sm_deaths @me 100 - Set my deaths to 100 | sm_deaths @me +100 - Give me +100 death point | sm_deaths @me -100 deprive 100 deaths from me) sm_mvps <target> <amount> - Set MVPs of player, ADMFLAG_BAN (Example: sm_mvps @me 100 - Set my mvps to 100 | sm_mvps @me +100 - Give me +100 mvp point | sm_mvps @me -100 deprive 100 mvps from me) sm_scores <target> <amount> - Set scores of player, ADMFLAG_BAN (Example: sm_scores @me 100 - Set my scores to 100 | sm_scores @me +100 - Give me +100 score | sm_scores @me -100 deprive 100 scores from me) Non-Admin commands: sm_admins - Show online admins (Example: if "sm_advanced_admin_cmd_admins" is -1 this say "No Admins Online", if 0 this say "This command disabled.", if 1 this is say the true online admin's names with flags - "Online admins: [A]Bert, [R]PeEzZ" A - have generic admin flag, R - have root admin flag, for players have generic admin flag, this command say always the true online admins) Available weapon names: Code: new String: ValidItems[][] = //VALID WEAPON NAMES, THIS NAMES MAKING SERVER CRASH -->> P228, SCOUT, SG550, GALIL, MP5NAVY, TMP, SG552, SCAR17, PRIMAMMO, SECAMMO { "defuser", "c4", "knife", "knifegg", "taser", "healthshot", //misc "decoy", "flashbang", "hegrenade", "molotov", "incgrenade", "smokegrenade", "tagrenade", //grenades "usp_silencer", "glock", "tec9", "p250", "hkp2000", "cz75a", "deagle", "revolver", "fiveseven", "elite", //pistoles "nova", "xm1014", "sawedoff", "mag7", "m249", "negev", // heavy weapons "mp9", "mp7", "ump45", "p90", "bizon", "mac10", //smgs "ak47", "aug", "famas", "sg556", "galilar", "m4a1", "m4a1_silencer", //rifles "awp", "ssg08", "scar20", "g3sg1" //snipers }; _______ Requirements: - SourceMod 1.8 - Game: CS:GO - Translation files _______ Notes: - Not for troll admins. - If you found a bug, keep report for me. - If you want add some other command, tell me. - This plugin is in test stage, so use careful. ________ Updates: - ________ Attached Files Get Plugin or Get Source (sm_advanced_admin.sp - 35.3 KB) sm_advanced_admin.zip (27.1 KB) Wyświetl pełny artykuł
  4. What this Plugin Does: Every time the scout takes damage it has a chance to negate the damage and to negate all damage after it for half a second (by default). In my opinion scout needed something unique and him being the fastest class and being able to dodge stuff is really fun. CVars: sm_dodge_enabled <0 or 1> (def: 1) - If scouts can dodge sm_dodge_chance (def: 10) - The percent chance scouts dodge damage sm_dodge_bonk_time (def: 0.5) - The time after the dodge the scout has the bonk effect. Tip: This makes scout quite OP. You might want to nerf him with some other plugin if you use this with a high dodge chance.:3 Installation: Drag and drop Attached Files Get Plugin or Get Source (scoutdodge.sp - 3.8 KB) Wyświetl pełny artykuł
  5. TF2 Smooth Sniper laser What is it? Causes sniper rifles to emit lasers when the user is zoomed in, like the robots in mvm. This plugin differs from Arkarrs by having a smooth beam instead of a laggy one Cvars: tf2_sniperlaser_enabled Enable/Disable plugin (1 Enabled / 0 Disabled) Chaneglog: 1.0 - Initial Release Credits to Phil25 for his RTD plugins ConnectWithBeam stock Attached Files Get Plugin or Get Source (sniperlaser.sp - 3.2 KB) Wyświetl pełny artykuł
  6. [Any] Fake Connect/Disconnect Messages This really simple plugin creates fake connection and disconnection messages (x left the game, x has joined the game). There are 2 types of Fake Disconnect, one that goes with real clients and ones where they aren't. Commands: Quote: All commands are set for admins with the CHEAT flag. sm_fakeconnect <name> - Fakes that someone connected to the game. sm_fakedisconnect <"player"> <reason> - Fakes that a real client left the game with a custom reason. sm_fakedisconnect2 <"name"> <reason> - Fakes that someone left the game with a custom reason. Examples: Example of anything as name in connection (sm_fakeconnect) Example of real clients (sm_fakedisconnect) Example of anything as name (sm_fakedisconnect2) Changelog: Quote: Spoiler Code: - Initial release. Attached Files fakeconnectmsg.smx (5.4 KB) Get Plugin or Get Source (fakeconnectmsg.sp - 1.9 KB) Wyświetl pełny artykuł
  7. Hey guys i have this Hide´n´Seek server, and i want to only allow 3 players on the seekers side (CT). but i cant find eny plugins for that :) sorry for my bad english! :D Wyświetl pełny artykuł
  8. [Any] Change the Overrides v. 16.0719 This plugin provides simple commands that can be used to change, create, or remove an override without editing one of the usual cfg files and reloading the admin cache. This plugin will find its greatest usage within map and gamemode cfg files on servers running multiple gamemodes. For example, sm_jumppad is a command that I do not want to be available to non-admins during Death Run, but I would like to be public during FF2. All commands require root access by default. You should probably not ever change this. Example Command Usage: sm_override Code: sm_override "sm_noclip" a The above command would set sm_noclip to require the "a" flag. Just like in the standard overrides file, if multiple flags are specified, the user must have ALL the flags in order to have access. In addition, specifying only 0 as the flag will make the override public. sm_override_get This command simply displays the current flag required for a given override. Note that a command that exists, but has not been overridden, will not work with this command. Code: ] sm_override_get sm_god "sm_god" requires flags "z" sm_override_unset This command removes an override, causing any default access requirements that may exist to once again take effect. Code: ] sm_override_unset sm_god sm_override_group This command sets the allow/deny permissions on a command for an admin group. For example, the following command would allow access to sm_votekick by players in the "VIP" group. Code: sm_override_group "VIP" "sm_votekick" allow Please note that this will only affect group members who join the server after the command use. sm_override_group_get This command simply displays whether a given admin group has allow/deny permissions for a given override. Code: ] sm_override_group_get "VIP" "sm_noclip" All 5 of the aformentioned commands also support command groups. Simply append a @ symbol to the front of the override string, as follows:[code] Code: sm_override "@basecommands" a CVARS, shown with default values: sm_sessionflags_update 3 - Controls Updater compatibility 0 : Completely disables Updater integration 1 : Updater will notify you in Updater.log if an update becomes available. 2 : Updater will automatically download any updates. They will be installed on the next server start or map change. 3 : Updater will automatically download and immediately install any updates. Installation:To install, simply ensure that your Sourcemod installation is up to date, and place the SMX in your plugins folder. Please also consider installing Updater. This will let you automatically keep your plugins up-to-date. Updater is NOT required for SessionFlags to function. Compiling:The plugin requires custom includes. As such, it does not compile here on the forums. Includes required to compile the plugin are: ddhoward_updater.inc updater.inc (source) Changelog: Spoiler 14.0829.0 - Initial release, first post of this thread. Downloads: Plugin Source If you like what you see here, please consider donating~ Wyświetl pełny artykuł
  9. Description Allows clients to change their skybox, saves their choice. Built for CS:GO, but other HL2 games might work. Installation 1. Place skybox.smx in your plugins folder 2. Configure skybox.ini to your liking 3. Place skybox.ini in your sourcemod/configs/ folder 4. Restart map 5. Enjoy! Configuration An example of skybox.ini is included, with a package of skyboxes. Note: Skyboxes have to be in: materials/skybox/ Commands Chat commands: !skybox !sky /skybox /sky Console commands: sm_skybox sm_sky ConVars sm_skybox_reopenmenu - If enabled, it will re-open the skybox menu whenever a client chooses a skybox. Screenshots https://steamcommunity.com/sharedfil.../?id=727068398 https://steamcommunity.com/sharedfil.../?id=727068373 https://steamcommunity.com/sharedfil.../?id=727068348 https://steamcommunity.com/sharedfil.../?id=727068318 https://steamcommunity.com/sharedfil.../?id=727068298 https://steamcommunity.com/sharedfil.../?id=727068277 https://steamcommunity.com/sharedfil.../?id=727068222 https://steamcommunity.com/sharedfil.../?id=727068250 https://steamcommunity.com/sharedfil.../?id=727068191 https://steamcommunity.com/sharedfil.../?id=727068161 https://steamcommunity.com/sharedfil.../?id=727068002 https://steamcommunity.com/sharedfil.../?id=727067859 https://steamcommunity.com/sharedfil.../?id=727067770 https://steamcommunity.com/sharedfil.../?id=727067830 Download Github Repository Or use attachments (skyboxes not included because file too large) Google Drive Special thanks to Crowii for allowing it to go public. <3 Attached Files Get Plugin or Get Source (skybox.sp - 4.2 KB) skybox.ini (2.2 KB) Wyświetl pełny artykuł
  10. Description: This plugin blocks taunts or their damage, based on team or admin flags. Cvars: Spoiler sm_tbe_enabled 1 //enable disable this plugin sm_tbe_allowtaunts 1 //0-block taunts for everyone, 1-allow taunts for everyone, 2-allow taunts for red, 3-allow taunts for blu, 4-allow taunts for admins sm_tbe_allowtauntdamage 0 //0-block tauntdamage for everyone, 1-allow everyone to do damage with taunts, 2-allow red to do damage with taunts, 3-allow blue to do damage with taunts, 4-allow admins to do damage with taunts sm_tbe_adminflag "b" //admin flag need to be able to taunt(do damage with taunts) if sm_tbe_allowtauntdamage or sm_tbe_allowtaunts are equal to 4 Changelog: Spoiler 1.00 - Initial version Attached Files Get Plugin or Get Source (TauntBlockerExtended.sp - 5.9 KB) Wyświetl pełny artykuł
  11. Simple plugin to restrict areas in Dust2, depending on the number of players in server props are created to restrict areas. Less than 6 players allows Long only. More than 5 players and less than 10 allows Cat and Long. More than 9 players allows entire map Configuration File abner_dust2.cfg in sourcemod/cfg will be autocreated first time you run the plugin. abner_dust2_autorefresh - Refresh props when player joins a team our disconnect. abner_dust2_msgs - Show message when round starts. GitHub Support: https://github.com/abnerfs/maprestrictions Attached Files AbNeR_Dust2_V1.0.zip (18.3 KB) Wyświetl pełny artykuł
  12. Idea stolen from this post. Description: Players speak their MvM loot responses when picking up rare weapons. Specifically: Rare loot response: Assassin-grade weapons. Ultra rare loot response: Unusual, Elite-grade, or Australium weapons. The weapon grading depends on a hard-coded list of item defindices. The plugin does not have any configurable options. This this plugin will clobber: Nothing, hopefully. The plugin detects weapon pickups via WeaponEquipPost hook and the +use_action_slot_item_server command being called on the same frame. ... actually, maybe I could check for weapon pickups via WeaponEquipPost and making sure that the accountid isn't the player's. Not sure how well that works with stock stuff, though. Dependencies: At the moment, SourceMod 1.8 is required. This plugin uses the OnClientCommandKeyValues_Post to detect the use of +use_action_slot_item_server. Australium detection is handled by checking for the "is australium item" attribute via TF2Attributes. Changelog: 0.0.1 (2015-07-16) Initial release. Source code and releases on Github. Attached Files tf_weapon_pickup_responses.smx (6.6 KB) Wyświetl pełny artykuł
  13. Wanting new weapons in TF2? Valve not doing it? Take matters into your own hands with Custom Weapons 3! Based on the Custom Weapons 2 plugin by MasterOfTheXP, Custom Weapons 3 has a brand new menu system and the ability for servers to make shields and wearables! Unlike Custom Weapons 2, however, Custom Weapons 3 uses a module-based system. "What is that supposed to mean?" Well, what that means is that if you want to contribute to Custom Weapons 3, a lot of the plugin is exposed via forwards in the .inc file. It also means that if a server owner finds a module that causes lag, it can be removed or replaced by a more optimized module. "How do I know what to insta..." Shhhh... I was about to get to that. In the attachments of this post, you will see something called "CW3 Starter Kit.zip". If you're setting up a server, the starter kit has everything you need to get it going, just copy the plugins folder into your servers sourcemod/plugins folder. LIST OF WHAT THE OFFICIAL MODULES DO: Spoiler cw2attributes This provides backwards compatibility with Custom Weapons 2 attribute plugins. This will spam errors if an attribute is applied to a wearable or shield. To add an attribute, put a block in your weapon config titled "attributes". Inside there, put blocks with the names of the attributes you want to apply, one attribute per block. Inside those blocks, insert two keys titled "plugin" and "value". The value for "plugin" is the name of the plugin the attribute is from. The value for "value" is the value of the attribute. cw2legacy This plugin basically replicates Custom Weapons 2's functionality. This can be used to guarantee compatibility with an old Custom Weapons 2 server. cw2model-application Allows custom models to be added to a weapon. Due to Valve making a change a few years ago, your weapon will be invisible to other players. There is no way to fix this. If you know a workaround, DO NOT POST IT HERE. For a custom viewmodel, insert a block into your weapon config titled "viewmodel". Inside that block, put a key titled "modelname". The value of "modelname" is the location of the model to display. For a custom worldmodel, insert a block into your weapon config titled "worldmodel". Inside that block, put a key titled "modelname". The value of "modelname" is the location of the model to display. This will be invisible to other players. There is no fix. cw2sounds Allows custom sounds to be played for various weapon events. To use this, make a block titled "sound" and inside that block, put a block titled "player" for every sound you want to replace. Inside each of those blocks, put a "find" and "replace" key. The value for "find" is the sound you want to replace, and the value for "replace" is the sound to play instead. cw3-attributes This allows vanilla and new attributes to be applied to weapons. To use attributes from plugins build on cw3-attributes, put a block titled "cw3_attributes" in your weapon config. You can put "while active" "1" in an attribute block to tell an attribute plugin to make the attribute only work while the weapon is out. Bear in mind that this is not law, an attribute plugin can ignore this if they wish. Other than that, the parameters are the same as cw2attributes. cw3model-application This does essentially the same thing as the cw2model-application module, but saves one entity per worldmodel. If you have server crashes due to a lot of edicts, give this a shot! HOW TO MAKE A WEAPON CONFIG: Spoiler Creating a new custom weapon is plain easy. Simply duplicate a custom weapon's config file, and fill out its info with your own. The weapon's name goes right at the top, in "quotes". "classes" is the array of player classes the weapon should be available for; the number next to each class is the weapon slot (0 = Primary, 1 = Secondary, 2 = Melee) "baseclass" is the classname of the weapon, without "tf_weapon_". For a shield put "wearable_demoshield", and for a wearable (such as boots) put "wearable". "baseindex" is the item index of the base weapon, see above classname link. If unsure, stick within the 0-30s. If it uses ammo (i.e. most non-melee weapons) it should have "mag" and "ammo" keys with the intended starting ammo. "logname" will be displayed in client consoles when a kill is made with the weapon. Not currently implemented. "killicon", also not implemented yet, will be able to change the weapon's icon in the kill feed. "description" is the stat list that players will see when selecting the weapon. \n = Newline. "\n \n" will skip an entire line. "attributes"; Requires cw2attributes module. Each attribute has: An identifier, to set what attribute it is. This will either be a case-sensitive name (Custom Weapons, TF2Attributes) or an attribute index (TF2Items). "plugin": Who will provide the attribute's functionality? For official Valve attributes, you'll usually want to use TF2Attributes, so put "tf2attributes". A select few attributes require "tf2attributes.int" instead. If TF2Attributes doesn't work for said attribute (so far I've only seen "alt-fire is vampire" not work with TF2Att) then try "tf2items" instead, with the identifier being the number beside the attribute's name. (e.g. "move speed penalty" should instead be "54") Or, of course, a custom attribute! In which case, "plugin" should be set to the name of the attributes plugin, minus ".smx". And of course, a value. Most attributes are multipliers; with "damage bonus/penalty", "2.0" is double (+100%), and "0.5" is halved (-50%). With time-based attributes such as "Reload time increased/decreased", "0.5" is half time (good), whereas "2.0" makes it take twice as long (bad). And some attributes are simply "1.0 = on, 0.0 = off". If you're unsure about values, check out a weapon that already has that attribute (Ctrl+F the official weapon's name in tf/scripts/items_game.txt, or just look at the custom weapon's config) "cw3_attributes"; the bread-n-butter. Requires cw3-attributes module. Each attribute has: An identifier, to set what attribute it is. This will either be a case-sensitive name (Custom Weapons, TF2Attributes) or an attribute index (TF2Items). "plugin": Who will provide the attribute's functionality? For official Valve attributes, you'll usually want to use TF2Attributes, so put "tf2attributes". A select few attributes require "tf2attributes.int" instead. If TF2Attributes doesn't work for said attribute (so far I've only seen "alt-fire is vampire" not work with TF2Att) then try "tf2items" instead, with the identifier being the number beside the attribute's name. (e.g. "move speed penalty" should instead be "54") Or, of course, a custom attribute! In which case, "plugin" should be set to the name of the attributes plugin, minus ".smx". The Starter Kit includes "aw2attrib" and "rays-attributes". "while active": If this is 1, cw3-attributes will tell the attribute plugin that this attribute should only work while the weapon is out. Do note, that this is a recommendation, and some attributes may intentionally ignore this. And of course, a value. Most attributes are multipliers; with "damage bonus/penalty", "2.0" is double (+100%), and "0.5" is halved (-50%). With time-based attributes such as "Reload time increased/decreased", "0.5" is half time (good), whereas "2.0" makes it take twice as long (bad). And some attributes are simply "1.0 = on, 0.0 = off". If you're unsure about values, check out a weapon that already has that attribute (Ctrl+F the official weapon's name in tf/scripts/items_game.txt, or just look at the custom weapon's config) Q&A Spoiler I'm an attribute developer, how does this affect me? Well, there are a few changes to how attributes are applied. First off, in CW2, attributes were indexed mostly by weapon entity index. This is no longer the case. Attributes should now be indexed by client id and slot. It's not really as bad as it seems at first, my AW2 attributes plugin took about an hour or two to port. I'm a server owner, how does this affect me? If you've used CW2, it shouldn't affect you at all! Just use the cw2legacy or all the cw2 builds and your server will just have the fancy new menu. INSTALLATION First things first, make sure your server has tf2items installed. For either of the attribute modules, make sure you also have tf2attributes installed. Put cw3.smx into your sourcemod/plugins folder Create a cw3 folder in sourcemod/plugins Inside that folder, create a modules folder Inside THAT folder, place any modules you want to use. Inside the cw3 folder, create a folder titled attributes Inside that folder, place any attribute plugins that run on cw3 Inside your sourcemod/configs folder, create a folder called cutsomweapons Inside that folder, place any weapon configs you have, or create your own! (CW2 attribute users only) Inside your sourcemod/plugins folder, create a folder called customweaponstf Inside that folder, place any attribute plugins that are built on CW2 (FREE) DLC You need weapons and modules to use CW3, so why not grab some of these? Weapons No unofficial weapons posted (yet!) Modules No unofficial modules posted (yet!) Attributes No unofficial attributes posted (yet!) CHANGELOG Spoiler Beta 1 Initial release. Looking for a server? Come check out Custom TF2 Weapons, the officially supported Custom Weapons 3 server! Attached Files CW3 Starter Kit.zip (331.3 KB) Wyświetl pełny artykuł
  14. Automatic change of the map after the final win. Only the l4d2 coop mode. Advantage: Low consumption of server resources. Convenient for editing source code. Attached Files Get Plugin or Get Source (l4d2_mapfinalenext.sp - 3.1 KB) Wyświetl pełny artykuł
  15. self explanatory, this plugin let's server operators prioritize what class can take teleporters over others. From what it seems, teleporters prioritize by teleporting the first person who gets on the contraption. This plugin let's you prioritize who is teleported first. No commands necessary, just cvars! :) priority works by higher number value, Scout has a priority of 1 while Engineers have a priority of 10. Those with the same priority will be teleported all the same. Console Variable ; default value PHP Code: telepriority_enabled ; 1.0 telepriority_scout ; 1 telepriority_sniper ; 4 telepriority_soldier ; 7 telepriority_demoman ; 6 telepriority_medic ; 9 telepriority_heavy ; 8 telepriority_pyro ; 5 telepriority_spy ; 3 telepriority_engineer ; 10 Attached Files Get Plugin or Get Source (tele_priority.sp - 5.8 KB) Wyświetl pełny artykuł
  16. Sometimes we're playing Engineer and that damn Scout takes the Teleporter over the Medic or Heavy. I was playing on a pub and I had 4 bad snipers on my team and I really wished they could switch classes. Another man overheard me bitching about said 4 sniper and blurted out "if only you could filter teleporters..." Little did he know that I code plugins for tf2 :twisted: Thus, I present the Teleporter Filter! this plugin allows Engineers to filter who can take their teleporters whether by name or by class. Commands list PHP Code: sm_admin_telefilterreset: an Admin command, forcefully resets player's Teleporter Filter. sm_telefilter: let's you filter players by name or class from using your teleporters. sm_resettelefilter: Let's you reset your Teleporter Filter. For the sake of preventing trolling or griefing, I'd added some precautions to the plugin. One precaution is that Engineers cannot block over 50% (by default, is a cvar) of their team Another precaution is that Admins can forcefully reset any or all Engineer tele filters back to nothing. Cvars PHP Code: telefilter_enabled "1.0" telefilter_blockpercentage "0.5" Attached Files Get Plugin or Get Source (tele_filter.sp - 8.0 KB) Wyświetl pełny artykuł
  17. Do not allow players to regain health, trying to drown in the river. This bug occurs on map l4d_smalltown05_houseboat. Attached Files Get Plugin or Get Source (water_hprestore_fix.sp - 1.8 KB) Wyświetl pełny artykuł
  18. Do not allow players to regain health, trying to drown in the river. This bug occurs on map l4d_smalltown05_houseboat. Attached Files Get Plugin or Get Source (water_hprestore_fix.sp - 1.8 KB) Wyświetl pełny artykuł
  19. Simple. It fixes this: With this plugin you get 6 metal from teleporters built with a standard wrench, and 3 from those built with a Eureka Effect (down from 15). Note, this subtracts metal, it doesn't override how much metal the gibs actually grant. Make sure you remove this once Valve fixes the bug, or else people will likely lose metal when they pick up gibs! Attached Files Get Plugin or Get Source (teleporter_gib_metal_fix.sp - 1.3 KB) Wyświetl pełny artykuł
  20. [TF2] Give Powerups Version 1.0.0 Description: This plugin gives admins the capability of giving players a powerup from Mannpower. It has a menu implemented for simplicity and individual commands for each powerup in case you want to give it to the whole server or something. This plugin requires the last version of tf2.inc. Make sure you update it. Updated version should be always here. Commands: All commands available (Admin Flag required: Generic) sm_givestrength [Player] - Gives Strength to a player. sm_giveresistance [Player] - Gives Resistance to a player. sm_givevampire [Player] - Gives Vampire to a player. sm_givereflect [Player] - Gives Reflect to a player. sm_givehaste [Player] - Gives Haste to a player. sm_giveregen [Player] - Gives Regeneration to a player. sm_giveprecision [Player] - Gives Precision to a player. sm_giveagility [Player] - Gives Agility to a player. sm_giveknockout [Player] - Gives Knockout to a player. sm_giveking [Player] - Gives King to a player. sm_giveplague [Player] - Gives Plague to a player. sm_givesupernova [Player] - Gives Supernova to a player. sm_powerups - Opens the Powerup menu. Overrides: All the overrides available are: givepowerups - Allows to use sm_givexxxx commands. givepowerupsmenu - Allows use of the powerup menu. Credits: FlaminSarge: Looked his code from the Give Weapon plugin for player targeting. Thank you <3 Changelog: Spoiler Quote: Version 1.0.0 Code: - Initial release. The plugin won't compile here. It requires morecolors.inc. Download the already compiled one or compile one yourself! Attached Files Get Plugin or Get Source (give-powerups.sp - 23.9 KB) give-powerups.smx (17.4 KB) Wyświetl pełny artykuł
  21. Sound filter (v0.1) This plugin loads a list of strings from a configuration file, then prevents any sounds that contain any of those strings in their filename from playing. Configuration The configuration is loaded as a KeyValues file from configs/disabledsounds.cfg. It should contain a list of case-insensitive substrings to test for. As an example, I use this configuration (also attached to the post) on my TF2 jump server to disable soldier/demoman pain sounds and fall damage sounds. Code: "Sounds" //substrings { "1" "soldier_painsevere" "2" "soldier_painsharp" "3" "demoman_painsharp" "4" "demoman_painsevere" "5" "pl_fallpain" "6" "pl_fleshbreak" } Convars/Commands sm_soundfilter_enabled: 1 to enable, 0 to disable. Default 1. sm_soundfilter_reload: Reload list of strings from disk. I have only tested this on TF2, but theoretically it should work on any source mod that supports Sourcemod 1.7 or 1.8. Attached Files Get Plugin or Get Source (soundfilter.sp - 2.1 KB) disabledsounds.cfg (175 Bytes) soundfilter.smx (5.2 KB) Wyświetl pełny artykuł
  22. Made for TF2 but should work for any game What this plugin does: It removes all func_nobuild brushes on the map. Commands/Cvars sm_buildanywhere_enabled (default: 1) - Enables the plugin sm_buildanywhere_repetitions (default: 100) - The maximum amount of brushes removed sm_buildanywhere_refresh - Immediately removes all nobuild brushes Installation: Drag and Drop Attached Files Get Plugin or Get Source (BuildAnywhere.sp - 1.3 KB) Wyświetl pełny artykuł
  23. CS:GO Particle Viewer Features: View all current (3/7/2016) CS:GO particles (sm_pm or sm_particlemenu) Toggle the particle effect to follow the player (sm_toggleparent) Add your own particles (Not tested but should work) Commands: Quote: All commands have admin flag "b" (ADMFLAG_GENERIC) sm_particlemenu - Displays the particle menu of all CS:GO particles (as for 3/7/2016) sm_pm - Displays the particle menu of all CS:GO particles (as for 3/7/2016) sm_delparticle - Deletes clients particle system sm_toggleparent - If toggled, particle effect will follow player, if not it will be created infront of players head All CS:GO particles (3/7/2016) Spoiler ambient_fx.pcf ***************************************** achieved aircraft_navgreen aircraft_navred aircraft_strobe_orange ambient_leaf_blow_e ambient_leaf_blow_n ambient_leaf_blow_s ambient_leaf_blow_vertical ambient_leaf_blow_vertical_COLLISION_BACKUP ambient_leaf_blow_w ambient_paper_blow_e ambient_paper_blow_n ambient_paper_blow_s ambient_paper_blow_w ambient_smokestack ambient_smokestack_noise ambient_sparks ambient_sparks_backup ambient_sparks_core ambient_sparks_glow apc_wheeldust apc_wheeldust_clumps apc_wheeldust_clumps_slow apc_wheeldust_large apc_wheeldust_slow copter_land_loop_1 copter_land_loop_1_dust_low copter_land_loop_1_grass copter_takeoff_1 copter_takeoff_1_dust_low copter_takeoff_1_grass cratebeacon_light_blink cratebeacon_light_blink_a cratebeacon_light_blink_b dissolve engSmokeA engSmokeA_con engSmokeA_rev engSmokeB engSmokeB_con engSmokeB_rev env_sparks_a env_sparks_b env_sparks_c env_sparks_d env_sparks_directional env_sparks_directional_a env_sparks_directional_e env_sparks_directional_f env_sparks_directional_g env_sparks_directional_h env_sparks_dierctional_i env_sparks_e env_sparks_f env_sparks_g env_sparks_h env_sparks_i env_sparks_j env_sparks_k env_sparks_omni impact_dirt impact_dirt_child_base impact_dirt_child_clumps impact_dirt_child_smoke_puff impact_generic_burst_3 impact_generic_smoke_large leaf_blow_green_horizontal leaf_blow_green_vertical ricochet_sparks_contrast_glow_soft stars_skybox stars_skybox_tiny ***************************************** blood_impact.pcf ***************************************** blood_impact_basic blood_impact_basic_fallback blood_impact_chunks1 blood_impact_drops1 blood_impact_dust blood_impact_goop_heavy blood_impact_goop_light blood_impact_goop_medium blood_impact_green_01 blood_impact_headshot blood_impact_headshot_01b blood_impact_headshot_01c blood_impact_headshot_01d blood_impact_headshot_01e blood_impact_heavy blood_impact_light blood_impact_light_headshot blood_impact_medium blood_impact_mist1 blood_impact_mist1_light blood_impact_heavy blood_impact_red_01 blood_impact_red_01_backspray blood_impact_red_01_chunk blood_impact_red_01_drops blood_impact_red_01_goop_a blood_impact_red_01_goop_a_backup blood_impact_red_01_goop_b blood_impact_red_01_goop_c blood_impact_red_01_mist blood_impact_yellow_01 blood_pool gore_goop_generic impact_blood_glow impact_blood_glow_light impact_blood_glow_light_master impact_blood_glow_normal_master molotov_groundfire_child_base8 ***************************************** burning_fx.pcf ***************************************** burning_character burning_character_b burning_character_c burning_character_d burning_character_e burning_gib_01 env_embers_large env_embers_medium env_embers_medium_spread env_embers_small env_embers_tiny env_fire_large env_fire_large_b env_fire_large_smoke env_fire_large_smoke_b env_fire_medium env_fire_medium_b env_fire_medium_smoke env_fire_medium_spread env_fire_medium_spread_b env_fire_random_puff env_fire_small env_fire_small_b env_fire_small_base env_fire_small_coverage env_fire_small_coverage_b env_fire_small_coverage_base env_fire_small_coverage_base_smoke env_fire_small_coverage_c env_fire_small_coverage_smoke env_fire_small_smoke env_fire_tiny env_fire_tiny_b env_fire_tiny_smoke smoke_gib_01 ***************************************** explosions_fx.pcf ***************************************** c4_timer_light c4_timer_light_child01 c4_timer_light_child01_small c4_timer_light_child02 c4_timer_light_child02_yellow c4_timer_light_dropped c4_timer_light_dropped_fallback c4_timer_light_fallback c4_timer_light_held c4_timer_light_trigger c4_timer_light_trigger_child01 c4_train_ground_effect c4_train_ground_effect_blast c4_train_ground_fleks c4_train_ground_glow_01 c4_train_ground_glow_02 c4_train_ground_low_02 c4_train_ground_low_03 c4_train_ground_primary_01 c4_train_ground_smoke_01 expl_coopmission_gas_explosion_debris_parent expl_coopmission_gas_explosion_debris_trails expl_coopmission_gas_explosion_main expl_coopmission_skyboom expl_coopmission_skyboom_core expl_coopmission_skyboom_shrapnel expl_coopmission_skyboom_smk01 expl_coopmission_skyboom_sparks01 expl_coopmission_skysmoke explosion_basic explosion_basic_water explosion_c4_500 explosion_c4_500_fallback explosion_child_clumps01a explosion_child_clumps01b explosion_child_clumps02a explosion_child_clumps02b explosion_child_clumps03a explosion_child_core04b explosion_child_core04c explosion_child_core04c_1k explosion_child_core04e_1k explosion_child_core06a explosion_child_core06b explosion_child_core09b_1k explosion_child_distort01b explosion_child_distort01c explosion_child_distort01d_1k explosion_child_dust03a explosion_child_dust04a explosion_child_dust04b explosion_child_dust06a explosion_child_dust07a explosion_child_dust09a explosion_child_dust09b explosion_child_dust10a explosion_child_flash01b explosion_child_flash02b explosion_child_flash02b_1k explosion_child_flash03b_1k explosion_child_shrapnel02e_1k explosion_child_shrapnel03a explosion_child_smoke01h_1k explosion_child_smoke03b explosion_child_smoke03c explosion_child_smoke03d explosion_child_smoke03d_ring explosion_child_smoke03d_ring_copy explosion_child_smoke03e explosion_child_child_smoke03f explosion_child_smoke04c explosion_child_smoke06a explosion_child_smoke07b explosion_child_smoke07c explosion_child_smoke08a explosion_child_smoke09a explosion_child_smoke_bottom explosion_child_snow03a explosion_child_snow04a explosion_child_snow04b explosion_child_snow06a explosion_child_snow07a explosion_child_snow08a explosion_child_snow09a explosion_child_snow09b explosion_child_snow10a explosion_child_snowclumps01a explosion_child_snowclumps01b explosion_child_snowclumps01c explosion_child_snowcore06a explosion_child_sparks01 explosion_child_water_core01a explosion_child_water_foam explosion_child_water_mist02a explosion_child_water_rings01a explosion_child_water_rings01b explosion_child_water_rings01c explosion_child_water_splash01a explosion_child_water_splash02a explosion_child_water_splash03a explosion_child_water_splash03b explosion_child_water_splash04a explosion_child_water_splash05a explosion_child_water_splash06a explosion_child_water_splash07a explosion_coop_mission_c4 explosion_coop_mission_core09b_1k explosion_coop_mission_shrapnel02e_1k explosion_coop_mission_smoke01h_1k explosion_hegrenade_brief explosion_hegrenade_dirt explosion_hegrenade_dirt_fallback explosion_hegrenade_dirt_fallback2 explosion_hegrenade_interior explosion_hegrenade_interior_fallback explosion_hegrenade_snow explosion_hegrenade_snow_fallback explosion_hegrenade_snow_fallback2 explosion_hegrenade_water explosion_hegrenade_water_fallback explosion_screen_c4_blood explosion_screen_c4_blood2 explosion_screen_c4_blood_distance_culled explosion_screen_c4_blood_OLD explosion_screen_c4_fadeout explosion_screen_c4_fadeout_TEMP_PAX explosion_screen_c4_red explosion_screen_c4_red_distance_culled explosion_screen_hegrenade_dirt explosion_screen_smokegrenade_new explosion_smoke_disperse explosion_smokegrenade explosion_smokegrenade_CT explosion_smokegrenade_fallback explosion_smokegrenade_T molotov_child_flame02a screen_blood_splatter screen_blood_splatter_a screen_blood_splatter_b ***************************************** footstep_fx.pcf ***************************************** footstep_dirt footstep_grass footstep_grass_b footstep_mud footstep_puddle footstep_puddle_b footstep_wet ***************************************** impact_fx.pcf ***************************************** impact_asphalt impact_asphalt_cheap impact_asphalt_cheap2 impact_asphalt_child_base impact_asphalt_child_burst impact_brick impact_brick_cheap impact_brick_child_base impact_cardboard impact_cardboard_cheap impact_cardboard_child_base impact_cloth impact_cloth_cheap impact_computer impact_computer_cheap impact_concrete impact_concrete_cheap impact_concrete_child_base impact_concrete_child_smoke impact_dirt impact_dirt_cheap impact_dirt_child_base impact_dirt_child_clumps impact_dirt_child_smoke_puff impact_electronic impact_electronic_cheap impact_electronic_smoke impact_empty impact_generic_burn impact_generic_burst impact_generic_burst_1 impact_generic_burst_2 impact_generic_burst_3 impact_generic_smoke_large impact_generic_smoke_medium impact_generic_smoke_small impact_glass impact_glass_cheap impact_glass_child_base impact_glass_child_bits impact_grass impact_grass_cheap impact_grass_child_base impact_grass_child_blases impact_grass_child_burst impact_grass_child_clumps impact_helmet_headshot impact_helmet_headshot_glow impact_helmet_headshot_spark impact_leaves impact_leaves_cheap impact_leaves_cheap2 impact_leaves_child_base impact_leaves_child_bits impact_metal impact_metal_cheap impact_metal_child_base impact_metal_child_glow impact_metal_child_glow2 impact_metal_child_smoke impact_metal_sparks_trailing impact_mud impact_mud_cheap impact_paper impact_paper_cheap impact_physics_dust impact_physics_sparks impact_physics_sparks_glow impact_plaster impact_plaster_cheap impact_plaster_child_base impact_plaster_child_bits impact_plastic impact_plastic_cheap impact_puddle impact_puddle_cheap impact_puddle_ring impact_ricochet impact_ricochet_sparks impact_rock impact_rock_cheap impact_rock_child_base impact_rubber impact_rubber_cheap impact_rubber_child_base impact_sand impact_sand_barrel impact_sand_cheap impact_sand_child_base impact_sand_child_bounce impact_sand_child_burst impact_sand_child_burst2 impact_sandbarrel impact_sandbarrel_cheap impact_sandbarrel_sand impact_screen_smoke_large impact_screen_smoke_medium impact_screen_smoke_small impact_screen_smoke_snow impact_sheetrock impact_sheetrock_cheap impact_sheetrock_child_base impact_sheetrock_child_bits impact_sheetrock_child_bits2 impact_snow impact_snow_cheap impact_snow_cheap2 impact_snow_child_base impact_snow_child_bounce impact_snow_child_smoke impact_snow_child_smoke_puff impact_spark_glow_lighter impact_spark_glow_lighter_tiny impact_spark_glow_soft impact_spark_glow_soft_parent impact_spark_spray impact_spark_spray_forward impact_spark_spray_large impact_spark_spray_small impact_tile impact_tile_cheap impact_tile_cheap2 impact_tile_child_base impact_tile_child_smoke impact_upholstery impact_upholstery_cheap impact_upholstery_cheap2 impact_upholstery_child_base impact_upholstery_child_burn impact_upholstery_child_burst impact_wallbang_heavy impact_wallbang_light impact_water impact_water_cheap impact_water_cheap_2 impact_water_child_base impact_water_child_bits impact_water_child_froth impact_water_child_refract impact_water_child_rings impact_water_child_smallrings impact_water_child_splash impact_wet impact_wet_cheap impact_wet_cheap2 impact_wet_child_splash impact_wood impact_wood_cheap impact_wood_child_base impact_wood_child_burn impact_wood_child_burst impact_wood_child_chunks ricochet_sparks ricochet_sparks_contrast_glow ricochet_sparks_contrast_glow_soft ricochet_sparks_contrast_shadow ***************************************** inferno_fx.pcf ***************************************** explosion_molotov_air explosion_molotov_air_core explosion_molotov_air_down explosion_molotov_air_smoke explosion_molotov_air_splash01a explosion_molotov_air_splash07a extinguish_embers_small_01 extinguish_embers_small_02 extinguish_fire extinguish_fire_swirl extinguish_fire_swirl_smoke extinsguish_fire_blastout_01 firework_crate_explosion_01 firework_crate_explosion_02 firework_crate_ground_effect firework_crate_ground_effect_fallback1 firework_crate_ground_effect_fallback2 firework_crate_ground_embers_01 firework_crate_ground_glow_01 firework_crate_ground_glow_02 firework_crate_ground_low_02 firework_crate_ground_low_02_fallback firework_crate_ground_low_03 firework_crate_ground_low_04 firework_crate_ground_primary_01 firework_crate_ground_primary_01_fallback firework_crate_ground_smoke_01 firework_crate_ground_sparks_01 firework_crate_shower_01b fireworks_explosion_glow_03 fireworks_explosion_trail_04 fireworks_explosion_trail_04b incgrenade_thrown_trail incgrenade_thrown_trail_glow molotov_child_flame01a molotov_child_flame01b molotov_child_flame01c molotov_child_flame02a molotov_child_flame02b molotov_child_flame02c molotov_child_flame03a molotov_child_flame03b molotov_child_flame03c molotov_child_flame04a molotov_child_flame04c molotov_child_flame05a molotov_child_glow01a molotov_child_glow01b molotov_child_glow02a molotov_child_glow02b molotov_child_glow03 molotov_explosion molotov_explosion_child_fireball1 molotov_explosion_child_fireball2 molotov_explosion_child_fireball3 molotov_explosion_child_fireball4 molotov_explosion_child_flash molotov_explosion_child_ground1 molotov_explosion_child_ground2 molotov_fire01 molotov_fire01_cheap molotov_groundfire molotov_groundfire_00HIGH molotov_groundfire_00MEDIUM molotov_groundfire_child_base molotov_groundfire_child_base8 molotov_groundfire_child_embers molotov_groundfire_child_glow molotov_groundfire_child_glow2 molotov_groundfire_child_glow2_child molotov_groundfire_fallback molotov_groundfire_fallback2 molotov_groundfire_main molotov_groundfire_main_center molotov_groundfire_main_fancy molotov_groundfire_main_glow molotov_smoke_screen molotov_smoking_ground_child01 molotov_smoking_ground_child02 molotov_smoking_ground_child02_cheapo molotov_smoking_ground_child03 molotov_smoking_ground_child03_cheapo ***************************************** lighting.pcf ***************************************** light_gaslamp_glow ***************************************** overhead_icon.pcf ***************************************** radio_voice radio_voice_flash speech_voice speech_voice_bubble ***************************************** rain_fx.pcf ***************************************** ash ash_burning ash_burning_fire ash_eddy ash_eddy_b ash_outer rain rain_impact_03 rain_impact_04 raim_impact_single rain_mist rain_mist_02 rain_outer rain_outer_BACKUP rain_outer_mist rain_puddle_ripples rain_puddle_ripples_large rain_puddle_ripples_small rain_sheet rain_sheet_mist rain_single_128 rain_spot rain_storm rain_storm_impact_04 rain_storm_impact_04b rain_storm_leaves rain_storm_outer rain_storm_screen rain_stream_01_impact rain_stream_01_impact_2 rain_stream_01_impact_3 rain_stream_04_impact_1 rain_stream_04_impact_2 snow snow_drift snow_outer storm_cloud_lightning storm_cloud_parent storm_lightning_01 storm_lightning_01_branch_01 storm_lightning_01_branch_02 storm_lightning_01_branch_03 storm_lightning_01_branch_parent_01 storm_lightning_01_branch_parent_02 storm_lightning_01_branch_parent_03 storm_lightning_01_cloud storm_lightning_01_glow storm_lightning_01_modglow storm_lightning_01_thin ***************************************** screen_fx.pcf ***************************************** ar_screenglow_ct ar_screenglow_leader ar_screenglow_leader_red ar_screenglow_loop_ct ar_screenglow_loop_leader ar_screenglow_loop_leader_red ar_screenglow_loop_t ar_screenglow_t ***************************************** water_impact.pcf ***************************************** boat_foam boat_foam_small slime_splash_01 slime_splash_01_droplets slime_splash_01_reversed slime_splash_01_surface slime_splash_02 slime_splash_03 water_bubble_ambient_1 water_bubble_trail_1 water_foam_01c water_foam_01d water_foam_line_longb water_foam_line_longc water_foam_line_shortb water_foam_line_shortc water_gunk_1 water_impact_bubbles_1 water_impact_bubbles_1b water_impact_bubbles_1c water_splash_01 water_splash_01_droplets water_splash_01_surface2 water_splash_01_surface3 water_splash_01_surface4 water_splash_02 water_splash_02_continuous water_splash_02_droplets water_splash_02_droplets Version #2 water_splash_02_froth water_splash_02_froth2 water_splash_02_surface2 water_splash_02_vertical water_splash_03 water_splash_leakypipe_silo water_splash_leakypipe_silo_froth2 water_splash_leakypipe_vertical ***************************************** chicken.pcf ***************************************** chicken_crumble_death chicken_crumble_dust chicken_gone chicken_gone_cheaper chicken_gone_cheapest chicken_gone_crumble_halloween chicken_gone_feathers chicken_gone_feathers_cheapesr chicken_gone_feathers_zombie chicken_gone_fleks chicken_gone_zombie chicken_goop chicken_impact_burst chicken_impact_burst2 chicken_impact_burst3 chicken_impact_burst_zombie chicken_rez chicken_rez_dirt_child chicken_rez_dirt_child_clumps chicken_rez_dirt_smoke_puff ***************************************** cs_weapon_fx.pcf ***************************************** confetti_A confetti_A_omni confetti_B confetti_B_omni confetti_balloons_confetti_C confetti_C_omni confettib_A confettib_A_omni confettib_B confettib_B_omni confettib_C confettib_C_omni weapon_confetti weapon_confetti_balloons weapon_confetti_cheap weapon_confetti_omni weapon_confetti_omni_cheap weapon_confetti_sparks weapon_confetti_sparks_2 weapon_decoy_ground_effect weapon_decoy_ground_effect_shot weapon_decoy_ground_embers_01 weapon_decoy_ground_glow_02 weapon_decoy_ground_low_02 weapon_decoy_ground_low_03 weapon_decoy_ground_low_04 weapon_decoy_ground_primary_01 weapon_decoy_ground_smoke_01 weapon_empty weapon_molotov_fp weapon_molotov_fp_fire weapon_molotov_fp_fire2 weapon_molotov_fp_fire3 weapon_molotov_fp_fire3b weapon_molotov_fp_fire3c weapon_molotov_fp_fire3d weapon_molotov_fp_fire_blue weapon_molotov_fp_glow weapon_molotov_fp_wick weapon_molotov_held weapon_molotov_thrown weapon_molotov_thrown_child1 weapon_molotov_thrown_child3 weapon_molotov_thrown_glow weapon_muzzle_confetti_shooter weapon_muzzle_flash_assaultrifle weapon_muzzle_flash_assaultrifle_fallback weapon_muzzle_flash_assaultrifle_fallback2 weapon_muzzle_flash_assaultrifle_FP weapon_muzzle_flash_assaultrifle_glow weapon_muzzle_flash_assaultrifle_main weapon_muzzle_flash_assaultrifle_main_FP weapon_muzzle_flash_assaultrifle_main_sub1 weapon_muzzle_flash_assaultrifle_main_sub2 weapon_muzzle_flash_assaultrifle_main_sub3 weapon_muzzle_flash_assaultrifle_parent_silen ced weapon_muzzle_flash_assaultrifle_silenced weapon_muzzle_flash_assaultrifle_silenced_glo w weapon_muzzle_flash_assaultrifle_vent weapon_muzzle_flash_assaultrifle_vent_fallbac k weapon_muzzle_flash_assaultrifle_vent_fire weapon_muzzle_flash_assaultrifle_vent_FP weapon_muzzle_flash_assaultrifle_vent_FP_chea p weapon_muzzle_flash_assualtrifle_flame weapon_muzzle_flash_autoshotgun weapon_muzzle_flash_autoshotgun_fallback weapon_muzzle_flash_autoshotgun_fallback2 weapon_muzzle_flash_autoshotgun_FP weapon_muzzle_flash_autoshotgun_FP_cheap weapon_muzzle_flash_autoshotgun_glow weapon_muzzle_flash_autoshotgun_main weapon_muzzle_flash_autoshotgun_main2 weapon_muzzle_flash_autoshotgun_main3 weapon_muzzle_flash_awp weapon_muzzle_flash_awp_tracer weapon_muzzle_flash_huntingrifle weapon_muzzle_flash_huntingrifle_FP weapon_muzzle_flash_huntingrifle_FP_cheap weapon_muzzle_flash_huntingrifle_glow weapon_muzzle_flash_huntingrifle_main weapon_muzzle_flash_huntingrifle_main2 weapon_muzzle_flash_huntingrifle_main_fallbac k weapon_muzzle_flash_huntingrifle_vent1 weapon_muzzle_flash_para weapon_muzzle_flash_para_b weapon_muzzle_flash_para_fallback weapon_muzzle_flash_para_fallback2 weapon_muzzle_flash_para_flash weapon_muzzle_flash_para_FP weapon_muzzle_flash_para_FP_cheap weapon_muzzle_flash_para_glow weapon_muzzle_flash_para_main weapon_muzzle_flash_para_main2 weapon_muzzle_flash_para_main_fallback weapon_muzzle_flash_para_tracers weapon_muzzle_flash_para_vent1 weapon_muzzle_flash_pistol weapon_muzzle_flash_pistol_core weapon_muzzle_flash_pistol_core2 weapon_muzzle_flash_pistol_elite weapon_muzzle_flash_pistol_elite_FP weapon_muzzle_flash_pistol_fallback weapon_muzzle_flash_pistol_fallback2 weapon_muzzle_flash_pistol_FP weapon_muzzle_flash_pistol_FP_cheap weapon_muzzle_flash_pistol_main weapon_muzzle_flash_pistol_main2 weapon_muzzle_flash_pistol_main2_silenced weapon_muzzle_flash_pistol_silenced weapon_muzzle_flash_shotgun weapon_muzzle_flash_shotgun_FP weapon_muzzle_flash_shotgun_FP_cheap weapon_muzzle_flash_shotgun_glow weapon_muzzle_flash_shotgun_glow2 weapon_muzzle_flash_shotgun_glow3 weapon_muzzle_flash_shotgun_main weapon_muzzle_flash_shotgun_main2 weapon_muzzle_flash_smg weapon_muzzle_flash_smg_backup weapon_muzzle_flash_smg_fallback weapon_muzzle_flash_smg_fallback2 weapon_muzzle_flash_smg_FP weapon_muzzle_flash_smg_FP_cheap weapon_muzzle_flash_smg_glow weapon_muzzle_flash_smg_glow2 weapon_muzzle_flash_smg_glow3 weapon_muzzle_flash_smg_glow_silenced weapon_muzzle_flash_smg_main weapon_muzzle_flash_smg_main2 weapon_muzzle_flash_smg_main_silenced weapon_muzzle_flash_smg_parent weapon_muzzle_flash_smg_parent_silenced weapon_muzzle_flash_smg_silenced weapon_muzzle_flash_smg_silenced_FP weapon_muzzle_flash_smg_silenced_FP_cheap weapon_muzzle_flash_smoke_medium weapon_muzzle_flash_smoke_small weapon_muzzle_flash_smoke_small2 weapon_muzzle_flash_smoke_small3 weapon_muzzle_flash_smoke_small4 weapon_muzzle_flash_smoke_smallest weapon_muzzle_flash_sparks weapon_muzzle_flash_sparks2 weapon_muzzle_flash_sparks3 weapon_muzzle_flash_sparks4 weapon_muzzle_flash_sparks5 weapon_muzzle_flash_sparks6 weapon_muzzle_flash_sparks7 weapon_muzzle_flash_taser weapon_muzzle_flash_taser_fallback weapon_muzzle_flash_taser_fallback2 weapon_muzzle_smoke weapon_muzzle_smoke_b weapon_muzzle_smoke_b Version #2 weapon_muzzle_smoke_long weapon_muzzle_smoke_long_b weapon_muzzleflash_illumination weapon_muzzleflash_illumination_add weapon_sensorgren_beeplight weapon_sensorgren_beeplight_inner weapon_sensorgren_debris weapon_sensorgren_detlight weapon_sensorgren_detlight_child01 weapon_sensorgren_detlight_child02 weapon_sensorgren_detonate weapon_sensorgren_glow weapon_sensorgren_glowring weapon_sensorgren_smoke weapon_sensorgren_spark_01 weapon_sensorgren_spark_02 weapon_sensorgren_spark_02b weapon_sensorgren_spark_03 weapon_sensorgren_wiggly weapon_shell_casing_50cal weapon_shell_casing_50cal_bonus weapon_shell_casing_50cal_fallback weapon_shell_casing_9mm weapon_shell_casing_9mm_backup weapon_shell_casing_9mm_fallback weapon_shell_casing_9mm_fp weapon_shell_casing_9mm_fp_fallback weapon_shell_casing_minigun weapon_shell_casing_minigun_fallback weapon_shell_casing_rifle weapon_shell_casing_rifle_fallback weapon_shell_casing_shotgun weapon_shell_casing_shotgun_fallback weapon_shell_casing_super_trail weapon_shell_casing_super_trail_base weapon_shell_casing_super_trail_glow weapon_shell_casing_super_trail_smoke weapon_shell_casing_super_trail_sparks weapon_shell_casing_super_trail_sparks2 weapon_shell_eject_smoke_assrifle2 weapon_shell_eject_smoke_assrifle3 weapon_shell_eject_smoke_awp2 weapon_shell_eject_smoke_awp3 weapon_shell_eject_smoke_para2 weapon_shell_eject_smoke_para3 weapon_shell_eject_smoke_pistol1 weapon_shell_eject_smoke_pistol2 weapon_shell_eject_smoke_pistol3 weapon_shell_eject_smoke_pistol_elite weapon_shell_eject_smoke_rifle2 weapon_shell_eject_smoke_rifle3 weapon_shell_eject_smoke_shotgun1 weapon_shell_eject_smoke_shotgun2 weapon_shell_eject_smoke_shotgun3 weapon_shell_eject_smoke_smg1 weapon_shell_eject_smoke_smg3 weapon_taser_flash weapon_taser_flash_impact weapon_taser_glow weapon_taser_glow_impact weapon_taser_sparks weapon_taser_sparks_impact weapon_tracers weapon_tracers_50cal weapon_tracers_50cal_glow weapon_tracers_50cal_low weapon_tracers_50cal_low_glow weapon_tracers_assrifle weapon_tracers_backup weapon_tracers_mach weapon_tracers_original weapon_tracers_pistol weapon_tracers_rifle weapon_tracers_shot weapon_tracers_smg weapon_tracers_taser weapon_tracers_taser_fallback weapon_tracers_taser_fallback2 weapon_tracers_taser_wire1a weapon_tracers_taser_wire1b weapon_tracers_taser_wire2 ***************************************** ar_monastery.pcf ***************************************** monastery_candle_flame monastery_candle_smoke_long ***************************************** cs_italy.pcf ***************************************** italy_leaf_blow_horizontal italy_leaf_blow_horizontal_east italy_leaf_blow_horizontal_west italy_leaf_blow_vertical italy_paper_blow_horizontal italy_paper_blow_horizontal_east italy_paper_blow_horizontal_west italy_smokestack italy_smokestack_backup italy_smokestack_softeners italy_smokestack_start ***************************************** cs_office.pcf ***************************************** office_child_embers01a office_child_flame01b office_child_flame02b office_child_flame03b office_child_glow01b office_child_glow02b office_child_glow03a office_child_glow03a_backup office_child_glow04a office_fire office_leak_drip office_leak_splash office_leak_splash_child office_leak_steam office_leak_steam_child_base office_leak_steam_child_cloud office_leak_steam_child_droplets office_leak_steam_child_mist office_smoke ***************************************** de_aztec.pcf ***************************************** aztec_copter_takeoff aztec_copter_takeoff_dust_high aztec_copter_takeoff_dust_low aztec_copter_takeoff_grass aztec_copter_takeoff_leaves aztec_copter_takeoff_screen aztec_fog_hallway aztec_fog_hallway_midair_noise aztec_fog_low aztec_fog_volume_128_128 aztec_fog_volume_128_128_noise aztec_fog_volume_bottom aztec_fog_volume_bottom_noise aztec_fog_volume_initial ***************************************** de_bank.pcf ***************************************** bank_exhaust bank_steam bank_steam_large bank_steam_large_noise bank_steam_noise ***************************************** de_dust.pcf ***************************************** dust_burning_engine dust_burning_engine_fallback dust_burning_engine_fire dust_burning_engine_fire_glow dust_burning_engine_smoke dust_burning_engine_smoke_fallback dust_copter_takeoff dust_copter_takeoff_billow dust_copter_takeoff_dust_high dust_copter_takeoff_dust_linger dust_copter_takeoff_dust_low dust_copter_takeoff_papers dust_copter_takeoff_screen dust_devil dust_devil_leaves dust_devil_paper dust_devil_points dust_devil_smoke dust_devil_smoke_slow dust_devil_swirls dust_drift dust_drift_paper dust_drift_paper_reverse dust_drift_reverse dust_drift_smoke dust_drift_smoke_reverse dust_embers dust_embers_heavy dust_fog_volume_128_128 dust_fog_volume_128_128_noise dust_fog_volume_initial dust_jet_roof_dust_L dust_jet_roof_dust_parent dust_jet_roof_dust_R dust_jet_rumble_clumps dust_jet_rumble_debris1 dust_jet_rumble_dust dust_paper_blow_horizontal dust_paper_blow_horizontal_east dust_paper_blow_horizontal_west dust_screen_fog_heavy ***************************************** de_house.pcf ***************************************** house_chimney house_exhaust_ct house_exhaust_t house_fireplace house_fireplace_child ***************************************** de_mill.pcf ***************************************** mill_dust_volume_700_200 mill_dust_volume_700_200_low ***************************************** de_nuke.pcf ***************************************** nuke_dust_volume_1200_700 nuke_dust_volume_1200_700_low nuke_dust_volume_600_150 nuke_dust_volume_600_150_low nuke_exhaust_ct nuke_exhaust_t nuke_sparks nuke_sparks1_core nuke_sparks1_glow nuke_sparks_BACKUP nuke_steam_rising nuke_steam_rising_high nuke_steam_rising_noise ***************************************** de_overpass.pcf ***************************************** balloon_impact chicken_impact_burst2 explosion_child_clumps02a overpass_clouds overpass_clouds_2 overpass_clouds_3 train_dust ***************************************** de_shacks.pcf ***************************************** shacks_exhaust shacks_policelight_blue shacks_policelight_blue_core shacks_policelight_blue_fallback shacks_policelight_blue_strobe shacks_policelight_blue_strobe_round shacks_policelight_core_white shacks_policelight_red shacks_policelight_red_core shacks_policelight_red_strobe shacks_policelight_red_strobe_round shacks_policelight_white_strobe shacks_policelight_white_strobe_backup shacks_steam_child_base shacks_steam_child_droplets shacks_steam_short shacks_steam_short_child_cloud shacks_steam_short_child_mist shacks_steam_short_fallback shacks_steam_short_fallback2 steam_short ***************************************** de_train.pcf ***************************************** train_steam_leak train_steam_leak_child_base train_steam_leak_child_cloud train_steam_leak_child_droplets train_steam_leak_child_mist train_steam_rising train_steam_rising_noise tv_impact_burst tv_monitor_impact ***************************************** gg_baggage.pcf ***************************************** baggage_leak_drip baggage_leak_drip_child baggage_leak_splash baggage_leak_splash_child baggage_leakypipe baggage_sparks1 baggage_sparks1_backup baggage_sparks1_core baggage_sparks1_glow baggage_steam_child_base baggage_steam_child_droplets baggage_steam_short baggage_steam_short_child_cloud baggage_steam_short_child_mist baggage_steam_vent_e baggage_steam_vent_e_detail baggage_steam_vent_e_interior baggage_steam_volume_e baggage_steam_volume_e_bottom baggage_steam_volume_e_front ***************************************** Pictures: Spoiler Extra info: I have not tested custom particles, neither have I tested this plugin with any other games, however if you wanna try it yourself, remember to precache and add files to download table. See https://forums.alliedmods.net/showthread.php?p=602270 Github: https://github.com/Rachnus/CS-GO-Par...goparticles.sp Credits: Me Pelipoika (bestermann) Attached Files Get Plugin or Get Source (csgoparticles.sp - 6.8 KB) csgoparticles.smx (7.9 KB) csgoparticles_configs.txt (80.8 KB) Wyświetl pełny artykuł
  24. TF2 didn't seem to have vehicles (to me at least), so instead of messing around with sensitive code that would likely crash everything, I decided to make a vehicle plugin from scratch. And what better vehicle to create in a shooter game than a Tank? Tank Features: -Gas power (toggleable from cvar) ~gas can be replenished by medigun or from dispenser ~when gas is depleted, tank player cannot move at all! -Ability to run over people and objects (the code for this is deprecated and i've since made a better system but the purpose of this plugin is to simply release it) -Equipped with an SMG and Right-Click/MOUSE2 launches a rocket which has a 4 second cooldown. -Engineers can fix the tank and reload its SMG turret using their wrench! -Immune to backstabs until very low health. -SMG and rockets from the tank have no damage fall off! -Tanks have are vulnerable to explosives but shrug off bullet and fire damage. For team oriented gamemodes such as VSH/FF2, the plugin also allows you to block certain teams from becoming tanks and you can limit the amount of tanks per team as well! Here's a demonstration video made by a friend to showcase all of these features! http://www.youtube.com/watch?v=nnwbu0Zvsh0 DOWNLOAD ==> https://drive.google.com/file/d/0B3F...ew?usp=sharing PHP Code: // ConVars for plugin "bethetank.smx" // Acceleration in speed every 0.1 seconds (in Hammer Units/second) of Tank // - // Default: "3.0" // Minimum: "0.000000" // Maximum: "9999.000000" sm_betank_acceleration "3.0" // what flag admins need to bypass the tank class limit // - // Default: "a" sm_betank_adminflag_bypass "a" // (Dis)Allow Tank to be able to use Engineer teleporters // - // Default: "1" // Minimum: "0.000000" // Maximum: "1.000000" sm_betank_allowtele "1" // how much ammo Tanks will start with // - // Default: "1000" // Minimum: "0.000000" // Maximum: "99999.000000" sm_betank_ammo "1000" // (Dis)Allow Tanks to be playable for BLU team // - // Default: "0" // Minimum: "0.000000" // Maximum: "1.000000" sm_betank_blu "0" // how many Tanks blu team can have // - // Default: "0" // Minimum: "0.000000" // Maximum: "16.000000" sm_betank_blu_limit "0" // Crush Damage (ignores uber) done by Tank while it's moving // - // Default: "30.0" // Minimum: "0.000000" // Maximum: "9999.000000" sm_betank_crushdamage "30.0" // Enable Player-Tank plugin // - // Default: "1" // Minimum: "0.000000" // Maximum: "1.000000" sm_betank_enabled "1" // Enable Tanks to be powered via 'gas' which is replenishable by dispensers+mediguns // - // Default: "1" // Minimum: "0.000000" // Maximum: "1.000000" sm_betank_gaspowered "1" // how much health Tanks will start with // - // Default: "1000" // Minimum: "1.000000" // Maximum: "99999.000000" sm_betank_health "1000" // how much metal to heal/arm Tanks by Engineers // - // Default: "25" // Minimum: "0.000000" // Maximum: "999.000000" sm_betank_healthfrommetal "25" // how much metal to heal/arm Tanks by Engineers mult // - // Default: "4" // Minimum: "0.000000" // Maximum: "999.000000" sm_betank_healthfrommetal_mult "4" // (Dis)Allow Engies to be able to repair+arm Tanks via wrench // - // Default: "1" // Minimum: "0.000000" // Maximum: "1.000000" sm_betank_hpfromengies "1" // x coordinate for the Gas Meter HUD // - // Default: "2.0" sm_betank_hudx "2.0" // y coordinate for the Gas Meter HUD // - // Default: "2.0" sm_betank_hudy "2.0" // Initial Speed (in Hammer Units/second) of Tank // - // Default: "40.0" // Minimum: "0.000000" // Maximum: "9999.000000" sm_betank_initialspeed "40.0" // Max Forward Speed (in Hammer Units/second) of Tank // - // Default: "100.0" // Minimum: "0.000000" // Maximum: "9999.000000" sm_betank_maxspeed "100.0" // (Dis)Allow Tank Rockets to have no Damage Fall-Off and no Damage Ramp-up // - // Default: "1" // Minimum: "0.000000" // Maximum: "1.000000" sm_betank_nofalloffrockets "1" // (Dis)Allow Tank Turret to have no Damage Fall-Off and no Damage Ramp-up // - // Default: "1" // Minimum: "0.000000" // Maximum: "1.000000" sm_betank_nofalloffturret "1" // (Dis)Allow Tanks from being able to rocket jump from MOUSE2 rockets // - // Default: "1" // Minimum: "0.000000" // Maximum: "1.000000" sm_betank_norocketjump "1" // (Dis)Allow Tanks to be playable for RED team // - // Default: "1" // Minimum: "0.000000" // Maximum: "1.000000" sm_betank_red "1" // how many Tanks red team can have // - // Default: "1" // Minimum: "0.000000" // Maximum: "16.000000" sm_betank_red_limit "1" // Max Backwards Speed (in Hammer Units/second) of Tank // - // Default: "80.0" // Minimum: "0.000000" // Maximum: "9999.000000" sm_betank_reversespeed "80.0" // Time in seconds for Rocket Gun to be able to shoot another rocket, set to 4 by default to match with reload sound // - // Default: "4.0" // Minimum: "0.000000" // Maximum: "9999.000000" sm_betank_rocketcooldown "4.0" // Base Damage for Rockets shot by Player-Tank // - // Default: "100.0" // Minimum: "0.000000" // Maximum: "9999.000000" sm_betank_rocketdamage "100.0" // radius of rocket shot from Main Gun // - // Default: "1.0" // Minimum: "0.000000" // Maximum: "9999.000000" sm_betank_rocketradius "1.0" // Speed of Rockets shot by Player-Tank // - // Default: "4000.0" // Minimum: "0.000000" // Maximum: "9999.000000" sm_betank_rocketspeed "4000.0" // If tanks are gas powered, how much gas they will start with // - // Default: "100.0" // Minimum: "0.000000" // Maximum: "9999.000000" sm_betank_startingfuel "100.0" // Base Damage for the SMG Turret shot by the Player-Tank // - // Default: "1.0" // Minimum: "0.000000" // Maximum: "9999.000000" sm_betank_turretdamage "1.0" N-JOY Wyświetl pełny artykuł
  25. This plugin removes the desired weapons from your server, replacing it on another. You can configure weapons to remove in the cfg file. This plugin based on DeathRun Redux. Attached Files restrict.smx (6.8 KB) Get Plugin or Get Source (restrict.sp - 4.1 KB) restrict.cfg (660 Bytes) Wyświetl pełny artykuł
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