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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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Dołączona grafika Dołączona grafika

Guest Message by DevFuse
 

Zdjęcie

Granaty, bronie.


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4 odpowiedzi w tym temacie

#1 SiwyElo

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Napisano 27.10.2009 21:19

szukam pluginu przez ktory jak zabije kogos to wyzuca on wszystkie granaty bronie i all.
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#2 Slugger

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Napisano 28.10.2009 07:58

SiwyElo - Spis treści :: Pluginy AMX Mod X

A dokładniej http://amxx.pl/viewtopic.php?t=338 ;> O.o
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#3 SiwyElo

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Napisano 28.10.2009 21:12

ok dzięki. a masz moze link do takiego, ze
granaty zostaja i moze je ktos podniesc?
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#4 BlueMan

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Napisano 28.10.2009 21:51

http://forums.allied...ad.php?p=761924 - zostaje również na ziemi pistolet
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#5 kasza

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Napisano 28.10.2009 22:57


  // 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

    }

  }

Wypadaja same Granaty bez pistoli.
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Skillownia.com

 

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

 





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