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mygo.pl

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RSS [REQ] Human Class for DeathMatch


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    • By MYGO.pl
      Quote: Description:

      • After the player enters the server that gives him brief information about things on the server.

      Cvars:
      • sm_welcomesystem_ttp - The Time It Takes Until The Timer Enters The Player's Login Message (Default: 5.0)
      • sm_welcomesystem_soundpath - The Location Of The Sound. (Example: WelcomeSystem/sound.wav/)
      • sm_welcomesystem_serverip- The IP Address Of The Game Server (IPv4 As Well).

      • Thanks to K1lleR_gamea ($uicidE) for helping me write the code
      Attached Files Get Plugin or Get Source (HirboSHWelcomeSystem.sp - 3.3 KB) Wyświetl pełny artykuł
    • By MYGO.pl
      Description

      This plugin outputs to the chat every time someone throws a throwable (molotov/pipe bomb/vomit jar).

      There are some plugins in the forum that already does that for the molotov, because of the molotov_thrown event,
      But since we don't have specific events for pipe bomb or vomit jar, some people requested me to the same for both, mostly for the vomit jar because of the [L4D2] Bile the World plugin.

      Features Outputs the name of who threw a throwable to the chat. Allows to select which throwables should output to the chat. Allows to select which teams should see the message.
      Preview

      Coming soon.

      Cvars

      A configuration file named "l4d_throwable_announcer.cfg" will automatically be created for you upon the first run in the "\cfg\sourcemod\" folder.

      PHP Code: // Enables/Disables the plugin.
      // 0 = Enable, 1 = Disable.
      // -
      // Default: "1"
      // Minimum: "0.000000"
      // Maximum: "1.000000"
      l4d_throwable_announcer_enable "1"

      // Output to the chat every time someone throws a molotov.
      // 0 = OFF, 1 = ON.
      // -
      // Default: "1"
      // Minimum: "0.000000"
      // Maximum: "1.000000"
      l4d_throwable_announcer_molotov "1"

      // Output to the chat every time someone throws a pipe bomb.
      // 0 = OFF, 1 = ON.
      // -
      // Default: "1"
      // Minimum: "0.000000"
      // Maximum: "1.000000"
      l4d_throwable_announcer_pipebomb "1"

      // Which teams should the message be transmitted to.
      // Known values: 0 = NONE, 1 = SURVIVOR, 2 = INFECTED, 4 = SPECTATOR.
      // Add numbers greater than 0 for multiple options.
      // -
      // Default: "1"
      // Minimum: "0.000000"
      // Maximum: "7.000000"
      l4d_throwable_announcer_team "1"

      // Output to the chat every time someone throws a vomit jar. L4D2 only.
      // 0 = OFF, 1 = ON.
      // -
      // Default: "1"
      // Minimum: "0.000000"
      // Maximum: "1.000000"
      l4d_throwable_announcer_vomitjar "1" 
      Admin Commands
      sm_print_cvars_l4d_throwable_announcer => Prints the plugin related cvars and their respective values to the console. (z flag required)
      Change Log

      Spoiler
      1.0.0 (29-September-2020)
      - Initial release.


      Known issues
      None.
      Notes
      The vomit jar message only outputs to the L4D2 game, since L4D1 don't have vomit jars.
      To Do
      Add instructor hints markers to the throwers (L4D2 only).
      Thank you!
      znation - for the request. emsit - for the ThrowingAntiSpam plugin, which was some base for this one.
      Related Plugins
      [L4D2] Burners Announce by [ru]In1ernal Error [L4D2] Bile the World by AtomicStryker [L4D2] ThrowingAntiSpam by emsit
      Post Reply
      Any feedback, bug reports, fixes, improvements, translations or suggestions for the plugin are welcome.
      Installation
      Put the "l4d_throwable_announcer.smx" file (click Get Plugin) in your "\addons\sourcemod\plugins\" folder. Put the "l4d_throwable_announcer.phrases.txt" file in your "\addons\sourcemod\translations\" folder.
      Attached Files l4d_throwable_announcer.phrases.txt (1.4 KB) Get Plugin or Get Source (l4d_throwable_announcer.sp - 14.0 KB) Wyświetl pełny artykuł
    • By MYGO.pl
      PHP Code: /* VSWeapons v1.3 

      Description:
          Weapons: M4A1, AK47, AWP, Galil, Famas, Desert Eagle and grenades.
      Cvars:
          vs_amount_opening_weapons_menu - quantity of times of opening of the menu for one life.
          Note: 0 - not limited.
          vs_available_round - since round will be available for the menu.
          Note: 0 - not limited.
      Default access flag:
          VIP_FLAG_Z.
      Type:
          Selectable.
      Commands:
          vip_weapons - weapons menu.
      */

      #include <amxmodx>
      #include <VIPSystem>
      #include <hamsandwich>
      #include <fakemeta>

      #define ACCESS_FLAG VIP_FLAG_A

      new curItem;

      new round = 0;

      new weapons[18] = {CSW_SCOUT, CSW_XM1014, CSW_MAC10, CSW_AUG, CSW_UMP45, CSW_SG550, CSW_GALIL, CSW_FAMAS, CSW_AWP, 
          CSW_MP5NAVY, CSW_M249, CSW_M3, CSW_M4A1, CSW_TMP, CSW_G3SG1, CSW_SG552, CSW_AK47, CSW_P90
      }

      new pistols[6] = {CSW_P228, CSW_ELITE, CSW_FIVESEVEN, CSW_GALIL, CSW_USP, CSW_GLOCK18}

      new cvarAmountOpeningWeaponsMenu, cvarAvailableRound;

      new countOpeningMenu[32];

      public plugin_init() 
      {
          register_plugin("VSWeapons", "1.3", "ZETA [M|E|N]");
          
          cvarAmountOpeningWeaponsMenu = register_cvar("vs_amount_opening_weapons_menu", "1");
          cvarAvailableRound = register_cvar("vs_available_round", "2");
          
          register_clcmd("vip_weapons", "CmdVipWeapons", ADMIN_ALL, "Show Vip Weapons Menu");
          
          register_event("HLTV", "eventNewRound", "a", "1=0", "2=0");
          RegisterHam(Ham_Spawn, "player", "hamSpawn", 1);
          
          curItem = VSRegisterItem("Weapons", ACCESS_FLAG);
      }

      public CmdVipWeapons(id)
      {
          if (VSGetVipFlag(id, ACCESS_FLAG))
          {
              new availableRound = get_pcvar_num(cvarAvailableRound);
              
              if ((availableRound != 0) && (round <= availableRound))
              {
                  client_print(id, print_chat, "Weapons can be selected after %d rounds.", availableRound);
                  return PLUGIN_HANDLED;
              }
              
              new amountOpeningWeaponsMenu = get_pcvar_num(cvarAmountOpeningWeaponsMenu);

              if ((amountOpeningWeaponsMenu  != 0) && (countOpeningMenu[id] >= amountOpeningWeaponsMenu ))
              {
                  client_print(id, print_chat, "The pistols menu can be opened %d times per round", amountOpeningWeaponsMenu);
                  return PLUGIN_HANDLED;
              }
              
              countOpeningMenu[id]++;
              
              ShowWeaponsMenu(id);
          }
          
          return PLUGIN_HANDLED;
      }

      public VSItemSelected(id, itemid)
      {
          if ((itemid == curItem))
          {
              new availableRound = get_pcvar_num(cvarAvailableRound);
              
              if ((availableRound != 0) && (round <= availableRound))
              {
                  client_print(id, print_chat, "Weapons can be selected after %d rounds.", availableRound);
                  return PLUGIN_HANDLED;
              }
              
              new amountOpeningWeaponsMenu = get_pcvar_num(cvarAmountOpeningWeaponsMenu);

              if ((amountOpeningWeaponsMenu  != 0) && (countOpeningMenu[id] >= amountOpeningWeaponsMenu ))
              {
                  client_print(id, print_chat, "The pistols menu can be opened %d times per round", amountOpeningWeaponsMenu);
                  return PLUGIN_HANDLED;
              }
              
              countOpeningMenu[id]++;
              
              ShowWeaponsMenu(id);
          }
          
          return PLUGIN_HANDLED;
      }

      StripWeapons(id)
      {
          for (new i = 0; i < 18; i++)
          {
              if (fm_strip_user_gun(id, weapons[i]))
              {
                  break;
              }
          }
      }

      public ShowWeaponsMenu(id)
      {
          new menu = menu_create("Weapons", "WeaponsMenuHandler");
          
          menu_additem(menu, "Colt M4A1");
          menu_additem(menu, "AK47");
          menu_additem(menu, "AWP");
          menu_additem(menu, "Galil");
          menu_additem(menu, "Famas");
          menu_additem(menu, "Desert Eagle");
          menu_additem(menu, "Grenades");
          
          menu_display(id, menu, 0);
          return PLUGIN_HANDLED;
      }

      public WeaponsMenuHandler(id, menu, item)
      {
          if (item == MENU_EXIT)
          {
              menu_destroy(menu);
              return PLUGIN_HANDLED;
          }
          
          switch(item)
          {
              case 0:
              {
                  StripWeapons(id);
                  fm_give_item(id, "weapon_m4a1");
                  ExecuteHam(Ham_GiveAmmo, id, 90, "556nato", 90);
              }
              case 1:
              {
                  StripWeapons(id);
                  fm_give_item(id, "weapon_ak47");
                  ExecuteHam(Ham_GiveAmmo, id, 90, "762nato", 90);
              }
              case 2:
              {
                  StripWeapons(id);
                  fm_give_item(id, "weapon_awp");
                  ExecuteHam(Ham_GiveAmmo, id, 30, "338magnum", 30);
              }
              case 3:
              {
                  StripWeapons(id);
                  fm_give_item(id, "weapon_galil");
                  ExecuteHam(Ham_GiveAmmo, id, 90, "556nato", 90);
              }
              case 4:
              {
                  StripWeapons(id);
                  fm_give_item(id, "weapon_famas");
                  ExecuteHam(Ham_GiveAmmo, id, 90, "556nato", 90);
              }
              case 5:
              {
                  for (new i = 0; i < 6; i++)
                  {
                      if (fm_strip_user_gun(id, pistols[i]))
                      {
                          break;
                      }
                  }
                  
                  fm_give_item(id, "weapon_deagle");
                  ExecuteHam(Ham_GiveAmmo, id, 35, "50ae", 35);
              }
              case 6:
              {
                  fm_give_item(id, "weapon_hegrenade");
                  fm_give_item(id, "weapon_flashbang");
                  fm_give_item(id, "weapon_flashbang");
                  fm_give_item(id, "weapon_smokegrenade");
              }
          }
          
          return PLUGIN_HANDLED;
      }

      public eventNewRound()
      {
          round++;
      }

      public hamSpawn(id)
      {
          countOpeningMenu[id] = 0;
      }

      stock fm_give_item(index, const item[]) 
      {
          if (!equal(item, "weapon_", 7) && !equal(item, "ammo_", 5) && !equal(item, "item_", 5) && !equal(item, "tf_weapon_", 10))
              return 0;
          
          new ent = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, item));
          if (!pev_valid(ent))
              return 0;

          new Float:origin[3];
          pev(index, pev_origin, origin);
          set_pev(ent, pev_origin, origin);
          set_pev(ent, pev_spawnflags, pev(ent, pev_spawnflags) | SF_NORESPAWN);
          dllfunc(DLLFunc_Spawn, ent);

          new save = pev(ent, pev_solid);
          dllfunc(DLLFunc_Touch, ent, index);
          if (pev(ent, pev_solid) != save)
              return ent;

          engfunc(EngFunc_RemoveEntity, ent);

          return -1;
      }

      stock bool:fm_strip_user_gun(index, wid = 0, const wname[] = "") {
          new ent_class[32];
          if (!wid && wname[0])
              copy(ent_class, sizeof ent_class - 1, wname);
          else {
              new weapon = wid, clip, ammo;
              if (!weapon && !(weapon = get_user_weapon(index, clip, ammo)))
                  return false;
              
              get_weaponname(weapon, ent_class, sizeof ent_class - 1);
          }

          new ent_weap = fm_find_ent_by_owner(-1, ent_class, index);
          if (!ent_weap)
              return false;

          engclient_cmd(index, "drop", ent_class);

          new ent_box = pev(ent_weap, pev_owner);
          if (!ent_box || ent_box == index)
              return false;

          dllfunc(DLLFunc_Think, ent_box);

          return true;
      }

      stock fm_find_ent_by_owner(index, const classname[], owner, jghgtype = 0) {
          new strtype[11] = "classname", ent = index;
          switch (jghgtype) {
              case 1: strtype = "target";
              case 2: strtype = "targetname";
          }

          while ((ent = engfunc(EngFunc_FindEntityByString, ent, strtype, classname)) && pev(ent, pev_owner) != owner) {}

          return ent;


      Hi can someone help me to make this menu appear automatically so I don't have to give /vm to be able to access them Przeczytaj cały wpis
    • By MYGO.pl
      Description

      With the L4D2 Last Update, some of the new things brought are new skins for weapons (e.g.: golden crowbar).
      This plugin opens a menu to the client choose their own weapon skin.

      Features Menu to change the client's weapon skin (!wskin). Checks if the client's weapons have skins available.
      Preview

      Coming soon.

      Cvars

      A configuration file named "l4d_wskin.cfg" will automatically be created for you upon the first run in the "\cfg\sourcemod\" folder.

      PHP Code: // Enables/Disables the plugin.
      // 0 = Enable, 1 = Disable.
      // -
      // Default: "1"
      // Minimum: "0.000000"
      // Maximum: "1.000000"
      l4d2_wskin_enable "1" 
      Public Commands
      sm_wskin => Opens a menu to select a weapon skin.
      Admin Commands
      sm_print_cvars_l4d2_wskin => Prints the plugin related cvars and their respective values to the console. (z flag required)
      Change Log

      Spoiler
      1.0.0 (29-September-2020)
      - Initial release.


      Known issues
      None.
      Notes
      The skin change was achieved by changing the weapon "m_nSkin" netprop value. When the weapon is already equiped (active) I had to apply the skin also to the "m_hViewModel" netprop, otherwise there is some delay on skins changes. Not all weapons have new skins and some aren't so different from the original one. The currently supported weapons are:
      Melees: Crowbar, Cricket Bat
      Pistols: Magnum
      SMGs: Silenced; Uzi
      Shotguns: Chrome; Pump; Auto
      Rifles: M16; AK47
      Sniper: Hunting Rifle These weapons have 2 new skins: Magnum; M16; AK47. Total of 14 new skins. By now, 29-September-2020, there are no more skins available. The plugin may not work properly for clients that use addons to change the weapon appearance. I don't know if it conflicts with the "Golden Crowbar" achievement.
      To Do
      Save client's preferences to cookies. Allow the client to configure all weapon's skins.
      Thank you!
      Silvers - for helping me in some coding and all your knowledge base of shared plugins. Alex Alcalá - for testing in his server and reporting some bugs.
      Related Plugins
      [L4D2] Weapons Skins RNG by Marttt
      Post Reply
      Any feedback, bug reports, fixes, improvements, translations or suggestions for the plugin are welcome.
      Installation
      Put the "l4d2_wskin.smx" file (click Get Plugin) in your "\addons\sourcemod\plugins\" folder. Put the "l4d2_wskin.phrases.txt" file in your "\addons\sourcemod\translations\" folder.
      Attached Files l4d2_wskin.phrases.txt (1.3 KB) Get Plugin or Get Source (l4d2_wskin.sp - 16.3 KB) Wyświetl pełny artykuł
    • By MYGO.pl
      Description

      With the L4D2 Last Update, some of the new things brought are new skins for weapons (e.g.: golden crowbar).
      This plugin applies randomly skins to spawned weapons.

      Features Applies a random skin to weapon entities on spawn. Allows equipping weapons with the same skin from the spawners entities. (e.g.: weapon_rifle_spawn)
      Preview

      Coming soon.

      Cvars

      A configuration file named "l4d_wskin_rng.cfg" will automatically be created for you upon the first run in the "\cfg\sourcemod\" folder.

      PHP Code: // Enables/Disables the plugin.
      // 0 = Enable, 1 = Disable.
      // -
      // Default: "1"
      // Minimum: "0.000000"
      // Maximum: "1.000000"
      l4d2_wskin_rng_enable "1" 
      Admin Commands
      sm_print_cvars_l4d2_wskin_rng => Prints the plugin related cvars and their respective values to the console. (z flag required)
      Change Log

      Spoiler
      1.0.0 (29-September-2020)
      - Initial release.


      Known issues
      Probably the skin is being replaced on map changes.
      Notes
      The skin change was achieved by changing the weapon "m_nSkin" netprop value. When the weapon is already equiped (active) I had to apply the skin also to the "m_hViewModel" netprop, otherwise there is some delay on skins changes. Not all weapons have new skins and some aren't so different from the original one. The currently supported weapons are:
      Melees: Crowbar, Cricket Bat
      Pistols: Magnum
      SMGs: Silenced; Uzi
      Shotguns: Chrome; Pump; Auto
      Rifles: M16; AK47
      Sniper: Hunting Rifle These weapons have 2 new skins: Magnum; M16; AK47. By now, 29-September-2020, there are no more skins available. The plugin may not work properly for clients that use addons to change the weapon appearance. I don't know if it conflicts with the "Golden Crowbar" achievement.
      To Do
      Fix the skin changes on map change. Create a config to select the % chance to apply a different skin.
      Thank you!
      Silvers - for helping me in some coding and all your knowledge base of shared plugins. Alex Alcalá - for testing in his server and reporting some bugs. Tonblader - for testing in his server and reporting some bugs.
      Related Plugins
      by Marttt
      Post Reply
      Any feedback, bug reports, fixes, improvements, translations or suggestions for the plugin are welcome.
      Installation
      Put the "l4d2_wskin_rng.smx" file (click Get Plugin) in your "\addons\sourcemod\plugins\" folder.
      Attached Files Get Plugin or Get Source (l4d_wskin_rng.sp - 16.9 KB) Wyświetl pełny artykuł
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