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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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Guest Message by DevFuse
 

Zdjęcie

wyrzucanie granatow


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#1 radex

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Napisano 07.10.2009 21:50

Witam szukalem i nie moglem znalezc pluginu gdzie mozna bedzie wyrzucic granaty tak jak normalna bron czyli klawiszem G
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#2 Szyfrant

    Godlike

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Napisano 07.10.2009 21:53

Edit/ Plugin nazywa się lie_fat.amxx poszukaj w Gooogle :)

Znalazłem coś takiego ale to chyba wypadają po smierci :)

wyciągnołem to z postu usera kasza

// CS Grenade Drops on Death (a.k.a. CSNadeDrops) 0.14 by Avalanche 
  // 
  // When a player dies they will drop the grenades that they had 
  // with them onto the ground for other players to pick up. The 
  // grenades play a grenade-bouncing sound when they hit the ground 
  // and they look just like the real grenades. This plugin was 
  // requested by Danjal of the AMXX forums. 
  // 
  // mp_nadedrops <0|1> - default 1 
  // mp_nadedropsounds <0|1> - default 1 

  #include <amxmodx> 
  #include <engine> 
  #include <fun> 

  #define VOL_LOW 0.5 // volume used to play nade bouncing sound 
  #define NADE_OFFSET 10 // distance (vaguely) between death origin and nade origin 

  // DeathMSG 
  public event_damage(id) { 

    // if player is still alive or plugin is disabled 
    if(get_user_health(id) > 0 || get_cvar_num("mp_nadedrops") < 1) { 
      return PLUGIN_CONTINUE; 
    } 

    // if player had HE grenade 
    if(hasweapon(id,"weapon_hegrenade") > 0) { 
      new grenade = create_entity("info_target"); // create grenade entity 
      entity_set_string(grenade,EV_SZ_classname,"fake_hegrenade"); // change name 
      entity_set_int(grenade,EV_ENT_owner,id); // set owner 
      entity_set_int(grenade,EV_INT_iuser1,0); // hasn't bounced yet 

      // set grenade entity's size 
      new Float:minbox[3] = { -2.5, -2.5, -2.5 } 
      new Float:maxbox[3] = { 2.5, 2.5, 2.5 }; 
      entity_set_vector(grenade,EV_VEC_mins,minbox); 
      entity_set_vector(grenade,EV_VEC_maxs,maxbox); 

      // set grenade's overall being of a whole 
      entity_set_int(grenade,EV_INT_solid,SOLID_TRIGGER); 
      entity_set_int(grenade,EV_INT_movetype,MOVETYPE_TOSS); 

      // set a random angle 
      new Float:angles[3] = { 0.0, 0.0, 0.0 }; 
      angles[1] = float(random_num(0,180)); 
      entity_set_vector(grenade,EV_VEC_angles,angles); 

      // get player's origin 
      new Float:origin[3]; 
      entity_get_vector(id,EV_VEC_origin,origin); 
      origin[0] += NADE_OFFSET; // offset 

      // set model and origin 
      entity_set_model(grenade,"models/w_hegrenade.mdl"); 
      entity_set_vector(grenade,EV_VEC_origin,origin); 
    } 

    // if player had smoke grenade 
    if(hasweapon(id,"weapon_smokegrenade") > 0) { 
      new grenade = create_entity("info_target"); // create grenade entity 
      entity_set_string(grenade,EV_SZ_classname,"fake_smokegrenade"); // change name 
      entity_set_int(grenade,EV_ENT_owner,id); // set owner 
      entity_set_int(grenade,EV_INT_iuser1,0); // hasn't bounced yet 

      // set grenade entity's size 
      new Float:minbox[3] = { -2.5, -2.5, -2.5 } 
      new Float:maxbox[3] = { 2.5, 2.5, 2.5 }; 
      entity_set_vector(grenade,EV_VEC_mins,minbox); 
      entity_set_vector(grenade,EV_VEC_maxs,maxbox); 

      // set grenade's overall being of a whole 
      entity_set_int(grenade,EV_INT_solid,SOLID_TRIGGER); 
      entity_set_int(grenade,EV_INT_movetype,MOVETYPE_TOSS); 

      // set a random angle 
      new Float:angles[3] = { 0.0, 0.0, 0.0 }; 
      angles[1] = float(random_num(0,180)); 
      entity_set_vector(grenade,EV_VEC_angles,angles); 

      // get player's origin 
      new Float:origin[3]; 
      entity_get_vector(id,EV_VEC_origin,origin); 
      origin[0] -= NADE_OFFSET; // offset 

      // set model and origin 
      entity_set_model(grenade,"models/w_smokegrenade.mdl"); 
      entity_set_vector(grenade,EV_VEC_origin,origin); 
    } 

    // if player had at least one flashbang 
    if(hasweapon(id,"weapon_flashbang") > 0) { 
      new grenade = create_entity("info_target"); // create grenade entity 
      entity_set_string(grenade,EV_SZ_classname,"fake_flashbang"); // change name 
      entity_set_int(grenade,EV_ENT_owner,id); // set owner 
      entity_set_int(grenade,EV_INT_iuser1,0); // hasn't bounced yet 

      // set grenade entity's size 
      new Float:minbox[3] = { -2.5, -2.5, -2.5 } 
      new Float:maxbox[3] = { 2.5, 2.5, 2.5 }; 
      entity_set_vector(grenade,EV_VEC_mins,minbox); 
      entity_set_vector(grenade,EV_VEC_maxs,maxbox); 

      // set grenade's overall being of a whole 
      entity_set_int(grenade,EV_INT_solid,SOLID_TRIGGER); 
      entity_set_int(grenade,EV_INT_movetype,MOVETYPE_TOSS); 

      // set a random angle 
      new Float:angles[3] = { 0.0, 0.0, 0.0 }; 
      angles[1] = float(random_num(0,180)); 
      entity_set_vector(grenade,EV_VEC_angles,angles); 

      // get player's origin 
      new Float:origin[3]; 
      entity_get_vector(id,EV_VEC_origin,origin); 
      origin[1] += NADE_OFFSET; // offset 

      // set model and origin 
      entity_set_model(grenade,"models/w_flashbang.mdl"); 
      entity_set_vector(grenade,EV_VEC_origin,origin); 
    } 

    // if player had two flashbangs, drop another 
    if(hasweapon(id,"weapon_flashbang") > 1) { 
      new grenade = create_entity("info_target"); // create grenade entity 
      entity_set_string(grenade,EV_SZ_classname,"fake_flashbang"); // change name 
      entity_set_int(grenade,EV_ENT_owner,id); // set owner 
      entity_set_int(grenade,EV_INT_iuser1,0); // hasn't bounced yet 

      // set grenade entity's size 
      new Float:minbox[3] = { -2.5, -2.5, -2.5 } 
      new Float:maxbox[3] = { 2.5, 2.5, 2.5 }; 
      entity_set_vector(grenade,EV_VEC_mins,minbox); 
      entity_set_vector(grenade,EV_VEC_maxs,maxbox); 

      // set grenade's overall being of a whole 
      entity_set_int(grenade,EV_INT_solid,SOLID_TRIGGER); 
      entity_set_int(grenade,EV_INT_movetype,MOVETYPE_TOSS); 

      // set a random angle 
      new Float:angles[3] = { 0.0, 0.0, 0.0 }; 
      angles[1] = float(random_num(0,180)); 
      entity_set_vector(grenade,EV_VEC_angles,angles); 

      // get player's origin 
      new Float:origin[3]; 
      entity_get_vector(id,EV_VEC_origin,origin); 
      origin[1] -= NADE_OFFSET; // offset 

      // set model and origin 
      entity_set_model(grenade,"models/w_flashbang.mdl"); 
      entity_set_vector(grenade,EV_VEC_origin,origin); 
    } 

    return PLUGIN_CONTINUE; 
  } 

  // ResetHUD 
  public event_resethud(id) { 
    if(is_user_connected(id) == 1 && get_user_team(id) < 3) { 
      set_task(0.5,"checkalive",id); // delay, because client is technically dead on ResetHUD 
    } 
  } 

  // check if user is alive 
  public checkalive(id) { 
    if(is_user_alive(id) == 1) { // if so 
      clear_nades(id); // clear nades (they just spawned) 
    } 
  } 

  // entity touching 
  public pfn_touch(ptr,ptd) { 
    if(!is_valid_ent(ptd)) { // invalid toucher 
      return PLUGIN_CONTINUE; 
    } 

    new classname[32]; 
    entity_get_string(ptd,EV_SZ_classname,classname,31); // get name of toucher 

    new bounced = entity_get_int(ptd,EV_INT_iuser1); // bounced yet? 

    // check if one of our fake grenades is colliding with world and mp_nadedropsounds is positive 
    if((equal(classname,"fake_hegrenade") || equal(classname,"fake_flashbang") || equal(classname,"fake_smokegrenade")) && ptr == 0 && bounced == 0 && get_cvar_num("mp_nadedropsounds") > 0) { 
      emit_sound(ptd,CHAN_ITEM,"weapons/he_bounce-1.wav",VOL_LOW,ATTN_NORM,0,PITCH_LOW); // play sound 
      entity_set_int(ptd,EV_INT_iuser1,1); // has bounced 
      return PLUGIN_CONTINUE; 
    } 

    // now check for more invalid entities or players 
    if(!is_valid_ent(ptr) || !is_valid_ent(ptd) || !is_user_connected(ptd)) { 
      return PLUGIN_CONTINUE; 
    } 

    entity_get_string(ptr,EV_SZ_classname,classname,31); // get name of touched 

    // if player is touching hegrenade and doesn't have one 
    if(equal(classname,"fake_hegrenade") && hasweapon(ptd,"weapon_hegrenade") == 0) { 
      give_item(ptd,"weapon_hegrenade"); 
      remove_entity(ptr); 
      return PLUGIN_CONTINUE; 
    } 

    // if player is touching smokegrenade and doesn't have one 
    if(equal(classname,"fake_smokegrenade") && hasweapon(ptd,"weapon_smokegrenade") == 0) { 
      give_item(ptd,"weapon_smokegrenade"); 
      remove_entity(ptr); 
      return PLUGIN_CONTINUE; 
    } 

    // if player is touching flashbang and has room for another 
    if(equal(classname,"fake_flashbang") && hasweapon(ptd,"weapon_flashbang") < 2) { 
      give_item(ptd,"weapon_flashbang"); 
      remove_entity(ptr); 
      return PLUGIN_CONTINUE; 
    } 

    return PLUGIN_CONTINUE; 
  } 

  // client disconnection 
  public client_disconnect(id) { 
    clear_nades(id); 
  } 

  // function to check if player has a specific weapon. 
  // returns the amount of ammo for that weapon in backpack. 
  // we use this so we can check for multiple flashbangs as well 
  public hasweapon(id,weaponname[32]) { 
    if(is_user_connected(id) == 0 || get_user_team(id) > 2) { 
      return 0; 
    } 

    new weapons[32], num; 
    get_user_weapons(id,weapons,num); // get weapons 

    new foundweapon; // if we found the weapon yet (and if we did how much ammo for it) 

    // loop through weapons 
    for(new i=0;i<num;i++) { 
      new checkweaponname[32]; 
      get_weaponname(weapons[i],checkweaponname,31); 

      if(equal(weaponname,checkweaponname)) { // compare names 
        new clip, ammo; // clip and ammo 
        get_user_ammo(id,weapons[i],clip,ammo); // get clip and ammo 
        foundweapon = ammo; // return amount in clip (for multiple FBs) 
        break; 
      } 
    } 

    return foundweapon; 
  } 

  // clear user's grenades 
  public clear_nades(id) { 
    new currnade; 

    // go through fake HE grenades 
    currnade = -1; 
    while((currnade = find_ent_by_class(currnade,"fake_hegrenade")) > 0) { 
      if(entity_get_int(currnade,EV_ENT_owner) == id) { 
        remove_entity(currnade); 
      } 
    } 

    // go through fake smoke grenades 
    currnade = -1; 
    while((currnade = find_ent_by_class(currnade,"fake_smokegrenade")) > 0) { 
      if(entity_get_int(currnade,EV_ENT_owner) == id) { 
        remove_entity(currnade); 
      } 
    } 

    // go through fake flashbangs 
    currnade = -1; 
    while((currnade = find_ent_by_class(currnade,"fake_flashbang")) > 0) { 
      if(entity_get_int(currnade,EV_ENT_owner) == id) { 
        remove_entity(currnade); 
      } 
    } 
  } 

  // plugin precache 
  public plugin_precache() { 
    precache_model("models/w_hegrenade.mdl"); 
    precache_model("models/w_flashbang.mdl"); 
    precache_model("models/w_smokegrenade.mdl"); 
    precache_sound("weapons/he_bounce-1.wav"); 
  } 

  // plugin initiation 
  public plugin_init() { 
    register_plugin("CSNadeDrops","0.14","Avalanche"); 
    console_print(0,"* CSNadeDrops 0.14 by Avalanche"); 

    register_event("Damage","event_damage","b","2!0"); // damage event 
    register_event("ResetHUD","event_resethud","b"); // reset HUD event 

    register_cvar("mp_nadedrops","1",FCVAR_PRINTABLEONLY); // cvar to disable/enable plugin 
    register_cvar("mp_nadedropsounds","1",FCVAR_PRINTABLEONLY); // cvar to disable/enable nade drop sounds 

    // get the mod's name 
    new modname[32]; 
    get_modname(modname,31); 

    // if this isn't Counter-Strike 
    if(!equal(modname,"cstrike")) { 
      pause("ae"); // lock the plugin 
    } 
  }

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#3 mikus

    Ekipa PGC

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Napisano 07.10.2009 21:58

Załącznik :)

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