Proszę o zmienienie perka
1. Proszę abyście w nim zmienili to że jak masz tego perka i dodajesz w inte to i tak nic nie dodaje dmg , chce aby biło tylko po 300.
2. Proszę abyście zmienili w tym perku że nie można zabić swojego członka drużyny
3. Proszę abyście zmienili w tym perku że można go tylko w ciągu rundy użyć dwukrotnie.
nr. 1 [cod nowy] Perk "BFG10000" - AMXX.pl: Support AMX Mod X
nr. 2 [cod nowy] [Perk] AT4CS - AMXX.pl: Support AMX Mod X
nr. 3. http://amxx.pl/topic...dla-archaniola/
Witamy w Nieoficjalnym polskim support'cie AMX Mod X
Witamy w Nieoficjalnym polskim support'cie AMX Mod X, jak w większości społeczności internetowych musisz się zarejestrować aby móc odpowiadać lub zakładać nowe tematy, ale nie bój się to jest prosty proces w którym wymagamy minimalnych informacji.
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Guest Message by DevFuse

5 odpowiedzi w tym temacie
#1
Napisano 03.05.2012 21:26
#2
Napisano 04.05.2012 11:51
help ;<
#3
Napisano 04.05.2012 14:09
Zły dział .
#4
Napisano 05.05.2012 10:17
1. 300 dmg od wybuchu? czy od laserów? sprecyzuj...
3.
3.
/* Plugin generated by AMXX-Studio */ #include <amxmodx> #include <codmod> #include <fakemeta> #include <engine> #include <hamsandwich> #include <fakemeta_util> #include <colorchat> #define VERSION "1.0" #define AUTHOR "author" new ma_perk[33]; new ma_skok[33]; #define DAMAGE 300.0 //Damage trzesienia #define DAMAGE_INT 1.0 //Ilosc wzrostu damage przy dodaniu 1 pkt inteligencji #define ODLEGLOSC 200.0 //odleglosc razenia trzesienia #define ILOSC_SKOKOW 2 #define nazwa "Skrzydla Archaniola" #define opis "Masz zmniejszona grawitacje, kiedy podczas skoku uzyjesz go spadasz na ziemie i wywolujesz trzesienie" public plugin_init() { register_plugin(nazwa, "1.0", "d0n tHe Pr0oo") cod_register_perk(nazwa, opis); RegisterHam(Ham_Spawn, "player", "fwSpawn", 1); register_event("ResetHUD", "ResetHUD", "abe"); } public fwSpawn(id) { if(ma_perk[id]) { fm_set_user_gravity(id, 0.4); } } public cod_perk_used(id) { if(!is_user_alive(id) || !ma_perk[id]) return PLUGIN_CONTINUE; if (!ma_skok[id]) { ColorChat(id, GREEN, "Wykorzystałeś już skoki."); return PLUGIN_CONTINUE; } new flags = pev(id, pev_flags); if(!(flags & FL_ONGROUND)) { new Float:velocity[3]; pev(id, pev_velocity, velocity); velocity[2] = -800.0 set_pev(id, pev_velocity, velocity); TrzesienieZiemi(id); } return PLUGIN_CONTINUE; } public ResetHUD(id) { ma_skok[id] = ILOSC_SKOKOW; } public cod_perk_enabled(id) { ma_perk[id] = 1; ma_skok[id] = ILOSC_SKOKOW; fwSpawn(id); } public cod_perk_disabled(id) { ma_perk[id] = 0; ma_skok[id] = 0; } public TrzesienieZiemi(id) { message_begin(MSG_ONE,get_user_msgid("ScreenShake"),{0,0,0},id); write_short(7<<14); write_short(1<<13); write_short(1<<14); message_end(); new entlist[33]; new numfound = find_sphere_class(id, "player", ODLEGLOSC, entlist, 32); for (new i=0; i < numfound; i++) { new pid = entlist[i]; if (is_user_alive(pid) && get_user_team(id) != get_user_team(pid)) cod_inflict_damage(id, pid, DAMAGE, DAMAGE_INT); } } /* AMXX-Studio Notes - DO NOT MODIFY BELOW HERE *{\\ rtf1\\ ansi\\ deff0{\\ fonttbl{\\ f0\\ fnil Tahoma;}}\n\\ viewkind4\\ uc1\\ pard\\ lang1045\\ f0\\ fs16 \n\\ par } */
Użytkownik Eustachy8 edytował ten post 05.05.2012 10:23
#5
Napisano 05.05.2012 11:09
wybuch zróbmy że 500 a normalnie wali po 300 z laserów i dzięki za naprawe tego 3 + leci
#6
Napisano 05.05.2012 16:55
proszę:
/* Plugin generated by AMXX-Studio */ #include <amxmodx> #include <engine> #include <cstrike> #include <fakemeta> #include <hamsandwich> #include <fakemeta_util> #include <codmod> #define MAKE_MATTERY 7045 new const nazwa[] = "BFG10000"; new const opis[] = "Posiadasz bron z 2 wiazkami, ktora zadaje powazne obrazenia wrogom znajdujacym sie w poblizu"; new bool: ma_perk[33], bool: ma_bron[33]; new Float:idle[33] new bfg10k_ammo[33] new bfg_shooting[33]; enum {NONE = 0, SHOOTING, SHOOTED }; new sprite_blast; new sprite_laser; public plugin_init() { register_plugin(nazwa, "1.0", "Hleb & Wi'Waldi"); cod_register_perk(nazwa, opis); register_forward(FM_CmdStart, "CmdStart") register_forward(FM_PlayerPreThink, "PreThink"); RegisterHam(Ham_Item_Deploy, "weapon_p90", "Weapon_Deploy", 1); RegisterHam(Ham_Weapon_WeaponIdle, "weapon_p90", "Weapon_WeaponIdle"); register_event("ResetHUD", "ResetHUD", "abe"); register_event("HLTV", "Nowa_Runda", "a", "1=0", "2=0"); register_touch("bfg10000", "*" , "DotykWiazki"); register_think("bfg10000", "BFGThink"); } public plugin_precache() { sprite_blast = precache_model("sprites/dexplo.spr"); sprite_laser = precache_model("sprites/dot.spr") precache_sound("weapons/bfg_fire.wav"); precache_model("models/bfg_mattery.mdl"); precache_model("models/v_bfg10000.mdl"); precache_model("models/p_bfg10000.mdl"); } public cod_perk_enabled(id) { cod_give_weapon(id, CSW_P90) ma_perk[id] = true; ma_bron[id] = true; bfg10k_ammo[id] = 2; } public cod_perk_disabled(id) { cod_take_weapon(id, CSW_P90) ma_perk[id] = false; ma_bron[id] = false; bfg10k_ammo[id] = 0; } public CmdStart(id, uc_handle) { new weapon = get_user_weapon(id); if(!is_user_alive(id)) return PLUGIN_CONTINUE; if(weapon == 30 && ma_bron[id]) { if(!ma_perk[id]) return FMRES_IGNORED if(!bfg10k_ammo[id] && (pev(id, pev_oldbuttons) & IN_ATTACK)) { client_print(id, print_center, "Wykorzystales juz wszystkie wiazki!"); return PLUGIN_CONTINUE; } new Button = get_uc(uc_handle, UC_Buttons) new OldButton = pev(id, pev_oldbuttons) new ent = fm_find_ent_by_owner(-1, "weapon_p90", id); if(Button & IN_ATTACK && !(OldButton & IN_ATTACK) && bfg_shooting[id] == NONE) { Button &= ~IN_ATTACK; set_uc(uc_handle, UC_Buttons, Button); if(!bfg10k_ammo[id] || !idle[id]) return FMRES_IGNORED; if(idle[id] && (get_gametime()-idle[id]<=0.7)) return FMRES_IGNORED; set_pev(id, pev_weaponanim, 4); emit_sound(id, CHAN_ITEM, "weapons/bfg_fire.wav", 0.5, ATTN_NORM, 0, PITCH_NORM); message_begin(MSG_ONE, get_user_msgid("BarTime"), {0, 0, 0}, id) write_byte(1) write_byte(0) message_end() bfg_shooting[id] = SHOOTING set_task(0.8, "MakeMattery", id+MAKE_MATTERY) return FMRES_IGNORED } if(bfg_shooting[id] == SHOOTING && (Button & (IN_USE | IN_ATTACK2 | IN_BACK | IN_FORWARD | IN_CANCEL | IN_JUMP | IN_MOVELEFT | IN_MOVERIGHT | IN_RIGHT))) { remove_task(id+MAKE_MATTERY) message_begin(MSG_ONE, get_user_msgid("BarTime"), {0, 0, 0}, id) write_byte(0) write_byte(0) message_end() bfg_shooting[id] = NONE emit_sound(id, CHAN_ITEM, "weapons/bfg_fire.wav", 0.5, ATTN_NORM, (1<<5), PITCH_NORM) return FMRES_IGNORED } if(Button & IN_RELOAD) { Button &= ~IN_RELOAD; set_uc(uc_handle, UC_Buttons, Button); set_pev(id, pev_weaponanim, 0); set_pdata_float(id, 83, 0.5, 4); if(ent) set_pdata_float(ent, 48, 0.5+3.0, 4); } if(ent) cs_set_weapon_ammo(ent, -1); cs_set_user_bpammo(id, 30, bfg10k_ammo[id]); } else if(weapon != 30 && ma_bron[id]) { idle[id] = 0.0; if(task_exists(id+MAKE_MATTERY)) { remove_task(id+MAKE_MATTERY) message_begin(MSG_ONE, get_user_msgid("BarTime"), {0, 0, 0}, id) write_byte(0) write_byte(0) message_end() bfg_shooting[id] = NONE emit_sound(id, CHAN_ITEM, "weapons/bfg_fire.wav", 0.5, ATTN_NORM, (1<<5), PITCH_NORM) return FMRES_IGNORED } } return FMRES_IGNORED } public MakeMattery(id) { id-=MAKE_MATTERY bfg_shooting[id] = SHOOTED bfg10k_ammo[id]-- new Float: Origin[3], Float: vAngle[3], Float: Velocity[3]; entity_get_vector(id, EV_VEC_v_angle, vAngle); entity_get_vector(id, EV_VEC_origin , Origin); set_pev(id, pev_weaponanim, 2); new ent = create_entity("info_target"); entity_set_string(ent, EV_SZ_classname, "bfg10000"); entity_set_model(ent, "models/bfg_mattery.mdl"); fm_set_user_rendering(ent, kRenderFxGlowShell, 0, 255, 0, kRenderNormal, 255) message_begin(MSG_ONE_UNRELIABLE, get_user_msgid("ScreenShake"),_, id); write_short(255<<14); write_short(2<<12); write_short(255<<14); message_end(); vAngle[0] *= -1.0; entity_set_origin(ent, Origin); entity_set_vector(ent, EV_VEC_angles, vAngle); entity_set_int(ent, EV_INT_effects, 2); entity_set_int(ent, EV_INT_solid, SOLID_BBOX); entity_set_int(ent, EV_INT_movetype, MOVETYPE_FLY); entity_set_edict(ent, EV_ENT_owner, id); VelocityByAim(id, 300 , Velocity); entity_set_vector(ent, EV_VEC_velocity ,Velocity); entity_set_float(ent, EV_FL_nextthink, halflife_time() + 0.1); } public DotykWiazki(ent) { if (!is_valid_ent(ent)) return PLUGIN_CONTINUE; new attacker = entity_get_edict(ent, EV_ENT_owner); new Float:fOrigin[3]; entity_get_vector(ent, EV_VEC_origin, fOrigin); new iOrigin[3]; for(new i=0;i<3;i++) iOrigin[i] = floatround(fOrigin[i]); message_begin(MSG_BROADCAST,SVC_TEMPENTITY, iOrigin); write_byte(TE_EXPLOSION); write_coord(iOrigin[0]); write_coord(iOrigin[1]); write_coord(iOrigin[2]); write_short(sprite_blast); write_byte(32); write_byte(20); write_byte(0); message_end(); new entlist[33]; new numfound = find_sphere_class(ent, "player", 120.0, entlist, 32); for (new i=0; i<=numfound; i++) { new pid = entlist[i]; if (!is_user_alive(pid) || get_user_team(attacker) == get_user_team(pid) || !(pev(ent, pev_flags) & FL_ONGROUND)) continue; cod_inflict_damage(attacker, pid, 500.0, 0.0, ent, (1<<24)); } remove_entity(ent); bfg_shooting[attacker] = NONE return PLUGIN_CONTINUE } public ResetHUD(id) { bfg10k_ammo[id] = 2; bfg_shooting[id] = NONE } public client_disconnect(id) { new ent = find_ent_by_class(0, "bfg10000"); while(ent > 0) { if(entity_get_edict(id, EV_ENT_owner) == id) remove_entity(ent); ent = find_ent_by_class(ent, "bfg10000"); } } public BFGThink(ent) { if(entity_get_int(ent, EV_INT_iuser2)) return PLUGIN_CONTINUE; entity_set_int(ent, EV_INT_iuser1, 1); new attacker = entity_get_edict(ent, EV_ENT_owner); new entlist[33]; new numfound = find_sphere_class(ent, "player", 500.0 , entlist, 32); for (new i=0; i<numfound; i++) { new pid = entlist[i]; if (is_user_alive(pid) && get_user_team(attacker) != get_user_team(pid)) { cod_inflict_damage(attacker, pid, 300.0, 0.0, ent, (1<<24)); new Float:vec1[3] entity_get_vector(ent, EV_VEC_origin, vec1); new vec2[3] get_user_origin(pid, vec2) new iOrigin[3]; for(new i=0;i<3;i++) iOrigin[i] = floatround(vec1[i]); message_begin(MSG_BROADCAST,SVC_TEMPENTITY) write_byte (0) //TE_BEAMENTPOINTS 0 write_coord(iOrigin[0]) write_coord(iOrigin[1]) write_coord(iOrigin[2]) write_coord(vec2[0]) write_coord(vec2[1]) write_coord(vec2[2]) write_short(sprite_laser) write_byte(1) // framestart write_byte(5) // framerate write_byte(2) // life write_byte(10) // width write_byte(0) // noise write_byte(0) // r, g, b write_byte(255) // r, g, b write_byte(0) // r, g, b write_byte(255) // brightness write_byte(150) // speed message_end() } } entity_set_float(ent, EV_FL_nextthink, halflife_time() + 0.1); return PLUGIN_CONTINUE; } public Weapon_Deploy(ent) { new id = get_pdata_cbase(ent, 41, 4); if(ma_bron[id]) { set_pev(id, pev_viewmodel2, "models/v_bfg10000.mdl"); set_pev(id, pev_weaponmodel2, "models/p_bfg10000.mdl"); } return PLUGIN_CONTINUE; } public Weapon_WeaponIdle(ent) { new id = get_pdata_cbase(ent, 41, 4); if(get_user_weapon(id) == 30 && ma_bron[id]) { if(!idle[id]) idle[id] = get_gametime(); } } public Nowa_Runda() { new ent = find_ent_by_class(-1, "bfg10000"); while(ent > 0) { remove_entity(ent); ent = find_ent_by_class(ent, "bfg10000"); } } /* AMXX-Studio Notes - DO NOT MODIFY BELOW HERE *{\\ rtf1\\ ansi\\ deff0{\\ fonttbl{\\ f0\\ fnil Tahoma;}}\n\\ viewkind4\\ uc1\\ pard\\ lang1045\\ f0\\ fs16 \n\\ par } */
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