Skocz do zawartości

  • Zaloguj korzystając z Facebooka Zaloguj korzystając z Twittera Zaloguj przez Steam Zaloguj poprzez Google      Logowanie »   
  • Rejestracja

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.

  • Rozpoczynaj nowe tematy i odpowiedaj na inne
  • Zapisz się do tematów i for, aby otrzymywać automatyczne uaktualnienia
  • Dodawaj wydarzenia do kalendarza społecznościowego
  • Stwórz swój własny profil i zdobywaj nowych znajomych
  • Zdobywaj nowe doświadczenia

Dołączona grafika Dołączona grafika

Guest Message by DevFuse
 

Zdjęcie
Klasa

CodMod Nowy Klasa Nie Komplikuje Sie

klasa

  • Nie możesz napisać tematu
  • Zaloguj się, aby dodać odpowiedź
4 odpowiedzi w tym temacie

#1 Rychu :d

    Wszechwidzący

  • Zbanowany

Reputacja: 52
Pomocny

  • Postów:275
  • GG:
  • Imię:Krzychu
  • Lokalizacja:Polska
Offline

Napisano 03.04.2013 16:52

Jak w temacie klasa sie nie komplikuje
/* Plugin generated by AMXX-Studio */

#include 
#include 
#include 
#include 
#include 
#include 
#include 
#include 
#include 

#define POKAZ_STATUS 2895
#define MINIMUM_FALL_SPEED 300
#define MAXIMUM_DAMAGE_FROM_JUMP 70.0

#define DAMAGE 30.0
#define DELAY 0.2

new const nazwa[] = "Wiedźma Hogata(SuperPremium)";
new const opis[] = "Ma 25 nozy do rzucania, 25 skokow, nieslychac jego korkow, zabija po skoku na glowe,";
new const bronie = 1= get_user_health(Touched)){
			zyje = false;
		}
		new origin[3];
		get_user_origin(Touched,origin)
		origin[2] += 25
		if(zyje == true){
			if(get_user_team(Touched) == get_user_team(kid)) 
			{
				new name[33]
				get_user_name(kid,name,32)
				client_print(0,print_chat,"%s attacked a teammate",name)
			}
			message_begin(MSG_BROADCAST,SVC_TEMPENTITY)
			write_byte(TE_BLOODSPRITE)
			write_coord(origin[0])
			write_coord(origin[1])
			write_coord(origin[2])
			write_short(blood2)
			write_short(blood)
			write_byte(229)
			write_byte(25)
			message_end()
			set_user_health(Touched,get_user_health(Touched) - get_cvar_num("amx_knifedamage_mw2"));
			emit_sound(Touched, CHAN_ITEM, "player/headshot1.wav", 1.0, ATTN_NORM, 0, PITCH_NORM)
			cod_inflict_damage(Toucher, Touched, 100.0, 1.0, 0, 0)
			//cod_set_user_xp(kid, cod_get_user_xp(kid) + 100)
		}
		
		else
		{
			if(get_user_team(Touched) == get_user_team(kid)) {
				set_user_frags(kid, get_user_frags(kid) - 1)
				client_print(kid,print_center,"You killed a teammate")
			}
			else {
				set_user_frags(kid, get_user_frags(kid) + 1)
				cod_set_user_xp(kid, cod_get_user_xp(kid) + 10)
			}
			
			new gmsgScoreInfo = get_user_msgid("ScoreInfo")
			new gmsgDeathMsg = get_user_msgid("DeathMsg")
			
			
			
			message_begin(MSG_BROADCAST,SVC_TEMPENTITY)
			write_byte(TE_BLOODSPRITE)
			write_coord(origin[0])
			write_coord(origin[1])
			write_coord(origin[2])
			write_short(blood2)
			write_short(blood)
			write_byte(229)
			write_byte(25)
			message_end()
			
			set_msg_block(gmsgDeathMsg,BLOCK_ONCE)
			set_msg_block(gmsgScoreInfo,BLOCK_ONCE)
			user_kill(Touched,1)
			
			message_begin(MSG_ALL,gmsgScoreInfo)
			write_byte(kid)
			write_short(get_user_frags(kid))
			write_short(get_user_deaths(kid))
			write_short(0)
			write_short(get_user_team(kid))
			message_end()
			
			message_begin(MSG_ALL,gmsgScoreInfo)
			write_byte(Touched)
			write_short(get_user_frags(Touched))
			write_short(get_user_deaths(Touched))
			write_short(0)
			write_short(get_user_team(Touched))
			message_end()
			
			message_begin(MSG_ALL,gmsgDeathMsg,{0,0,0},0)
			write_byte(kid)
			write_byte(Touched)
			write_byte(0)
			write_string("knife")
			message_end()
			emit_sound(Touched, CHAN_ITEM, "player/die1.wav", 1.0, ATTN_NORM, 0, PITCH_NORM)
		}
		//usuwam noz
		remove_entity(Toucher)
	}
}
public Punch_View(id, Float:ViewAngle[3])
{
	set_pev(id, pev_punchangle, ViewAngle)
}
public forward_touch(toucher, touched) // This function is called every time a player touches another player.
{
	// NOTE: The toucher is the player standing/falling on top of the other (touched) player's head.
	if(!is_user_alive(toucher) || !is_user_alive(touched)) // The touching players can't be dead.
		return;
	
	if(!get_pcvar_num(amx_headsplash)) // If the plugin is disabled, stop messing with things.
		return;
	if(!ma_klase[toucher])
		return;
	
	if(falling_speed[touched]) // Check if the touched player is falling. If he/she is, don't continue.
		return;
	
	if(get_user_team(toucher) == get_user_team(touched) && !get_cvar_num("mp_friendlyfire")) // If the touchers are in the same team and friendly fire is off, don't continue.
		return;
	
	new touched_origin[3], toucher_origin[3];
	get_user_origin(touched, touched_origin); // Get the origins of the players so it's possible to check if the toucher is standing on the touched's head.
	get_user_origin(toucher, toucher_origin);
	
	new Float:toucher_minsize[3], Float:touched_minsize[3];
	pev(toucher,pev_mins,toucher_minsize);
	pev(touched,pev_mins,touched_minsize); // If touche*_minsize is equal to -18.0, touche* is crouching.
	
	if(touched_minsize[2] != -18.0) // If the touched player IS NOT crouching, check if the toucher is on his/her head.
	{
		if(!(toucher_origin[2] == touched_origin[2]+72 && toucher_minsize[2] != -18.0) && !(toucher_origin[2] == touched_origin[2]+54 && toucher_minsize[2] == -18.0))
		{
			return;
		}
	}
	else // If the touched player is crouching, check if the toucher is on his/her head
	{
		if(!(toucher_origin[2] == touched_origin[2]+68 && toucher_minsize[2] != -18.0) && !(toucher_origin[2] == touched_origin[2]+50 && toucher_minsize[2] == -18.0))
		{
			return;
		}
	}
	
	if(falling_speed[toucher] >= MINIMUM_FALL_SPEED) // If the toucher is falling in the required speed or faster, then landing on top of the touched's head, do some damage to the touched. MUHAHAHAHAHA!!!
	{
		new Float:damage = ((falling_speed[toucher] - MINIMUM_FALL_SPEED + 30) * (falling_speed[toucher] - MINIMUM_FALL_SPEED + 30)) / 1300;
		if(damage > MAXIMUM_DAMAGE_FROM_JUMP) // Make shure that the touched player don't take too much damage.
			damage = MAXIMUM_DAMAGE_FROM_JUMP;
		damage_player(touched, toucher, damage); // Damage or kill the touched player.
		damage_after[toucher][touched] = 0.0; // Reset.
	}
	if(is_user_alive(touched) && damage_after[toucher][touched]   damage)
	{
		new pwned_origin[3];
		get_user_origin(pwned, pwned_origin);
		message_begin(MSG_BROADCAST, SVC_TEMPENTITY); // BLOOOOOOOOOOOD!!
		write_byte(TE_BLOODSPRITE);
		write_coord(pwned_origin[0]+8);
		write_coord(pwned_origin[1]);
		write_coord(pwned_origin[2]+26);
		write_short(blood2);
		write_short(blood);
		write_byte(248);
		write_byte(4);
		message_end();
		
		new ent = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, "trigger_hurt"));
		if(!ent)
			return;
		new value[16];
		float_to_str(damage * 2, value, sizeof value - 1);
		set_kvd(0, KV_ClassName, "trigger_hurt");
		set_kvd(0, KV_KeyName, "dmg");
		set_kvd(0, KV_Value, value);
		set_kvd(0, KV_fHandled, 0);
		dllfunc(DLLFunc_KeyValue, ent, 0);
		num_to_str(DMG_GENERIC, value, sizeof value - 1);
		set_kvd(0, KV_ClassName, "trigger_hurt");
		set_kvd(0, KV_KeyName, "damagetype");
		set_kvd(0, KV_Value, value);
		set_kvd(0, KV_fHandled, 0);
		dllfunc(DLLFunc_KeyValue, ent, 0);
		set_kvd(0, KV_ClassName, "trigger_hurt");
		set_kvd(0, KV_KeyName, "origin");
		set_kvd(0, KV_Value, "8192 8192 8192");
		set_kvd(0, KV_fHandled, 0);
		dllfunc(DLLFunc_KeyValue, ent, 0);
		dllfunc(DLLFunc_Spawn, ent);
		set_pev(ent, pev_classname, "head_splash");
		dllfunc(DLLFunc_Touch, ent, pwned);
		engfunc(EngFunc_RemoveEntity, ent);
	}
	else
	{
		new pwned_origin[3];
		get_user_origin(pwned, pwned_origin);
		message_begin(MSG_BROADCAST, SVC_TEMPENTITY); // BLOOOOOOOOOOOD!!
		write_byte(TE_BLOODSPRITE);
		write_coord(pwned_origin[0]+8);
		write_coord(pwned_origin[1]);
		write_coord(pwned_origin[2]+26);
		write_short(blood2);
		write_short(blood);
		write_byte(248);
		write_byte(12);
		message_end();
		
		set_pev(pwned, pev_frags, float(get_user_frags(pwned) + 1));
		user_silentkill(pwned);
		make_deathmsg(pwnzor, pwned, 1, "his/her feet <img src='http://amxx.pl/public/style_emoticons/<#EMO_DIR#>/smile.png' class='bbc_emoticon' alt=':)' />");
		if(get_user_team(pwnzor) != get_user_team(pwned)) // If it was a team kill, the pwnzor's money should get reduced instead of increased.
		{
			set_pev(pwnzor, pev_frags, float(get_user_frags(pwnzor) + 1));
			cs_set_user_money(pwnzor, cs_get_user_money(pwnzor) + 300);
			cod_set_user_xp(pwnzor, cod_get_user_xp(pwnzor) + 10)
		}
		else
		{
			set_pev(pwnzor, pev_frags, float(get_user_frags(pwnzor) - 1));
			cs_set_user_money(pwnzor, cs_get_user_money(pwnzor) - 300);
		}
		
		message_begin(MSG_ALL, get_user_msgid("ScoreInfo")); // Fixes the scoreboard.
		write_byte(pwnzor);
		write_short(get_user_frags(pwnzor));
		write_short(cs_get_user_deaths(pwnzor));
		write_short(0);
		write_short(get_user_team(pwnzor));
		message_end();
		
		message_begin(MSG_ALL, get_user_msgid("ScoreInfo"));
		write_byte(pwned);
		write_short(get_user_frags(pwned));
		write_short(cs_get_user_deaths(pwned));
		write_short(0);
		write_short(get_user_team(pwned));
		message_end();
		set_pev(pwned, pev_frags, float(get_user_frags(pwned) - 1));
	}
}
public death_event()
{
	new kid = read_data(1)
	new id = read_data(2)
	if(g_isDying[id])
	{
		g_isDying[id] = false
		remove_task(4247545+id)
	}
	if( kid != id && is_user_alive(kid) && ma_klase[id])
	{
		cod_set_user_xp(kid, cod_get_user_xp(kid) + 30)
	}
}
public PlayerPreThink(id)
{
        if(!ma_klase[id])
                return PLUGIN_CONTINUE;
        
        new button = pev(id, pev_button);
        new oldbutton = pev(id, pev_oldbuttons);
        new flags = pev(id, pev_flags);
        
        if((button & IN_JUMP) && !(flags & FL_ONGROUND) && !(oldbutton & IN_JUMP) && skoki[id])
        {
                skoki[id]25;
                new Float:velocity[3];
                pev(id, pev_velocity, velocity);
                velocity[2] = random_float(265.0,285.0);
                set_pev(id, pev_velocity, velocity);
        }
        else if(flags & FL_ONGROUND)    
                skoki[id] = 3;
        
        return PLUGIN_CONTINUE;
}

Użytkownik RychuxD edytował ten post 03.04.2013 16:55

14760h.gif


Pomogłem? Daj +

 

 

300 Postów - 23:42 | 16.01.2014 <3


#2 MateuszKuCi

    Zaawansowany

  • Użytkownik

Reputacja: 36
Życzliwy

  • Postów:107
  • Lokalizacja:Wrocław
Offline

Napisano 03.04.2013 20:32

a gdzie masz includy?
  • +
  • -
  • 0

#3 koong

    Profesjonalista

  • Użytkownik

Reputacja: 89
Zaawansowany

  • Postów:209
  • Imię:Dominik
  • Lokalizacja:Poznań
Offline

Napisano 03.04.2013 20:42

new const zdrowie = 20;
new const kondycja = 10;
new const inteligencja = 2;
new const wytrzymalosc = 0;

ta klasa ma być bez stat?
  • +
  • -
  • 0
b_350_20_3A3A3A_3A3A3A_F19A15_111111.png

#4 Pan Marian

    Banned

  • Zbanowany

Reputacja: 89
Zaawansowany

  • Postów:283
  • Imię:Marian
  • Lokalizacja:इंटरनेट
Offline

Napisano 03.04.2013 20:50

W tej klasie ucięta jest funkcja
new const bronie = 1= get_user_health(Touched)){
                        zyje = false;
                }
                new origin[3];
                get_user_origin(Touched,origin)
                origin[2] += 25
                if(zyje == true){
                        if(get_user_team(Touched) == get_user_team(kid)) 
                        {
                                new name[33]
                                get_user_name(kid,n


#5 Rychu :d

    Wszechwidzący

  • Autor tematu
  • Zbanowany

Reputacja: 52
Pomocny

  • Postów:275
  • GG:
  • Imię:Krzychu
  • Lokalizacja:Polska
Offline

Napisano 04.04.2013 14:48

aha mógł by mi ktoś ją zrobić?

14760h.gif


Pomogłem? Daj +

 

 

300 Postów - 23:42 | 16.01.2014 <3






Również z jednym lub większą ilością słów kluczowych: klasa

Użytkownicy przeglądający ten temat: 0

0 użytkowników, 0 gości, 0 anonimowych