Witam mam problem ponieważ nie wiem jak zrobić żeby ciche chodzenie było tylko na nożu gdy ktoś ma experta z gadżetów agenta
używam : https://amxx.pl/topi...k-mod-pl-v151a/
Z góry dziękuje za pomoc
Wycinek z medalem gadżetów agenta
new agentlevel = g_PlayerBadges[id][BADGE_AGENT]; if( agentlevel>LEVEL_NONE ) { cs_set_user_nvg(id,1) } if( agentlevel>LEVEL_VETERAN ) { set_user_footsteps(id, 1); }
całe badgepowers:
//Bf2 Rank Mod badge powers File //Contains all the power giving etc checking functions. #if defined bf2_powers_included #endinput #endif #define bf2_powers_included public set_speed(id) { if ( !get_pcvar_num(gPcvarBadgesActive) || !get_pcvar_num(gPcvarBadgePowers) ) return; if ( !is_user_alive(id) || freezetime ) return; new Float:speed; if ( g_imobile[id] ) { speed = 100.0; } else { if ( cs_get_user_vip(id) ) { //VIPs only have 1 speed no matter the weapon speed = 227.0; } else { new weapon = get_user_weapon(id); speed = gCSWeaponSpeed[weapon]; if ( gCurrentFOV[id] <= 45 ) { switch(weapon) { case CSW_SCOUT: speed = 220.0; case CSW_SG550, CSW_AWP, CSW_G3SG1: speed = 150.0; } } } new smglevel = g_PlayerBadges[id][BADGE_SMG]; new szybkosc = get_pcvar_num(gPcvarSpeed); if ( smglevel ) { speed += (smglevel * szybkosc); } } if ( speed != get_user_maxspeed(id) ) { set_user_maxspeed(id, speed); } } public set_invis(id) { if ( !get_pcvar_num(gPcvarBadgesActive) || !get_pcvar_num(gPcvarBadgePowers) ) return; if ( !is_user_alive(id) ) return; new shotgunlevel = g_PlayerBadges[id][BADGE_SHOTGUN]; if ( shotgunlevel && get_user_weapon(id) == CSW_KNIFE ) { fm_set_rendering(id, kRenderFxNone, 0, 0, 0, kRenderTransTexture, gInvisAlphaValue[shotgunlevel-1]); g_invis[id] = true; } else { fm_set_rendering(id); g_invis[id] = false; } } public set_grav(id) { if ( !get_pcvar_num(gPcvarBadgesActive) || !get_pcvar_num(gPcvarBadgePowers) ) return; if ( !is_user_alive(id) ) return; new gravlevel = g_PlayerBadges[id][BADGE_GRAVITY]; if ( gravlevel && get_user_weapon(id) == CSW_KNIFE ) { new Float:grav switch(gravlevel) { case 1: grav = get_pcvar_float(gPcvarGrav1); case 2: grav = get_pcvar_float(gPcvarGrav2); case 3: grav = get_pcvar_float(gPcvarGrav3); case 4: grav = get_pcvar_float(gPcvarGrav4); case 5: grav = get_pcvar_float(gPcvarGrav5); case 6: grav = get_pcvar_float(gPcvarGrav6); } fm_set_user_gravity(id, grav) g_grav[id] = true; } else { fm_set_user_gravity(id, 1.0) g_grav[id] = false; } } public remove_imobile(id) { g_imobile[id] = false; set_speed(id); } public give_userweapon(id) { if ( !get_pcvar_num(gPcvarBadgesActive) || !get_pcvar_num(gPcvarBadgePowers) ) return; if ( !is_user_alive(id) ) return; new bool:givenitem = false; new assaultlevel = g_PlayerBadges[id][BADGE_ASSAULT]; new assaulthp = get_pcvar_num(gPcvarHP); if ( assaultlevel ) { new hp; hp = 100 + (assaultlevel * assaulthp); if ( get_user_health(id) < hp ) { set_user_health(id, hp); if ( pev(id, pev_max_health) < float(hp) ) { set_pev(id, pev_max_health, float(hp)); } givenitem = true; } } new kasalevel = g_PlayerBadges[id][BADGE_KASA]; new kasaile = get_pcvar_num(gPcvarKasa); new kasa = cs_get_user_money(id); if ( kasalevel ) { new kasadodaj = kasa + (kasalevel * kasaile); if( cs_get_user_money(id) < 16000 ) { cs_set_user_money(id, kasadodaj); } givenitem = true; } new sniperlevel = g_PlayerBadges[id][BADGE_SNIPER]; if ( sniperlevel ) { if ( random_num(1, (7-sniperlevel)) == 1 ) { new weaponName[32]; new weaponID = get_user_weapon(id); if ( !get_pcvar_num(gPcvarFreeAwp) ) { fm_give_item(id, "weapon_scout"); } else { #if defined VIP_BF2 if(get_user_flags(id) & ADMIN_LEVEL_H) { fm_give_item(id, "weapon_awp"); } else { fm_give_item(id, "weapon_scout"); } #else fm_give_item(id, "weapon_awp"); #endif } if ( weaponID ) { get_weaponname(weaponID, weaponName, charsmax(weaponName)); engclient_cmd(id, weaponName); } givenitem = true; } } new explosionlevel = g_PlayerBadges[id][BADGE_EXPLOSIVES]; if ( explosionlevel ) { if ( random_num(1, (7-explosionlevel)) == 1 ) { fm_give_item(id, "weapon_hegrenade"); givenitem = true; } } new agentlevel = g_PlayerBadges[id][BADGE_AGENT]; if( agentlevel>LEVEL_NONE ) { cs_set_user_nvg(id,1) } if( agentlevel>LEVEL_VETERAN ) { set_user_footsteps(id, 1); } new CsArmorType:ArmorType; new UserArmor = cs_get_user_armor(id, ArmorType); new armor1 = get_pcvar_num(gPcvarArmor1); new armor2 = get_pcvar_num(gPcvarArmor2); new armor3 = get_pcvar_num(gPcvarArmor3); new armor4 = get_pcvar_num(gPcvarArmor4); new armor5 = get_pcvar_num(gPcvarArmor5); new armor6 = get_pcvar_num(gPcvarArmor6); switch (numofbadges[id]) { case 6 .. 15: { if ( UserArmor < armor1 ) { cs_set_user_armor(id, armor1, CS_ARMOR_VESTHELM); givenitem = true; } } case 16 .. 27: { if ( UserArmor < armor2 ) { cs_set_user_armor(id, armor2, CS_ARMOR_VESTHELM); givenitem = true; } } case 28 .. 38: { if ( UserArmor < armor3 ) { cs_set_user_armor(id, armor3, CS_ARMOR_VESTHELM); givenitem = true; } } case 39 .. 49: { if ( UserArmor < armor4 ) { cs_set_user_armor(id, armor4, CS_ARMOR_VESTHELM); givenitem = true; } } case 50 .. 60: { if ( UserArmor < armor5 ) { cs_set_user_armor(id, armor5, CS_ARMOR_VESTHELM); givenitem = true; } } case 61 .. 72: { if ( UserArmor < armor6 ) { cs_set_user_armor(id, armor6, CS_ARMOR_VESTHELM); givenitem = true; } } } if ( givenitem ) { screen_flash(id, 0, 255, 0, 100); } }