RSSy MYGO.pl Opublikowano Styczeń 21, 2020 o 19:45 RSSy Udostępnij Opublikowano Styczeń 21, 2020 o 19:45 PHP Code: #include <amxmodx>new const Version[] = "0.2";enum PlayerCount{ HumanCount, BotCount}new g_PlayerCounts[ PlayerCount ] , g_RoundEnd;new g_pMaxBots;new const g_BotsNeeded[ 32 ] = { 0, // 0 humans 5, // 1 humans 5, // 2 humans 5, // 3 humans 5, // 4 humans 5, // 5 humans 5, // 6 humans 5, // 7 humans 4, // 8 humans 4, // 9 humans 3, // 10 humans 2, // 11 humans 1 // 12 humans // 13-32 humans = 0 bots}public plugin_init() { register_plugin( "PodBot Manager", Version , "bugsy" ); register_logevent( "RoundEnd" , 2 , "1=Round_End" ); server_cmd( "pb removebots" ); set_cvar_num( "pb_bot_quota_match" , 0 ); set_cvar_num( "pb_minbots" , 0 ); set_pcvar_num( ( g_pMaxBots = get_cvar_pointer( "pb_maxbots" ) ) , g_BotsNeeded[ 1 ] );}public client_authorized( id ){ g_PlayerCounts[ PlayerCount:is_user_bot( id ) ]++; //Handle bots on map change if ( !g_RoundEnd ) { set_task( 5.0 , "BalanceBots" ); g_RoundEnd = get_systime(); }}public client_disconnected(id, bool:drop, Msg[], Len) { g_PlayerCounts[ PlayerCount:is_user_bot( id ) ]--;}public RoundEnd(){ if ( ( get_systime() - g_RoundEnd ) > 5 ) { BalanceBots(); } g_RoundEnd = get_systime();}public BalanceBots(){ new iNumBots = g_PlayerCounts[ BotCount ]; new iNumHumans = g_PlayerCounts[ HumanCount ]; new iBotsNeeded = g_BotsNeeded[ iNumHumans ]; new szName[ 32 ] , iBots[ 32 ] , iBotCount , i; set_pcvar_num( g_pMaxBots , iNumHumans + iBotsNeeded ); if ( iNumBots > iBotsNeeded ) { get_players( iBots , iBotCount , "d" ); while ( iNumBots-- > iBotsNeeded ) { get_user_name( iBots[ i++ ] , szName , charsmax( szName ) ); server_cmd( "pb remove ^"%s^"" , szName ); } } else if ( iNumBots < iBotsNeeded ) { while ( iNumBots++ < iBotsNeeded ) { server_cmd( "pb add" ); } }} Could someone please help me edit this to work with CSDM. As it is written bot balancing occurs at round end or after first player join on map change/server start. Deathmatch doesn't have rounds. Please help and thanks. Przeczytaj cały wpis Odnośnik do komentarza Udostępnij na innych stronach Więcej opcji udostępniania...
Rekomendowane odpowiedzi