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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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#1 Pi0tR

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Napisano 08.10.2009 12:34

Witam poszukuje kilku pluginów

1. System statystyk (top15, /rankstats, /stats, /me, /rank itd.)
2. Przy nicku gracza pojawiają sie napisy z jakiego jest kraju np POL, GER itd
3. Jakiś antyrush
4. Po zabiciu wypadają granaty(nie wybuchając) bronie itd
5. CT może nosić pakę (ale nie podkładać)


Z góry dzięki wszystkim za pomoc

dam ++

POZDRAWIAM!!!
Piotr
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#2 Knopers

    Nie patrz tak na mnie !

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Napisano 08.10.2009 13:08

1. amxmodmenu > 9 > 5 ( http://amxx.pl/viewtopic.php?t=11094 )
3. http://amxx.pl/topic... ... antirusher
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#3 Pi0tR

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Napisano 08.10.2009 14:41

1. jak biore 9 potem 5 pisze ze mam nie zainstalowany plugin OCB??
OK juz rozwiazalem problem a jak ustawic zeby statystyki bylo do nicku??


3 dzięki

a reszta??:)
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#4 baku

    [M]anchester[U]nited

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Napisano 08.10.2009 14:50

1. jak biore 9 potem 5 pisze ze mam nie zainstalowany plugin OCB??


wejdz do plugins.ini i podajże gdzieś tam będzie statsx.amxx więc usuń ";" sprzed nazwy.

5. CT może nosić pakę (ale nie podkładać)


http://forums.allied...ad.php?p=343868 ale może podkładać też.

3. Jakiś antyrush


Micza ;) http://amxx.pl/topic... ... =anty rasz
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#5 Pi0tR

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Napisano 08.10.2009 16:20

OK juz mam a reszta??
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#6 kasza

    Godlike

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Napisano 08.10.2009 16:25

4. Po zabiciu wypadają granaty(nie wybuchając)


// 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 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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Skillownia.com

 

 #3 [UWC3NG] Skillownia.com - 213.189.52.253:27301

 


#7 Pi0tR

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Napisano 08.10.2009 16:26

4. Po zabiciu wypadają granaty(nie wybuchając)


// 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 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
}
}


hmm ale co z tym zrobic xD
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#8 baku

    [M]anchester[U]nited

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Napisano 08.10.2009 16:27

wklej to tu http://amxx.pl/kompilator.php
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#9 Pi0tR

    Życzliwy

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Napisano 08.10.2009 19:16

hmm nie bardzo rozumiem...

a reszta??
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#10 Abes Mapper

    Repulsion Gel

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Napisano 08.10.2009 20:43

Jaka reszta ?
Wklejasz tam kod, wciskasz kompiluj i pobierasz plugin który jest w formacie .amxx
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#11 Pi0tR

    Życzliwy

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Napisano 08.10.2009 20:52

a plik .sma

a co z reszta pluginów o ktore proszę??:)
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#12 kasza

    Godlike

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Napisano 08.10.2009 20:55

a plik .sma

kopiujesz do noteanika i zapisujesz z koncowka .sma
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Skillownia.com

 

 #3 [UWC3NG] Skillownia.com - 213.189.52.253:27301

 





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