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Witamy w Nieoficjalnym polskim support'cie AMX Mod X

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RedSMURF - zdjęcie

RedSMURF

Rejestracja: 18.06.2026
Aktualnie: Nieaktywny
Poza forum Ostatnio: dziś, 10:44
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Moje tematy

Dynamite Trap

wczoraj, 22:09

Dynamite Trap

 
Description
This plugin adds a fully dynamic Dynamite Trap system to Counter-Strike 1.6.
Dynamite Traps can be placed, managed and configured during gameplay with runtime control over dynamite size, explosion behavior, team access and screen shake effects.
 
  • Create and remove Dynamite Traps during gameplay via an in-game menu
  • Add multiple dynamites to a single Dynamite Trap
  • Three configurable Dynamite sizes with independent collision bounds
  • Configurable per Dynamite Trap: team access, explosion damage, radius and delay
  • Configurable explosion damage type, flags and affected team
  • Optional cooldown before the Dynamite Trap can be activated again
  • Configurable screen shake effect based on distance from the explosion
  • Configurable explosion sprite and trigger sounds
  • Dynamic Dynamite Trap rotation and natural ghost preview placement
  • Custom Dynamite Trap setups are saved per map and automatically loaded on every map start
  •  
    Commands
  • say /dt -- Opens the Dynamite Trap menu.
  • say_team /dt -- Opens the Dynamite Trap menu.
  • dt_reload -- Reloads the configuration file.
  •  
    Configuration
    # Per-Dynamite Trap settings (defined under each [Dynamite Trap Name] section):
     
    # DYNAMITE_FLAGS                 = a - Shake
    # DYNAMITE_TEAM                  = 0 - None             1 - Terrorist           2 - Counter-Terrorist   3 - Both
    # DYNAMITE_EXPLOSION_DAMAGE      = Minimum and maximum damage of the explosion (MIN MAX)
    # DYNAMITE_EXPLOSION_RADIUS      = Radius of the explosion in units
    # DYNAMITE_EXPLOSION_DAMAGE_TYPE = Damage type of the explosion (see DMG_ constants in the Half-Life SDK)
    # DYNAMITE_EXPLOSION_FLAGS       = Flags for the explosion effect (see TE_EXPLFLAG_ constants in the Half-Life SDK)
    # DYNAMITE_EXPLOSION_TEAM        = Team that can be affected by the explosion (0 - None, 1 - Terrorist 2 - Counter-Terrorist 3 - Both)
    # DYNAMITE_EXPLOSION_DELAY       = Delay in seconds before the Dynamite Trap explodes after being triggered
    # DYNAMITE_COOLDOWN              = Cooldown in seconds before the Dynamite Trap can be activated again
    # DYNAMITE_SHAKE_DISTANCE        = Distance in units for the shake effect
    # DYNAMITE_SHAKE_AMPLITUDE       = Amplitude of the shake effect
    # DYNAMITE_SHAKE_FREQUENCY       = Frequency of the shake effect
    # DYNAMITE_SHAKE_DURATION        = Duration of the shake effect in seconds
    # DYNAMITE_SPRITE_EXPLOSION      = Sprite used for the explosion effect
    # DYNAMITE_SOUND_TRIGGER         = Sound played for the trigger
    
     
    Changelog
    * v1.0: Initial release.
    
     
     
    Github URL
     
    Download
     

    Car Trap

    05.10.2026 00:32

    Car Trap

     
    Description
    This plugin adds a fully dynamic Car Trap system to Counter-Strike 1.6.
    Car Traps can be placed, managed and configured during gameplay with runtime control over activation, team access, movement and screen shake effects.
     
  • Create and remove Car Traps during gameplay via an in-game menu
  • Three configurable Car Trap models with independent collision bounds
  • Configurable per Car Trap: team access, fall strength, fall frequency and raise strength
  • Configurable idle duration after the Car Trap lands
  • Optional cooldown before a Car Trap can be activated again
  • Configurable screen shake effect based on distance from the Car Trap
  • Configurable rope, switch and impact sounds
  • Dynamic Car Trap movement with falling, idle and raising states
  • Dynamic Car Trap rotation and natural ghost preview placement
  • Custom Car Trap setups are saved per map and automatically loaded on every map start
  •  
    Commands
  • say /ct -- Opens the Car Trap menu.
  • say_team /ct -- Opens the Car Trap menu.
  • ct_reload -- Reloads the configuration file.
  •  
    Configuration
    # Per-Car Trap settings (defined under each [Car Trap Name] section):
     
    # CAR_FLAGS = a - Shake
    # CAR_TEAM                 = 0 - None             1 - Terrorist           2 - Counter-Terrorist   3 - Both
    # CAR_FALL_STRENGTH        = Strength of the Car Trap's fall (MIN - MAX)
    # CAR_FALL_FREQ            = Frequency of the Car Trap's fall (MIN - MAX)
    # CAR_IDLE_DURATION        = Duration of the idle state in seconds
    # CAR_RAISE_STRENGTH       = Strength of the Car Trap's raise (MIN - MAX)
    # CAR_COOLDOWN              = Cooldown in seconds before the Car Trap can be activated again
    # CAR_SHAKE_DISTANCE       = Distance in units for the shake effect
    # CAR_SHAKE_AMPLITUDE      = Amplitude of the shake effect
    # CAR_SHAKE_FREQUENCY      = Frequency of the shake effect
    # CAR_SHAKE_DURATION       = Duration of the shake effect in seconds
    # CAR_SOUND_ROPE           = Sound played for the rope
    # CAR_SOUND_SWITCH         = Sound played for the switch
    # CAR_SOUND_SMASH          = Sound played for the smash effect
    
     
    Changelog
    * v1.0: Initial release.
    
     
     
    Download
     

    Thwomp

    14.09.2026 14:03

    Thwomp

     
    Description
    Inspired by Super Mario. This plugin adds a fully dynamic Thwomp system to Counter-Strike 1.6.
    Thwomps can be placed, managed and configured during gameplay with runtime control over activation, team access, movement and screen shake effects.
     
  • Create and remove Thwomps during gameplay via an in-game menu
  • Three configurable Thwomp sizes with independent models and collision bounds
  • Configurable per Thwomp: team access, spawn chance, fall speed and raise speed
  • Delayed and timed activation with configurable values for round-based gameplay
  • Configurable idle duration after the Thwomp hits the ground
  • Optional cooldown before a Thwomp can be activated again
  • Configurable screen shake effect based on distance from the Thwomp
  • Configurable alert and impact sounds
  • Dynamic Thwomp movement with falling, idle and raising states
  • Dynamic Thwomp rotation and natural ghost preview placement
  • Custom Thwomp setups are saved per map and automatically loaded on every map start
  •  
    Commands
  • say /thwomp -- Opens the Thwomp menu.
  • say_team /thwomp -- Opens the Thwomp menu.
  • thwomp_reload -- Reloads the configuration file.
  •  
    Configuration
    # Per-Thwomp settings (defined under each [Thwomp Name] section):
     
    # THWOMP_FLAGS             = a - Active Delay     b - Active Duration     c - Shake
    # THWOMP_TEAM              = 0 - None             1 - Terrorist           2 - Counter-Terrorist   3 - Both
    # THWOMP_SPAWN_CHANCE      = Thwomp's respawn probability (0.0 - 1.0)
    # THWOMP_ACTIVE_DELAY      = Delay in seconds before the Thwomp becomes active at round start
    # THWOMP_ACTIVE_DURATION   = Duration of the active state in seconds
    # THWOMP_ACTIVE_COOLDOWN   = Cooldown in seconds before the Thwomp becomes active again
    # THWOMP_FALL_STRENGTH     = Strength of the Thwomp's fall (MIN - MAX)
    # THWOMP_FALL_FREQ         = Frequency of the Thwomp's fall (MIN - MAX)
    # THWOMP_IDLE_DURATION     = Duration of the idle state after landing (MIN - MAX)
    # THWOMP_RAISE_STRENGTH    = Strength of the Thwomp's raise (MIN - MAX)
    # THWOMP_COOLDOWN          = Cooldown in seconds before the Thwomp can be activated again (MIN - MAX)
    # THWOMP_SHAKE_DISTANCE    = Distance in units for the shake effect
    # THWOMP_SHAKE_AMPLITUDE   = Amplitude of the shake effect
    # THWOMP_SHAKE_FREQUENCY   = Frequency of the shake effect
    # THWOMP_SHAKE_DURATION    = Duration of the shake effect in seconds
    # THWOMP_SOUND_ALERT       = Sound played when the Thwomp is about to fall
    # THWOMP_SOUND_SMASH       = Sound played when the Thwomp hits the ground
    
     
    Changelog
    * v1.0: Initial release.
    
     
     
    Download
     

    Xen Tree

    09.09.2026 17:02

    Xen Tree

     
    Description
    This plugin adds a fully dynamic Xen Tree system to Counter-Strike 1.6.
    Xen Trees can be placed, managed and configured during gameplay with runtime control over activation, team access, damage and push effects.
     
  • Create and remove Xen Trees during gameplay via an in-game menu
  • Two configurable tree sizes with independent models and collision bounds
  • Configurable per tree: team access, animation speed and spawn chance
  • Delayed and timed activation with configurable values for round-based gameplay
  • Optional cooldown before a tree becomes active again
  • Configurable damage and push force applied when the tree attacks
  • Optional damage trigger to activate the tree's attack behavior
  • Configurable attack and swing sounds
  • Optional blood effects and configurable blood color
  • Configurable punch angle applied to players when attacked
  • Dynamic tree rotation and natural ghost preview placement
  • Custom tree setups are saved per map and automatically loaded on every map start
  •  
    Commands
  • say /xt -- Opens the Xen Tree menu.
  • say_team /xt -- Opens the Xen Tree menu.
  • xt_reload -- Reloads the configuration file.
  •  
    Configuration
    # Per-tree settings (defined under each [Tree Name] section):
     
    # TREE_FLAGS              = a - Active Delay     b - Active Duration     c - Damage Trigger
    # TREE_TEAM               = 0 - None             1 - Terrorist           2 - Counter-Terrorist   3 - Both
    # TREE_FRAMERATE          = Tree's animation speed
    # TREE_SPAWN_CHANCE       = Tree's respawn probability (0.0 - 1.0)
    # TREE_ACTIVE_DELAY       = Delay in seconds before the Tree becomes active at round start
    # TREE_ACTIVE_DURATION    = Duration of the active state in seconds
    # TREE_ACTIVE_COOLDOWN    = Cooldown in seconds before the Tree becomes active again
    # TREE_DAMAGE             = Damage dealt to players when the Tree is active (MIN - MAX)
    # TREE_PUSH               = Push force applied to players when the Tree is active (MIN - MAX)
    # TREE_SOUND_ATTACK       = Sound to play when the Tree attacks a player
    # TREE_SOUND_SWING        = Sound to play when the Tree swings (but doesn't hit a player)
    
     
    Changelog
    * v1.0: Initial release.
    
     
     
    Download
     

    Portal

    04.09.2026 07:45

    Portal

     
    Description
    This plugin adds a fully dynamic Portal system to Counter-Strike 1.6.
    Portals can be placed, managed and configured during gameplay with runtime control over visibility, team access, activation states and teleport destinations.
     
  • Create and remove portals during gameplay via an in-game menu
  • Two-part portal system with a base entry point and a configurable destination
  • Configurable per portal: team access, animation speed and spawn chance
  • Delayed and timed activation with random ranges for round-based gameplay
  • Optional cooldown before a portal becomes active again
  • Optional DLight and teleport sound effects on activation
  • Optional reverse activation for inverted portal behavior
  • Optional "Players Only" restriction to limit teleportation to players
  • Dynamic portal rotation and natural ghost preview placement
  • Custom portal setups are saved per map and automatically loaded on every map start
  •  
    Commands
  • say /portal -- Opens the Portal menu.
  • say_team /portal -- Opens the Portal menu.
  • portal_reload -- Reloads the configuration file.
  •  
    Configuration
    # Per-portal settings (defined under each [Portal Name] section):
     
    # PORTAL_FLAGS               = a - Active Delay     b - Active Duration     c - DLight              d - Sound              e - Cooldown            f - Random            g - Players Only
    # PORTAL_TEAM                = 0 - None             1 - Terrorist           2 - Counter-Terrorist   3 - Both
    # PORTAL_FRAMERATE           = Portal's animation speed
    # PORTAL_SPAWN_CHANCE        = Portal's respawn probability (0.0 - 1.0)
    # PORTAL_ACTIVE_DELAY        = Minimum and maximum activation delay after round start
    # PORTAL_ACTIVE_DURATION     = Minimum and maximum active state duration
    # PORTAL_ACTIVE_COOLDOWN     = Minimum and maximum cooldown before reactivation
    # PORTAL_SPRITE_FRAMERATE    = Sprite animation speed
    # PORTAL_SPRITE_SCALE        = Sprite scale (1.0 = normal size)
    # PORTAL_SPRITE_ALPHA        = Sprite transparency (0 - 255)
    # PORTAL_SPRITE_COLOR        = Sprite color (RGB values 0 - 255)
    # PORTAL_DLIGHT_RADIUS       = DLight radius
    # PORTAL_DLIGHT_COLOR        = DLight color (RGB values 0 - 255)
    # PORTAL_COOLDOWN            = Cooldown in seconds before the portal can be used again
    # PORTAL_SOUND_AMBIENT       = Ambient sound to play when the portal is active
    # PORTAL_SOUND_TELEPORT      = Sound to play when a player uses the portal
    
     
    Changelog
    * v1.0: Initial release.
    
     
     
    Download