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.
|
Guest Message by DevFuse
Antyrasz na aimach ^^
Temat rozp. kasza, 17.04.2009 19:05
8 odpowiedzi w tym temacie
#1
Napisano 17.04.2009 19:05
Szukam pluginu ktory zabija za raszowanie na mapach aim i awp .
Widzilem pluga i on zabija od razu za przekroczenie polowy mapy
Widzilem pluga i on zabija od razu za przekroczenie polowy mapy
#2 Gość__*
#3
Napisano 17.04.2009 21:25
kur3k, ale jest taki gotowy plug widzielm go gdzies...ale nie moge znalezc
[ Dodano: 17-04-2009, 22:29 ]
mam znalazlem GHW_No_Rush
http://forums.allied...ad.php?p=230967
tylko ze zielony z angola i mogl by ktos przetlumaczyc ?;> dam +
[ Dodano: 17-04-2009, 22:29 ]
mam znalazlem GHW_No_Rush
http://forums.allied...ad.php?p=230967
tylko ze zielony z angola i mogl by ktos przetlumaczyc ?;> dam +
#4
Napisano 17.04.2009 21:56
3maj, ale nie wiem czy dobrze przetłumaczalnym
#include <amxmodx> #include <amxmisc> #include <fun> #include <engine> //Used for create_middle functions #define tag_sprite_size_horizontal 4000 #define tag_sprite_size_vertical 600 #define tag_sprite_vertical_increments 15 #define MINNUM 2 new bool:stopplugin new beamsprite new CTspawn_loc[3] new Tspawn_loc[3] new plugin_enabled, plugin_fence, plugin_2ppl, plugin_checktime, plugin_redrawtime, plugin_fencecolor, plugin_fencealpha, plugin_punishment new Float:farthest_point1[3] new Float:farthest_point2[3] new alivenum, maxplayers new Float:oldtime new multiplier public plugin_init() { register_plugin("No Rush","2.0","GHW_Chronic") plugin_enabled = register_cvar("NR_enabled","1") plugin_fence = register_cvar("NR_fence","1") plugin_2ppl = register_cvar("NR_twopeople","1") plugin_punishment = register_cvar("NR_punishment","1") plugin_checktime = register_cvar("NR_checktime","2.0") plugin_redrawtime = register_cvar("NR_redrawtime","15.0") plugin_fencecolor = register_cvar("NR_fencecolor","green") plugin_fencealpha = register_cvar("NR_fencealpha","200") stopplugin=true new mapname[32] get_mapname(mapname,31) new configfile[200] get_configsdir(configfile,199) format(configfile,199,"%s/no_rush_maps.ini",configfile) if(file_exists(configfile)) { new read[32], trash for(new i=0;i<file_size(configfile,1);i++) { read_file(configfile,i,read,31,trash) if(equali(mapname,read)) { set_task(0.1,"spawn_locs") set_task(0.2,"create_middle1") oldtime = get_pcvar_float(plugin_redrawtime) stopplugin=false break; } } } register_event("DeathMsg","checknum","a") register_event("ResetHUD","checknum","b") maxplayers = get_maxplayers() } public plugin_precache() { beamsprite = precache_model("sprites/dot.spr") } public client_putinserver(id) { if(!stopplugin) { set_task(get_pcvar_float(plugin_checktime),"prethink",id,"",0,"b") } } public client_disconnect(id) { remove_task(id) } public checknum() { if(get_pcvar_num(plugin_enabled) && !stopplugin) { new newnum for(new i=0;i<=maxplayers;i++) { if(is_user_alive(i)) newnum++ } if(alivenum>MINNUM && newnum<=MINNUM && get_pcvar_num(plugin_2ppl)) { client_print(0,print_chat,"[AMXX] Mozecie teraz raszowac, jak jest dwoch graczy.") } alivenum=newnum } } public prethink(id) { if(is_user_alive(id) && !stopplugin && get_pcvar_num(plugin_enabled) && !(alivenum<=MINNUM && get_pcvar_num(plugin_2ppl)) ) { new origin[3] get_user_origin(id,origin) new team[32] get_user_team(id,team,31) new teamnum=1 if(containi(team,"CT")!=-1 || containi(team,"Counter")!=-1) { teamnum=2 } if( (get_distance(origin,CTspawn_loc)<get_distance(origin,Tspawn_loc) && teamnum==1) || (get_distance(origin,Tspawn_loc)<get_distance(origin,CTspawn_loc) && teamnum==2) ) { if(get_pcvar_num(plugin_punishment)==1) user_kill(id) else { new origin[3] get_user_origin(id,origin) new Float:vector1[3] if(teamnum==2) { vector1[0] = float(CTspawn_loc[0]) - origin[0] vector1[1] = float(CTspawn_loc[1]) - origin[1] vector1[2] = float(CTspawn_loc[2]) - origin[2] } else { vector1[0] = float(Tspawn_loc[0]) - origin[0] vector1[1] = float(Tspawn_loc[1]) - origin[1] vector1[2] = float(Tspawn_loc[2]) - origin[2] } new Float:num = floatsqroot(250*250 / vector1[0]*vector1[0] + vector1[1]*vector1[1] + vector1[2]*vector1[2]) vector1[0] *= num vector1[1] *= num vector1[2] *= num set_user_velocity(id,vector1) } client_print(id,print_chat,"[AMXX] Nie ma strefy.") } } } public spawn_locs() { new ent1 = find_ent_by_class(0,"info_player_start") new ent2 = find_ent_by_class(0,"info_player_deathmatch") if(!ent1) { log_amx("No info_player_start found") stopplugin=true } if(!ent2) { log_amx("No info_player_deathmatch found") stopplugin=true } new Float:CTspawn_loc_F[3] new Float:Tspawn_loc_F[3] entity_get_vector(ent1,EV_VEC_origin,CTspawn_loc_F) entity_get_vector(ent2,EV_VEC_origin,Tspawn_loc_F) CTspawn_loc[0] = floatround(CTspawn_loc_F[0]) CTspawn_loc[1] = floatround(CTspawn_loc_F[1]) CTspawn_loc[2] = floatround(CTspawn_loc_F[2]) Tspawn_loc[0] = floatround(Tspawn_loc_F[0]) Tspawn_loc[1] = floatround(Tspawn_loc_F[1]) Tspawn_loc[2] = floatround(Tspawn_loc_F[2]) } public create_middle1() { //*** //Simple Algebra to calculate the location of the middle line(s). //*** new Float:CTspawn_loc_F[3] new Float:Tspawn_loc_F[3] IVecFVec(CTspawn_loc,CTspawn_loc_F) IVecFVec(Tspawn_loc,Tspawn_loc_F) new Float:line1_slope = (CTspawn_loc_F[1] - Tspawn_loc_F[1]) / (CTspawn_loc_F[0] - Tspawn_loc_F[0]) new Float:line2_slope = -1.0 * (1.0 / line1_slope) new Float:midpoint[3] midpoint[0] = (CTspawn_loc_F[0] + Tspawn_loc_F[0]) / 2 midpoint[1] = (CTspawn_loc_F[1] + Tspawn_loc_F[1]) / 2 midpoint[2] = (CTspawn_loc_F[2] + Tspawn_loc_F[2]) / 2 if(floatabs(line2_slope)>1.0) { farthest_point1[1] = midpoint[1] + (tag_sprite_size_horizontal / 2) farthest_point2[1] = midpoint[1] - (tag_sprite_size_horizontal / 2) farthest_point1[0] = (farthest_point1[1] - midpoint[1] + (line2_slope * midpoint[0])) / line2_slope farthest_point2[0] = (farthest_point2[1] - midpoint[1] + (line2_slope * midpoint[0])) / line2_slope } if(floatabs(line2_slope)<=1.0) { farthest_point1[0] = midpoint[0] + (tag_sprite_size_horizontal / 2) farthest_point2[0] = midpoint[0] - (tag_sprite_size_horizontal / 2) farthest_point1[1] = line2_slope*(farthest_point1[0]-midpoint[0]) + midpoint[1] farthest_point2[1] = line2_slope*(farthest_point2[0]-midpoint[0]) + midpoint[1] } farthest_point1[2] = midpoint[2] - (tag_sprite_size_vertical / 2) set_task(get_pcvar_float(plugin_redrawtime),"create_middle2",1337,"",0,"b") } public create_middle2() { if(!stopplugin && get_pcvar_num(plugin_fence) && get_pcvar_num(plugin_enabled) && !(alivenum<=MINNUM && get_pcvar_num(plugin_2ppl))) { set_task(0.1,"create_middle3",0,"",0,"a",(tag_sprite_size_vertical / tag_sprite_vertical_increments)) multiplier=1 } if(oldtime!=get_pcvar_float(plugin_redrawtime)) { remove_task(1337) set_task(get_pcvar_float(plugin_redrawtime),"create_middle1",1337,"",0,"b") oldtime=get_pcvar_float(plugin_redrawtime) } } public create_middle3() { new zpoint = floatround(farthest_point1[2]) + (multiplier * tag_sprite_vertical_increments) multiplier++ new color[32], red, green, blue get_pcvar_string(plugin_fencecolor,color,31) if(equali(color,"red")) { red=255 green=0 blue=0 } else if(equali(color,"blue")) { red=0 green=0 blue=255 } else if(equali(color,"white")) { red=255 green=255 blue=255 } else if(equali(color,"random")) { red=random_num(0,255) green=random_num(0,255) blue=random_num(0,255) } else if(equali(color,"Yellow")) { red = 255 green = 255 blue = 0 } else if(equali(color,"Orange")) { red = 255 green = 128 blue = 64 } else if(equali(color,"Pink")) { red = 255 green = 0 blue = 128 } else if(equali(color,"Indigo")) { red = 0 green = 255 blue = 255 } else { red=0 green=255 blue=0 } message_begin(MSG_BROADCAST, SVC_TEMPENTITY) write_byte(0) //TE_BEAMPOINTS write_coord(floatround(farthest_point1[0])) write_coord(floatround(farthest_point1[1])) write_coord(zpoint) write_coord(floatround(farthest_point2[0])) write_coord(floatround(farthest_point2[1])) write_coord(zpoint) write_short(beamsprite) write_byte(1) // framestart write_byte(1) // framerate write_byte(get_pcvar_num(plugin_redrawtime) * 10)// life in 0.1's write_byte(5) // width write_byte(0) // noise write_byte(red) // red write_byte(green) // green write_byte(blue) // blue write_byte(get_pcvar_num(plugin_fencealpha))// brightness write_byte(0) // speed message_end() }
#5
Napisano 17.04.2009 22:33
CVARs: * NR_enabled - Toggle the plugin o (1=on 0=off) (Default: 1) * NR_fence - Toggle the "fence" or "force field" looking thing o (1=on 0=off) (Default: 1) * NR_twopeople - Toggle allowing when 2 people are left they can cross mid (to knife etc.) o (1=on 0=off) (Default: 1) * NR_checktime - How often the plugin checks if the player crosses the line o (Default: Every 2.0 Seconds) * NR_redrawtime - How often the plugin redraws the middle line o (Default: Every 15.0 Seconds) * NR_fencecolor - The color of the middle lines o (Default: green) * NR_fencealpha - How transparent the fence is o (0=invisible 255=solid) (Default: 200) * NR_punishment - How to punish middle crossers o (1=slay 2=push them back) (Default: 1) NR_fencecolor colors: * Red * Green * Blue * Yellow * Orange * Pink * Indigo * White * Random (each line in the fence is a random color) Note: Adjusting NR_redrawtime & NR_checktime to lower amounts will cause this plugin to use more server resources, and adjusting them to higher amounts will cause this plugin to use less resources. Note #2: The fence divides the map evenly in half however it may not be EXACTLY down the middle, it may be slanted as you can see in the aim_map_usp picture.
chodzi mmi o to
#7
Napisano 18.04.2009 08:15
tez tak mialem zrobione ale nie zbyt lapie o co tam biega
#8
Napisano 18.04.2009 11:09
CVARs: * NR_enabled - Plugin wł/Wył o (1=on 0=off) (Standardowo: 1) * NR_fence - Przełącz wygląd na "płotek" lub "pole siłowe" o (1=on 0=off) (Standardowo: 1) * NR_twopeople - Pozwól na przejście przez środek gdy pozostało tylko 2 graczy(np. do walki na noże). o (1=on 0=off) (Standardowo: 1) * NR_checktime - Jak często plugin ma sprawdzać czy gracz przekroczył granicę. o (Standardowo: Co 2.0 Sekundy) * NR_redrawtime - Jak często plugin ma odrysowywać środkowe linie o (Standardowo: Co 15.0 Sekundy) * NR_fencecolor - Kolor środkowych linii o (Standardowo: green) * NR_fencealpha - Jak bardzo płotek ma być przezroczysty o (0=niewidzialny 255=stały[całkowicie widzialny]) (Standardowo: 200) * NR_punishment - Jak karać graczy którzy przekroczyli środek o (1=zabij 2=cofnij ich z powrotem) (Standardowo: 1) Kolory cvar'a NR_fencecolor: * Red [czerwony] * Green [zielony] * Blue [niebieski] * Yellow [żółty] * Orange [pomarańczowy] * Pink [różowy] * Indigo [błękitny] * White [biały] * Random (każda linia w plotku ma losowy kolor) Nota: UStawianie NR_redrawtime & NR_checktime na mniejsze wartości spowoduje że plugin będzie korzystał z większej liczby zasobów serwera, a ustawienie ich na większe wartości spowoduje że będzie wykorzystywał mniejszą ilość zasobów. Nota #2: Plotek dzieli mapę równo na połowy, jednak to nie musi być dokładnie w połowie, może być skośnie jak możesz to zobaczyć na obrazku aim_map_usp.
Użytkownicy przeglądający ten temat: 0
0 użytkowników, 0 gości, 0 anonimowych