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
Napisano 20.02.2012 01:10
Posiadając tego perka dostajesz 5 granatów podpalających (napalmów), którymi możesz rzucać w przeciwników
napalm_radius 240.0 // Promień działania napalmu
napalm_hitself 0 // Jeśli włączone właściciel napalmu też dostaje od niego obrażenia
napalm_ff 0 // Jeśli włączone napalm rani drużynę
napalm_spread 0 // Gracze palący się mogą innych zapalić jak ci ich dotkną
napalm_duration 7 // Jak długo pali się napalm w sekundach
napalm_damage 4 // ile ogień zabiera obrażeń co 0.2 sekundy
napalm_cankill 1 // czy ogień może zabić ofiarę napalmu
napalm_slowdown 0.5 // Szybkość palenia się ognia wolno 0.1-0.9 szybko
Standardowa.
codperk_napalm.sma 19,1 KB 433 Ilość pobrań
codperk_napalm.amxx
codperk_napalm.amxx 16,6 KB 12 Ilość pobrań
cstrike.rar 48,28 KB 422 Ilość pobrań
Perk został stworzony na podstawie pluginu z tego oto tematu http://amxx.pl/topic/2408-napalm/
#2
Napisano 20.02.2012 13:08
#3
Napisano 20.02.2012 15:46
Cs 1.6: GoldGame.pl [Only DD2/INF/NUK] #1 IP: 31.186.81.62:27062 | GoldGame.pl [Hns Ganiany][100aa] #2 IP: 31.186.84.46:27074
GoldGame.pl [Hns Treningowy] #3 IP: 31.186.81.70:27059 | GoldGame.pl [Unikatowy JailBreak] #4 IP: 31.186.84.46:27050
Ts3: GoldGame.pl [TeamSpeak3] IP: 178.217.191.232:6310
Cs:GO: [PL] GoldGame.pl [Only DD2/INF/NUK][FastDrop] IP: 185.36.170.231:27024
#4
Napisano 20.02.2012 21:24
#5
Napisano 21.02.2012 08:35
ja testowałem i działa okej tylko dlaczego teraz wszystkie granaty (nawet Ci co nie mają tego perku) mają zamiast zwykłego granatu napalm ? nie ma już zwykłych granatów tylko napalmy
tak się dzieje kiedy przerabiamy plugin na perk Zapewne kolega też tak uczynił
trzeba przeanalizować każdą linijkę...(właśnie w przerabianu pluginu na perk) czy ona czasem jeszcze nie odpowiada jako plugin
Użytkownik BloodMan edytował ten post 21.02.2012 08:36
http://amxx.pl/topic...-bloodman-vol6/ - roundsound vol. 06
http://amxx.pl/topic...po-x-sekundach/ - blokada rakiet na X sekund
#6
Napisano 21.02.2012 13:18
Cs 1.6: GoldGame.pl [Only DD2/INF/NUK] #1 IP: 31.186.81.62:27062 | GoldGame.pl [Hns Ganiany][100aa] #2 IP: 31.186.84.46:27074
GoldGame.pl [Hns Treningowy] #3 IP: 31.186.81.70:27059 | GoldGame.pl [Unikatowy JailBreak] #4 IP: 31.186.84.46:27050
Ts3: GoldGame.pl [TeamSpeak3] IP: 178.217.191.232:6310
Cs:GO: [PL] GoldGame.pl [Only DD2/INF/NUK][FastDrop] IP: 185.36.170.231:27024
#7
Napisano 21.02.2012 14:16
Załączone pliki
#8
Napisano 21.02.2012 14:31
http://amxx.pl/topic...-bloodman-vol6/ - roundsound vol. 06
http://amxx.pl/topic...po-x-sekundach/ - blokada rakiet na X sekund
#9
Napisano 21.02.2012 19:48
#include <amxmodx>
#include <fakemeta>
#include <hamsandwich>
#include <xs>
#include <codmod>
#include <cstrike>
/*================================================================================
[Opcje]
=================================================================================*/
new cod_weapon;
// Model Granatu
new const model_grenade_vfire[] = "models/v_hegrenade.mdl"
new const model_grenade_pfire[] = "models/p_hegrenade.mdl"
new const model_grenade_wfire[] = "models/w_hegrenade.mdl"
new ma_perk[33];
// Dzwiek Eksplozji
new const grenade_fire[][] = { "weapons/hegrenade-1.wav" }
// Dzwiek palocego sie gracza
new const grenade_fire_player[][] = { "scientist/sci_fear8.wav", "scientist/sci_pain1.wav", "scientist/scream02.wav" }
// Sprity Granade
new const sprite_grenade_fire[] = "sprites/flame.spr"
new const sprite_grenade_smoke[] = "sprites/black_smoke3.spr"
new const sprite_grenade_trail[] = "sprites/laserbeam.spr"
new const sprite_grenade_ring[] = "sprites/shockwave.spr"
// Glow and trail colors (red, green, blue) Niewiem?
const NAPALM_R = 200
const NAPALM_G = 0
const NAPALM_B = 0
/*===============================================================================*/
// Burning task
const TASK_BURN = 1000
#define ID_BURN (taskid - TASK_BURN)
// Flame task
#define FLAME_DURATION args[0]
#define FLAME_ATTACKER args[1]
// CS Offsets
#if cellbits == 32
const OFFSET_CSTEAMS = 114
const OFFSET_CSMONEY = 115
const OFFSET_MAPZONE = 235
#else
const OFFSET_CSTEAMS = 139
const OFFSET_CSMONEY = 140
const OFFSET_MAPZONE = 268
#endif
const OFFSET_LINUX = 5 // offsets +5 in Linux builds
const PLAYER_IN_BUYZONE = (1<<0)
// HE grenade weapon entity
#define HE_WPN_ENTITY(%1) fm_find_ent_by_owner(-1, "weapon_hegrenade", %1)
// pev_ field used to store custom nade types and their values
const PEV_NADE_TYPE = pev_flTimeStepSound
const NADE_TYPE_NAPALM = 681856
// Whether ham forwards are registered for CZ bots
new g_hamczbots
// Precached sprites indices
new g_flameSpr, g_smokeSpr, g_trailSpr, g_exploSpr
// Messages
new g_msgDamage, g_msgMoney, g_msgBlinkAcct
// CVAR pointers
new cvar_radius, cvar_price, cvar_hitself, cvar_duration, cvar_slowdown, cvar_override,
cvar_damage, cvar_buyzone, cvar_ff, cvar_cankill, cvar_spread, cvar_botquota
// Precache all custom stuff
public plugin_precache()
{
engfunc(EngFunc_PrecacheModel, model_grenade_vfire)
engfunc(EngFunc_PrecacheModel, model_grenade_pfire)
engfunc(EngFunc_PrecacheModel, model_grenade_wfire)
new i
for (i = 0; i < sizeof grenade_fire; i++)
engfunc(EngFunc_PrecacheSound, grenade_fire[i])
for (i = 0; i < sizeof grenade_fire_player; i++)
engfunc(EngFunc_PrecacheSound, grenade_fire_player[i])
g_flameSpr = engfunc(EngFunc_PrecacheModel, sprite_grenade_fire)
g_smokeSpr = engfunc(EngFunc_PrecacheModel, sprite_grenade_smoke)
g_trailSpr = engfunc(EngFunc_PrecacheModel, sprite_grenade_trail)
g_exploSpr = engfunc(EngFunc_PrecacheModel, sprite_grenade_ring)
}
new const perk_name[] = "Napalm";
new const perk_desc[] = "Dostajesz 5 granatow podpalajacych";
public plugin_init()
{
cod_register_perk(perk_name, perk_desc);
// Register plugin call
register_plugin("Napalm Nades", "1.1", "MeRcyLeZZ & fbang")
// Events
register_event("HLTV", "event_round_start", "a", "1=0", "2=0")
register_event("CurWeapon", "event_curweapon", "be", "1=1")
// Forwards
register_forward(FM_SetModel, "fw_SetModel")
RegisterHam(Ham_Think, "grenade", "fw_ThinkGrenade")
RegisterHam(Ham_Touch, "player", "fw_TouchPlayer")
// Client commands
register_clcmd("say napalm", "buy_napalm")
register_clcmd("say /napalm", "buy_napalm")
// CVARS
cvar_override = register_cvar("napalm_override", "1")
cvar_price = register_cvar("napalm_price", "1000")
cvar_buyzone = register_cvar("napalm_buyzone", "1")
cvar_radius = register_cvar("napalm_radius", "240.0")
cvar_hitself = register_cvar("napalm_hitself", "0")
cvar_ff = register_cvar("napalm_ff", "0")
cvar_spread = register_cvar("napalm_spread", "0")
cvar_duration = register_cvar("napalm_duration", "5")
cvar_damage = register_cvar("napalm_damage", "7")
cvar_cankill = register_cvar("napalm_cankill", "1")
cvar_slowdown = register_cvar("napalm_slowdown", "0.5")
cvar_botquota = get_cvar_pointer("bot_quota")
register_event("ResetHUD", "ResetHUD", "abe");
// Message ids
g_msgDamage = get_user_msgid("Damage")
g_msgMoney = get_user_msgid("Money")
g_msgBlinkAcct = get_user_msgid("BlinkAcct")
}
public cod_perk_enabled(id)
{
cod_weapon = CSW_HEGRENADE
cod_give_weapon(id, cod_weapon);
ma_perk[id] = true;
ResetHUD(id);
}
public cod_perk_disabled(id)
{
cod_take_weapon(id, cod_weapon);
ma_perk[id] = false;
}
// Round Start Event
public event_round_start()
{
// Stop any burning tasks on players
static id
for (id = 1; id <= 32; id++) remove_task(id+TASK_BURN);
}
// Current Weapon Event
public event_curweapon(id)
{
// Napalm grenades disabled
if (!ma_perk[id])
return;
// Not a HE grenade
if (read_data(2) != CSW_HEGRENADE)
return;
// Not a napalm grenade (because the weapon_hegrenade entity of its owner doesn't have the flag set)
if (!get_pcvar_num(cvar_override) && pev(HE_WPN_ENTITY(id), PEV_NADE_TYPE) != NADE_TYPE_NAPALM)
return;
// Replace models
set_pev(id, pev_viewmodel2, model_grenade_vfire)
set_pev(id, pev_weaponmodel2, model_grenade_pfire)
}
// Client joins the game
public client_putinserver(id)
{
// CZ bots seem to use a different "classtype" for player entities
// (or something like that) which needs to be hooked separately
if (cvar_botquota && !g_hamczbots) set_task(0.1, "register_ham_czbots", id)
}
// Set Model Forward
public fw_SetModel(entity, const model[])
{
// Napalm grenades disabled
if (!ma_perk[id])
return FMRES_IGNORED;
// Not a HE grenade
if (!equal(model[7], "w_hegrenade.mdl"))
return FMRES_IGNORED;
// Get damage time of grenade
static Float:dmgtime
pev(entity, pev_dmgtime, dmgtime)
// Grenade not yet thrown
if (dmgtime == 0.0)
return FMRES_IGNORED;
// Not a napalm grenade (because the weapon_hegrenade entity of its owner doesn't have the flag set)
if (!get_pcvar_num(cvar_override) && pev(HE_WPN_ENTITY(pev(entity, pev_owner)), PEV_NADE_TYPE) != NADE_TYPE_NAPALM)
return FMRES_IGNORED;
// Give it a glow
fm_set_rendering(entity, kRenderFxGlowShell, NAPALM_R, NAPALM_G, NAPALM_B, kRenderNormal, 16)
// And a colored trail
message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
write_byte(TE_BEAMFOLLOW) // TE id
write_short(entity) // entity
write_short(g_trailSpr) // sprite
write_byte(10) // life
write_byte(10) // width
write_byte(NAPALM_R) // r
write_byte(NAPALM_G) // g
write_byte(NAPALM_ // b
write_byte(200) // brightness
message_end()
// Set grenade type on the thrown grenade entity
set_pev(entity, PEV_NADE_TYPE, NADE_TYPE_NAPALM)
// Set owner's team on the thrown grenade entity
set_pev(entity, pev_team, fm_get_user_team(pev(entity, pev_owner)))
// Set custom model and supercede the original forward
engfunc(EngFunc_SetModel, entity, model_grenade_wfire)
return FMRES_SUPERCEDE;
}
// Grenade Think Forward
public fw_ThinkGrenade(entity)
{
// Get damage time of grenade
static Float:dmgtime
pev(entity, pev_dmgtime, dmgtime)
// Check if it's time to go off
if (dmgtime > get_gametime())
return HAM_IGNORED;
// Not a napalm grenade
if (pev(entity, PEV_NADE_TYPE) != NADE_TYPE_NAPALM)
return HAM_IGNORED;
// Explode event
napalm_explode(entity)
return HAM_SUPERCEDE;
}
// Player Touch Forward
public fw_TouchPlayer(self, other)
{
// Spread cvar disabled or not on fire
if (!get_pcvar_num(cvar_spread) || !task_exists(self+TASK_BURN))
return;
// Not touching a player or player already on fire
if (!is_user_alive(other) || task_exists(other+TASK_BURN))
return;
// Check if friendly fire is allowed
if (!get_pcvar_num(cvar_ff) && fm_get_user_team(self) == fm_get_user_team(other))
return;
// Heat icon
message_begin(MSG_ONE_UNRELIABLE, g_msgDamage, _, other)
write_byte(0) // damage save
write_byte(0) // damage take
write_long(DMG_BURN) // damage type
write_coord(0) // x
write_coord(0) // y
write_coord(0) // z
message_end()
// Our task params
static params[2]
params[0] = get_pcvar_num(cvar_duration)*2; // duration (reduced a bit)
params[1] = self; // attacker
// Set burning task on victim
set_task(0.1, "burning_flame", other+TASK_BURN, params, sizeof params)
}
// Say hook
public buy_napalm(id)
{
// Napalm grenades disabled
if (!ma_perk[id])
return PLUGIN_CONTINUE;
// Check if override setting is enabled instead
if (get_pcvar_num(cvar_override))
{
client_print(id, print_center, "Just buy a HE grenade and get a napalm automatically!")
return PLUGIN_HANDLED;
}
// Check that we are alive
if (!is_user_alive(id))
{
client_print(id, print_center, "You can't buy when you're dead!")
return PLUGIN_HANDLED;
}
// Check that we are in a buyzone
if (get_pcvar_num(cvar_buyzone) && !fm_get_user_buyzone(id))
{
client_print(id, print_center, "You need to be in a buyzone!")
return PLUGIN_HANDLED;
}
// Check that we have the money
if (fm_get_user_money(id) < get_pcvar_num(cvar_price))
{
client_print(id, print_center, "#Cstrike_TitlesTXT_Not_Enough_Money")
// blink money
message_begin(MSG_ONE_UNRELIABLE, g_msgBlinkAcct, _, id)
write_byte(2) // times
message_end()
return PLUGIN_HANDLED;
}
// Check that we don't have a hegrenade already
if (user_has_weapon(id, CSW_HEGRENADE))
{
client_print(id, print_center, "#Cstrike_Already_Own_Weapon")
return PLUGIN_HANDLED;
}
// Give napalm
fm_give_item(id, "weapon_hegrenade")
// Set grenade type
set_pev(HE_WPN_ENTITY(id), PEV_NADE_TYPE, NADE_TYPE_NAPALM)
// Remove the money
fm_set_user_money(id, fm_get_user_money(id)-get_pcvar_num(cvar_price))
// Update money on HUD
message_begin(MSG_ONE, g_msgMoney, _, id)
write_long(fm_get_user_money(id)) // amount
write_byte(1) // flash
message_end()
return PLUGIN_HANDLED;
}
// Napalm Grenade Explosion
napalm_explode(ent)
{
// Get attacker and its team
static attacker, attacker_team
attacker = pev(ent, pev_owner)
attacker_team = pev(ent, pev_team)
// Get origin
static Float:originF[3]
pev(ent, pev_origin, originF)
// Explosion
create_blast2(originF)
// Napalm explosion sound
engfunc(EngFunc_EmitSound, ent, CHAN_WEAPON, grenade_fire[random_num(0, sizeof grenade_fire - 1)], 1.0, ATTN_NORM, 0, PITCH_NORM)
// Collisions
static victim
victim = -1;
while ((victim = engfunc(EngFunc_FindEntityInSphere, victim, originF, get_pcvar_float(cvar_radius))) != 0)
{
// Only effect alive players
if (!is_user_alive(victim))
continue;
// Check if myself is allowed
if (victim == attacker && !get_pcvar_num(cvar_hitself))
continue;
// Check if friendly fire is allowed
if (victim != attacker && !get_pcvar_num(cvar_ff) && attacker_team == fm_get_user_team(victim))
continue;
// Heat icon
message_begin(MSG_ONE_UNRELIABLE, g_msgDamage, _, victim)
write_byte(0) // damage save
write_byte(0) // damage take
write_long(DMG_BURN) // damage type
write_coord(0) // x
write_coord(0) // y
write_coord(0) // z
message_end()
// Our task params
static params[2]
params[0] = get_pcvar_num(cvar_duration)*5; // duration
params[1] = attacker; // attacker
// Set burning task on victim
set_task(0.1, "burning_flame", victim+TASK_BURN, params, sizeof params)
}
// Get rid of the grenade
engfunc(EngFunc_RemoveEntity, ent)
}
// Burning Task
public burning_flame(args[2], taskid)
{
// Player died/disconnected
if (!is_user_alive(ID_BURN))
return;
// Get player origin
static Float:originF[3]
pev(ID_BURN, pev_origin, originF)
// In water or burning stopped
if ((pev(ID_BURN, pev_flags) & FL_INWATER) || FLAME_DURATION < 1)
{
// Smoke sprite
engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, originF, 0)
write_byte(TE_SMOKE) // TE id
engfunc(EngFunc_WriteCoord, originF[0]) // x
engfunc(EngFunc_WriteCoord, originF[1]) // y
engfunc(EngFunc_WriteCoord, originF[2]-50.0) // z
write_short(g_smokeSpr) // sprite
write_byte(random_num(15, 20)) // scale
write_byte(random_num(10, 20)) // framerate
message_end()
return;
}
// Randomly play burning sounds
if (!random_num(0, 20))
engfunc(EngFunc_EmitSound, ID_BURN, CHAN_VOICE, grenade_fire_player[random_num(0, sizeof grenade_fire_player - 1)], 1.0, ATTN_NORM, 0, PITCH_NORM)
// Fire slow down
if (get_pcvar_float(cvar_slowdown) > 0.0 && (pev(ID_BURN, pev_flags) & FL_ONGROUND))
{
static Float:velocity[3]
pev(ID_BURN, pev_velocity, velocity)
xs_vec_mul_scalar(velocity, get_pcvar_float(cvar_slowdown), velocity)
set_pev(ID_BURN, pev_velocity, velocity)
}
// Take damage from the fire
if (pev(ID_BURN, pev_health) > get_pcvar_num(cvar_damage))
fm_set_user_health(ID_BURN, pev(ID_BURN, pev_health) - get_pcvar_num(cvar_damage))
else if (get_pcvar_num(cvar_cankill))
{
// Kill the victim
ExecuteHamB(Ham_Killed, ID_BURN, FLAME_ATTACKER, 0)
// Smoke sprite
engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, originF, 0)
write_byte(TE_SMOKE) // TE id
engfunc(EngFunc_WriteCoord, originF[0]) // x
engfunc(EngFunc_WriteCoord, originF[1]) // y
engfunc(EngFunc_WriteCoord, originF[2]-50.0) // z
write_short(g_smokeSpr) // sprite
write_byte(random_num(15, 20)) // scale
write_byte(random_num(10, 20)) // framerate
message_end()
return;
}
// Flame sprite
engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, originF, 0)
write_byte(TE_SPRITE) // TE id
engfunc(EngFunc_WriteCoord, originF[0]+random_float(-5.0, 5.0)) // x
engfunc(EngFunc_WriteCoord, originF[1]+random_float(-5.0, 5.0)) // y
engfunc(EngFunc_WriteCoord, originF[2]+random_float(-10.0, 10.0)) // z
write_short(g_flameSpr) // sprite
write_byte(random_num(5, 10)) // scale
write_byte(200) // brightness
message_end()
// Decrease task cycle count
FLAME_DURATION -= 1;
// Keep sending flame messages
set_task(0.2, "burning_flame", taskid, args, sizeof args)
}
// Napalm Grenade: Fire Blast (originally made by Avalanche in Frostnades)
create_blast2(const Float:originF[3])
{
// Smallest ring
engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, originF, 0)
write_byte(TE_BEAMCYLINDER) // TE id
engfunc(EngFunc_WriteCoord, originF[0]) // x
engfunc(EngFunc_WriteCoord, originF[1]) // y
engfunc(EngFunc_WriteCoord, originF[2]) // z
engfunc(EngFunc_WriteCoord, originF[0]) // x axis
engfunc(EngFunc_WriteCoord, originF[1]) // y axis
engfunc(EngFunc_WriteCoord, originF[2]+385.0) // z axis
write_short(g_exploSpr) // sprite
write_byte(0) // startframe
write_byte(0) // framerate
write_byte(4) // life
write_byte(60) // width
write_byte(0) // noise
write_byte(200) // red
write_byte(100) // green
write_byte(0) // blue
write_byte(200) // brightness
write_byte(0) // speed
message_end()
// Medium ring
engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, originF, 0)
write_byte(TE_BEAMCYLINDER) // TE id
engfunc(EngFunc_WriteCoord, originF[0]) // x
engfunc(EngFunc_WriteCoord, originF[1]) // y
engfunc(EngFunc_WriteCoord, originF[2]) // z
engfunc(EngFunc_WriteCoord, originF[0]) // x axis
engfunc(EngFunc_WriteCoord, originF[1]) // y axis
engfunc(EngFunc_WriteCoord, originF[2]+470.0) // z axis
write_short(g_exploSpr) // sprite
write_byte(0) // startframe
write_byte(0) // framerate
write_byte(4) // life
write_byte(60) // width
write_byte(0) // noise
write_byte(200) // red
write_byte(50) // green
write_byte(0) // blue
write_byte(200) // brightness
write_byte(0) // speed
message_end()
// Largest ring
engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, originF, 0)
write_byte(TE_BEAMCYLINDER) // TE id
engfunc(EngFunc_WriteCoord, originF[0]) // x
engfunc(EngFunc_WriteCoord, originF[1]) // y
engfunc(EngFunc_WriteCoord, originF[2]) // z
engfunc(EngFunc_WriteCoord, originF[0]) // x axis
engfunc(EngFunc_WriteCoord, originF[1]) // y axis
engfunc(EngFunc_WriteCoord, originF[2]+555.0) // z axis
write_short(g_exploSpr) // sprite
write_byte(0) // startframe
write_byte(0) // framerate
write_byte(4) // life
write_byte(60) // width
write_byte(0) // noise
write_byte(200) // red
write_byte(0) // green
write_byte(0) // blue
write_byte(200) // brightness
write_byte(0) // speed
message_end()
}
// Register Ham Forwards for CZ bots
public register_ham_czbots(id)
{
// Make sure it's a CZ bot and it's still connected
if (g_hamczbots || !get_pcvar_num(cvar_botquota) || !is_user_connected(id) || !is_user_bot(id))
return;
RegisterHamFromEntity(Ham_Touch, id, "fw_TouchPlayer")
// Ham forwards for CZ bots succesfully registered
g_hamczbots = true;
}
// Set entity's rendering type (from fakemeta_util)
stock fm_set_rendering(entity, fx = kRenderFxNone, r = 255, g = 255, b = 255, render = kRenderNormal, amount = 16)
{
static Float:color[3]
color[0] = float(r);
color[1] = float(g);
color[2] = float(;
set_pev(entity, pev_renderfx, fx);
set_pev(entity, pev_rendercolor, color);
set_pev(entity, pev_rendermode, render);
set_pev(entity, pev_renderamt, float(amount));
}
// Set player's health (from fakemeta_util)
stock fm_set_user_health(id, health)
{
(health > 0) ? set_pev(id, pev_health, float(health)) : dllfunc(DLLFunc_ClientKill, id);
}
// Give an item to a player (from fakemeta_util)
stock fm_give_item(id, const item[])
{
static ent
ent = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, item));
if (!pev_valid(ent)) return;
static Float:originF[3]
pev(id, pev_origin, originF);
set_pev(ent, pev_origin, originF);
set_pev(ent, pev_spawnflags, pev(ent, pev_spawnflags) | SF_NORESPAWN);
dllfunc(DLLFunc_Spawn, ent);
static save
save = pev(ent, pev_solid);
dllfunc(DLLFunc_Touch, ent, id);
if (pev(ent, pev_solid) != save)
return;
engfunc(EngFunc_RemoveEntity, ent);
}
// Find entity by its owner (from fakemeta_util)
stock fm_find_ent_by_owner(entity, const classname[], owner)
{
while ((entity = engfunc(EngFunc_FindEntityByString, entity, "classname", classname)) && pev(entity, pev_owner) != owner) {}
return entity;
}
// Get User Money
stock fm_get_user_money(id)
{
return get_pdata_int(id, OFFSET_CSMONEY, OFFSET_LINUX);
}
// Set User Money
stock fm_set_user_money(id, amount)
{
set_pdata_int(id, OFFSET_CSMONEY, amount, OFFSET_LINUX);
}
// Get User Team
stock fm_get_user_team(id)
{
return get_pdata_int(id, OFFSET_CSTEAMS, OFFSET_LINUX);
}
// Returns whether user is in a buyzone
stock fm_get_user_buyzone(id)
{
if (get_pdata_int(id, OFFSET_MAPZONE) & PLAYER_IN_BUYZONE)
return 1;
return 0;
}
public ResetHUD(id)
set_task(0.1, "ResetHUDx", id);
public ResetHUDx(id)
{
if(!is_user_connected(id)) return;
if(!ma_perk[id]) return;
cs_set_user_bpammo(id, CSW_HEGRENADE, 5);
}
#10
Napisano 21.02.2012 21:21
Error: Undefined symbol "id" on line 194
Cs 1.6: GoldGame.pl [Only DD2/INF/NUK] #1 IP: 31.186.81.62:27062 | GoldGame.pl [Hns Ganiany][100aa] #2 IP: 31.186.84.46:27074
GoldGame.pl [Hns Treningowy] #3 IP: 31.186.81.70:27059 | GoldGame.pl [Unikatowy JailBreak] #4 IP: 31.186.84.46:27050
Ts3: GoldGame.pl [TeamSpeak3] IP: 178.217.191.232:6310
Cs:GO: [PL] GoldGame.pl [Only DD2/INF/NUK][FastDrop] IP: 185.36.170.231:27024
#11
Napisano 21.02.2012 21:50
#include <amxmodx>
#include <fakemeta>
#include <hamsandwich>
#include <xs>
#include <codmod>
#include <cstrike>
/*================================================================================
[Opcje]
=================================================================================*/
new cod_weapon;
// Model Granatu
new const model_grenade_vfire[] = "models/v_hegrenade.mdl"
new const model_grenade_pfire[] = "models/p_hegrenade.mdl"
new const model_grenade_wfire[] = "models/w_hegrenade.mdl"
new ma_perk[33];
// Dzwiek Eksplozji
new const grenade_fire[][] = { "weapons/hegrenade-1.wav" }
// Dzwiek palocego sie gracza
new const grenade_fire_player[][] = { "scientist/sci_fear8.wav", "scientist/sci_pain1.wav", "scientist/scream02.wav" }
// Sprity Granade
new const sprite_grenade_fire[] = "sprites/flame.spr"
new const sprite_grenade_smoke[] = "sprites/black_smoke3.spr"
new const sprite_grenade_trail[] = "sprites/laserbeam.spr"
new const sprite_grenade_ring[] = "sprites/shockwave.spr"
// Glow and trail colors (red, green, blue) Niewiem?
const NAPALM_R = 200
const NAPALM_G = 0
const NAPALM_B = 0
/*===============================================================================*/
// Burning task
const TASK_BURN = 1000
#define ID_BURN (taskid - TASK_BURN)
// Flame task
#define FLAME_DURATION args[0]
#define FLAME_ATTACKER args[1]
// CS Offsets
#if cellbits == 32
const OFFSET_CSTEAMS = 114
const OFFSET_CSMONEY = 115
const OFFSET_MAPZONE = 235
#else
const OFFSET_CSTEAMS = 139
const OFFSET_CSMONEY = 140
const OFFSET_MAPZONE = 268
#endif
const OFFSET_LINUX = 5 // offsets +5 in Linux builds
const PLAYER_IN_BUYZONE = (1<<0)
// HE grenade weapon entity
#define HE_WPN_ENTITY(%1) fm_find_ent_by_owner(-1, "weapon_hegrenade", %1)
// pev_ field used to store custom nade types and their values
const PEV_NADE_TYPE = pev_flTimeStepSound
const NADE_TYPE_NAPALM = 681856
// Whether ham forwards are registered for CZ bots
new g_hamczbots
// Precached sprites indices
new g_flameSpr, g_smokeSpr, g_trailSpr, g_exploSpr
// Messages
new g_msgDamage, g_msgMoney, g_msgBlinkAcct
// CVAR pointers
new cvar_radius, cvar_price, cvar_hitself, cvar_duration, cvar_slowdown, cvar_override,
cvar_damage, cvar_buyzone, cvar_ff, cvar_cankill, cvar_spread, cvar_botquota
// Precache all custom stuff
public plugin_precache()
{
engfunc(EngFunc_PrecacheModel, model_grenade_vfire)
engfunc(EngFunc_PrecacheModel, model_grenade_pfire)
engfunc(EngFunc_PrecacheModel, model_grenade_wfire)
new i
for (i = 0; i < sizeof grenade_fire; i++)
engfunc(EngFunc_PrecacheSound, grenade_fire[i])
for (i = 0; i < sizeof grenade_fire_player; i++)
engfunc(EngFunc_PrecacheSound, grenade_fire_player[i])
g_flameSpr = engfunc(EngFunc_PrecacheModel, sprite_grenade_fire)
g_smokeSpr = engfunc(EngFunc_PrecacheModel, sprite_grenade_smoke)
g_trailSpr = engfunc(EngFunc_PrecacheModel, sprite_grenade_trail)
g_exploSpr = engfunc(EngFunc_PrecacheModel, sprite_grenade_ring)
}
new const perk_name[] = "Napalm";
new const perk_desc[] = "Dostajesz 5 granatow podpalajacych";
public plugin_init()
{
cod_register_perk(perk_name, perk_desc);
// Register plugin call
register_plugin("Napalm Nades", "1.1", "MeRcyLeZZ & fbang")
// Events
register_event("HLTV", "event_round_start", "a", "1=0", "2=0")
register_event("CurWeapon", "event_curweapon", "be", "1=1")
// Forwards
register_forward(FM_SetModel, "fw_SetModel")
RegisterHam(Ham_Think, "grenade", "fw_ThinkGrenade")
RegisterHam(Ham_Touch, "player", "fw_TouchPlayer")
// Client commands
register_clcmd("say napalm", "buy_napalm")
register_clcmd("say /napalm", "buy_napalm")
// CVARS
cvar_override = register_cvar("napalm_override", "1")
cvar_price = register_cvar("napalm_price", "1000")
cvar_buyzone = register_cvar("napalm_buyzone", "1")
cvar_radius = register_cvar("napalm_radius", "240.0")
cvar_hitself = register_cvar("napalm_hitself", "0")
cvar_ff = register_cvar("napalm_ff", "0")
cvar_spread = register_cvar("napalm_spread", "0")
cvar_duration = register_cvar("napalm_duration", "5")
cvar_damage = register_cvar("napalm_damage", "7")
cvar_cankill = register_cvar("napalm_cankill", "1")
cvar_slowdown = register_cvar("napalm_slowdown", "0.5")
cvar_botquota = get_cvar_pointer("bot_quota")
register_event("ResetHUD", "ResetHUD", "abe");
// Message ids
g_msgDamage = get_user_msgid("Damage")
g_msgMoney = get_user_msgid("Money")
g_msgBlinkAcct = get_user_msgid("BlinkAcct")
}
public cod_perk_enabled(id)
{
cod_weapon = CSW_HEGRENADE
cod_give_weapon(id, cod_weapon);
ma_perk[id] = true;
ResetHUD(id);
}
public cod_perk_disabled(id)
{
cod_take_weapon(id, cod_weapon);
ma_perk[id] = false;
}
// Round Start Event
public event_round_start()
{
// Stop any burning tasks on players
static id
for (id = 1; id <= 32; id++) remove_task(id+TASK_BURN);
}
// Current Weapon Event
public event_curweapon(id)
{
// Napalm grenades disabled
if (!ma_perk[id])
return;
// Not a HE grenade
if (read_data(2) != CSW_HEGRENADE)
return;
// Not a napalm grenade (because the weapon_hegrenade entity of its owner doesn't have the flag set)
if (!get_pcvar_num(cvar_override) && pev(HE_WPN_ENTITY(id), PEV_NADE_TYPE) != NADE_TYPE_NAPALM)
return;
// Replace models
set_pev(id, pev_viewmodel2, model_grenade_vfire)
set_pev(id, pev_weaponmodel2, model_grenade_pfire)
}
// Client joins the game
public client_putinserver(id)
{
// CZ bots seem to use a different "classtype" for player entities
// (or something like that) which needs to be hooked separately
if (cvar_botquota && !g_hamczbots) set_task(0.1, "register_ham_czbots", id)
}
// Set Model Forward
public fw_SetModel(entity, const model[])
{
// Not a HE grenade
if (!equal(model[7], "w_hegrenade.mdl"))
return FMRES_IGNORED;
// Get damage time of grenade
static Float:dmgtime
pev(entity, pev_dmgtime, dmgtime)
// Grenade not yet thrown
if (dmgtime == 0.0)
return FMRES_IGNORED;
// Not a napalm grenade (because the weapon_hegrenade entity of its owner doesn't have the flag set)
if (!get_pcvar_num(cvar_override) && pev(HE_WPN_ENTITY(pev(entity, pev_owner)), PEV_NADE_TYPE) != NADE_TYPE_NAPALM)
return FMRES_IGNORED;
// Give it a glow
fm_set_rendering(entity, kRenderFxGlowShell, NAPALM_R, NAPALM_G, NAPALM_B, kRenderNormal, 16)
// And a colored trail
message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
write_byte(TE_BEAMFOLLOW) // TE id
write_short(entity) // entity
write_short(g_trailSpr) // sprite
write_byte(10) // life
write_byte(10) // width
write_byte(NAPALM_R) // r
write_byte(NAPALM_G) // g
write_byte(NAPALM_ // b
write_byte(200) // brightness
message_end()
// Set grenade type on the thrown grenade entity
set_pev(entity, PEV_NADE_TYPE, NADE_TYPE_NAPALM)
// Set owner's team on the thrown grenade entity
set_pev(entity, pev_team, fm_get_user_team(pev(entity, pev_owner)))
// Set custom model and supercede the original forward
engfunc(EngFunc_SetModel, entity, model_grenade_wfire)
return FMRES_SUPERCEDE;
}
// Grenade Think Forward
public fw_ThinkGrenade(entity)
{
// Get damage time of grenade
static Float:dmgtime
pev(entity, pev_dmgtime, dmgtime)
// Check if it's time to go off
if (dmgtime > get_gametime())
return HAM_IGNORED;
// Not a napalm grenade
if (pev(entity, PEV_NADE_TYPE) != NADE_TYPE_NAPALM)
return HAM_IGNORED;
// Explode event
napalm_explode(entity)
return HAM_SUPERCEDE;
}
// Player Touch Forward
public fw_TouchPlayer(self, other)
{
// Spread cvar disabled or not on fire
if (!get_pcvar_num(cvar_spread) || !task_exists(self+TASK_BURN))
return;
// Not touching a player or player already on fire
if (!is_user_alive(other) || task_exists(other+TASK_BURN))
return;
// Check if friendly fire is allowed
if (!get_pcvar_num(cvar_ff) && fm_get_user_team(self) == fm_get_user_team(other))
return;
// Heat icon
message_begin(MSG_ONE_UNRELIABLE, g_msgDamage, _, other)
write_byte(0) // damage save
write_byte(0) // damage take
write_long(DMG_BURN) // damage type
write_coord(0) // x
write_coord(0) // y
write_coord(0) // z
message_end()
// Our task params
static params[2]
params[0] = get_pcvar_num(cvar_duration)*2; // duration (reduced a bit)
params[1] = self; // attacker
// Set burning task on victim
set_task(0.1, "burning_flame", other+TASK_BURN, params, sizeof params)
}
// Say hook
public buy_napalm(id)
{
// Napalm grenades disabled
if (!ma_perk[id])
return PLUGIN_CONTINUE;
// Check if override setting is enabled instead
if (get_pcvar_num(cvar_override))
{
client_print(id, print_center, "Just buy a HE grenade and get a napalm automatically!")
return PLUGIN_HANDLED;
}
// Check that we are alive
if (!is_user_alive(id))
{
client_print(id, print_center, "You can't buy when you're dead!")
return PLUGIN_HANDLED;
}
// Check that we are in a buyzone
if (get_pcvar_num(cvar_buyzone) && !fm_get_user_buyzone(id))
{
client_print(id, print_center, "You need to be in a buyzone!")
return PLUGIN_HANDLED;
}
// Check that we have the money
if (fm_get_user_money(id) < get_pcvar_num(cvar_price))
{
client_print(id, print_center, "#Cstrike_TitlesTXT_Not_Enough_Money")
// blink money
message_begin(MSG_ONE_UNRELIABLE, g_msgBlinkAcct, _, id)
write_byte(2) // times
message_end()
return PLUGIN_HANDLED;
}
// Check that we don't have a hegrenade already
if (user_has_weapon(id, CSW_HEGRENADE))
{
client_print(id, print_center, "#Cstrike_Already_Own_Weapon")
return PLUGIN_HANDLED;
}
// Give napalm
fm_give_item(id, "weapon_hegrenade")
// Set grenade type
set_pev(HE_WPN_ENTITY(id), PEV_NADE_TYPE, NADE_TYPE_NAPALM)
// Remove the money
fm_set_user_money(id, fm_get_user_money(id)-get_pcvar_num(cvar_price))
// Update money on HUD
message_begin(MSG_ONE, g_msgMoney, _, id)
write_long(fm_get_user_money(id)) // amount
write_byte(1) // flash
message_end()
return PLUGIN_HANDLED;
}
// Napalm Grenade Explosion
napalm_explode(ent)
{
// Get attacker and its team
static attacker, attacker_team
attacker = pev(ent, pev_owner)
attacker_team = pev(ent, pev_team)
// Get origin
static Float:originF[3]
pev(ent, pev_origin, originF)
// Explosion
create_blast2(originF)
// Napalm explosion sound
engfunc(EngFunc_EmitSound, ent, CHAN_WEAPON, grenade_fire[random_num(0, sizeof grenade_fire - 1)], 1.0, ATTN_NORM, 0, PITCH_NORM)
// Collisions
static victim
victim = -1;
while ((victim = engfunc(EngFunc_FindEntityInSphere, victim, originF, get_pcvar_float(cvar_radius))) != 0)
{
// Only effect alive players
if (!is_user_alive(victim))
continue;
// Check if myself is allowed
if (victim == attacker && !get_pcvar_num(cvar_hitself))
continue;
// Check if friendly fire is allowed
if (victim != attacker && !get_pcvar_num(cvar_ff) && attacker_team == fm_get_user_team(victim))
continue;
// Heat icon
message_begin(MSG_ONE_UNRELIABLE, g_msgDamage, _, victim)
write_byte(0) // damage save
write_byte(0) // damage take
write_long(DMG_BURN) // damage type
write_coord(0) // x
write_coord(0) // y
write_coord(0) // z
message_end()
// Our task params
static params[2]
params[0] = get_pcvar_num(cvar_duration)*5; // duration
params[1] = attacker; // attacker
// Set burning task on victim
set_task(0.1, "burning_flame", victim+TASK_BURN, params, sizeof params)
}
// Get rid of the grenade
engfunc(EngFunc_RemoveEntity, ent)
}
// Burning Task
public burning_flame(args[2], taskid)
{
// Player died/disconnected
if (!is_user_alive(ID_BURN))
return;
// Get player origin
static Float:originF[3]
pev(ID_BURN, pev_origin, originF)
// In water or burning stopped
if ((pev(ID_BURN, pev_flags) & FL_INWATER) || FLAME_DURATION < 1)
{
// Smoke sprite
engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, originF, 0)
write_byte(TE_SMOKE) // TE id
engfunc(EngFunc_WriteCoord, originF[0]) // x
engfunc(EngFunc_WriteCoord, originF[1]) // y
engfunc(EngFunc_WriteCoord, originF[2]-50.0) // z
write_short(g_smokeSpr) // sprite
write_byte(random_num(15, 20)) // scale
write_byte(random_num(10, 20)) // framerate
message_end()
return;
}
// Randomly play burning sounds
if (!random_num(0, 20))
engfunc(EngFunc_EmitSound, ID_BURN, CHAN_VOICE, grenade_fire_player[random_num(0, sizeof grenade_fire_player - 1)], 1.0, ATTN_NORM, 0, PITCH_NORM)
// Fire slow down
if (get_pcvar_float(cvar_slowdown) > 0.0 && (pev(ID_BURN, pev_flags) & FL_ONGROUND))
{
static Float:velocity[3]
pev(ID_BURN, pev_velocity, velocity)
xs_vec_mul_scalar(velocity, get_pcvar_float(cvar_slowdown), velocity)
set_pev(ID_BURN, pev_velocity, velocity)
}
// Take damage from the fire
if (pev(ID_BURN, pev_health) > get_pcvar_num(cvar_damage))
fm_set_user_health(ID_BURN, pev(ID_BURN, pev_health) - get_pcvar_num(cvar_damage))
else if (get_pcvar_num(cvar_cankill))
{
// Kill the victim
ExecuteHamB(Ham_Killed, ID_BURN, FLAME_ATTACKER, 0)
// Smoke sprite
engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, originF, 0)
write_byte(TE_SMOKE) // TE id
engfunc(EngFunc_WriteCoord, originF[0]) // x
engfunc(EngFunc_WriteCoord, originF[1]) // y
engfunc(EngFunc_WriteCoord, originF[2]-50.0) // z
write_short(g_smokeSpr) // sprite
write_byte(random_num(15, 20)) // scale
write_byte(random_num(10, 20)) // framerate
message_end()
return;
}
// Flame sprite
engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, originF, 0)
write_byte(TE_SPRITE) // TE id
engfunc(EngFunc_WriteCoord, originF[0]+random_float(-5.0, 5.0)) // x
engfunc(EngFunc_WriteCoord, originF[1]+random_float(-5.0, 5.0)) // y
engfunc(EngFunc_WriteCoord, originF[2]+random_float(-10.0, 10.0)) // z
write_short(g_flameSpr) // sprite
write_byte(random_num(5, 10)) // scale
write_byte(200) // brightness
message_end()
// Decrease task cycle count
FLAME_DURATION -= 1;
// Keep sending flame messages
set_task(0.2, "burning_flame", taskid, args, sizeof args)
}
// Napalm Grenade: Fire Blast (originally made by Avalanche in Frostnades)
create_blast2(const Float:originF[3])
{
// Smallest ring
engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, originF, 0)
write_byte(TE_BEAMCYLINDER) // TE id
engfunc(EngFunc_WriteCoord, originF[0]) // x
engfunc(EngFunc_WriteCoord, originF[1]) // y
engfunc(EngFunc_WriteCoord, originF[2]) // z
engfunc(EngFunc_WriteCoord, originF[0]) // x axis
engfunc(EngFunc_WriteCoord, originF[1]) // y axis
engfunc(EngFunc_WriteCoord, originF[2]+385.0) // z axis
write_short(g_exploSpr) // sprite
write_byte(0) // startframe
write_byte(0) // framerate
write_byte(4) // life
write_byte(60) // width
write_byte(0) // noise
write_byte(200) // red
write_byte(100) // green
write_byte(0) // blue
write_byte(200) // brightness
write_byte(0) // speed
message_end()
// Medium ring
engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, originF, 0)
write_byte(TE_BEAMCYLINDER) // TE id
engfunc(EngFunc_WriteCoord, originF[0]) // x
engfunc(EngFunc_WriteCoord, originF[1]) // y
engfunc(EngFunc_WriteCoord, originF[2]) // z
engfunc(EngFunc_WriteCoord, originF[0]) // x axis
engfunc(EngFunc_WriteCoord, originF[1]) // y axis
engfunc(EngFunc_WriteCoord, originF[2]+470.0) // z axis
write_short(g_exploSpr) // sprite
write_byte(0) // startframe
write_byte(0) // framerate
write_byte(4) // life
write_byte(60) // width
write_byte(0) // noise
write_byte(200) // red
write_byte(50) // green
write_byte(0) // blue
write_byte(200) // brightness
write_byte(0) // speed
message_end()
// Largest ring
engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, originF, 0)
write_byte(TE_BEAMCYLINDER) // TE id
engfunc(EngFunc_WriteCoord, originF[0]) // x
engfunc(EngFunc_WriteCoord, originF[1]) // y
engfunc(EngFunc_WriteCoord, originF[2]) // z
engfunc(EngFunc_WriteCoord, originF[0]) // x axis
engfunc(EngFunc_WriteCoord, originF[1]) // y axis
engfunc(EngFunc_WriteCoord, originF[2]+555.0) // z axis
write_short(g_exploSpr) // sprite
write_byte(0) // startframe
write_byte(0) // framerate
write_byte(4) // life
write_byte(60) // width
write_byte(0) // noise
write_byte(200) // red
write_byte(0) // green
write_byte(0) // blue
write_byte(200) // brightness
write_byte(0) // speed
message_end()
}
// Register Ham Forwards for CZ bots
public register_ham_czbots(id)
{
// Make sure it's a CZ bot and it's still connected
if (g_hamczbots || !get_pcvar_num(cvar_botquota) || !is_user_connected(id) || !is_user_bot(id))
return;
RegisterHamFromEntity(Ham_Touch, id, "fw_TouchPlayer")
// Ham forwards for CZ bots succesfully registered
g_hamczbots = true;
}
// Set entity's rendering type (from fakemeta_util)
stock fm_set_rendering(entity, fx = kRenderFxNone, r = 255, g = 255, b = 255, render = kRenderNormal, amount = 16)
{
static Float:color[3]
color[0] = float(r);
color[1] = float(g);
color[2] = float(;
set_pev(entity, pev_renderfx, fx);
set_pev(entity, pev_rendercolor, color);
set_pev(entity, pev_rendermode, render);
set_pev(entity, pev_renderamt, float(amount));
}
// Set player's health (from fakemeta_util)
stock fm_set_user_health(id, health)
{
(health > 0) ? set_pev(id, pev_health, float(health)) : dllfunc(DLLFunc_ClientKill, id);
}
// Give an item to a player (from fakemeta_util)
stock fm_give_item(id, const item[])
{
static ent
ent = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, item));
if (!pev_valid(ent)) return;
static Float:originF[3]
pev(id, pev_origin, originF);
set_pev(ent, pev_origin, originF);
set_pev(ent, pev_spawnflags, pev(ent, pev_spawnflags) | SF_NORESPAWN);
dllfunc(DLLFunc_Spawn, ent);
static save
save = pev(ent, pev_solid);
dllfunc(DLLFunc_Touch, ent, id);
if (pev(ent, pev_solid) != save)
return;
engfunc(EngFunc_RemoveEntity, ent);
}
// Find entity by its owner (from fakemeta_util)
stock fm_find_ent_by_owner(entity, const classname[], owner)
{
while ((entity = engfunc(EngFunc_FindEntityByString, entity, "classname", classname)) && pev(entity, pev_owner) != owner) {}
return entity;
}
// Get User Money
stock fm_get_user_money(id)
{
return get_pdata_int(id, OFFSET_CSMONEY, OFFSET_LINUX);
}
// Set User Money
stock fm_set_user_money(id, amount)
{
set_pdata_int(id, OFFSET_CSMONEY, amount, OFFSET_LINUX);
}
// Get User Team
stock fm_get_user_team(id)
{
return get_pdata_int(id, OFFSET_CSTEAMS, OFFSET_LINUX);
}
// Returns whether user is in a buyzone
stock fm_get_user_buyzone(id)
{
if (get_pdata_int(id, OFFSET_MAPZONE) & PLAYER_IN_BUYZONE)
return 1;
return 0;
}
public ResetHUD(id)
set_task(0.1, "ResetHUDx", id);
public ResetHUDx(id)
{
if(!is_user_connected(id)) return;
if(!ma_perk[id]) return;
cs_set_user_bpammo(id, CSW_HEGRENADE, 5);
}
#12
Napisano 21.02.2012 22:02
http://amxx.pl/topic...-bloodman-vol6/ - roundsound vol. 06
http://amxx.pl/topic...po-x-sekundach/ - blokada rakiet na X sekund
#13
Napisano 21.02.2012 22:16
@ Że wam Moderator nie zwrócił uwagi o KODZIE że powinien być w Spoilerze
#14
Napisano 21.02.2012 22:19
#include <amxmodx>
#include <fakemeta>
#include <hamsandwich>
#include <xs>
#include <codmod>
#include <cstrike>
/*================================================================================
[Opcje]
=================================================================================*/
new cod_weapon;
// Model Granatu
new const model_grenade_vfire[] = "models/v_hegrenade.mdl"
new const model_grenade_pfire[] = "models/p_hegrenade.mdl"
new const model_grenade_wfire[] = "models/w_hegrenade.mdl"
new ma_perk[33];
// Dzwiek Eksplozji
new const grenade_fire[][] = { "weapons/hegrenade-1.wav" }
// Dzwiek palocego sie gracza
new const grenade_fire_player[][] = { "scientist/sci_fear8.wav", "scientist/sci_pain1.wav", "scientist/scream02.wav" }
// Sprity Granade
new const sprite_grenade_fire[] = "sprites/flame.spr"
new const sprite_grenade_smoke[] = "sprites/black_smoke3.spr"
new const sprite_grenade_trail[] = "sprites/laserbeam.spr"
new const sprite_grenade_ring[] = "sprites/shockwave.spr"
// Glow and trail colors (red, green, blue) Niewiem?
const NAPALM_R = 200
const NAPALM_G = 0
const NAPALM_B = 0
/*===============================================================================*/
// Burning task
const TASK_BURN = 1000
#define ID_BURN (taskid - TASK_BURN)
// Flame task
#define FLAME_DURATION args[0]
#define FLAME_ATTACKER args[1]
// CS Offsets
#if cellbits == 32
const OFFSET_CSTEAMS = 114
const OFFSET_CSMONEY = 115
const OFFSET_MAPZONE = 235
#else
const OFFSET_CSTEAMS = 139
const OFFSET_CSMONEY = 140
const OFFSET_MAPZONE = 268
#endif
const OFFSET_LINUX = 5 // offsets +5 in Linux builds
const PLAYER_IN_BUYZONE = (1<<0)
// HE grenade weapon entity
#define HE_WPN_ENTITY(%1) fm_find_ent_by_owner(-1, "weapon_hegrenade", %1)
// pev_ field used to store custom nade types and their values
const PEV_NADE_TYPE = pev_flTimeStepSound
const NADE_TYPE_NAPALM = 681856
// Whether ham forwards are registered for CZ bots
new g_hamczbots
// Precached sprites indices
new g_flameSpr, g_smokeSpr, g_trailSpr, g_exploSpr
// Messages
new g_msgDamage, g_msgMoney, g_msgBlinkAcct
// CVAR pointers
new cvar_radius, cvar_price, cvar_hitself, cvar_duration, cvar_slowdown, cvar_override,
cvar_damage, cvar_buyzone, cvar_ff, cvar_cankill, cvar_spread, cvar_botquota
// Precache all custom stuff
public plugin_precache()
{
engfunc(EngFunc_PrecacheModel, model_grenade_vfire)
engfunc(EngFunc_PrecacheModel, model_grenade_pfire)
engfunc(EngFunc_PrecacheModel, model_grenade_wfire)
new i
for (i = 0; i < sizeof grenade_fire; i++)
engfunc(EngFunc_PrecacheSound, grenade_fire[i])
for (i = 0; i < sizeof grenade_fire_player; i++)
engfunc(EngFunc_PrecacheSound, grenade_fire_player[i])
g_flameSpr = engfunc(EngFunc_PrecacheModel, sprite_grenade_fire)
g_smokeSpr = engfunc(EngFunc_PrecacheModel, sprite_grenade_smoke)
g_trailSpr = engfunc(EngFunc_PrecacheModel, sprite_grenade_trail)
g_exploSpr = engfunc(EngFunc_PrecacheModel, sprite_grenade_ring)
}
new const perk_name[] = "Napalm";
new const perk_desc[] = "Dostajesz 5 granatow podpalajacych";
public plugin_init()
{
cod_register_perk(perk_name, perk_desc);
// Register plugin call
register_plugin("Napalm Nades", "1.1", "MeRcyLeZZ & fbang")
// Events
register_event("HLTV", "event_round_start", "a", "1=0", "2=0")
register_event("CurWeapon", "event_curweapon", "be", "1=1")
// Forwards
register_forward(FM_SetModel, "fw_SetModel")
RegisterHam(Ham_Think, "grenade", "fw_ThinkGrenade")
RegisterHam(Ham_Touch, "player", "fw_TouchPlayer")
// Client commands
register_clcmd("say napalm", "buy_napalm")
register_clcmd("say /napalm", "buy_napalm")
// CVARS
cvar_override = register_cvar("napalm_override", "1")
cvar_price = register_cvar("napalm_price", "1000")
cvar_buyzone = register_cvar("napalm_buyzone", "1")
cvar_radius = register_cvar("napalm_radius", "240.0")
cvar_hitself = register_cvar("napalm_hitself", "0")
cvar_ff = register_cvar("napalm_ff", "0")
cvar_spread = register_cvar("napalm_spread", "0")
cvar_duration = register_cvar("napalm_duration", "5")
cvar_damage = register_cvar("napalm_damage", "7")
cvar_cankill = register_cvar("napalm_cankill", "1")
cvar_slowdown = register_cvar("napalm_slowdown", "0.5")
cvar_botquota = get_cvar_pointer("bot_quota")
register_event("ResetHUD", "ResetHUD", "abe");
// Message ids
g_msgDamage = get_user_msgid("Damage")
g_msgMoney = get_user_msgid("Money")
g_msgBlinkAcct = get_user_msgid("BlinkAcct")
}
public cod_perk_enabled(id)
{
cod_weapon = CSW_HEGRENADE
cod_give_weapon(id, cod_weapon);
ma_perk[id] = true;
ResetHUD(id);
}
public cod_perk_disabled(id)
{
cod_take_weapon(id, cod_weapon);
ma_perk[id] = false;
}
// Round Start Event
public event_round_start()
{
// Stop any burning tasks on players
static id
for (id = 1; id <= 32; id++) remove_task(id+TASK_BURN);
}
// Current Weapon Event
public event_curweapon(id)
{
// Napalm grenades disabled
if (!ma_perk[id])
return;
// Not a HE grenade
if (read_data(2) != CSW_HEGRENADE)
return;
// Not a napalm grenade (because the weapon_hegrenade entity of its owner doesn't have the flag set)
if (!get_pcvar_num(cvar_override) && pev(HE_WPN_ENTITY(id), PEV_NADE_TYPE) != NADE_TYPE_NAPALM)
return;
// Replace models
set_pev(id, pev_viewmodel2, model_grenade_vfire)
set_pev(id, pev_weaponmodel2, model_grenade_pfire)
}
// Client joins the game
public client_putinserver(id)
{
// CZ bots seem to use a different "classtype" for player entities
// (or something like that) which needs to be hooked separately
if (cvar_botquota && !g_hamczbots) set_task(0.1, "register_ham_czbots", id)
cod_take_weapon(id, cod_weapon);
ma_perk[id] = false;
}
// Set Model Forward
public fw_SetModel(entity, const model[])
{
// Not a HE grenade
if (!equal(model[7], "w_hegrenade.mdl"))
return FMRES_IGNORED;
// Get damage time of grenade
static Float:dmgtime
pev(entity, pev_dmgtime, dmgtime)
// Grenade not yet thrown
if (dmgtime == 0.0)
return FMRES_IGNORED;
// Not a napalm grenade (because the weapon_hegrenade entity of its owner doesn't have the flag set)
if (!get_pcvar_num(cvar_override) && pev(HE_WPN_ENTITY(pev(entity, pev_owner)), PEV_NADE_TYPE) != NADE_TYPE_NAPALM)
return FMRES_IGNORED;
// Give it a glow
fm_set_rendering(entity, kRenderFxGlowShell, NAPALM_R, NAPALM_G, NAPALM_B, kRenderNormal, 16)
// And a colored trail
message_begin(MSG_BROADCAST, SVC_TEMPENTITY)
write_byte(TE_BEAMFOLLOW) // TE id
write_short(entity) // entity
write_short(g_trailSpr) // sprite
write_byte(10) // life
write_byte(10) // width
write_byte(NAPALM_R) // r
write_byte(NAPALM_G) // g
write_byte(NAPALM_ // b
write_byte(200) // brightness
message_end()
// Set grenade type on the thrown grenade entity
set_pev(entity, PEV_NADE_TYPE, NADE_TYPE_NAPALM)
// Set owner's team on the thrown grenade entity
set_pev(entity, pev_team, fm_get_user_team(pev(entity, pev_owner)))
// Set custom model and supercede the original forward
engfunc(EngFunc_SetModel, entity, model_grenade_wfire)
return FMRES_SUPERCEDE;
}
// Grenade Think Forward
public fw_ThinkGrenade(entity)
{
// Get damage time of grenade
static Float:dmgtime
pev(entity, pev_dmgtime, dmgtime)
// Check if it's time to go off
if (dmgtime > get_gametime())
return HAM_IGNORED;
// Not a napalm grenade
if (pev(entity, PEV_NADE_TYPE) != NADE_TYPE_NAPALM)
return HAM_IGNORED;
// Explode event
napalm_explode(entity)
return HAM_SUPERCEDE;
}
// Player Touch Forward
public fw_TouchPlayer(self, other)
{
// Spread cvar disabled or not on fire
if (!get_pcvar_num(cvar_spread) || !task_exists(self+TASK_BURN))
return;
// Not touching a player or player already on fire
if (!is_user_alive(other) || task_exists(other+TASK_BURN))
return;
// Check if friendly fire is allowed
if (!get_pcvar_num(cvar_ff) && fm_get_user_team(self) == fm_get_user_team(other))
return;
// Heat icon
message_begin(MSG_ONE_UNRELIABLE, g_msgDamage, _, other)
write_byte(0) // damage save
write_byte(0) // damage take
write_long(DMG_BURN) // damage type
write_coord(0) // x
write_coord(0) // y
write_coord(0) // z
message_end()
// Our task params
static params[2]
params[0] = get_pcvar_num(cvar_duration)*2; // duration (reduced a bit)
params[1] = self; // attacker
// Set burning task on victim
set_task(0.1, "burning_flame", other+TASK_BURN, params, sizeof params)
}
// Say hook
public buy_napalm(id)
{
// Napalm grenades disabled
if (!ma_perk[id])
return PLUGIN_CONTINUE;
// Check if override setting is enabled instead
if (get_pcvar_num(cvar_override))
{
client_print(id, print_center, "Just buy a HE grenade and get a napalm automatically!")
return PLUGIN_HANDLED;
}
// Check that we are alive
if (!is_user_alive(id))
{
client_print(id, print_center, "You can't buy when you're dead!")
return PLUGIN_HANDLED;
}
// Check that we are in a buyzone
if (get_pcvar_num(cvar_buyzone) && !fm_get_user_buyzone(id))
{
client_print(id, print_center, "You need to be in a buyzone!")
return PLUGIN_HANDLED;
}
// Check that we have the money
if (fm_get_user_money(id) < get_pcvar_num(cvar_price))
{
client_print(id, print_center, "#Cstrike_TitlesTXT_Not_Enough_Money")
// blink money
message_begin(MSG_ONE_UNRELIABLE, g_msgBlinkAcct, _, id)
write_byte(2) // times
message_end()
return PLUGIN_HANDLED;
}
// Check that we don't have a hegrenade already
if (user_has_weapon(id, CSW_HEGRENADE))
{
client_print(id, print_center, "#Cstrike_Already_Own_Weapon")
return PLUGIN_HANDLED;
}
// Give napalm
fm_give_item(id, "weapon_hegrenade")
// Set grenade type
set_pev(HE_WPN_ENTITY(id), PEV_NADE_TYPE, NADE_TYPE_NAPALM)
// Remove the money
fm_set_user_money(id, fm_get_user_money(id)-get_pcvar_num(cvar_price))
// Update money on HUD
message_begin(MSG_ONE, g_msgMoney, _, id)
write_long(fm_get_user_money(id)) // amount
write_byte(1) // flash
message_end()
return PLUGIN_HANDLED;
}
// Napalm Grenade Explosion
napalm_explode(ent)
{
// Get attacker and its team
static attacker, attacker_team
attacker = pev(ent, pev_owner)
attacker_team = pev(ent, pev_team)
// Get origin
static Float:originF[3]
pev(ent, pev_origin, originF)
// Explosion
create_blast2(originF)
// Napalm explosion sound
engfunc(EngFunc_EmitSound, ent, CHAN_WEAPON, grenade_fire[random_num(0, sizeof grenade_fire - 1)], 1.0, ATTN_NORM, 0, PITCH_NORM)
// Collisions
static victim
victim = -1;
while ((victim = engfunc(EngFunc_FindEntityInSphere, victim, originF, get_pcvar_float(cvar_radius))) != 0)
{
// Only effect alive players
if (!is_user_alive(victim))
continue;
// Check if myself is allowed
if (victim == attacker && !get_pcvar_num(cvar_hitself))
continue;
// Check if friendly fire is allowed
if (victim != attacker && !get_pcvar_num(cvar_ff) && attacker_team == fm_get_user_team(victim))
continue;
// Heat icon
message_begin(MSG_ONE_UNRELIABLE, g_msgDamage, _, victim)
write_byte(0) // damage save
write_byte(0) // damage take
write_long(DMG_BURN) // damage type
write_coord(0) // x
write_coord(0) // y
write_coord(0) // z
message_end()
// Our task params
static params[2]
params[0] = get_pcvar_num(cvar_duration)*5; // duration
params[1] = attacker; // attacker
// Set burning task on victim
set_task(0.1, "burning_flame", victim+TASK_BURN, params, sizeof params)
}
// Get rid of the grenade
engfunc(EngFunc_RemoveEntity, ent)
}
// Burning Task
public burning_flame(args[2], taskid)
{
// Player died/disconnected
if (!is_user_alive(ID_BURN))
return;
// Get player origin
static Float:originF[3]
pev(ID_BURN, pev_origin, originF)
// In water or burning stopped
if ((pev(ID_BURN, pev_flags) & FL_INWATER) || FLAME_DURATION < 1)
{
// Smoke sprite
engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, originF, 0)
write_byte(TE_SMOKE) // TE id
engfunc(EngFunc_WriteCoord, originF[0]) // x
engfunc(EngFunc_WriteCoord, originF[1]) // y
engfunc(EngFunc_WriteCoord, originF[2]-50.0) // z
write_short(g_smokeSpr) // sprite
write_byte(random_num(15, 20)) // scale
write_byte(random_num(10, 20)) // framerate
message_end()
return;
}
// Randomly play burning sounds
if (!random_num(0, 20))
engfunc(EngFunc_EmitSound, ID_BURN, CHAN_VOICE, grenade_fire_player[random_num(0, sizeof grenade_fire_player - 1)], 1.0, ATTN_NORM, 0, PITCH_NORM)
// Fire slow down
if (get_pcvar_float(cvar_slowdown) > 0.0 && (pev(ID_BURN, pev_flags) & FL_ONGROUND))
{
static Float:velocity[3]
pev(ID_BURN, pev_velocity, velocity)
xs_vec_mul_scalar(velocity, get_pcvar_float(cvar_slowdown), velocity)
set_pev(ID_BURN, pev_velocity, velocity)
}
// Take damage from the fire
if (pev(ID_BURN, pev_health) > get_pcvar_num(cvar_damage))
fm_set_user_health(ID_BURN, pev(ID_BURN, pev_health) - get_pcvar_num(cvar_damage))
else if (get_pcvar_num(cvar_cankill))
{
// Kill the victim
ExecuteHamB(Ham_Killed, ID_BURN, FLAME_ATTACKER, 0)
// Smoke sprite
engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, originF, 0)
write_byte(TE_SMOKE) // TE id
engfunc(EngFunc_WriteCoord, originF[0]) // x
engfunc(EngFunc_WriteCoord, originF[1]) // y
engfunc(EngFunc_WriteCoord, originF[2]-50.0) // z
write_short(g_smokeSpr) // sprite
write_byte(random_num(15, 20)) // scale
write_byte(random_num(10, 20)) // framerate
message_end()
return;
}
// Flame sprite
engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, originF, 0)
write_byte(TE_SPRITE) // TE id
engfunc(EngFunc_WriteCoord, originF[0]+random_float(-5.0, 5.0)) // x
engfunc(EngFunc_WriteCoord, originF[1]+random_float(-5.0, 5.0)) // y
engfunc(EngFunc_WriteCoord, originF[2]+random_float(-10.0, 10.0)) // z
write_short(g_flameSpr) // sprite
write_byte(random_num(5, 10)) // scale
write_byte(200) // brightness
message_end()
// Decrease task cycle count
FLAME_DURATION -= 1;
// Keep sending flame messages
set_task(0.2, "burning_flame", taskid, args, sizeof args)
}
// Napalm Grenade: Fire Blast (originally made by Avalanche in Frostnades)
create_blast2(const Float:originF[3])
{
// Smallest ring
engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, originF, 0)
write_byte(TE_BEAMCYLINDER) // TE id
engfunc(EngFunc_WriteCoord, originF[0]) // x
engfunc(EngFunc_WriteCoord, originF[1]) // y
engfunc(EngFunc_WriteCoord, originF[2]) // z
engfunc(EngFunc_WriteCoord, originF[0]) // x axis
engfunc(EngFunc_WriteCoord, originF[1]) // y axis
engfunc(EngFunc_WriteCoord, originF[2]+385.0) // z axis
write_short(g_exploSpr) // sprite
write_byte(0) // startframe
write_byte(0) // framerate
write_byte(4) // life
write_byte(60) // width
write_byte(0) // noise
write_byte(200) // red
write_byte(100) // green
write_byte(0) // blue
write_byte(200) // brightness
write_byte(0) // speed
message_end()
// Medium ring
engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, originF, 0)
write_byte(TE_BEAMCYLINDER) // TE id
engfunc(EngFunc_WriteCoord, originF[0]) // x
engfunc(EngFunc_WriteCoord, originF[1]) // y
engfunc(EngFunc_WriteCoord, originF[2]) // z
engfunc(EngFunc_WriteCoord, originF[0]) // x axis
engfunc(EngFunc_WriteCoord, originF[1]) // y axis
engfunc(EngFunc_WriteCoord, originF[2]+470.0) // z axis
write_short(g_exploSpr) // sprite
write_byte(0) // startframe
write_byte(0) // framerate
write_byte(4) // life
write_byte(60) // width
write_byte(0) // noise
write_byte(200) // red
write_byte(50) // green
write_byte(0) // blue
write_byte(200) // brightness
write_byte(0) // speed
message_end()
// Largest ring
engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, originF, 0)
write_byte(TE_BEAMCYLINDER) // TE id
engfunc(EngFunc_WriteCoord, originF[0]) // x
engfunc(EngFunc_WriteCoord, originF[1]) // y
engfunc(EngFunc_WriteCoord, originF[2]) // z
engfunc(EngFunc_WriteCoord, originF[0]) // x axis
engfunc(EngFunc_WriteCoord, originF[1]) // y axis
engfunc(EngFunc_WriteCoord, originF[2]+555.0) // z axis
write_short(g_exploSpr) // sprite
write_byte(0) // startframe
write_byte(0) // framerate
write_byte(4) // life
write_byte(60) // width
write_byte(0) // noise
write_byte(200) // red
write_byte(0) // green
write_byte(0) // blue
write_byte(200) // brightness
write_byte(0) // speed
message_end()
}
// Register Ham Forwards for CZ bots
public register_ham_czbots(id)
{
// Make sure it's a CZ bot and it's still connected
if (g_hamczbots || !get_pcvar_num(cvar_botquota) || !is_user_connected(id) || !is_user_bot(id))
return;
RegisterHamFromEntity(Ham_Touch, id, "fw_TouchPlayer")
// Ham forwards for CZ bots succesfully registered
g_hamczbots = true;
}
// Set entity's rendering type (from fakemeta_util)
stock fm_set_rendering(entity, fx = kRenderFxNone, r = 255, g = 255, b = 255, render = kRenderNormal, amount = 16)
{
static Float:color[3]
color[0] = float®;
color[1] = float(g);
color[2] = float(;
set_pev(entity, pev_renderfx, fx);
set_pev(entity, pev_rendercolor, color);
set_pev(entity, pev_rendermode, render);
set_pev(entity, pev_renderamt, float(amount));
}
// Set player's health (from fakemeta_util)
stock fm_set_user_health(id, health)
{
(health > 0) ? set_pev(id, pev_health, float(health)) : dllfunc(DLLFunc_ClientKill, id);
}
// Give an item to a player (from fakemeta_util)
stock fm_give_item(id, const item[])
{
static ent
ent = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, item));
if (!pev_valid(ent)) return;
static Float:originF[3]
pev(id, pev_origin, originF);
set_pev(ent, pev_origin, originF);
set_pev(ent, pev_spawnflags, pev(ent, pev_spawnflags) | SF_NORESPAWN);
dllfunc(DLLFunc_Spawn, ent);
static save
save = pev(ent, pev_solid);
dllfunc(DLLFunc_Touch, ent, id);
if (pev(ent, pev_solid) != save)
return;
engfunc(EngFunc_RemoveEntity, ent);
}
// Find entity by its owner (from fakemeta_util)
stock fm_find_ent_by_owner(entity, const classname[], owner)
{
while ((entity = engfunc(EngFunc_FindEntityByString, entity, "classname", classname)) && pev(entity, pev_owner) != owner) {}
return entity;
}
// Get User Money
stock fm_get_user_money(id)
{
return get_pdata_int(id, OFFSET_CSMONEY, OFFSET_LINUX);
}
// Set User Money
stock fm_set_user_money(id, amount)
{
set_pdata_int(id, OFFSET_CSMONEY, amount, OFFSET_LINUX);
}
// Get User Team
stock fm_get_user_team(id)
{
return get_pdata_int(id, OFFSET_CSTEAMS, OFFSET_LINUX);
}
// Returns whether user is in a buyzone
stock fm_get_user_buyzone(id)
{
if (get_pdata_int(id, OFFSET_MAPZONE) & PLAYER_IN_BUYZONE)
return 1;
return 0;
}
public ResetHUD(id)
set_task(0.1, "ResetHUDx", id);
public ResetHUDx(id)
{
if(!is_user_connected(id)) return;
if(!ma_perk[id]) return;
cs_set_user_bpammo(id, CSW_HEGRENADE, 5);
}
#15
Napisano 21.02.2012 22:39
Copyright © 1997-2006 ITB CompuPhase, AMX Mod X Team
Warning: Loose indentation on line 389
Warning: Loose indentation on line 416
Warning: Loose indentation on line 577
Error: Syntax error in the expression, or invalid function call on line 587
Error: Invalid expression, assumed zero on line 587
Warning: Expression has no effect on line 587
Error: Undefined symbol "B" on line 589
Warning: Symbol is never used: "b" on line 595
Warning: Symbol is never used: "r" on line 595
3 Errors.
Could not locate output file C:\Users\Raduś\Desktop\codperk_koktailmolotova.amx (compile failed).
Cs 1.6: GoldGame.pl [Only DD2/INF/NUK] #1 IP: 31.186.81.62:27062 | GoldGame.pl [Hns Ganiany][100aa] #2 IP: 31.186.84.46:27074
GoldGame.pl [Hns Treningowy] #3 IP: 31.186.81.70:27059 | GoldGame.pl [Unikatowy JailBreak] #4 IP: 31.186.84.46:27050
Ts3: GoldGame.pl [TeamSpeak3] IP: 178.217.191.232:6310
Cs:GO: [PL] GoldGame.pl [Only DD2/INF/NUK][FastDrop] IP: 185.36.170.231:27024
#16
Napisano 22.02.2012 21:17
#include <amxmodx> #include <fakemeta> #include <hamsandwich> #include <xs> #include <codmod> #include <cstrike> /*================================================================================ [Opcje] =================================================================================*/ new cod_weapon; // Model Granatu new const model_grenade_vfire[] = "models/v_hegrenade.mdl" new const model_grenade_pfire[] = "models/p_hegrenade.mdl" new const model_grenade_wfire[] = "models/w_hegrenade.mdl" new ma_perk[33]; // Dzwiek Eksplozji new const grenade_fire[][] = { "weapons/hegrenade-1.wav" } // Dzwiek palocego sie gracza new const grenade_fire_player[][] = { "scientist/sci_fear8.wav", "scientist/sci_pain1.wav", "scientist/scream02.wav" } // Sprity Granade new const sprite_grenade_fire[] = "sprites/flame.spr" new const sprite_grenade_smoke[] = "sprites/black_smoke3.spr" new const sprite_grenade_trail[] = "sprites/laserbeam.spr" new const sprite_grenade_ring[] = "sprites/shockwave.spr" // Glow and trail colors (red, green, blue) Niewiem? const NAPALM_R = 200 const NAPALM_G = 0 const NAPALM_B = 0 /*===============================================================================*/ // Burning task const TASK_BURN = 1000 #define ID_BURN (taskid - TASK_BURN) // Flame task #define FLAME_DURATION args[0] #define FLAME_ATTACKER args[1] // CS Offsets #if cellbits == 32 const OFFSET_CSTEAMS = 114 const OFFSET_CSMONEY = 115 const OFFSET_MAPZONE = 235 #else const OFFSET_CSTEAMS = 139 const OFFSET_CSMONEY = 140 const OFFSET_MAPZONE = 268 #endif const OFFSET_LINUX = 5 // offsets +5 in Linux builds const PLAYER_IN_BUYZONE = (1<<0) // HE grenade weapon entity #define HE_WPN_ENTITY(%1) fm_find_ent_by_owner(-1, "weapon_hegrenade", %1) // pev_ field used to store custom nade types and their values const PEV_NADE_TYPE = pev_flTimeStepSound const NADE_TYPE_NAPALM = 681856 // Whether ham forwards are registered for CZ bots new g_hamczbots // Precached sprites indices new g_flameSpr, g_smokeSpr, g_trailSpr, g_exploSpr // Messages new g_msgDamage, g_msgMoney, g_msgBlinkAcct // CVAR pointers new cvar_radius, cvar_price, cvar_hitself, cvar_duration, cvar_slowdown, cvar_override, cvar_damage, cvar_buyzone, cvar_ff, cvar_cankill, cvar_spread, cvar_botquota // Precache all custom stuff public plugin_precache() { engfunc(EngFunc_PrecacheModel, model_grenade_vfire) engfunc(EngFunc_PrecacheModel, model_grenade_pfire) engfunc(EngFunc_PrecacheModel, model_grenade_wfire) new i for (i = 0; i < sizeof grenade_fire; i++) engfunc(EngFunc_PrecacheSound, grenade_fire[i]) for (i = 0; i < sizeof grenade_fire_player; i++) engfunc(EngFunc_PrecacheSound, grenade_fire_player[i]) g_flameSpr = engfunc(EngFunc_PrecacheModel, sprite_grenade_fire) g_smokeSpr = engfunc(EngFunc_PrecacheModel, sprite_grenade_smoke) g_trailSpr = engfunc(EngFunc_PrecacheModel, sprite_grenade_trail) g_exploSpr = engfunc(EngFunc_PrecacheModel, sprite_grenade_ring) } new const perk_name[] = "Napalm"; new const perk_desc[] = "Dostajesz 5 granatow podpalajacych"; public plugin_init() { cod_register_perk(perk_name, perk_desc); // Register plugin call register_plugin("Napalm Nades", "1.1", "MeRcyLeZZ & fbang") // Events register_event("HLTV", "event_round_start", "a", "1=0", "2=0") register_event("CurWeapon", "event_curweapon", "be", "1=1") // Forwards register_forward(FM_SetModel, "fw_SetModel") RegisterHam(Ham_Think, "grenade", "fw_ThinkGrenade") RegisterHam(Ham_Touch, "player", "fw_TouchPlayer") // Client commands register_clcmd("say napalm", "buy_napalm") register_clcmd("say /napalm", "buy_napalm") // CVARS cvar_override = register_cvar("napalm_override", "1") cvar_price = register_cvar("napalm_price", "1000") cvar_buyzone = register_cvar("napalm_buyzone", "1") cvar_radius = register_cvar("napalm_radius", "240.0") cvar_hitself = register_cvar("napalm_hitself", "0") cvar_ff = register_cvar("napalm_ff", "0") cvar_spread = register_cvar("napalm_spread", "0") cvar_duration = register_cvar("napalm_duration", "5") cvar_damage = register_cvar("napalm_damage", "7") cvar_cankill = register_cvar("napalm_cankill", "1") cvar_slowdown = register_cvar("napalm_slowdown", "0.5") cvar_botquota = get_cvar_pointer("bot_quota") register_event("ResetHUD", "ResetHUD", "abe"); // Message ids g_msgDamage = get_user_msgid("Damage") g_msgMoney = get_user_msgid("Money") g_msgBlinkAcct = get_user_msgid("BlinkAcct") } public cod_perk_enabled(id) { cod_weapon = CSW_HEGRENADE cod_give_weapon(id, cod_weapon); ma_perk[id] = true; ResetHUD(id); } public cod_perk_disabled(id) { cod_take_weapon(id, cod_weapon); ma_perk[id] = false; } // Round Start Event public event_round_start() { // Stop any burning tasks on players static id for (id = 1; id <= 32; id++) remove_task(id+TASK_BURN); } // Current Weapon Event public event_curweapon(id) { // Napalm grenades disabled if (!ma_perk[id]) return; // Not a HE grenade if (read_data(2) != CSW_HEGRENADE) return; // Not a napalm grenade (because the weapon_hegrenade entity of its owner doesn't have the flag set) if (!get_pcvar_num(cvar_override) && pev(HE_WPN_ENTITY(id), PEV_NADE_TYPE) != NADE_TYPE_NAPALM) return; // Replace models set_pev(id, pev_viewmodel2, model_grenade_vfire) set_pev(id, pev_weaponmodel2, model_grenade_pfire) } // Client joins the game public client_putinserver(id) { // CZ bots seem to use a different "classtype" for player entities // (or something like that) which needs to be hooked separately if (cvar_botquota && !g_hamczbots) set_task(0.1, "register_ham_czbots", id) cod_take_weapon(id, cod_weapon); ma_perk[id] = false; } // Set Model Forward public fw_SetModel(entity, const model[]) { // Not a HE grenade if (!equal(model[7], "w_hegrenade.mdl")) return FMRES_IGNORED; // Get damage time of grenade static Float:dmgtime pev(entity, pev_dmgtime, dmgtime) // Grenade not yet thrown if (dmgtime == 0.0) return FMRES_IGNORED; // Not a napalm grenade (because the weapon_hegrenade entity of its owner doesn't have the flag set) if (!get_pcvar_num(cvar_override) && pev(HE_WPN_ENTITY(pev(entity, pev_owner)), PEV_NADE_TYPE) != NADE_TYPE_NAPALM) return FMRES_IGNORED; // Give it a glow fm_set_rendering(entity, kRenderFxGlowShell, NAPALM_R, NAPALM_G, NAPALM_B, kRenderNormal, 16) // And a colored trail message_begin(MSG_BROADCAST, SVC_TEMPENTITY) write_byte(TE_BEAMFOLLOW) // TE id write_short(entity) // entity write_short(g_trailSpr) // sprite write_byte(10) // life write_byte(10) // width write_byte(NAPALM_R) // r write_byte(NAPALM_G) // g write_byte(NAPALM_<img src='https://amxx.pl/public/style_emoticons/<#EMO_DIR#>/cool.png' class='bbc_emoticon' alt='B)' /> // b write_byte(200) // brightness message_end() // Set grenade type on the thrown grenade entity set_pev(entity, PEV_NADE_TYPE, NADE_TYPE_NAPALM) // Set owner's team on the thrown grenade entity set_pev(entity, pev_team, fm_get_user_team(pev(entity, pev_owner))) // Set custom model and supercede the original forward engfunc(EngFunc_SetModel, entity, model_grenade_wfire) return FMRES_SUPERCEDE; } // Grenade Think Forward public fw_ThinkGrenade(entity) { // Get damage time of grenade static Float:dmgtime pev(entity, pev_dmgtime, dmgtime) // Check if it's time to go off if (dmgtime > get_gametime()) return HAM_IGNORED; // Not a napalm grenade if (pev(entity, PEV_NADE_TYPE) != NADE_TYPE_NAPALM) return HAM_IGNORED; // Explode event napalm_explode(entity) return HAM_SUPERCEDE; } // Player Touch Forward public fw_TouchPlayer(self, other) { // Spread cvar disabled or not on fire if (!get_pcvar_num(cvar_spread) || !task_exists(self+TASK_BURN)) return; // Not touching a player or player already on fire if (!is_user_alive(other) || task_exists(other+TASK_BURN)) return; // Check if friendly fire is allowed if (!get_pcvar_num(cvar_ff) && fm_get_user_team(self) == fm_get_user_team(other)) return; // Heat icon message_begin(MSG_ONE_UNRELIABLE, g_msgDamage, _, other) write_byte(0) // damage save write_byte(0) // damage take write_long(DMG_BURN) // damage type write_coord(0) // x write_coord(0) // y write_coord(0) // z message_end() // Our task params static params[2] params[0] = get_pcvar_num(cvar_duration)*2; // duration (reduced a bit) params[1] = self; // attacker // Set burning task on victim set_task(0.1, "burning_flame", other+TASK_BURN, params, sizeof params) } // Say hook public buy_napalm(id) { // Napalm grenades disabled if (!ma_perk[id]) return PLUGIN_CONTINUE; // Check if override setting is enabled instead if (get_pcvar_num(cvar_override)) { client_print(id, print_center, "Just buy a HE grenade and get a napalm automatically!") return PLUGIN_HANDLED; } // Check that we are alive if (!is_user_alive(id)) { client_print(id, print_center, "You can't buy when you're dead!") return PLUGIN_HANDLED; } // Check that we are in a buyzone if (get_pcvar_num(cvar_buyzone) && !fm_get_user_buyzone(id)) { client_print(id, print_center, "You need to be in a buyzone!") return PLUGIN_HANDLED; } // Check that we have the money if (fm_get_user_money(id) < get_pcvar_num(cvar_price)) { client_print(id, print_center, "#Cstrike_TitlesTXT_Not_Enough_Money") // blink money message_begin(MSG_ONE_UNRELIABLE, g_msgBlinkAcct, _, id) write_byte(2) // times message_end() return PLUGIN_HANDLED; } // Check that we don't have a hegrenade already if (user_has_weapon(id, CSW_HEGRENADE)) { client_print(id, print_center, "#Cstrike_Already_Own_Weapon") return PLUGIN_HANDLED; } // Give napalm fm_give_item(id, "weapon_hegrenade") // Set grenade type set_pev(HE_WPN_ENTITY(id), PEV_NADE_TYPE, NADE_TYPE_NAPALM) // Remove the money fm_set_user_money(id, fm_get_user_money(id)-get_pcvar_num(cvar_price)) // Update money on HUD message_begin(MSG_ONE, g_msgMoney, _, id) write_long(fm_get_user_money(id)) // amount write_byte(1) // flash message_end() return PLUGIN_HANDLED; } // Napalm Grenade Explosion napalm_explode(ent) { // Get attacker and its team static attacker, attacker_team attacker = pev(ent, pev_owner) attacker_team = pev(ent, pev_team) // Get origin static Float:originF[3] pev(ent, pev_origin, originF) // Explosion create_blast2(originF) // Napalm explosion sound engfunc(EngFunc_EmitSound, ent, CHAN_WEAPON, grenade_fire[random_num(0, sizeof grenade_fire - 1)], 1.0, ATTN_NORM, 0, PITCH_NORM) // Collisions static victim victim = -1; while ((victim = engfunc(EngFunc_FindEntityInSphere, victim, originF, get_pcvar_float(cvar_radius))) != 0) { // Only effect alive players if (!is_user_alive(victim)) continue; // Check if myself is allowed if (victim == attacker && !get_pcvar_num(cvar_hitself)) continue; // Check if friendly fire is allowed if (victim != attacker && !get_pcvar_num(cvar_ff) && attacker_team == fm_get_user_team(victim)) continue; // Heat icon message_begin(MSG_ONE_UNRELIABLE, g_msgDamage, _, victim) write_byte(0) // damage save write_byte(0) // damage take write_long(DMG_BURN) // damage type write_coord(0) // x write_coord(0) // y write_coord(0) // z message_end() // Our task params static params[2] params[0] = get_pcvar_num(cvar_duration)*5; // duration params[1] = attacker; // attacker // Set burning task on victim set_task(0.1, "burning_flame", victim+TASK_BURN, params, sizeof params) } // Get rid of the grenade engfunc(EngFunc_RemoveEntity, ent) } // Burning Task public burning_flame(args[2], taskid) { // Player died/disconnected if (!is_user_alive(ID_BURN)) return; // Get player origin static Float:originF[3] pev(ID_BURN, pev_origin, originF) // In water or burning stopped if ((pev(ID_BURN, pev_flags) & FL_INWATER) || FLAME_DURATION < 1) { // Smoke sprite engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, originF, 0) write_byte(TE_SMOKE) // TE id engfunc(EngFunc_WriteCoord, originF[0]) // x engfunc(EngFunc_WriteCoord, originF[1]) // y engfunc(EngFunc_WriteCoord, originF[2]-50.0) // z write_short(g_smokeSpr) // sprite write_byte(random_num(15, 20)) // scale write_byte(random_num(10, 20)) // framerate message_end() return; } // Randomly play burning sounds if (!random_num(0, 20)) engfunc(EngFunc_EmitSound, ID_BURN, CHAN_VOICE, grenade_fire_player[random_num(0, sizeof grenade_fire_player - 1)], 1.0, ATTN_NORM, 0, PITCH_NORM) // Fire slow down if (get_pcvar_float(cvar_slowdown) > 0.0 && (pev(ID_BURN, pev_flags) & FL_ONGROUND)) { static Float:velocity[3] pev(ID_BURN, pev_velocity, velocity) xs_vec_mul_scalar(velocity, get_pcvar_float(cvar_slowdown), velocity) set_pev(ID_BURN, pev_velocity, velocity) } // Take damage from the fire if (pev(ID_BURN, pev_health) > get_pcvar_num(cvar_damage)) fm_set_user_health(ID_BURN, pev(ID_BURN, pev_health) - get_pcvar_num(cvar_damage)) else if (get_pcvar_num(cvar_cankill)) { // Kill the victim ExecuteHamB(Ham_Killed, ID_BURN, FLAME_ATTACKER, 0) // Smoke sprite engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, originF, 0) write_byte(TE_SMOKE) // TE id engfunc(EngFunc_WriteCoord, originF[0]) // x engfunc(EngFunc_WriteCoord, originF[1]) // y engfunc(EngFunc_WriteCoord, originF[2]-50.0) // z write_short(g_smokeSpr) // sprite write_byte(random_num(15, 20)) // scale write_byte(random_num(10, 20)) // framerate message_end() return; } // Flame sprite engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, originF, 0) write_byte(TE_SPRITE) // TE id engfunc(EngFunc_WriteCoord, originF[0]+random_float(-5.0, 5.0)) // x engfunc(EngFunc_WriteCoord, originF[1]+random_float(-5.0, 5.0)) // y engfunc(EngFunc_WriteCoord, originF[2]+random_float(-10.0, 10.0)) // z write_short(g_flameSpr) // sprite write_byte(random_num(5, 10)) // scale write_byte(200) // brightness message_end() // Decrease task cycle count FLAME_DURATION -= 1; // Keep sending flame messages set_task(0.2, "burning_flame", taskid, args, sizeof args) } // Napalm Grenade: Fire Blast (originally made by Avalanche in Frostnades) create_blast2(const Float:originF[3]) { // Smallest ring engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, originF, 0) write_byte(TE_BEAMCYLINDER) // TE id engfunc(EngFunc_WriteCoord, originF[0]) // x engfunc(EngFunc_WriteCoord, originF[1]) // y engfunc(EngFunc_WriteCoord, originF[2]) // z engfunc(EngFunc_WriteCoord, originF[0]) // x axis engfunc(EngFunc_WriteCoord, originF[1]) // y axis engfunc(EngFunc_WriteCoord, originF[2]+385.0) // z axis write_short(g_exploSpr) // sprite write_byte(0) // startframe write_byte(0) // framerate write_byte(4) // life write_byte(60) // width write_byte(0) // noise write_byte(200) // red write_byte(100) // green write_byte(0) // blue write_byte(200) // brightness write_byte(0) // speed message_end() // Medium ring engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, originF, 0) write_byte(TE_BEAMCYLINDER) // TE id engfunc(EngFunc_WriteCoord, originF[0]) // x engfunc(EngFunc_WriteCoord, originF[1]) // y engfunc(EngFunc_WriteCoord, originF[2]) // z engfunc(EngFunc_WriteCoord, originF[0]) // x axis engfunc(EngFunc_WriteCoord, originF[1]) // y axis engfunc(EngFunc_WriteCoord, originF[2]+470.0) // z axis write_short(g_exploSpr) // sprite write_byte(0) // startframe write_byte(0) // framerate write_byte(4) // life write_byte(60) // width write_byte(0) // noise write_byte(200) // red write_byte(50) // green write_byte(0) // blue write_byte(200) // brightness write_byte(0) // speed message_end() // Largest ring engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, originF, 0) write_byte(TE_BEAMCYLINDER) // TE id engfunc(EngFunc_WriteCoord, originF[0]) // x engfunc(EngFunc_WriteCoord, originF[1]) // y engfunc(EngFunc_WriteCoord, originF[2]) // z engfunc(EngFunc_WriteCoord, originF[0]) // x axis engfunc(EngFunc_WriteCoord, originF[1]) // y axis engfunc(EngFunc_WriteCoord, originF[2]+555.0) // z axis write_short(g_exploSpr) // sprite write_byte(0) // startframe write_byte(0) // framerate write_byte(4) // life write_byte(60) // width write_byte(0) // noise write_byte(200) // red write_byte(0) // green write_byte(0) // blue write_byte(200) // brightness write_byte(0) // speed message_end() } // Register Ham Forwards for CZ bots public register_ham_czbots(id) { // Make sure it's a CZ bot and it's still connected if (g_hamczbots || !get_pcvar_num(cvar_botquota) || !is_user_connected(id) || !is_user_bot(id)) return; RegisterHamFromEntity(Ham_Touch, id, "fw_TouchPlayer") // Ham forwards for CZ bots succesfully registered g_hamczbots = true; } // Set entity's rendering type (from fakemeta_util) stock fm_set_rendering(entity, fx = kRenderFxNone, r = 255, g = 255, b = 255, render = kRenderNormal, amount = 16) { static Float:color[3] color[0] = float(r); color[1] = float(g); color[2] = float(<img src='https://amxx.pl/public/style_emoticons/<#EMO_DIR#>/cool.png' class='bbc_emoticon' alt='B)' />; set_pev(entity, pev_renderfx, fx); set_pev(entity, pev_rendercolor, color); set_pev(entity, pev_rendermode, render); set_pev(entity, pev_renderamt, float(amount)); } // Set player's health (from fakemeta_util) stock fm_set_user_health(id, health) { (health > 0) ? set_pev(id, pev_health, float(health)) : dllfunc(DLLFunc_ClientKill, id); } // Give an item to a player (from fakemeta_util) stock fm_give_item(id, const item[]) { static ent ent = engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, item)); if (!pev_valid(ent)) return; static Float:originF[3] pev(id, pev_origin, originF); set_pev(ent, pev_origin, originF); set_pev(ent, pev_spawnflags, pev(ent, pev_spawnflags) | SF_NORESPAWN); dllfunc(DLLFunc_Spawn, ent); static save save = pev(ent, pev_solid); dllfunc(DLLFunc_Touch, ent, id); if (pev(ent, pev_solid) != save) return; engfunc(EngFunc_RemoveEntity, ent); } // Find entity by its owner (from fakemeta_util) stock fm_find_ent_by_owner(entity, const classname[], owner) { while ((entity = engfunc(EngFunc_FindEntityByString, entity, "classname", classname)) && pev(entity, pev_owner) != owner) {} return entity; } // Get User Money stock fm_get_user_money(id) { return get_pdata_int(id, OFFSET_CSMONEY, OFFSET_LINUX); } // Set User Money stock fm_set_user_money(id, amount) { set_pdata_int(id, OFFSET_CSMONEY, amount, OFFSET_LINUX); } // Get User Team stock fm_get_user_team(id) { return get_pdata_int(id, OFFSET_CSTEAMS, OFFSET_LINUX); } // Returns whether user is in a buyzone stock fm_get_user_buyzone(id) { if (get_pdata_int(id, OFFSET_MAPZONE) & PLAYER_IN_BUYZONE) return 1; return 0; } public ResetHUD(id) set_task(0.1, "ResetHUDx", id); public ResetHUDx(id) { if(!is_user_connected(id)) return; if(!ma_perk[id]) return; cs_set_user_bpammo(id, CSW_HEGRENADE, 5); }
poprawilem kod @UPUP ale niewiem czy dziala bo tylko poprawilem
#17
Napisano 23.02.2012 11:48
ja zmieniłem sobie na małe b i dalej nic (wciąż mamy napalm przed zdobyciem perka)nie przypadkiem tam powinno byc małe b?
http://amxx.pl/topic...-bloodman-vol6/ - roundsound vol. 06
http://amxx.pl/topic...po-x-sekundach/ - blokada rakiet na X sekund
#18
Napisano 23.02.2012 13:13
napalm_override
na 0
PS: dawajcie te kody w spoilerach, bo scrolla spale zaraz.
#19
Napisano 24.02.2012 10:42
http://amxx.pl/topic...-bloodman-vol6/ - roundsound vol. 06
http://amxx.pl/topic...po-x-sekundach/ - blokada rakiet na X sekund
#20
Napisano 29.07.2012 19:50
Również z jednym lub większą ilością słów kluczowych: cod nowy
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