Witamy w Nieoficjalnym polskim support'cie AMX Mod X
Witamy w Nieoficjalnym polskim support'cie AMX Mod X, jak w większości społeczności internetowych musisz się zarejestrować aby móc odpowiadać lub zakładać nowe tematy, ale nie bój się to jest prosty proces w którym wymagamy minimalnych informacji.
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Wklejka 7bgyvec14fr dodana przez Misiaczek ;c, 28.01.2014 12:33
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#include <amxmodx> #include <fun> #include <cstrike> #include <hamsandwich> #include <fakemeta> #pragma semicolon 1 new bool:gPlayerFirstSpawn[33]; new bool:g_is_warmup; new g_warmup_time; new time_left; new g_cvar_respawn; /* Plugin was originally developed by x-raycat(I've changed almost everything and added so many features) Cvary/cvars amx_warmup_time <x> gdzie x to czas w sekundach amx_warmup_time <x> where x is time in seconds amx_warmup_respawn(0- ożywianie wyłączone, 1- ożywianie włączone) amx_warmup_respawn(0- auto-respawn off, 1- auto-respawn ON) amx_warmup_weapon: Każdy numer odpowiada broni. amx_warmup_weapon: Each number is a weapon for this plugin. List: 1 weapon_p228 //p228 2 weapon_scout //scout 3 weapon_hegrenade //granat HE 4 weapon_xm1014 //auto-pompa 5 weapon_mac10 //uzi tt 6 weapon_aug //aug 7 weapon_elites //elites 8 weapon_fiveseven //fiveseven 9 weapon_ump45 //b(3(2)) 10 weapon_sg550 //autokampa cT 11 weapon_galil //galil 12 weapon_famas //famas 13 weapon_usp //usp 14 weapon_glock18 //glock 15 weapon_awp //awp 16 weapon_mp5navy //MP5 17 weapon_m249 //krowa 18 weapon_m3 //pompa 19 weapon_m4a1 //M4 20 weapon_tmp //tmp 21 weapon_g3sg1 //autokampa TT 22 weapon_deagle //dgl 23 weapon_sg552 //sg552(tt) 24 weapon_ak47 //ak47 25 weapon_p90 //P90 26 weapon_knife //nóż 27 is random weapons from above Ustawienie każdej innej wartości cvaru amx_warmup_weapon powoduje ustawienie domyślnej broni- nóż. By setting any different number as a cvar value causes to use default weapon- knife. Change-Log v.1.7 - added random wepons, - added example on disabling plugins during the warmup, - code cleanup, - new languages, - blocking weapon pickup during the warmup, - blocking weapon dropping during the warmup. v.1.6 - replaced game commencing event instead of task, - changed way of using amx_warmup_time cvar, now it's defined in seconds, - removed some useless code, - added possiblity to disable plugins during warm-up. v.1.5c -added serbian translation. v.1.5b - changed way of giving ammo, - changed a little in weapon switch, - added Turkish and Bulgarian translations v.1.4 - code cleanup: fixed identation, used pcvars. v.1.3 - added multilingual support, - added commented examples of using mp3 format. v.1.2 - little code cleanup. v.1.1 - added most of available things: weapons, respawns, countdown, sound. v.1.0 - first written, testing, testing and once more testing. To do list: - random weapons. */ new const gszPausePlugins[ ][ ] = { "lokalizator.amxx", "vip.amxx" }; public plugin_init() { register_plugin("Ultimate Warm-Up", "1.7.1", "naven"); g_warmup_time = register_cvar("amx_warmup_time", "65"); g_cvar_respawn = register_cvar("amx_warmup_respawn", "1"); register_cvar("amx_warmup_weapon", "1"); register_event("ResetHUD", "Event_ResetHud", "be"); register_event("DeathMsg", "DeathMsg", "a"); register_dictionary("ultimate_warmup.txt"); register_event("TextMsg","restart_time","a","2&#Game_C"); //thx Pavulon register_clcmd("amx_start_warmup", "restart_time", ADMIN_KICK); RegisterHam( Ham_Touch, "weaponbox", "HamTouchPre", 0 ); RegisterHam( Ham_Touch, "armoury_entity", "HamTouchPre", 0 ); register_clcmd("drop", "handle_drop"); } public muza_on() { //let's play the music client_cmd(0,"stopsound"); //silence .wav sounds client_cmd(0,"mp3 stop"); //silence .mp3 sounds client_cmd(0,"mp3 play sound/sound_name.mp3"); } public restart_time() { //pausing plugins for( new i = 0; i < sizeof gszPausePlugins; i++ ) { pause( "ac", gszPausePlugins[ i ] ); } g_is_warmup = true; init_warmup_time(); muza_on(); return PLUGIN_HANDLED; } public restartround(id) { gPlayerFirstSpawn[id] = true; return PLUGIN_HANDLED; } public countdown() { time_left--; if(time_left < 0) { restart(); } return PLUGIN_CONTINUE; } public init_warmup_time() { new time[256], temp[2][6]; get_pcvar_string(g_warmup_time, time, 255); parse(time, temp[0], 5, temp[1], 5); time_left = str_to_num(temp[0]) /** 60*/ + str_to_num(temp[1]); set_task(1.0, "countdown", 4567,_,_,"b"); set_task(1.0, "show_time", 2345,_,_,"b"); } public show_time() { set_hudmessage(random_num(0,255), random_num(0,255), random_num(0,255), -1.0, random_float(0.15, 0.40), /*0.31,*/ 0, 6.0, 2.0); show_hudmessage(0, "%L", LANG_PLAYER, "WARMUP_COUNTDOWN", time_left / 60, time_left % 60); //countdown } public restart() { //unpausing plugins for( new i = 0; i < sizeof gszPausePlugins; i++ ) { unpause( "ac", gszPausePlugins[ i ] ); } g_is_warmup = false; remove_task(4567); remove_task(2345); server_cmd("sv_restart 1"); new Players[32], playerCount; get_players(Players, playerCount); for (new i=0; i<playerCount; i++) { new id = Players[i]; if(cs_get_user_bpammo(id, CSW_HEGRENADE)) cs_set_user_bpammo(id, CSW_HEGRENADE, 0); } } public Event_ResetHud(id) { if(g_is_warmup) { set_task(0.1, "task_give", id); //after spawn } } public DeathMsg() { new l_cvar_respawn = get_pcvar_num(g_cvar_respawn); if((g_is_warmup) && (l_cvar_respawn ==1)) { new id = read_data(2); set_task(1.0,"respawn_player",id); } } public respawn_player(id) //thx sniffer { if(is_user_connected(id)) ExecuteHamB(Ham_CS_RoundRespawn, id); //let's respawn player } public task_give(id) { if (!is_user_alive(id)) return; strip_user_weapons(id); new l_cvar_weapon; if(get_cvar_num("amx_warmup_weapon") == 27) { l_cvar_weapon = random_num(1, 26); } else { l_cvar_weapon = get_cvar_num("amx_warmup_weapon"); } switch(l_cvar_weapon) { case 1 : { //now, we have to give weapons that we promised earlier cs_set_user_armor (id, 100, CS_ARMOR_VESTHELM); cs_set_user_money (id , 0); give_item(id, "weapon_p228"); cs_set_user_bpammo(id, CSW_P228, 52); } case 2 : { cs_set_user_armor (id, 100, CS_ARMOR_VESTHELM); cs_set_user_money (id , 0); give_item(id, "weapon_scout"); cs_set_user_bpammo(id, CSW_SCOUT, 90); } case 3 : { give_item(id, "weapon_hegrenade"); cs_set_user_bpammo(id, CSW_HEGRENADE, 100); } case 4 : { cs_set_user_armor (id, 100, CS_ARMOR_VESTHELM); cs_set_user_money (id , 0); give_item(id, "weapon_xm1014"); cs_set_user_bpammo(id, CSW_XM1014, 32); } case 5 : { cs_set_user_armor (id, 100, CS_ARMOR_VESTHELM); cs_set_user_money (id , 0); give_item(id, "weapon_mac10"); cs_set_user_bpammo(id, CSW_MAC10, 100); } case 6 : { cs_set_user_armor (id, 100, CS_ARMOR_VESTHELM); cs_set_user_money (id , 0); give_item(id, "weapon_aug"); cs_set_user_bpammo(id,CSW_AUG, 90); } case 7 : { cs_set_user_armor (id, 100, CS_ARMOR_VESTHELM); cs_set_user_money (id , 0); give_item(id, "weapon_elite"); cs_set_user_bpammo(id, CSW_ELITE, 120); } case 8 : { cs_set_user_armor (id, 100, CS_ARMOR_VESTHELM); cs_set_user_money (id , 0); give_item(id, "weapon_fiveseven"); cs_set_user_bpammo(id, CSW_FIVESEVEN, 100); } case 9 : { cs_set_user_armor (id, 100, CS_ARMOR_VESTHELM); cs_set_user_money (id , 0) ; give_item(id, "weapon_ump45"); cs_set_user_bpammo(id, CSW_UMP45, 100); } case 10 : { give_item(id, "weapon_sg550"); cs_set_user_armor (id, 100, CS_ARMOR_VESTHELM); cs_set_user_money (id , 0); cs_set_user_bpammo(id, CSW_SG550, 90); } case 11 : { cs_set_user_armor (id, 100, CS_ARMOR_VESTHELM); cs_set_user_money (id , 0); give_item(id, "weapon_galil"); cs_set_user_bpammo(id, CSW_GALIL, 90); } case 12 : { cs_set_user_armor (id, 100, CS_ARMOR_VESTHELM); cs_set_user_money (id , 0); give_item(id, "weapon_famas"); cs_set_user_bpammo(id, CSW_FAMAS, 90); } case 13 : { cs_set_user_armor (id, 100, CS_ARMOR_VESTHELM); cs_set_user_money (id , 0); cs_set_user_bpammo(id, CSW_USP, 100); } case 14 : { cs_set_user_armor (id, 100, CS_ARMOR_VESTHELM); cs_set_user_money (id , 0); give_item(id, "weapon_glock18"); cs_set_user_bpammo(id, CSW_GLOCK18, 120); } case 15 : { cs_set_user_armor (id, 100, CS_ARMOR_VESTHELM); cs_set_user_money (id , 0); give_item(id, "weapon_awp"); cs_set_user_bpammo(id,CSW_AWP, 30); } case 16 : { cs_set_user_armor (id, 100, CS_ARMOR_VESTHELM); cs_set_user_money (id , 0); give_item(id, "weapon_mp5navy"); cs_set_user_bpammo(id, CSW_MP5NAVY, 120); } case 17 : { cs_set_user_armor (id, 100, CS_ARMOR_VESTHELM); cs_set_user_money (id , 0); give_item(id, "weapon_m249"); cs_set_user_bpammo(id, CSW_M249, 200); } case 18 : { cs_set_user_armor (id, 100, CS_ARMOR_VESTHELM); cs_set_user_money (id , 0); give_item(id, "weapon_m3"); cs_set_user_bpammo(id, CSW_M3, 32); } case 19 : { cs_set_user_armor (id, 100, CS_ARMOR_VESTHELM); cs_set_user_money (id , 0); give_item(id, "weapon_m4a1"); cs_set_user_bpammo(id, CSW_M4A1, 90); } case 20 : { cs_set_user_armor (id, 100, CS_ARMOR_VESTHELM); cs_set_user_money (id , 0); give_item(id, "weapon_tmp"); cs_set_user_bpammo(id, CSW_TMP, 120); } case 21 : { cs_set_user_armor (id, 100, CS_ARMOR_VESTHELM); cs_set_user_money (id , 0); give_item(id, "weapon_g3sg1"); cs_set_user_bpammo(id, CSW_G3SG1, 90); } case 22 : { cs_set_user_armor (id, 100, CS_ARMOR_VESTHELM); cs_set_user_money (id , 0); give_item(id, "weapon_deagle"); cs_set_user_bpammo(id, CSW_DEAGLE, 35); } case 23 : { cs_set_user_armor (id, 100, CS_ARMOR_VESTHELM); cs_set_user_money (id , 0); give_item(id, "weapon_sg552"); cs_set_user_bpammo(id, CSW_SG552, 90); } case 24 : { cs_set_user_armor (id, 100, CS_ARMOR_VESTHELM); cs_set_user_money (id , 0); give_item(id, "weapon_ak47"); cs_set_user_bpammo(id, CSW_AK47, 90); } case 25 : { cs_set_user_armor (id, 100, CS_ARMOR_VESTHELM); cs_set_user_money (id , 0); give_item(id, "weapon_p90"); cs_set_user_bpammo(id, CSW_P90, 100); } case 26 : { cs_set_user_armor (id, 100, CS_ARMOR_VESTHELM); cs_set_user_money (id , 0); give_item(id, "weapon_knife"); } } } public HamTouchPre(weapon) { if(g_is_warmup) { return HAM_SUPERCEDE; } return HAM_IGNORED; } public handle_drop(id) { if(g_is_warmup) { return PLUGIN_HANDLED; } return PLUGIN_CONTINUE; } public plugin_precache() { precache_sound("misc/sound_name.wav"); //precache_sound("misc/sound_name.mp3");//MP3 version }
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