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

RSSCan someone edit this Neox Gun Vips online /neox


MYGO.pl
 Udostępnij

Rekomendowane odpowiedzi

  • RSSy
Guys can edit this
Neox Gun for vips ADMIN_LEVEL_H
bullet blue
no zoom online
freeze zombie for 5 sec then zombie got slow
Quote:

/* Plugin generated by AMXX-Studio


#include <amxmodx>
#include <fakemeta>
#include <fun>
#include <hamsandwich>
#include <cstrike>
#include <amxmisc>
#include <biohazard>


#define is_valid_player(%1) (1 <= %1 <= 32)

new US_V_MODEL[64] = "models/neox/v_usp.mdl"
new US_P_MODEL[64] = "models/neox/p_usp.mdl"

/* Pcvars */
new cvar_dmgmultiplier, cvar_bluebullets, cvar_custommodel, cvar_uclip, cvar_cost

new bool:g_HasUs[33]

//new g_hasZoom[ 33 ]
new bullets[ 33 ]
new g_frozen[33], frost_spr
new cvar_frosttime

// Sprite
new m_spriteTexture

const Wep_usp = ((1<<CSW_USP))

public plugin_init()
{

/* CVARS */
cvar_dmgmultiplier = register_cvar("amx_neox_dmg", "5")
cvar_custommodel = register_cvar("usp_custom_model", "1")
cvar_bluebullets = register_cvar("usp_blue_bullets", "1")
cvar_uclip = register_cvar("amx_neox_unlimited", "0")
cvar_cost = register_cvar("usp_cost", "16000")
cvar_frosttime = register_cvar("amx_neox_time", "5.0")

// Register The Buy Cmd
register_clcmd("say /neox", "CmdBuyNe")
register_clcmd("say_team /neox", "CmdBuyNe")
register_concmd("amx_neox", "CmdGiveNe", ADMIN_BAN, "<name>")

// Register The Plugin
register_plugin("Neox Gun", "2.0", "null")
// Death Msg
register_event("DeathMsg", "Death", "a")
// Weapon Pick Up
register_event("WeapPickup","checkModel","b", "1=19")
// Current Weapon Event
register_event("CurWeapon","checkWeapon","be" ,"1=1")
register_event("CurWeapon", "make_tracer", "be", "1=1", "3>0")
// Ham TakeDamage
RegisterHam(Ham_TakeDamage, "player", "fw_TakeDamage")
register_forward( FM_CmdStart, "fw_CmdStart" )
register_forward(FM_PlayerPreThink, "fw_PlayerPreThink")
RegisterHam(Ham_Spawn, "player", "fwHamPlayerSpawnPost", 1)

}

public client_connect(id)
{
g_HasUs[id] = false
RemoveFrost(id)
}

public client_disconnect(id)
{
g_HasUs[id] = false
RemoveFrost(id)
}

public Death()
{
g_HasUs[read_data(2)] = false
RemoveFrost(read_data(2))
}

public fwHamPlayerSpawnPost(id)
{
g_HasUs[id] = false
RemoveFrost(id)
}

public plugin_precache()
{
precache_model(US_V_MODEL)
precache_model(US_P_MODEL)
m_spriteTexture = precache_model("sprites/dot.spr")
precache_sound("weapons/zoom.wav")
}

public checkModel(id)
{
if ( !g_HasUs[id] )
return PLUGIN_HANDLED

new szWeapID = read_data(2)

if ( szWeapID == CSW_USP && g_HasUs[id] == true && get_pcvar_num(cvar_custommodel) )
{
set_pev(id, pev_viewmodel2, US_V_MODEL)
set_pev(id, pev_weaponmodel2, US_P_MODEL)
}
return PLUGIN_HANDLED
}

public checkWeapon(id)
{
new plrClip, plrAmmo, plrWeap[32]
new plrWeapId

plrWeapId = get_user_weapon(id, plrClip , plrAmmo)

if (plrWeapId == CSW_USP && g_HasUs[id])
{
checkModel(id)
}
else
{
return PLUGIN_CONTINUE
}

if (plrClip == 0 && get_pcvar_num(cvar_uclip))
{
// If the user is out of ammo..
get_weaponname(plrWeapId, plrWeap, 31)
// Get the name of their weapon
give_item(id, plrWeap)
engclient_cmd(id, plrWeap)
engclient_cmd(id, plrWeap)
engclient_cmd(id, plrWeap)
}
return PLUGIN_HANDLED
}



public fw_TakeDamage(victim, inflictor, attacker, Float:damage)
{
if ( is_valid_player( attacker ) && get_user_weapon(attacker) == CSW_USP && g_HasUs[attacker] )
{
SetHamParamFloat(4, damage * get_pcvar_float( cvar_dmgmultiplier ) )
switch(random_num(0,100))
{
case 0..30: set_user_frozen(victim)
}
}
}
public set_user_frozen(id)
{
if(is_user_alive(id) && is_user_zombie(id) && !g_frozen[id])
{
// For Frost Effect Ring
static Float:originF3[3];
pev(id, pev_origin, originF3)

// Screen Fade
message_begin(MSG_ONE_UNRELIABLE, get_user_msgid("ScreenFade"), _, id)
write_short((1<<12)*1) // duration
write_short((1<<12)*1) // hold time
write_short(0x0000) // fade type
write_byte(0) // red
write_byte(50) // green
write_byte(200) // blue
write_byte(100) // alpha
message_end()

// Largest ring
engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, originF3, 0)
write_byte(TE_BEAMCYLINDER) // TE id
engfunc(EngFunc_WriteCoord, originF3[0]) // x
engfunc(EngFunc_WriteCoord, originF3[1]) // y
engfunc(EngFunc_WriteCoord, originF3[2]) // z
engfunc(EngFunc_WriteCoord, originF3[0]) // x axis
engfunc(EngFunc_WriteCoord, originF3[1]) // y axis
engfunc(EngFunc_WriteCoord, originF3[2]+100.0) // z axis
write_short(frost_spr) // sprite
write_byte(0) // startframe
write_byte(0) // framerate
write_byte(4) // life
write_byte(60) // width
write_byte(0) // noise
write_byte(41) // red
write_byte(138) // green
write_byte(255) // blue
write_byte(200) // brightness
write_byte(0) // speed
message_end()

// Aura Effect
set_aura_effect(id, 0, 100, 255, 50)
// Light blue glow while frozen
fm_set_rendering(id, kRenderFxGlowShell, 0, 100, 200, kRenderNormal, 25)
g_frozen[id] = true
set_task(get_pcvar_float(cvar_frosttime), "RemoveFrost", id) // Time to Remove Frost Effect
}
}

// Remove Frost Effect
public RemoveFrost(id)
{
// Not alive or not frozen anymore
if (!is_user_alive(id) || !g_frozen[id]) return;

g_frozen[id] = false; // Unfreeze
fm_set_rendering(id) // Remove glow
}
public fw_CmdStart( id, uc_handle, seed )
{
if( !is_user_alive( id ) )
return PLUGIN_HANDLED

/*if( ( get_uc( uc_handle, UC_Buttons ) & IN_ATTACK2 ) && !( pev( id, pev_oldbuttons ) & IN_ATTACK2 ) )
{
new szClip, szAmmo
new szWeapID = get_user_weapon( id, szClip, szAmmo )

if( szWeapID == CSW_USP && g_HasUs[id] == true && !g_hasZoom[id] == true)
{
g_hasZoom[id] = true
cs_set_user_zoom( id, CS_SET_AUGSG552_ZOOM, 0 )
emit_sound( id, CHAN_ITEM, "weapons/zoom.wav", 0.20, 2.40, 0, 100 )
}

else if ( szWeapID == CSW_USP && g_HasUs[id] == true && g_hasZoom[id])
{
g_hasZoom[ id ] = false
cs_set_user_zoom( id, CS_RESET_ZOOM, 0 )

}

}*/
return PLUGIN_HANDLED
}

public fw_PlayerPreThink(id)
{
// Not alive
if (!is_user_alive(id) || !is_user_zombie(id) && !g_frozen[id]) return;

// Set Player MaxSpeed
if (g_frozen[id])
{
//set_pev(id, pev_velocity, Float:{0.0,0.0,0.0}) // stop motion
set_pev(id, pev_maxspeed, 1.0) // prevent from moving
}
}

public make_tracer(id)
{
if (get_pcvar_num(cvar_goldbullets))
{
new clip,ammo
new wpnid = get_user_weapon(id,clip,ammo)
new pteam[16]

get_user_team(id, pteam, 15)

if ((bullets[id] > clip) && (wpnid == CSW_USP) && g_HasUs[id])
{
new vec1[3], vec2[3]
get_user_origin(id, vec1, 1) // origin; your camera point.
get_user_origin(id, vec2, 4) // termina; where your bullet goes (4 is cs-only)


//BEAMENTPOINTS
message_begin( MSG_BROADCAST,SVC_TEMPENTITY)
write_byte (0) //TE_BEAMENTPOINTS 0
write_coord(vec1[0])
write_coord(vec1[1])
write_coord(vec1[2])
write_coord(vec2[0])
write_coord(vec2[1])
write_coord(vec2[2])
write_short( m_spriteTexture )
write_byte(1) // framestart
write_byte(5) // framerate
write_byte(2) // life
write_byte(10) // width
write_byte(0) // noise
write_byte( 0 ) // r, g, b
write_byte( 42 ) // r, g, b
write_byte( 255 ) // r, g, b
write_byte(200) // brightness
write_byte(150) // speed
message_end()
}

bullets[id] = clip
}

}

public CmdBuyUs(id)
{
if ( !is_user_alive(id) )
{
client_print(id,print_chat, "You are die or you dont have vip access.")
return PLUGIN_HANDLED
}

new money = cs_get_user_money(id)

if (money >= get_pcvar_num(cvar_cost))
{
cs_set_user_money(id, money - get_pcvar_num(cvar_cost))
give_item(id, "weapon_usp")
g_HasUs[id] = true
}

else
{
client_print(id, print_chat, "u dont have vip access.", get_pcvar_num(cvar_cost))
}
return PLUGIN_HANDLED
}

public CmdGiveUs(id,level,cid)
{
if (!cmd_access(id,level,cid,2))
return PLUGIN_HANDLED;
new arg[32];
read_argv(1,arg,31);

new player = cmd_target(id,arg,7);
if (!player)
return PLUGIN_HANDLED;

new name[32];
get_user_name(player,name,31);

give_item(player, "weapon_usp")
g_HasUs[player] = true

return PLUGIN_HANDLED
}

stock drop_prim(id)
{
new weapons[32], num
get_user_weapons(id, weapons, num)
for (new i = 0; i < num; i++) {
if (Wep_usp & (1<<weapons[i]))
{
static wname[32]
get_weaponname(weapons[i], wname, sizeof wname - 1)
engclient_cmd(id, "drop", wname)
}
}
}
stock set_aura_effect(id, r, g, b, size)
{
static Float:originF3[3]; pev(id, pev_origin, originF3)

// Efeito da Aura
engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, originF3, 0)
write_byte(TE_DLIGHT) // TE id
engfunc(EngFunc_WriteCoord, originF3[0]) // x
engfunc(EngFunc_WriteCoord, originF3[1]) // y
engfunc(EngFunc_WriteCoord, originF3[2]) // z
write_byte(size) // radio
write_byte(r) // r
write_byte(g) // g
write_byte(b) // b
write_byte(30) // vida en 0.1, 30 = 3 segundos
write_byte(30) // velocidad de decaimiento
message_end()
}
stock fm_set_rendering(entity, fx = kRenderFxNone, r = 255, g = 255, b = 255, render = kRenderNormal, amount = 16)
{
static Float:color[3]
color[0] = float(r)
color[1] = float(g)
color[2] = float(b)

set_pev(entity, pev_renderfx, fx)
set_pev(entity, pev_rendercolor, color)
set_pev(entity, pev_rendermode, render)
set_pev(entity, pev_renderamt, float(amount))
}
/* AMXX-Studio Notes - DO NOT MODIFY BELOW HERE
*{\\ rtf1\\ ansi\\ deff0{\\ fonttbl{\\ f0\\ fnil Tahoma;}}\n\\ viewkind4\\ uc1\\ pard\\ lang1033\\ f0\\ fs16 \n\\ par }
*/

Przeczytaj cały wpis

Odnośnik do komentarza
Udostępnij na innych stronach

Gość
Ten temat został zamknięty. Brak możliwości dodania odpowiedzi.
 Udostępnij

  • Ostatnio przeglądający   0 użytkowników

    • Brak zarejestrowanych użytkowników przeglądających tę stronę.
×
×
  • Dodaj nową pozycję...