Nie
To równanie zostało stworzone przy pomocy kodu LaTeX:
Edytor LaTeX online: CodeCogs.com/latex/eqneditor.php
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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Młody programista z perspektywami
Napisane przez d0naciak w 23.06.2017 12:06
Napisane przez d0naciak w 23.06.2017 12:01
Napisane przez d0naciak w 21.06.2017 16:37
Napisane przez d0naciak w 20.06.2017 15:28
RegisterHam(Ham_Weapon_PrimaryAttack, "weapon_knife" , "BlockKnife") RegisterHam(Ham_Weapon_SecondaryAttack ,"weapon_knife","BlockKnife") //w obydwoch forwardach ta sama funkcja, przeciez tu i tu bedziemy robic to samo, a parametry są identyczne //kod kod kod public BlockKnife() { if(jail_get_play_game_id() != id_zabawa) { //jezeli aktualna zabawa != id_zabawa return HAM_IGNORED; //nic nie rob, koniec funkcji } return HAM_SUPERCEDE; //blokuj atak }
Napisane przez d0naciak w 20.06.2017 15:23
Info
Dzięki temu pluginowi możemy podnosić bronie tak jak w CSGO, czyli przez guzik E, zamiast deptać bo broniach.
Może nie działać najlepiej na mapach gdzie bronie leżą od razu, a nie wypadają z graczy, nie wiem też czy współpracuje z podnoszeniem granatów (plugin Real Nade Drops).
Screenshoty
Instalacja
Skompiluj lokalnie, reszta standardowo.
Do pobrania
csgo_podnoszeniebroni.sma 4,15 KB 353 Ilość pobrań
csgo_podnoszeniebroni.amxx
Napisane przez d0naciak w 20.06.2017 14:12
To nic nie da, podmien funkcję event_curweapon na tą:
public event_curweapon(id) { //Check if the plugin is enabled and player is alive if(!get_pcvar_num(cvar_enable) || !is_user_alive(id) || !(get_user_flags(id) & ADMIN_LEVEL_H)) return PLUGIN_CONTINUE; //Get and check weapon ID new weaponID= read_data(2) if(weaponID==CSW_C4 || weaponID==CSW_KNIFE || weaponID==CSW_HEGRENADE || weaponID==CSW_SMOKEGRENADE || weaponID==CSW_FLASHBANG) return PLUGIN_CONTINUE; if(cs_get_user_bpammo(id, weaponID)!=CSW_MAXAMMO[weaponID]) cs_set_user_bpammo(id, weaponID, CSW_MAXAMMO[weaponID]) return PLUGIN_CONTINUE; }
Napisane przez d0naciak w 19.06.2017 18:57
Nie ma co się zastanawiać, podział jest na pewno na bronie - każda broń ma swoje skiny. Najlepiej "przypisywać broniom" skiny, musisz wiedzieć ile skinów jest w danej broni, potem gdy gracz np. wybierze interesującą go broń, to sprawdza co wybrał i na podstawie broni wyciąga skiny które gracz posiada - chyba żadna filozofia, gorzej napisać
Napisane przez d0naciak w 19.06.2017 18:42
Sprawdź, jeżeli posiada chociaż jedną z flag to wtedy będzie mógł, ale sprawdź:
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#include <amxmodx> #include <fakemeta> #include <hamsandwich> #include <weapon_models_api> #define PLUGIN "Weapon Skin System" #define VERSION "0.5.0-45" #define AUTHOR "Mistrick" #pragma semicolon 1 #define DEFAULT_SKIN_MENU #define MODEL_NOT_SET 0 #define is_valid_pev(%0) (pev_valid(%0) == 2) #define get_weapon_skin(%0) pev(%0, pev_iuser4) #define set_weapon_skin(%0,%1) set_pev(%0, pev_iuser4, %1) const XO_CBASEPLAYER = 5; const XO_CBASEPLAYERWEAPON = 4; const m_pPlayer = 41; const m_pNext = 42; const m_iId = 43; const m_pActiveItem = 373; const m_rgpPlayerItems_CBasePlayer = 367; enum _:SkinInfo { WeaponID, SkinName[32], ModelV, ModelP, ModelW[64] }; new const FILE_MODELS[] = "weapon_skins.ini"; new Array:g_aWeaponSkins; new g_LoadedWeapons; new g_iWeaponSkinsCount; new g_iPlayerSkins[33][32]; public plugin_init() { register_plugin(PLUGIN, VERSION, AUTHOR); #if defined DEFAULT_SKIN_MENU register_clcmd("say /skins", "Command_ChangeSkin"); register_clcmd("say /skinreset", "Command_ResetSkin"); #endif // DEFAULT_SKIN_MENU } public plugin_precache() { new file_path[128]; get_localinfo("amxx_configsdir", file_path, charsmax(file_path)); format(file_path, charsmax(file_path), "%s/%s", file_path, FILE_MODELS); new file = fopen(file_path, "rt"); if(!file) { set_fail_state("File not found!"); } g_aWeaponSkins = ArrayCreate(SkinInfo, 1); // forward wss_loaded_skin(index, weaponid, name[]); new fwd = CreateMultiForward("wss_loaded_skin", ET_IGNORE, FP_CELL, FP_CELL, FP_STRING); new buffer[256], weapon_name[32], skin_name[32], model_v[64], model_p[64], model_w[64]; new weaponid, skin_info[SkinInfo]; new ret; while(!feof(file)) { fgets(file, buffer, charsmax(buffer)); if(!buffer[0] || buffer[0] == ';') continue; parse(buffer, weapon_name, charsmax(weapon_name), skin_name, charsmax(skin_name), model_v, charsmax(model_v), model_p, charsmax(model_p), model_w, charsmax(model_w)); weaponid = get_weapon_csw(weapon_name); if(!weaponid) continue; skin_info[WeaponID] = weaponid; g_LoadedWeapons |= (1 << weaponid); if(model_v[0] && file_exists(model_v)) { skin_info[ModelV] = engfunc(EngFunc_AllocString, model_v); precache_model(model_v); } if(model_p[0] && file_exists(model_p)) { skin_info[ModelP] = engfunc(EngFunc_AllocString, model_p); precache_model(model_p); } if(model_w[0] && file_exists(model_w)) { copy(skin_info[ModelW], charsmax(skin_info[ModelW]), model_w); precache_model(model_w); } copy(skin_info[SkinName], charsmax(skin_info[SkinName]), skin_name); ExecuteForward(fwd, ret, g_iWeaponSkinsCount + 1, weaponid, skin_name); ArrayPushArray(g_aWeaponSkins, skin_info); g_iWeaponSkinsCount++; skin_info[ModelV] = MODEL_NOT_SET; skin_info[ModelP] = MODEL_NOT_SET; skin_info[ModelW] = MODEL_NOT_SET; } fclose(file); if(!g_iWeaponSkinsCount) { ArrayDestroy(g_aWeaponSkins); set_fail_state("File is empty!"); } } public plugin_natives() { register_library("weapon_skin_system"); register_native("wss_get_weapon_skin_index", "native_get_weapon_skin_index"); register_native("wss_get_skin_name", "native_get_skin_name"); register_native("wss_set_user_skin", "native_set_user_skin"); } // native wss_get_weapon_skin_index(weapon); public native_get_weapon_skin_index(plugin, params) { enum { arg_weapon = 1 }; new weapon = get_param(arg_weapon); return get_weapon_skin(weapon); } // native wss_get_skin_name(skin, name[], len); public native_get_skin_name(plugin, params) { enum { arg_skin = 1, arg_name, arg_len }; new skin = get_param(arg_skin); if(skin < 1 || skin > g_iWeaponSkinsCount) { log_error(AMX_ERR_NATIVE, "[WSS] Get skin name: wrong skin index! index %d", skin); return 0; } new skin_info[SkinInfo]; ArrayGetArray(g_aWeaponSkins, skin - 1, skin_info); set_string(arg_name, skin_info[SkinName], get_param(arg_len)); return 1; } // native wss_set_user_skin(id, weaponid, skin_index); public native_set_user_skin(plugin, params) { enum { arg_id = 1, arg_weaponid, arg_skin_index }; new id = get_param(arg_id); new weaponid = get_param(arg_weaponid); new skin_index = get_param(arg_skin_index); if(id < 1 || id > 32) { log_error(AMX_ERR_NATIVE, "[WSS] Set user skin: wrong player index! index %d", id); return 0; } if(!weaponid) { arrayset(g_iPlayerSkins[id], 0, sizeof(g_iPlayerSkins[])); return 1; } g_iPlayerSkins[id][weaponid] = skin_index; return 1; } public client_connect(id) { arrayset(g_iPlayerSkins[id], 0, sizeof(g_iPlayerSkins[])); } #if defined DEFAULT_SKIN_MENU public Command_ChangeSkin(id) { new flagi = get_user_flags(id); if(!(flagi & ADMIN_LEVEL_A) && !(flagi & ADMIN_LEVEL_D) && !(flagi & ADMIN_LEVEL_F)) { client_print(id, print_chat, "[WSS] Nie posiadasz uprawnien do tego!"); return PLUGIN_CONTINUE; } new menu = menu_create("Skin Menu", "SkinMenu_Handler"); new skin_info[SkinInfo]; for(new i; i < g_iWeaponSkinsCount; i++) { ArrayGetArray(g_aWeaponSkins, i, skin_info); menu_additem(menu, skin_info[SkinName]); } menu_display(id, menu); return PLUGIN_CONTINUE; } public SkinMenu_Handler(id, menu, item) { if(item == MENU_EXIT) { menu_destroy(menu); return PLUGIN_HANDLED; } new skin_info[SkinInfo]; ArrayGetArray(g_aWeaponSkins, item, skin_info); g_iPlayerSkins[id][skin_info[WeaponID]] = item + 1; new weapon, weaponid; new cur_weapon = get_pdata_cbase(id, m_pActiveItem, XO_CBASEPLAYER); #define MAX_ITEM_SLOTS 6 for(new i; i < MAX_ITEM_SLOTS; i++) { weapon = get_pdata_cbase(id, m_rgpPlayerItems_CBasePlayer + i, XO_CBASEPLAYER); while (is_valid_pev(weapon)) { weaponid = get_pdata_int(weapon, m_iId, XO_CBASEPLAYERWEAPON); if(weaponid == skin_info[WeaponID]) { set_weapon_skin(weapon, item + 1); if(weapon == cur_weapon) { if(skin_info[ModelV]) set_pev(id, pev_viewmodel, skin_info[ModelV]); if(skin_info[ModelP]) set_pev(id, pev_weaponmodel, skin_info[ModelP]); } // stop cycles i = 6; break; } weapon = get_pdata_cbase(weapon, m_pNext, XO_CBASEPLAYERWEAPON); } } menu_destroy(menu); return PLUGIN_HANDLED; } public Command_ResetSkin(id) { new flagi = get_user_flags(id); if(!(flagi & ADMIN_LEVEL_A) && !(flagi & ADMIN_LEVEL_D) && !(flagi & ADMIN_LEVEL_F)) { client_print(id, print_chat, "[WSS] Nie posiadasz uprawnien do tego!"); return PLUGIN_CONTINUE; } static weapons[][] = { "", "weapon_p228", "weapon_shield", "weapon_scout", "weapon_hegrenade", "weapon_xm1014", "weapon_c4", "weapon_mac10", "weapon_aug", "weapon_smokegrenade", "weapon_elite", "weapon_fiveseven", "weapon_ump45", "weapon_sg550", "weapon_galil", "weapon_famas", "weapon_usp", "weapon_glock18", "weapon_awp", "weapon_mp5navy", "weapon_m249", "weapon_m3", "weapon_m4a1", "weapon_tmp", "weapon_g3sg1", "weapon_flashbang", "weapon_deagle", "weapon_sg552", "weapon_ak47", "weapon_knife", "weapon_p90" }; new menu = menu_create("Skin Reset", "SkinReset_Handler"); for(new i = 1, num[2]; i < 32; i++) { if(g_LoadedWeapons & (1 << i) && g_iPlayerSkins[id][i]) { num[0] = i; menu_additem(menu, weapons[i], num); } } menu_display(id, menu); return PLUGIN_CONTINUE; } public SkinReset_Handler(id, menu, item) { if(item == MENU_EXIT) { menu_destroy(menu); return PLUGIN_HANDLED; } new info[2], buffer; menu_item_getinfo(menu, item, buffer, info, charsmax(info), .callback = buffer); new weaponid = info[0]; g_iPlayerSkins[id][weaponid] = 0; menu_destroy(menu); return PLUGIN_HANDLED; } #endif // DEFAULT_SKIN_MENU public cs_weapon_add_to_player(id, weapon, weaponid, type) { if(type == ADD_BY_ARMORY_ENTITY || type == ADD_BY_WEAPONBOX) return 0; if(get_weapon_skin(weapon)) return 0; if(g_iPlayerSkins[id][weaponid]) { set_weapon_skin(weapon, g_iPlayerSkins[id][weaponid]); } return 0; } public cs_weapon_deploy(id, weapon, weaponid) { new skin = get_weapon_skin(weapon); if(skin) { new skin_info[SkinInfo]; ArrayGetArray(g_aWeaponSkins, skin - 1, skin_info); if(skin_info[ModelV]) set_pev(id, pev_viewmodel, skin_info[ModelV]); if(skin_info[ModelP]) set_pev(id, pev_weaponmodel, skin_info[ModelP]); } } public cs_weapon_drop(id, weaponbox, weapon, weaponid) { new skin = get_weapon_skin(weapon); if(skin) { new skin_info[SkinInfo]; ArrayGetArray(g_aWeaponSkins, skin - 1, skin_info); engfunc(EngFunc_SetModel, weaponbox, skin_info[ModelW]); return 1; } return 0; } stock get_weapon_csw(weapon_name[]) { static weapons[][] = { "", "weapon_p228", "weapon_shield", "weapon_scout", "weapon_hegrenade", "weapon_xm1014", "weapon_c4", "weapon_mac10", "weapon_aug", "weapon_smokegrenade", "weapon_elite", "weapon_fiveseven", "weapon_ump45", "weapon_sg550", "weapon_galil", "weapon_famas", "weapon_usp", "weapon_glock18", "weapon_awp", "weapon_mp5navy", "weapon_m249", "weapon_m3", "weapon_m4a1", "weapon_tmp", "weapon_g3sg1", "weapon_flashbang", "weapon_deagle", "weapon_sg552", "weapon_ak47", "weapon_knife", "weapon_p90" }; for(new i = 1; i < sizeof(weapons); i++) { if(equali(weapon_name, weapons[i])) { return i; } } return 0; }
Napisane przez d0naciak w 18.06.2017 11:36
Napisane przez d0naciak w 18.06.2017 09:03
new bronie[32], ilosc, nazwa_broni[32]; get_user_weapons(id, bronie, ilosc); //zwraca do tablicy bronie jakie posiada gracz, ilosc - ilosc broni for(new i = 0; i < ilosc; i++) { //petla po kazdej broni jaką posiada gracz get_weaponname(bronie[i], nazwa_broni, 31); //zwracamy do tablicy nazwa_broni nazwę broni jaką posiada gracz w formacie np. weapon_m4a1 replace(nazwa_broni, 31, "weapon_", ""); //usuwamy przedrostek weapon_ strtoupper(nazwa_broni); //ustawia wielkie litery, czyli z m4a1 robi M4A1 menu_additem(menu, nazwa_broni); //dodaje bron do menu }
Napisane przez d0naciak w 18.06.2017 08:55
Sprawdź.
#include <amxmodx> #include <fakemeta> #include <hamsandwich> #include <fun> #include <colorchat> #define VERSION "0.1" #define MAX 32 #define IsPlayer(%1) (1 <= %1 <= MAX && is_user_connected(%1)) new g_bAsysta[MAX+1][MAX+1]; public plugin_init() { register_plugin("Dodatkowy Exp", VERSION, "DarkGL") register_event("DeathMsg", "eventDeath", "a"); register_event("HLTV", "newRound", "a", "1=0", "2=0") RegisterHam(Ham_TakeDamage, "player", "fwDamage", 1); } public newRound() { for(new i = 0;i <= MAX;i++){ for(new j = 0;j <= MAX;j++) g_bAsysta[i][j] = 0; } } public client_connect(id){ for(new j = 0;j <= MAX;j++) g_bAsysta[id][j] = 0; } public fwDamage(iVictim, iInflicter, iAttacker, Float:fDamage, iBitDamage){ if( (IsPlayer(iAttacker) && IsPlayer(iVictim)) && get_user_team(iVictim) != get_user_team(iAttacker) && iVictim != iAttacker) g_bAsysta[iAttacker][iVictim] += floatround(fDamage); return HAM_IGNORED; } public eventDeath(){ new iKiller = read_data(1); new iVictim = read_data(2); if(IsPlayer(iKiller) && IsPlayer(iVictim) && iKiller != iVictim) { new sName[32]; get_user_name(iVictim, sName, sizeof sName - 1); for(new i = 0 ; i <= MAX; i ++){ if(i == iKiller) continue; if(g_bAsysta[i][iVictim] >= 50){ set_hudmessage(255, 16, 255, -1.0, 0.30, 0, 2.0, 2.0, 0.05, 0.05, 4) show_hudmessage(i, "Asystowales w zabiciu gracza %s^n^n+ 1 Frag", sName); ColorChat(i, GREEN, "[Frag-Armia.pl] ^x01 Asysta na ^x03 %s ^x01 +1 FRAG", sName); set_user_frags(i, get_user_frags(i)+1) } g_bAsysta[i][iVictim] = 0; } } } /* AMXX-Studio Notes - DO NOT MODIFY BELOW HERE *{\\ rtf1\\ ansi\\ ansicpg1250\\ deff0\\ deflang1045{\\ fonttbl{\\ f0\\ fnil Tahoma;}}\n\\ viewkind4\\ uc1\\ pard\\ f0\\ fs16 \n\\ par } */
Napisane przez d0naciak w 18.06.2017 08:26
#include <amxmodx> #include <amxmisc> #define PLUGIN "Spreeeee!" #define VERSION "0.07" #define AUTHOR "R3X" #define MAX_PLAYERS 32 //rozrabiaka #define PREPARE_HUD() set_hudmessage(42, 255, 42, 0.9, -1.0, 0, 6.0, 6.0,_,_,2) //koniec szalenstwa #define PREPARE_HUD2() set_hudmessage(42, 42, 255, 0.62, -1.0, 0, 6.0, 6.0,_,_,1) //#define DEBUG new g_points[MAX_PLAYERS+1][2]; new g_pointsThisRound[MAX_PLAYERS+1][2]; new g_cvarLimit,g_cvarEndShow; public plugin_init(){ register_plugin(PLUGIN, VERSION, AUTHOR); register_event("DeathMsg","onDeath","a"); register_event("TextMsg", "resetAll", "a", "2&#Game_will_restart_in" ); register_event("TextMsg", "resetAll", "a", "2&#Game_C"); register_logevent("onEndRound", 2, "1=Round_End") register_logevent("resetAllThisRound", 2, "1=Round_Start") g_cvarLimit=register_cvar("amx_spree_limit","5"); g_cvarEndShow=register_cvar("amx_endshow","1"); #if defined DEBUG register_concmd("show_points","cmd_show_points",ADMIN_KICK); #endif } reset(id){ g_points[id][0]=0; g_points[id][1]=0; } resetRound(id){ g_pointsThisRound[id][0]=0; g_pointsThisRound[id][1]=0; } public resetAllThisRound(){ for(new i=0;i<=MAX_PLAYERS;i++) resetRound(i); } public resetAll(){ for(new i=0;i<=MAX_PLAYERS;i++) reset(i); } public onEndRound(){ if(get_pcvar_num(g_cvarEndShow)) set_task(0.3,"podsumowanie"); } public podsumowanie(){ new bool:double=false; new id=0; for(new i=1;i<=MAX_PLAYERS;i++){ if(g_pointsThisRound[id][0]==g_pointsThisRound[i][0]){ if(g_pointsThisRound[id][1] == g_pointsThisRound[i][1]){ double=true; } else if(g_pointsThisRound[id][1] < g_pointsThisRound[i][1]){ id=i; double=false; } } else if(g_pointsThisRound[id][0] < g_pointsThisRound[i][0]){ id=i; double=false; } } if(!double && id){ PREPARE_HUD(); new szNick[33]; get_user_name(id,szNick,32); show_hudmessage(0, "^n%s najlepszym graczem %d w tym %d w glowe",szNick,g_pointsThisRound[id][0],g_pointsThisRound[id][1]); } } public client_putinserver(id){ reset(id); resetRound(id); } public client_disconnect(id){ reset(id); resetRound(id); } public onDeath(){ new kid=read_data(1); new vid=read_data(2); log_amx("%d->%d",kid,vid); if(!is_user_connected(kid)){ reset(vid); return PLUGIN_CONTINUE; } log_amx("(2)%d->%d",kid,vid); g_points[kid][0]++; g_pointsThisRound[kid][0]++; if(read_data(3)){ g_points[kid][1]++; g_pointsThisRound[kid][1]++; } if(get_pcvar_num(g_cvarLimit)<=0) return PLUGIN_CONTINUE; if(g_points[vid][0]>=get_pcvar_num(g_cvarLimit)){ new szVicNick[33],szKilNick[33]; get_user_name(vid,szVicNick,32); get_user_name(kid,szKilNick,32); PREPARE_HUD2(); show_hudmessage(0, "Szalenstwo zabijania^n%s^n [%d w tym %d w glowe]^n^nzatrzymane przez:^n%s",szVicNick,g_points[vid][0],g_points[vid][1],szKilNick); } reset(vid); return PLUGIN_CONTINUE; } #if defined DEBUG public cmd_show_points(id,level,cid){ if( !cmd_access(id, level, cid, 1)) return PLUGIN_HANDLED; client_print(id,print_console,"----------Points------------"); new Players[32]; new playerCount, id2; get_players(Players, playerCount); for ( new i=0; i<playerCount; i++){ id2 = Players[i]; client_print(id,print_console,"[%d] P=%d(%dhs), PTR=%d(%dhs)",id2,g_points[id2][0],g_points[id2][1],g_pointsThisRound[id2][0],g_pointsThisRound[id2][1]) } client_print(id,print_console,"--------------------------"); return PLUGIN_HANDLED; } #endif
Napisane przez d0naciak w 16.06.2017 18:19
Napisane przez d0naciak w 15.06.2017 15:13
Napisane przez d0naciak w 15.06.2017 13:03