Witam, na kilku serwerach nie raz widzę taki plugin że po zabiciu gracza albo graczów w tym miejscu w których ich się zabiło pokazują się takie informacje jak:
Combo X (Gdzie X to jest numer np 1, 2, 3, 4, 5 itp)
Pozdrawiam i z góry dziękuje
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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Najlepsza odpowiedź Wielkie Jol, 15.07.2014 06:43
Dosłownie minuta szukania: http://amxx.pl/topic...effects-killer/
przerobione na tylko i wyłącznie kille:
#include <amxmodx> #include <fakemeta> #include <xs> new g_kills[33]; new g_maxplayers; new g_player_hud[33]; #define NORMAL_KILLS_NUM 8 #define OTHER_KILLS_NUM 7 new const normal_kill[8][] = { "sprites/kill_1.spr", "sprites/kill_2.spr", "sprites/kill_3.spr", "sprites/kill_4.spr", "sprites/kill_5.spr", "sprites/kill_6.spr", "sprites/kill_7.spr", "sprites/kill_8.spr" } public plugin_init() { register_plugin("Effects Killer","1.0","NST") register_logevent("RoundStart", 2, "1=Round_Start") register_forward(FM_AddToFullPack, "AddToFullPack", 1) register_event("DeathMsg", "DeathMsg", "a") g_maxplayers = get_maxplayers() } public plugin_precache() { new i; for(i = 0 ; i < NORMAL_KILLS_NUM ; i++) { precache_model(normal_kill[i]) } } public RoundStart() { for(new i = 1; i <= g_maxplayers; i++) { g_kills[i] = 0 } } public DeathMsg() { new killer, victim, weapon[12]; killer = read_data(1) victim = read_data(2) read_data(4, weapon, charsmax(weapon)) if(is_user_bot(killer) || killer == victim) return g_kills[killer]++ new players_t[32], players_ct[32], t_count, ct_count; get_players(players_t, t_count, "ae", "TERRORIST") get_players(players_ct, ct_count, "ae", "CT") if(g_kills[killer] < 8) { ShowSprite(killer, normal_kill[g_kills[killer] - 1]) return } } public AddToFullPack(es, e, ent, host, host_flags, player, p_set) { if(!is_user_connected(host) || !pev_valid(host) || !pev_valid(ent)) return FMRES_IGNORED if (ent == g_player_hud[host]) { static Float:origin[3], Float:forvec[3], Float:voffsets[3] pev(host, pev_origin, origin) pev(host, pev_view_ofs, voffsets) xs_vec_add(origin, voffsets, origin) velocity_by_aim(host, 12, forvec) xs_vec_add(origin, forvec, origin) engfunc(EngFunc_SetOrigin, ent, origin) set_es(es, ES_Origin, origin) set_es(es, ES_RenderMode, kRenderTransAdd) set_es(es, ES_RenderAmt, 255) } return FMRES_IGNORED } public ShowSprite(id, const sprite[]) { if(!is_user_connected(id)) return remove_task(id) if(!pev_valid(g_player_hud[id])) g_player_hud[id] = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "env_sprite")) set_pev(g_player_hud[id], pev_takedamage, 0.0) set_pev(g_player_hud[id], pev_solid, SOLID_NOT) set_pev(g_player_hud[id], pev_movetype, MOVETYPE_NONE) engfunc(EngFunc_SetModel, g_player_hud[id], sprite) set_pev(g_player_hud[id], pev_rendermode, kRenderTransAdd) set_pev(g_player_hud[id], pev_renderamt, 0.0) set_pev(g_player_hud[id], pev_scale, 0.03) set_pev(g_player_hud[id], pev_animtime, get_gametime()) set_pev(g_player_hud[id], pev_framerate, 0.0) set_pev(g_player_hud[id], pev_spawnflags, SF_SPRITE_STARTON) dllfunc(DLLFunc_Spawn, g_player_hud[id]) set_task(2.0, "RemoveSprite", id) } public RemoveSprite(id) { if(pev_valid(g_player_hud[id])) { engfunc(EngFunc_RemoveEntity, g_player_hud[id]) g_player_hud[id] = 0 remove_task(id) } else { g_player_hud[id] = 0 remove_task(id) } }Przejdź do postu
Napisano 05.07.2014 23:38
Witam, na kilku serwerach nie raz widzę taki plugin że po zabiciu gracza albo graczów w tym miejscu w których ich się zabiło pokazują się takie informacje jak:
Combo X (Gdzie X to jest numer np 1, 2, 3, 4, 5 itp)
Pozdrawiam i z góry dziękuje
LoL, 500 postów ;D
Napisano 14.07.2014 23:12
Przepraszam ale nie mogę edytować tematu.
Znalazłem screena w necie więc podrzucam:
Użytkownik e-Skill edytował ten post 14.07.2014 23:14
LoL, 500 postów ;D
Napisano 15.07.2014 06:43 Najlepsza odpowiedź
Dosłownie minuta szukania: http://amxx.pl/topic...effects-killer/
przerobione na tylko i wyłącznie kille:
#include <amxmodx> #include <fakemeta> #include <xs> new g_kills[33]; new g_maxplayers; new g_player_hud[33]; #define NORMAL_KILLS_NUM 8 #define OTHER_KILLS_NUM 7 new const normal_kill[8][] = { "sprites/kill_1.spr", "sprites/kill_2.spr", "sprites/kill_3.spr", "sprites/kill_4.spr", "sprites/kill_5.spr", "sprites/kill_6.spr", "sprites/kill_7.spr", "sprites/kill_8.spr" } public plugin_init() { register_plugin("Effects Killer","1.0","NST") register_logevent("RoundStart", 2, "1=Round_Start") register_forward(FM_AddToFullPack, "AddToFullPack", 1) register_event("DeathMsg", "DeathMsg", "a") g_maxplayers = get_maxplayers() } public plugin_precache() { new i; for(i = 0 ; i < NORMAL_KILLS_NUM ; i++) { precache_model(normal_kill[i]) } } public RoundStart() { for(new i = 1; i <= g_maxplayers; i++) { g_kills[i] = 0 } } public DeathMsg() { new killer, victim, weapon[12]; killer = read_data(1) victim = read_data(2) read_data(4, weapon, charsmax(weapon)) if(is_user_bot(killer) || killer == victim) return g_kills[killer]++ new players_t[32], players_ct[32], t_count, ct_count; get_players(players_t, t_count, "ae", "TERRORIST") get_players(players_ct, ct_count, "ae", "CT") if(g_kills[killer] < 8) { ShowSprite(killer, normal_kill[g_kills[killer] - 1]) return } } public AddToFullPack(es, e, ent, host, host_flags, player, p_set) { if(!is_user_connected(host) || !pev_valid(host) || !pev_valid(ent)) return FMRES_IGNORED if (ent == g_player_hud[host]) { static Float:origin[3], Float:forvec[3], Float:voffsets[3] pev(host, pev_origin, origin) pev(host, pev_view_ofs, voffsets) xs_vec_add(origin, voffsets, origin) velocity_by_aim(host, 12, forvec) xs_vec_add(origin, forvec, origin) engfunc(EngFunc_SetOrigin, ent, origin) set_es(es, ES_Origin, origin) set_es(es, ES_RenderMode, kRenderTransAdd) set_es(es, ES_RenderAmt, 255) } return FMRES_IGNORED } public ShowSprite(id, const sprite[]) { if(!is_user_connected(id)) return remove_task(id) if(!pev_valid(g_player_hud[id])) g_player_hud[id] = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "env_sprite")) set_pev(g_player_hud[id], pev_takedamage, 0.0) set_pev(g_player_hud[id], pev_solid, SOLID_NOT) set_pev(g_player_hud[id], pev_movetype, MOVETYPE_NONE) engfunc(EngFunc_SetModel, g_player_hud[id], sprite) set_pev(g_player_hud[id], pev_rendermode, kRenderTransAdd) set_pev(g_player_hud[id], pev_renderamt, 0.0) set_pev(g_player_hud[id], pev_scale, 0.03) set_pev(g_player_hud[id], pev_animtime, get_gametime()) set_pev(g_player_hud[id], pev_framerate, 0.0) set_pev(g_player_hud[id], pev_spawnflags, SF_SPRITE_STARTON) dllfunc(DLLFunc_Spawn, g_player_hud[id]) set_task(2.0, "RemoveSprite", id) } public RemoveSprite(id) { if(pev_valid(g_player_hud[id])) { engfunc(EngFunc_RemoveEntity, g_player_hud[id]) g_player_hud[id] = 0 remove_task(id) } else { g_player_hud[id] = 0 remove_task(id) } }
"Żaden etyczny inżynier oprogramowania nie zgodzi się napisać procedury zniszczBagdad. Jego poczucie etyki domaga się, aby napisał procedurę zniszczMiasto, a Bagdad przekazał jako parametr" - Nathaniel Borenstein.
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