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RSSSpinx_Missiles (Fork off LUD's)


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  • RSSy
This is a fork of LUD's missiles. The one in the Approved Section does not meet current standards or work; at all. This works on Half-Life also. Tested for long time on crash easy maps and mods without a glitch. To make the tips atomic use my other plugin HL Neon grenade trails. It makes the C4 into a bug-zapper to boot when sv_neon_rad is 0|1 for radioactive properties. Luckily jtp10181 had something preserved to start with otherwise I would have to go get piano lessons from Lud possibly to get the AMX script. It's gone! Ref:Creation Date: 2000-02-06T00:08:44Z

Is Ninja rope used anymore? I made plugin a lot more dynamic by simply expanding it so clients can type names or parts of names to program their own missiles. For example.
Quote:

set_into heat spinx
Name the bullets to heat seek by player name. A real military style inspired HUD comes up showing who it is "[LOCKING COORDINATES ON]" or that no heat signatures or parachutes are within view. Clan tagging works too. That's how I have mine set-up. All the bots are clan tagged and it blasts the bots or anybody who wants to pose.
I updated jetpack as well and made it a lot more efficient. The unattended approved one does not work in all mods like mine. Jetpack is hardly used.

With all the parachute work I have been doing like making them destroyable and freefall. IE more realistic. I added parachute seeking missiles. That was the jetpack replacement. The likelihood of a server having parachute over jetpack and ninja rope is a myriad to one.
68747470733a2f2f737465616d75736572696d61

Heat was inspired by 1980s move Runaway and Sniper 3D Assassin Slow Motion final shot.

The gun cam made me reach for LUD's. This script is what I wanted to share along that journey.


Plugin can be compiled without the Counter-Strike buy system but works either way on HL. Buy system is functional stock. The CVAR method became a mess with that 1 aspect that is hardly needed just make the rockets free. All the CVAR are the same as original plugin.

//Set to 1 to require missiles to be purchased
amx_missile_buy 0


Quote:

Originally Posted by jtp10181 (Post 40147)

Admin Commands:

amx_missiles - toggles on and off missiles enabled
amx_missilesbuying - toggles on/off missile buy requirements

amx_missiles_ammo1 - # of common missiles given per round
amx_missiles_ammo2 - # of laserguide missiles given per round
amx_missiles_ammo3 - # of guncam missiles given per round
amx_missiles_ammo4 - # of anti-missile shots given per round
amx_missiles_ammo5 - # of heat-seeking missiles given per round
amx_missiles_ammo6 - # of rope-seeking missiles given per round
amx_missiles_ammo7 --# of swirling death missiles given per round


amx_missile1 [speed] [chicken:0|1|2] [deadly:0|1] - common missile
amx_missile2 [speed] [chicken:0|1|2] [deadly:0|1] - laser guided missile
amx_missile3 [speed] [chicken:0|1|2] [deadly:0|1] - gun camera missile
amx_missile5 [speed] [chicken:0|1|2] [deadly:0|1] - heat-seeking missile
amx_missile6 [speed] [chicken:0|1|2] [deadly:0|1] - rope-seeking missile
amx_missile7 [speed] [chicken:0|1|2] [deadly:0|1] - swirling death missile

Examples:

amx_missile2 2000 0 0 - fires fast non-lethal laserguided missile
amx_missile5 500 1 1 - fires slow lethal jetpack seeking chicken

Client Commands:

amx_missile - fires common missile
amx_laserguided_missile - fires missile seeking red dot in aim
amx_guncamera_missile - fires missile you control in camera veiw
amx_anti_missile - activates antimissile system, aim at missile you want to destroy, if it sees the missile in your aim, it automatically launches a missile interceptor at it
amx_heatseeking_missile - seeks nearest running jetpack
amx_ropeseeking_missile - seeks nearest ninja-rope (lud/jtp10181's only)
amx_swirlingdeath_missile - a central missile with ring of 6 (default) missiles rotating around it. When missiles run out of fuel, they break formation and cause massive destruction.

amx_sdmf <fuel> - client uses this to set amount of time swirling death missile flies until it runs out of fuel. Only works if cvar amx_missile_allow_sdmf is 1. Default: 0
missile_menu - opens the client missile menu
say /missile - opens the client missile menu
say /missile_help - show window with info about missles

CVARs: Paste the following into your amxx.cfg to change defaults.
must uncomment cvar lines for them to take effect
Code:

// ******************  Missile Settings  ******************

//1 to enable missiles, 0 to disable
//amx_luds_missiles 1

//Set to 1 to require missiles to be purchased
//amx_missile_buy 0

//
//The following "COST" settings only apply if buying mode is ON
//
//Ammount of money taken each time you fire a common missile
//amx_missile_cost1 1000

//Ammount of money taken each time you fire a laser guided missile
//amx_missile_cost2 3000

//Ammount of money taken each time you fire a gun camera missile
//amx_missile_cost3 3000

//Ammount of money taken each time you fire an anti-missile shot
//amx_missile_cost4 2000

//Ammount of money taken each time you fire a heat seeking missile
//amx_missile_cost5 4000

//Ammount of money taken each time you fire a rope seeking missile
//amx_missile_cost6 4000

//Ammount of money taken each time you fire a swirling death missile
//amx_missile_cost7 5000

//
//The following "AMMO" settings only apply if buying mode is OFF
//
//Ammount of common missiles given per round free to clients
//amx_missile_ammo1 1

//Ammount of laser guided missiles given per round free to clients
//amx_missile_ammo2 1

//Ammount of gun camera missiles given per round free to clients
//amx_missile_ammo3 1

//Ammount of anti-missile shots given per round free to clients
//amx_missile_ammo4 2

//Ammount of heat seeking missiles given per round free to clients
//amx_missile_ammo5 1

//Ammount of rope seeing missiles given per round free to clients
//amx_missile_ammo6 1

//Ammount of swirling death missiles given per round free to clients
//amx_missile_ammo7 1

//If set to 1, this cvar causes swirling death missile to use 7 missiles in the
//player's missile inventory. It draws from all types of missiles instead of
//it having its own indepedent inventory count.
//amx_missile_ammo7ta 0

//Sets the default speed of most missiles
//amx_missile_speed 1000

//Sets the speed of ropeseeking missiles
//amx_missile_rsspeed 1400

//Sets the speed of heatseeking missiles
//amx_missile_hsspeed 1100

//Number of seconds a missile is driven before it falls to the ground out of fuel
//amx_missile_fuel 6.0

//Number of seconds a swirling death missile is driven before
//it "mirvs" or breaks then falls to the ground out of fuel
//amx_missile_sdfuel 2.0

//Sets the speed of swirling death missiles
//amx_missile_sdspeed 750

//Sets the number missiles in swirling death
//amx_missile_sdcount 6

//Sets the rotation speed of swirling death
//amx_missile_sdrotate 6

//Sets the radius of swirling death missiles
//amx_missile_sdradius 32

//sets whether clients are allowed to set thier own fuel amounts
//for swirling death missile. Default 0. Enable with 1
//amx_missile_allow_sdmf 0

//makes missile obey server gravity rules, set to 0 for missiles
//that travel straight because they are not affected by gravity
//amx_missile_obeygravity 1

//Makes missile obey server friendly fire rules.
//amx_missile_obeyffcvar 1

//Max distance from the blast that damage will occur at
//amx_missile_damradius 240

//Maximum Blast damage from explsion this damage accours when distance
//is zero and decreases as the distance fomr the blast increases
//amx_missile_maxdamage 140

//For friendlyfire on, the option to punish team killer.
//Quota is from the cvar amx_missile_tkpunsish2. options:
//        0 = no action on team killer
//        1 = kick tker on tk quota
//        2 = 3 hour ban tker on quota
//        3 = always kill tker, kick on quota
//        4 = always kill tker, ban on quota
//amx_missile_tkpunish1 1

//For friendlyfire on, quantity of teammates a player can kill before a kick or ban can
//result depending on the above cvar amx_missile_tkpunish1 is set
//amx_missile_tkpunish2 3

//If in the rare event a player shoots down a missile belonging to an
//opposing player, he gets a prize, free missiles. Cvar sets
//how many of each type of missile are given
//amx_missile_prizes 5

//Sets the amount of time a player can use his anti-missile radar per round.
//amx_missile_radarbattery 100

//Since bots are stupid and waste their missiles, we give them a handicap with this
//cvar set to 1 so that bots get an unlimited quantity of missiles
//amx_missile_botsnolimit 1

//This cvar limits the two types of missiles responsible for spawn rape, guncamera and
//swirling death, from being fired until 15 seconds of a round has passed. Set cvar to 0
//to allow those missiles to be fired without being limited by round start
//amx_missile_spawndelay 0


TODO. Finish testing think so Botman's bots and spin-offs will launch their own missiles on triggers like 'taunting' for example in addition to heat signatures or what not. Classic Hammer on 50% Health remaining, See player; mad at player; hear player, only on death, and so on.

Attached Files
File Type: sma Get Plugin or Get Source (spinx_missiles.sma - 97.2 KB)

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