mam takie pluigin jak go przerobic aby
dany model piesci byl tylko dla ADMIN_LEVEL_M
probowalem sam to zrobic ale mi albo plugin nie dziala albo zaczyna carashowac serva...
wiec pytam tutaj o rade gdzie i co dodac....
#include <amxmodx> #include <fakemeta> #include <engine> #include <cstrike> #define PA4_LOW 10.0 #define PA4_HIGH 20.0 new PLUGIN_NAME[] = "Brass Knuckles" new PLUGIN_VERSION[] = "1.0" new PLUGIN_AUTHOR[] = "Cheap_Suit" public plugin_init() { register_plugin(PLUGIN_NAME, PLUGIN_VERSION, PLUGIN_AUTHOR) register_event("CurWeapon", "Event_CurWeapon", "be", "1=1") register_event("Damage", "Event_Damage", "be", "2!0") register_forward(FM_EmitSound, "EmitSound") } public plugin_precache() { precache_model("models/p_bknuckles.mdl") precache_model("models/v_bknuckles.mdl") precache_sound("weapons/cbar_hitbod2.wav") precache_sound("weapons/cbar_hitbod1.wav") precache_sound("weapons/bullet_hit1.wav") precache_sound("weapons/bullet_hit2.wav") } public Event_Damage(id) { if(!is_user_alive(id) || !is_user_connected(id)) return PLUGIN_CONTINUE new AttakerWeapon, AttakerPartHit get_user_attacker(id, AttakerWeapon, AttakerPartHit) if(AttakerWeapon != CSW_KNIFE) return PLUGIN_CONTINUE new Float:Random_Float[3] for(new i = 0; i < 3; i++) Random_Float[i] = random_float(-100.0, 100.0) Punch_View(id, Random_Float) return PLUGIN_CONTINUE } public Event_CurWeapon(id) { if(!is_user_alive(id) || !is_user_connected(id)) return PLUGIN_CONTINUE new temp[2], weapon = get_user_weapon(id, temp[0], temp[1]) if(weapon == CSW_KNIFE) { entity_set_string(id, EV_SZ_viewmodel, "models/v_bknuckles.mdl") entity_set_string(id, EV_SZ_weaponmodel, "models/p_bknuckles.mdl") } return PLUGIN_CONTINUE } public EmitSound(id, channel, sample[]) { if(!is_user_alive(id) || !is_user_connected(id)) return FMRES_IGNORED new temp[2], weapon = get_user_weapon(id, temp[0], temp[1]) if(weapon == CSW_KNIFE) { if(equal(sample, "weapons/knife_hit", 17)) { new pitch switch(random_num(1,3)) { case 1: pitch = PITCH_NORM case 2: pitch = PITCH_LOW case 3: pitch = PITCH_HIGH } new Float:volume = random_float(0.5, 1.0) emit_sound(id, CHAN_WEAPON, "weapons/bullet_hit2.wav", volume, ATTN_NORM, 0, pitch) return FMRES_SUPERCEDE } /*else if(equal(sample,"weapons/knife_hit2.wav")) { emit_sound(id, CHAN_WEAPON, "weapons/bullet_hit1.wav", 1.0, ATTN_NORM, 0, PITCH_LOW) return FMRES_SUPERCEDE } else if(equal(sample,"weapons/knife_hit3.wav")) { emit_sound(id, CHAN_WEAPON, "weapons/bullet_hit2.wav", 1.0, ATTN_NORM, 0, PITCH_NORM) return FMRES_SUPERCEDE } else if(equal(sample,"weapons/knife_hit4.wav")) { emit_sound(id, CHAN_WEAPON, "weapons/bullet_hit2.wav", 1.0, ATTN_NORM, 0, PITCH_LOW) return FMRES_SUPERCEDE }*/ else if(equal(sample,"weapons/knife_stab.wav")) { emit_sound(id, CHAN_WEAPON, "weapons/cbar_hitbod2.wav", 1.0, ATTN_NORM, 0, PITCH_NORM) return FMRES_SUPERCEDE } else if(equal(sample,"weapons/knife_hitwall1.wav")) { emit_sound(id, CHAN_WEAPON, "weapons/cbar_hitbod1.wav", 1.0, ATTN_NORM, 0, PITCH_LOW) return FMRES_SUPERCEDE } } return FMRES_IGNORED } stock Punch_View(id, Float:ViewAngle[3]) { entity_set_vector(id, EV_VEC_punchangle, ViewAngle) } /* AMXX-Studio Notes - DO NOT MODIFY BELOW HERE *{\\ rtf1\\ ansi\\ deff0{\\ fonttbl{\\ f0\\ fnil Tahoma;}}\n\\ viewkind4\\ uc1\\ pard\\ lang2057\\ f0\\ fs16 \n\\ par } */