RSSy MYGO.pl Opublikowano Marzec 16, 2022 o 09:35 RSSy Udostępnij Opublikowano Marzec 16, 2022 o 09:35 About:Can save any entity in the safe house. By default, it save all weapons, physic prop and mounted gun. All data save in "sourcemod/data/save_entities" folder. Config:"l4d_customize_transition_entities.cfg" in "sourcemod/data". (Can change file path by a convar in below) Spoiler PHP Code: "cfg" { "RemoveList" // List of entities to remove from the next level first checkpoint. { "classname" "prop_physics" "propname" "m_iPrimaryAmmoType" // Add entities which has this property name to remove list "propname" "m_weaponID" // Add entities which has this property name to remove list "propname" "m_maxYaw" // Add entities which has this property name to remove list } "SaveList" // List of entities to save. { "classname" "prop_physics" "propname" "m_iPrimaryAmmoType" // Add entities which has this property name to remove list "propname" "m_weaponID" // Add entities which has this property name to remove list "propname" "m_maxYaw" // Add entities which has this property name to remove list } // Save data "all" { "PropData" // No matter what PropType is. { "PreSpawn" // Should set this property before spawn { "m_nSkin" "0" } } } // "classname" // { // "weapon_pistol" // { // "Offsets" // { // "5152" // { // "type" "int" // "byte" "4" // } // "1" "float" // } // } // } "propname" { "m_iPrimaryAmmoType" { "PropData" { "PreSpawn" { // Property name element "m_strMapSetScriptName" "0" } "PostSpawn" { // Property name element "m_iClip1" "0" "m_iExtraPrimaryAmmo" "0" "m_upgradeBitVec" "0" "m_nUpgradedPrimaryAmmoLoaded" "0" } } } "m_weaponID" { "PropData" { "PreSpawn" { // Property name element "m_weaponID" "0" "m_itemCount" "0" "m_nWeaponSkin" "0" } } } "m_maxYaw" { "PropData" { "PreSpawn" { // Property name element "m_maxYaw" "0" "m_maxPitch" "0" "m_minPitch" "0" } } } } } In "Offsets" section, only int type should be like this: PHP Code: "5152" { "type" "int" "byte" "4" } Others should be like this: PHP Code: "5152" "float" Offsets value type:int float string vector entity Native: Spoiler PHP Code: enum CheckpointType { Checkpoint_Initial = 0, Checkpoint_Last } /** * @brief Check the given entity wether or not in checkpoint area. * * @return True if is in checkpoint area, false otherwise or don't have checkpoint. */ native bool IsEntityInCheckpoint(int entity, CheckpointType checkpoint); Forwards: Spoiler PHP Code: /** * @brief Called whenever entity is transitioning * * @param entity Entity index. * @param datapack Datapack for entity to store. * * @return Plugin_Handled to don't save this entity. */ forward Action OnEntityTransitioning(int entity, KeyValues datapack); /** * @brief Called whenever transition entity created and before spawn * * @param entity Entity index. * @param datapack Datapack for entity to restore. * */ forward void OnEntityRestoringPreSpawn(int entity, KeyValues datapack); /** * @brief Called whenever transition entity created and post spawn * * @param entity Entity index. * @param datapack Datapack for entity to restore. * */ forward void OnEntityRestoringPostSpawn(int entity, KeyValues datapack); Cvar: PHP Code: l4d_customize_transition_entities "1" // Enable the plugin. l4d_customize_transition_entities_config "addons/sourcemod/data/l4d_customize_transition_entities.cfg" // Config file for entities and data to save. Requirement:( sm 1.11.6820 ) or (sm 1.10 and DHooks (Dynamic Hooks) ) Left 4 DHooks Direct Change: Code: 1.0 - Initial release Attached Files l4d_customize_transition_entities.zip (24.2 KB) Wyświetl pełny artykuł Odnośnik do komentarza Udostępnij na innych stronach Więcej opcji udostępniania...
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