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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.
  • Rozpoczynaj nowe tematy i odpowiedaj na inne
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Dołączona grafika Dołączona grafika

Guest Message by DevFuse
 

Anatomialas - zdjęcie

Anatomialas

Rejestracja: 02.07.2011
Aktualnie: Nieaktywny
Poza forum Ostatnio: 30.04.2012 18:40
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Moje tematy

Jak zablokować możliwość pisania znaku %

27.02.2012 19:59

Jak w temacie, może to być plugin, albo zmiana w configu czy coś. Proszę o pomoc.

Plugin zapobiegający komendzie %s

26.02.2012 18:32

Jak w temacie, wiecie co na to poradzić, aby nie było widać nicku po wpisaniu tego? Może jakaś zmiana w configu czy plugin ?

Plugin JB ganiany - edycja tylko na flagę

09.02.2012 14:02

#include <amxmodx>
#include <amxmisc>
#include <cstrike>
#include <fun>
#include <hamsandwich>
#include <fakemeta>
#include <fakemeta_util>
#include <colorchat>

#define PLUGIN "Ganiany"
#define VERSION "1.0"
#define AUTHOR "Gierek"
new g_tempid, goniec
new ctek[33]
new bron[33]
new Float:roundstart
new gn_time
new gn_speed
new Float: speed
public plugin_init()
{
register_plugin(PLUGIN, VERSION, AUTHOR)

register_clcmd("say /ganiany", "ganianyspr");
register_clcmd("say_team /ganiany", "ganianyspr");

register_event("CurWeapon","cur_weapon","be", "1=1");

register_forward(FM_CmdStart, "CmdStart");

RegisterHam(Ham_Spawn, "player", "Odrodzenie", 1);
RegisterHam(Ham_TakeDamage, "player", "TakeDamage");

register_logevent("round_start", 2, "1=Round_Start")
register_logevent("round_end", 2, "1=Round_End")

register_cvar("gn_enable", "1")
gn_time = register_cvar("gn_time", "20.0")
gn_speed = register_cvar("gn_speed", "255.0")
register_cvar("gn_weapon", "1")
}
public plugin_cfg()
{
server_cmd("sv_maxspeed 255");
}
public cur_weapon(id)
{

if(!is_user_alive(id))
return PLUGIN_HANDLED;

static Float:nowtime
nowtime = get_gametime()

if(goniec==1 && nowtime - roundstart < get_cvar_float("mp_roundtime")*60)
engclient_cmd(id,"weapon_knife");

return PLUGIN_HANDLED;
}
public round_start()
{
roundstart = get_gametime()
}
public round_end()
{
goniec=0
}
public CmdStart(id, uc_handle)
{
if(!is_user_alive(id))
return FMRES_IGNORED;
static Float: nowtime
nowtime = get_gametime()

if(goniec==1 && ctek[id] == 0)
{

if(nowtime - roundstart < get_cvar_float("mp_roundtime")*60)
set_user_maxspeed(id, speed);
else
{
set_user_maxspeed(id, 255.0);
if(bron[id]==1)
{
bron[id]=0
give_item(id, "knife")
cs_set_user_bpammo(id, CSW_M4A1, 90)
}
}
}
return FMRES_IGNORED;
}
public Odrodzenie(id)
{
if(!is_user_alive(id) || !is_user_connected(id))
return PLUGIN_CONTINUE;

set_user_maxspeed(id, 250.0);
return PLUGIN_CONTINUE;
}
public TakeDamage(this, idinflictor, idattacker, Float:damage, damagebits)
{
if(!is_user_alive(this) || !is_user_connected(this) || !is_user_connected(idattacker) || get_user_team(this) == get_user_team(idattacker))
return HAM_IGNORED;

static Float:nowtime
nowtime = get_gametime()

if(cs_get_user_team(idattacker) == CS_TEAM_T && cs_get_user_team(this) == CS_TEAM_CT)
{
if(goniec==1 && nowtime - roundstart < get_cvar_float("mp_roundtime")*60)
{
set_user_frags(this,get_user_frags(this)+1)
user_kill(idattacker)
return HAM_SUPERCEDE
}
}
return HAM_IGNORED;
}
public ganianyspr(id)
{
if(get_cvar_num("gn_enable"))
{
if(cs_get_user_team(id) == CS_TEAM_T)
{
ColorChat(id, GREEN, "[JailBreak]^x01 Nie jestes Klawiszem");
return PLUGIN_HANDLED;
}
if(!is_user_alive(id))
{
ColorChat(id, GREEN, "[JailBreak]^x01 Nie zyjesz wiec nie mozesz uzywac tej komendy");
return PLUGIN_HANDLED;
}
if(goniec==1)
{
ColorChat(id, GREEN, "[JailBreak]^x01 Ganiany jest juz wlaczony");
return PLUGIN_HANDLED;
}
goniec = 1
force_open()
ganiany()
speed = get_pcvar_float(gn_speed)
if(speed<250.0)
speed=250.0
}
return PLUGIN_HANDLED;
}
public ganiany()
{
new players[32], pnum
get_players(players, pnum)

new Float: czas = get_pcvar_float(gn_time)

for( new i; i<pnum;i++ )
{
g_tempid = players[i];

if(get_cvar_num("gn_weapon"))
bron[g_tempid] = 1
else
bron[g_tempid] = 0

if(cs_get_user_team(g_tempid) == CS_TEAM_T && is_user_alive(g_tempid))
{
set_user_maxspeed(g_tempid, 550.0);
ctek[g_tempid] = 0
}
if(cs_get_user_team(g_tempid) == CS_TEAM_CT && is_user_alive(g_tempid))
{
strip_user_weapons(g_tempid);
give_item(g_tempid, "weapon_knife");
set_user_maxspeed(g_tempid, 0.01);
set_task(czas, "ganianystart", g_tempid)
ctek[g_tempid] = 1
}
}
}
public ganianystart(id)
{
ctek[id] = 0
set_hudmessage(85, 212, 255, -1.0, 0.22, 0, 6.0, 12.0)
show_hudmessage(id, "Klawisze wypuszczeni!^nWiezniowie spierdalajcie!")
}
public force_open()
{
new ent = -1
while((ent = fm_find_ent_by_class(ent, "func_door")))
{
dllfunc(DLLFunc_Use, ent, 0)
}
}


Witam. Można to edytować tak, aby komenda była tylko dla admina z flagą B ? Przy okazji - jeśli ktoś może to proszę o skompilowanie do amxx :)

Pozdrawiam.

@ref

Problem z kompilacją VHE 3.4

02.07.2011 11:20

Witam , mam problem z kompilacją VHE. Po stworzeniu mapki robi mi się tylko plik .map , bez bsp. Tutaj wklejam log :


** Zadanie.....
** Rozkaz > Katalog gry
** Parametry> C:\Program Files\Counter-Strike


** Zadanie.....
** Rozkaz > Kopiuj
** Parametry> "C:\Program Files\Valve Hammer Editor\Map 51.map" "C:\Program Files\Valve Hammer Editor\maps\Map 51.map"


** Zadanie.....
** Rozkaz > C:\PROGRA~1\Valve Hammer Editor\hlcsg.exe
** Parametry> "C:\Program Files\Valve Hammer Editor\maps\Map 51"

Unknown option "Editor\hlcsg.exe"
hlcsg v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to ([email protected])

-= hlcsg Options =-

-nowadtextures : include all used textures into bsp
-wadinclude file : place textures used from wad specified into bsp
-noclip : don't create clipping hull
-noclipeconomy : turn clipnode economy mode off
-cliptype value : set to smallest, normalized, simple, precise, or legacy (default)
-nullfile file : specify list of entities to retexture with NULL
-onlyents : do an entity update from .map to .bsp
-noskyclip : disable automatic clipping of SKY brushes
-tiny # : minmum brush face surface area before it is discarded
-brushunion # : threshold to warn about overlapping brushes

-hullfile file : Reads in custom collision hull dimensions
-texdata # : Alter maximum texture memory limit (in kb)
-lightdata # : Alter maximum lighting memory limit (in kb)
-chart : display bsp statitics
-low | -high : run program an altered priority level
-nolog : don't generate the compile logfiles
-threads # : manually specify the number of threads to run
-estimate : display estimated time during compile
-verbose : compile with verbose messages
-noinfo : Do not show tool configuration information
-nonulltex : Turns off null texture stripping
-dev # : compile with developer message

-wadconfig name : Specify a configuration to use from wad.cfg
-wadcfgfile path : Manually specify a path to the wad.cfg file
-wadautodetect : Force auto-detection of wadfiles
mapfile : The mapfile to compile


** Zadanie.....
** Rozkaz > C:\PROGRA~1\Valve Hammer Editor\hlbsp.exe
** Parametry> "C:\Program Files\Valve Hammer Editor\maps\Map 51"

Unknown option "Editor\hlbsp.exe"
hlbsp v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to ([email protected])

-= hlbsp Options =-

-leakonly : Run BSP only enough to check for LEAKs
-subdivide # : Sets the face subdivide size
-maxnodesize # : Sets the maximum portal node size

-notjunc : Don't break edges on t-junctions (not for final runs)
-noclip : Don't process the clipping hull (not for final runs)
-nofill : Don't fill outside (will mask LEAKs) (not for final runs)
-noopt : Don't optimize planes on BSP write (not for final runs)

-texdata # : Alter maximum texture memory limit (in kb)
-lightdata # : Alter maximum lighting memory limit (in kb)
-chart : display bsp statitics
-low | -high : run program an altered priority level
-nolog : don't generate the compile logfiles
-threads # : manually specify the number of threads to run
-estimate : display estimated time during compile
-nonulltex : Don't strip NULL faces
-verbose : compile with verbose messages
-noinfo : Do not show tool configuration information
-dev # : compile with developer message

mapfile : The mapfile to compile


** Zadanie.....
** Rozkaz > C:\PROGRA~1\Valve Hammer Editor\hlvis.exe
** Parametry> "C:\Program Files\Valve Hammer Editor\maps\Map 51"

Unknown option "Editor\hlvis.exe"
hlvis v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to ([email protected])

-= hlvis Options =-

-full : Full vis
-fast : Fast vis

-texdata # : Alter maximum texture memory limit (in kb)
-lightdata # : Alter maximum texture memory limit (in kb)
-chart : display bsp statitics
-low | -high : run program an altered priority level
-nolog : don't generate the compile logfiles
-threads # : manually specify the number of threads to run
-estimate : display estimated time during compile
-maxdistance # : Alter the maximum distance for visibility
-verbose : compile with verbose messages
-noinfo : Do not show tool configuration information
-dev # : compile with developer message

mapfile : The mapfile to compile


** Zadanie.....
** Rozkaz > C:\PROGRA~1\Valve Hammer Editor\hlrad.exe
** Parametry> "C:\Program Files\Valve Hammer Editor\maps\Map 51"

Unknown option "Editor\hlrad.exe"
hlrad v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to ([email protected])

-= hlrad Options =-

-sparse : Enable low memory vismatrix algorithm
-nomatrix : Disable usage of vismatrix entirely

-extra : Improve lighting quality by doing 9 point oversampling
-bounce # : Set number of radiosity bounces
-ambient r g b : Set ambient world light (0.0 to 1.0, r g B)
-maxlight # : Set maximum light intensity value
-circus : Enable 'circus' mode for locating unlit lightmaps
-nopaque : Disable the opaque zhlt_lightflags for this compile

-smooth # : Set smoothing threshold for blending (in degrees)
-chop # : Set radiosity patch size for normal textures
-texchop # : Set radiosity patch size for texture light faces

-notexscale # : Do not scale radiosity patches with texture scale
-coring # : Set lighting threshold before blackness
-dlight # : Set direct lighting threshold
-nolerp : Disable radiosity interpolation, nearest point instead

-fade # : Set global fade (larger values = shorter lights)
-falloff # : Set global falloff mode (1 = inv linear, 2 = inv square)
-scale # : Set global light scaling value
-gamma # : Set global gamma value

-sky # : Set ambient sunlight contribution in the shade outside
-lights file : Manually specify a lights.rad file to use
-noskyfix : Disable light_environment being global
-incremental : Use or create an incremental transfer list file

-dump : Dumps light patches to a file for hlrad debugging info

-texdata # : Alter maximum texture memory limit (in kb)
-lightdata # : Alter maximum lighting memory limit (in kb)
-chart : display bsp statitics
-low | -high : run program an altered priority level
-nolog : Do not generate the compile logfiles
-threads # : manually specify the number of threads to run
-estimate : display estimated time during compile
-verbose : compile with verbose messages
-noinfo : Do not show tool configuration information
-dev # : compile with developer message

-colourgamma r g b : Sets different gamma values for r, g, b
-colourscale r g b : Sets different lightscale values for r, g ,b
-colourjitter r g b : Adds noise, independent colours, for dithering
-jitter r g b : Adds noise, monochromatic, for dithering
-nodiffuse : Disables light_environment diffuse hack
-nospotpoints : Disables light_spot spherical point sources
-softlight r g b d : Scaling values for backwards-light hack

-customshadowwithbounce : Enables custom shadows with bounce light
-rgbtransfers : Enables RGB Transfers (for custom shadows)

mapfile : The mapfile to compile


** Zadanie.....
** Rozkaz > C:\PROGRA~1\Counter-Strike\hl.exe
** Parametry> +map "Map 51"



Proszę o pomoc , co muszę zrobic aby wytworzyl się też plik bsp ? Pozdrawiam, Patmar1.