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BUGI BUGI BUGI! dbmod_5.9l

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TaKieCos - zdjęcie TaKieCos 24.06.2010

Witam. Robiłem nowe itemy "m3 master" "knife master" "awp master". Do tych itemów takze zrobilem itemy "anty m3 master" "anty knife master" "anty awp master". Item Anty master bugują sie i dzialaja na klasach. Po wpisaniu /item zawsze pisze ze posiada sie wszystkie anty mastery(wstawil bym SS ale cs sie psuje) . nie wiem w czym problem. wszystko robilem według poradniu znajdującego się na tym forum. Wstawiam plik SMA. Proszę o szybką pomoc!!

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Bols - zdjęcie Bols 24.06.2010

nie jestem pewien czy to pomoże ale spróbuj ustalić jakąś statyczną wartość dla player_item_id[id] przy tych itemach
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TaKieCos - zdjęcie TaKieCos 25.06.2010

CZayli zmienic:

}
case 82:
{
player_item_name[id] = "Anty M3 Master"
player_item_id[id] = rannum
player_b_antym3[id] = random_num(1,3)
show_hudmessage(id, "Znalazles przedmiot : %s :: Masz 1/%i ochrony przed natychmiastowym zabiciem z itemu M3 Master", player_item_name[id], player_b_antym3[id])


Na"

}
case 82:
{
player_item_name[id] = "Anty M3 Master"
player_item_id[id] = 82
player_b_antym3[id] = random_num(1,3)
show_hudmessage(id, "Znalazles przedmiot : %s :: Masz 1/%i ochrony przed natychmiastowym zabiciem z itemu M3 Master", player_item_name[id], player_b_antym3[id])




Jeszcze raz tego buga sprawdzilem i on sie robi dopiero po tym jak sie dostanie item anty master i sie go wywali.

Stalker ring tez nie dziala... w moim sma. nazywa sie Peleryna niewidka
Użytkownik TaKieCos edytował ten post 25.06.2010 08:48
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Owner123 - zdjęcie Owner123 26.06.2010

Dodałeś zmienne antym3 itd. do reset_item_skills(id) ?

Edit.
Dobra widzę że nie dodałeś ...
Podmień:
public reset_item_skills(id){
item_boosted[id] = 0
item_durability[id] = 0
jumps[id] = 0
gravitytimer[id] = 0
player_b_vampire[id] = 0 //Vampyric damage
player_b_damage[id] = 0 //Bonus damage
player_b_money[id] = 0 //Money bonus
player_b_gravity[id] = 0 //Gravity bonus : 1 = best
player_b_inv[id] = 0 //Invisibility bonus
player_b_grenade[id] = 0 //Grenade bonus = 1/chance to kill
player_b_reduceH[id] = 0 //Reduces player health each round start
player_b_theif[id] = 0 //Amount of money to steal
player_b_respawn[id] = 0 //Chance to respawn upon death
player_b_explode[id] = 0 //Radius to explode upon death
player_b_heal[id] = 0 //Ammount of hp to heal each 5 second
player_b_blind[id] = 0 //Chance 1/Value to blind the enemy
player_b_fireshield[id] = 0 //Protects against explode and grenade bonus
player_b_meekstone[id] = 0 //Ability to lay a fake c4 and detonate
player_b_teamheal[id] = 0 //How many hp to heal when shooting a teammate
player_b_redirect[id] = 0 //How much damage will the player redirect
player_b_fireball[id] = 0 //Ability to shot off a fireball value = radius *
player_b_ghost[id] = 0 //Ability to walk through walls
player_b_eye[id] = 0 //Ability to snarkattack
player_b_blink[id] = 0 //Abiliy to use railgun
player_b_windwalk[id] = 0 //Ability to windwalk
player_b_usingwind[id] = 0 //Is player using windwalk
player_b_froglegs[id] = 0
player_b_silent[id] = 0
player_b_dagon[id] = 0 //Abliity to nuke opponents
player_b_sniper[id] = 0 //Ability to kill faster with scout
player_b_awpmaster[id] = 0 //Ability to kill faster with awp
player_b_m3master[id] = 0 //Ability to kill faster with m3
player_b_knifemaster[id] = 0 //Ability to kill faster with knife
player_b_jumpx[id] = 0
player_b_smokehit[id] = 0
player_b_extrastats[id] = 0
player_b_firetotem[id] = 0
player_b_hook[id] = 0
player_b_darksteel[id] = 0
player_b_illusionist[id] = 0
player_b_kusza[id] = 0
player_b_mine[id] = 0
player_b_bohy[id] = 0
player_b_latarka[id] = 0
wear_sun[id] = 0
player_sword[id] = 0
player_ultra_armor_left[id]=0
player_ultra_armor[id]=0
}

Na
public reset_item_skills(id){
item_boosted[id] = 0
item_durability[id] = 0
jumps[id] = 0
gravitytimer[id] = 0
player_b_vampire[id] = 0 //Vampyric damage
player_b_damage[id] = 0 //Bonus damage
player_b_money[id] = 0 //Money bonus
player_b_gravity[id] = 0 //Gravity bonus : 1 = best
player_b_inv[id] = 0 //Invisibility bonus
player_b_grenade[id] = 0 //Grenade bonus = 1/chance to kill
player_b_reduceH[id] = 0 //Reduces player health each round start
player_b_theif[id] = 0 //Amount of money to steal
player_b_respawn[id] = 0 //Chance to respawn upon death
player_b_explode[id] = 0 //Radius to explode upon death
player_b_heal[id] = 0 //Ammount of hp to heal each 5 second
player_b_blind[id] = 0 //Chance 1/Value to blind the enemy
player_b_fireshield[id] = 0 //Protects against explode and grenade bonus
player_b_meekstone[id] = 0 //Ability to lay a fake c4 and detonate
player_b_teamheal[id] = 0 //How many hp to heal when shooting a teammate
player_b_redirect[id] = 0 //How much damage will the player redirect
player_b_fireball[id] = 0 //Ability to shot off a fireball value = radius *
player_b_ghost[id] = 0 //Ability to walk through walls
player_b_eye[id] = 0 //Ability to snarkattack
player_b_blink[id] = 0 //Abiliy to use railgun
player_b_windwalk[id] = 0 //Ability to windwalk
player_b_usingwind[id] = 0 //Is player using windwalk
player_b_froglegs[id] = 0
player_b_silent[id] = 0
player_b_dagon[id] = 0 //Abliity to nuke opponents
player_b_sniper[id] = 0 //Ability to kill faster with scout
player_b_awpmaster[id] = 0 //Ability to kill faster with awp
player_b_m3master[id] = 0 //Ability to kill faster with m3
player_b_knifemaster[id] = 0 //Ability to kill faster with knife
player_b_jumpx[id] = 0
player_b_smokehit[id] = 0
player_b_extrastats[id] = 0
player_b_firetotem[id] = 0
player_b_hook[id] = 0
player_b_darksteel[id] = 0
player_b_illusionist[id] = 0
player_b_kusza[id] = 0
player_b_mine[id] = 0
player_b_bohy[id] = 0
player_b_latarka[id] = 0
wear_sun[id] = 0
player_sword[id] = 0
player_ultra_armor_left[id]=0
player_ultra_armor[id]=0
player_b_antyawp[id] = 0
player_b_antym3[id] = 0
player_b_antyknife[id] = 0
player_b_antysniper[id] = 0
}

Użytkownik Owner123 edytował ten post 26.06.2010 10:10
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ZiuTeK - zdjęcie ZiuTeK 27.06.2010

Wydaje mi sie ze robisz malo przydatne itemy typu anty, po co ci tyle tych anty, zrob jeden item player_b_antyweapon i dodaj go do wszystkich tych itemow 1/x
newplayer_b_antyweapon[33] = 1 //Ability to neutralize magic weapons
player_b_antyweapon[id] == 0
I przy kazdej broni typu m3master, snipermaster, awpmaster, deaglemaster ...
if (player_b_m3master[attacker_id] > 0 && get_user_team(attacker_id) != get_user_team(id) && weapon == CSW_M3 && player_class[id]!=Ninja && player_b_antyweapon[id] == 0)
cos w tym rodzaju i tworzysz sobie jakis itemek typu anty_weapon czy jak tm chcesz go nazywasz i jest odpornosc na wszystkie magiczne bronie.
Jesli stworzysz poszczegolne itemy do kezdego typu broni to nikt takiego itemu nawet nie bedzie uzywal tylko go wyrzuci bo szansa na to ze ktos go zabije z takiego typu broni jest minimalna.
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TaKieCos - zdjęcie TaKieCos 27.06.2010

Im więcej itemów tym diablomod ciekawszy.
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