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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.
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Guest Message by DevFuse
Gucio(DJ)!
Rejestracja: 07.11.2012Aktualnie: Nieaktywny
Poza forum Ostatnio: 27.12.2012 18:08




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#470422 [ROZWIĄZANE] Bug Pokeballi
Napisane przez patryk9009
w 22.10.2012 17:03
Thx , mozna zakmnac oczywiscie + leci thx za pomoc problem rozwiazany 
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#467984 [ROZWIĄZANE] Bug Pokeballi
Napisane przez patryk9009
w 15.10.2012 22:00
#467557 [ROZWIĄZANE] Bug Pokeballi
Napisane przez patryk9009
w 14.10.2012 18:45
#466839 [ROZWIĄZANE] Bug Pokeballi
Napisane przez patryk9009
w 13.10.2012 10:59
#477091 Skille pokemod (Przerobienie)
Napisane przez patryk9009
w 09.11.2012 19:00
Witam mam takie pytanie , mam pokemod i np. na poczatku mialem 100lvl , ale pozniej zwiekszylem do 500 lvl , i teraz pokemon np. Gengar od 50lvl juz jest niewidoczny a chcialbym zeby byl od np. 320 , wie ktos ktora linijka za to odpowiada? , i jeszcze ten sam problem z ampharosem skill (thundershock) ma zaduzy obszar i chcialbym go zmniejszyc. w spolierach daje skille
Spoiler
public Night_Shade(id, skill, prop)
{
if( BindTime(id) ){
fm_set_rendering(id)
screenflash(id)
}
else{
new max = clamp(NIGHTSHADE_MAX_INVIS-SkillLevel(id, skill), 1, 255)
new min = clamp(NIGHTSHADE_MIN_INVIS, 0, max)
new fade, mult = (max - min)/9
switch(gtime){
case 0: fade = max
case 1,19: fade = mult*8 + min
case 2,18: fade = mult*7 + min
case 3,17: fade = mult*6 + min
case 4,16: fade = mult*5 + min
case 5,15: fade = mult*4 + min
case 6,14: fade = mult*3 + min
case 7,13: fade = mult*2 + min
case 8,9,11,12: fade = mult + min
case 10: fade = min
}
fade = clamp(fade, min, max) //don't want to set it to something too high or low
fm_set_rendering(id, kRenderFxGlowShell, 0, 0, 0, kRenderTransAlpha, fade);
if( fade < 33 ) fade = 33;
screenflash(id, 0, 0, 0, 255-fade, 2.0)
return SKILL_USED;
}
return SKILL_READY;
Spoiler
</p>
public Thundershock(id, skill, prop) { new Float:f_aimvec[3]; poke_sound(id, CHAN_VOICE, SND_BIGGUN); get_user_origin(id, origin[id]); get_user_origin(id, aim[id], 3); if(-50>aim[id][0]-origin[id][0]>50) //only change it if they are at least that far away aim[id][0] += ( ( aim[id][0] - origin[id][0] > 0 ) ? -50 : 50 ); if(-50>aim[id][1]-origin[id][1]>50) //only change it if they are at least that far away aim[id][1] += ( ( aim[id][1] - origin[id][1] > 0 ) ? -50 : 50 ); if(-50>aim[id][2]-origin[id][2]>50) //only change it if they are at least that far away aim[id][2] += ( ( aim[id][2] - origin[id][2] > 0 ) ? -50 : 50 ); else aim[id][2] += 40; IVecFVec(aim[id], f_aimvec); new level = SkillLevel(id, skill) + 20; new ent = fm_create_entity("info_target"); set_pev( ent, pev_classname, "pokemod_ent"); fm_entity_set_model(ent, MODELS[MDL_ROCK]); fm_entity_set_origin(ent, f_aimvec); set_pev( ent, pev_rendermode, 5); set_pev( ent, pev_renderamt, 0.0); set_pev( ent, pev_owner, id); MakeLine_Ent(0,id,ent,SPRITE_INDEX[SPR_LGTNING],1,1,5,level*2,10,250,250,10,100,0) new parm[4]; parm[0] = ent; parm[1] = skill; parm[2] = level; parm[3] = 1+(level/THUNDERSHOCKS); set_task(0.5,"check_thundershock", _, parm, 4 ) return SKILL_USED } public check_thundershock(parm[]) { new ent = parm[0]; new skill = parm[1]; new level = parm[2]; parm[3]--; if( !parm[3] && pev_valid(ent) ) fm_remove_entity(ent); if( !pev_valid(ent) ) return; new id = pev(ent, pev_owner); new temporigin[3], shockorigin[3], Float:f_shockorigin[3]; pev(ent, pev_origin, f_shockorigin); FVecIVec( f_shockorigin, shockorigin ); for( new i=0 ; i#477162 [ROZWIĄZANE] Zamiana Steamidlan na Steam
Napisane przez
Pawlak093
w 09.11.2012 20:50
#476492 Zmienienie leweli herosów - Super hero mod
Napisane przez Hius Von Betton
w 08.11.2012 16:16
Witam, mógłby mi ktoś pomóc z wybieraniem leveli herosów, ponieważ sam mam trochę technicznej pracy nad serwerem i nie mam na to czasu, u niektórych herosów np. superman'a, morpheusa ( wszystkich którzy dodają hp ), moglibyście zmienić liczbę hp ?? z góry dziękuję za pomoc, którą od Was otrzymam, za pomoc gwarantuję vip'a na 2-3miechy
Spoiler
//Agent Zero
agentz_level 5
//Alien
alien_level 5
alien_health 125 //Default 125
alien_armor 125 //Default 125
alien_knifemult 1.0 //Damage multiplyer for his Knife
alien_vision 160 //How far vision is zoomed out (must be 100 or higer because normal vision is 90)
alien_tint 50 //How dark the green screen tint is (255-no sight, 0-perfect sight)
alien_alpha 30 //Alpha level when invisible (0-invisible, 255-full visibility)
alien_knifemode 0 //1-knife only can't change weapons, 0-Alien Vision on only when knifing (def 0)
//Arctic Predator
arcticPredator_level 0
arcticpredator_discspeed 1200
arcticpredator_discreturntime 1.0
arcticpredator_discdmg 60
arcticPredator_huntmode 10
arcticPredator_cooldown 5
arcticPredator_invisible 20
arcticPredator_explode_radius 600
arcticPredator_explode_maxdamage 350
*/
//Bass
bass_level 10
bass_health 200 //Default 200
bass_armor 200 //Default 200
bass_speed 200 //Default 200
bass_gravity 0.40 //Default 0.40
bass_laser_ammo 1000 //total # of shots given each round, -1 is unlimited (Default 1000)
bass_laser_burndecals 1 //Show the burn decals on the walls
bass_cooldown 0.0 //Cooldown timer between laser use
bass_multishot 0.1 //Delay for multishots on holding key down, set to -1 for only 1 shot per keydown (Default 0.1)
//Batgirl
batgirl_level 9
batgirl_moveacc 850 //How quickly she can move while on the zipline
batgirl_reelspeed 1000 //How fast hook line reels in
batgirl_hookstyle 3 //1=spacedude, 2=spacedude auto reel (spiderman), 3=cheap kids real (batgirl)
batgirl_hooksky 0 //0=no sky hooking 1=sky hooking allowed
batgirl_teamcolored 1 //1=teamcolored zip lines 0=white zip lines
batgirl_maxhooks -1 //Max ammout of hooks allowed (-1 is an unlimited ammount)
//Bazooka
bazooka_level 8
bazooka_buy 1 //Set to 1 to require missiles to be purchased
//Beast
beast_level 0
beast_gravity 0.40 //Gravity
beast_health 175 //Starting Health
beast_armor 200 //Starting Armor
beast_speed 375 //Running Speed
//Bishop
bishop_level 7
bishop_absorbmult 0.50 //Weapon damage taken X this cvar = damage absorbed [def=0.50]
bishop_damagemult 0.75 //Energy absorbed X this cvar = extra weapon damage dealt [def=0.75]
bishop_blastmult 2.50 //Energy absorbed X this cvar = damage that Energy Blast deals [def=2.50]
blink_level
blink_amount 4 //Ammount of teleportaions available
blink_cooldown 10 //Cooldown timer between uses
blink_delay 1.5 //Delay time before the teleport occurs
blink_delaystuck 0 //Is the user stuck in place during the delay?
//Casper
casper_level 8
casper_health 50 //Max amount of Health when in Ghost mode (Default 50)
casper_armor 25 //Max amount of Armor when in Ghost mode (Default 25)
casper_stuckcheck 1 //Kill user if stuck in wall/ground after noclip, 0=no 1=yes (Default 1)
//Chucky
chucky_level 10
chucky_cooldown 600 //Amount of time before next available respawn
chucky_knifemult 2.50 //Amount mutiplied to damage when knifing
chucky_knifespeed 720 //User speed when knife is out
//Cola Lover
cola_level 9
cola_health 700 //Starting Health (default is 700)
cola_speed 500 //Running Speed (default is 500)
//Dr. Strange
drstrange_level 9
drstrange_armor 200 //Default 200
drstrange_gravity 0.40 //Default 0.40
drstrange_pctperlev 0.02 //Percentage that factors into godmode randomness
drstrange_godsecs 0.05 //# of seconds of god mode
drstrange_respawnpct 5 //Percent chance 0-100 of respawning on each death (default 50)
drstrange_respawncooldown 0.0 //Ammount of time before next available respawn
drstrange_bolt_ammo 30 //Total # of shots each round, -1 is unlimited (default 30)
drstrange_bolt_burndecals 1 //Show the burn decals on the walls
drstrange_multishot 0.15 //Delay for multishots on holding key down, set to -1 for only 1 shot per keydown (Default 0.20)
drstrange_cooldown 0.0 //Cooldown timer between bolt power use
//Electro
electro_level 0
electro_cooldown 45 //# of seconds for cooldown between use (Default 45)
electro_searchtime 45 //# of seconds to search for a victim when key is pressed (Default 45)
electro_maxdamage 50 //Damage on first victim, amount is decreased each jump by decay rate (Default 50)
electro_jumpdecay 0.66 //Decay rate for damage and sprite line width each lightning jump (Default 0.66)
electro_jumpradius 500 //Radius to search for a lightning jump (Default 500)
//Exodus
exodus_level 9
exodus_cooldown 15 //# of seconds before next available use after a grabbed user is released (Default 15)
exodus_grabtime 6 //# of seconds Exodus can grab a player for, -1 is unlimited (Default 6)
exodus_grabforce 8.0 //Grab force or speed you can move a grabbed user, 1.5 min - 16.0 max (Default 8.0)
exodus_toggle 1 //0-hold keydown to use, 1-toggles the grab (Default 1)
//Frogger
frogger_level 0
//Goku
goku_level 10
goku_aps 13 //The amount of AP gained per second (Default 5)
goku_apl 250 //AP amount multiplied by ssjlevel = AP required for each ssjlevel and cost of ssjlevel power use (Default 250)
goku_hpl 50 //HP amount multiplied by ssjlevel, ex. 30*ssj2 = +60HP (Default 30)
goku_hpmax 500 //Max HP that can be gained (Default 500)
goku_speedbase 300 //Initial Speed boost for ssjlevel 1, only sets if you are slower (Default 300)
goku_speedadd 25 //Speed added to goku_speedbase every next ssjlevel (Default 25)
goku_damage1 90 //Max Damage for ssjlevel 1 power (Default 70)
goku_damage2 130 //Max Damage for ssjlevel 2 power (Default 100)
goku_damage3 200 //Max Damage for ssjlevel 3 power (Default 175)
goku_damage4 700 //Max Damage for ssjlevel 4 power (Default 300)
goku_radius1 100 //Max Radius of Damage for ssjlevel 1 power (Default 100)
goku_radius2 300 //Max Radius of Damage for ssjlevel 2 power (Default 300)
goku_radius3 700 //Max Radius of Damage for ssjlevel 3 power (Default 700)
goku_radius4 1500 //Max Radius of Damage for ssjlevel 4 power (Default 1500)
goku_blast_decals 1 //Show the burn decals on the walls (0-no 1-yes)
//Goten
goten_level 6
goten_health 400 //Default HP 400
goten_armor 100 //Default AP 100
goten_cooldown 30 //Cooldown timer between shots in seconds
goten_maxdamage 120 //Max Damage from blast
goten_radius 100 //Radius of blast
goten_blast_decals 1 //Show the burn decals on the walls
//Grandmaster
gmaster_level 9
gmaster_cooldown 180 //# of seconds for Grandmaster cooldown
//Hob Goblin
goblin_level 0
goblin_grenademult 2.0 //Damage multiplyer from orginal damage amount
goblin_grenadetimer 10 //How many second delay for new grenade
//Ice Man
iceman2_level 0
iceman2_timer 0.1 //How often (seconds) to run the loop
iceman2_maxspeed 725 //Max Speed
iceman2_armorfuel 1 //Uses armor as fuel
iceman2_fuelcost 1 //How much armor does it cost per firing
iceman2_armor 200 //How much armor does ironman start with?
//Madness
madness_level 9
madness_health 200 //how much health madness has
madness_armor 100 //how much armor madness has
madness_m3mult 2.0 //Damage multiplyer for his M3
//Master Chief
masterchief_level 0
masterchief_health 100 //Default 100 (no extra health)
masterchief_armor 150 //Default 150
masterchief_gravity 1.0 //Default 1.0 = no extra gravity (0.50 is 50% of normal gravity, ect.)
masterchief_speed 280 //Default -1 = no extra speed, this cvar is for all weapons (for faster then normal speed set to 261 or higher)
masterchief_p90mult 1.5 //Damage multiplyer for his P90
// Below Only used if PLAYER_MODEL define = 1
masterchief_teamglow 0 //Glow Team Color when player skin in use (0=no 1=yes)
//Neo Reloaded
neor_level 9
neor_slowmotime 10 //Slow motion time in seconds
neor_cooldown 40 //Cooldown time in seconds
neor_dodge 40 //Chance out of 100 a bullet will be stopped
neor_radius 100 //Bullets stopped at this radius
neor_speed 100 //Speed of neo during slow motion
neor_bulletspeed 475 //Speed of neos bullet during slow motion
neor_nospeed 75 //Speed of non-neos during slow motion
neor_nobulletspeed 450 //Speed of non-neos bullet during slow motion
//Penguin
penguin_level 0
penguin_grenademult 2.0 //Damage multiplyer, 1.0 = no xtra dmg (def 1.0)
penguin_grenadetimer 30.0 //How many seconds delay for new grenade after nade is thrown (def 30.0)
penguin_cooldown 120.0 //How many seconds until penguin grenade can be used again (def 120.0)
penguin_fuse 5.0 //Length of time Penguin grenades can seek for before blowing up (def 5.0)
penguin_nadespeed 900 //Speed of Penguin grenades when seeking (def 900)
//Phoenix
phoenix_level 8
phoenix_cooldown 120 //Ammount of time before next available respawn (Default 120)
phoenix_radius 375 //Radius of people affected by blast (Default 375)
phoenix_maxdamage 90 //Maximum damage dealt spread over radius (Default 90)
//Polaris
polaris_level 5
polaris_boost 400 // How much boost to give to the grenades
polaris_range 300 // How close the grenades have to be before polaris reacts
//Rattler
rattler_level 0
rattler_dmgreturn 0.02 //Try to keep it between 0.09 and 0.02 otherwise it will either be too high or too low.
//Riddick
riddick_level 0
riddick_healpoints 5 //The # of HP healed per second
riddick_knifespeed 340 //Speed of riddick in knife mode
riddick_knifemult 1.8 //Multiplier for knife damage
//Sandman
sandman_level 9
sandman_cooldown 20 //Seconds before you can use quicksand again (Default 20)
//Scorpion
scorpion_level 9
scorpion_maxhooks 30 //Max ammout of spears/hooks allowed, -1 is an unlimited ammount (Default 30)
scorpion_reelspeed 1000 //How fast hook line reels speared users in (Default 1000)
scorpion_dragmates 0 //Drag teammates, 0-no 1-yes
scorpion_knifefight 0 //Knife only with enemies you speared til death, 0-no 1-yes (Default 0)
scorpion_mode 2 //0-no xtra mode/dmg, 1-uppercut dmg, 2-line dmg and stun, 3-both 1 and 2 (Default 1)
//If scorpion_mode 1 or 3, this gets used:
scorpion_uppercutdmg 20 //Amount of Damage for uppercut performed when speared user is touched (Default 20)
//If scorpion_mode 2 or 3, these get used:
scorpion_speardmg 20 //Amount of Damage done when user is speared (Default 20)
scorpion_stuntime 2 //Seconds of stun when user is speared (Default 2)
//Shadowcat
shadowcat_level 0
shadowcat_cooldown 30 //# of seconds before Shadowcat can NoClip Again
shadowcat_cliptime 8 //# of seconds Shadowcat has in noclip mode.
//Slayer
slayer_level 6 - level at which he's available
slayer_cooldown 40 - cooldown between god removals
slayer_chance 0.05 - chance of assassination
//Sonic
sonic_level 0
sonic_gravity 0.40 //default 0.40 = lower gravity
sonic_armor 170 //default 170
sonic_health 170 //default 170
sonic_speed 510 //how fast he runs
//Squall
squall_level 10
squall_bullets 4
//Super Saiyan Gohan
ssjgohan_level 9
ssjgohan_damage 125 //Damage spread over radius of blast (Default 125)
ssjgohan_radius 350 //Radius of the damage (Default 300)
ssjgohan_cooldown 30 //Seconds til next available use from power explode (Default 30)
ssjgohan_powerspeed 1000 //Speed of Kamehameha, min-500 max-(server's sv_maxvelocity) (Default 1000)
ssjgohan_blast_decals 1 //Show the burn decals from blast (Default 1)
//TESS-One
tessone_level 5
tessone_absorbtime 8
tessone_cooldown 45
//Thor
thor_level 8
thor_pctofdmg 75 //Percent of Damage Taken that is dealt back at your attacker (def 75%)
thor_cooldown 45 //Amount of time before next available use (def 45)
//Vash the Stampede
vash_level 4
vash_deaglemult 2.5 //Damage multiplyer for his Deagle
vash_gravity 1.0 //Default 1.0 = normal gravity (0.50 is 50% of normal gravity, ect.)
//Veronika
veronika_level 8
veronika_akmulti 2.0 //Damage multiplyer for his ak47
veronika_grenades 5 //Grenades given
veronika_m203rad 200
veronika_m203dmg 120
//War Machine
warmachine_level 0
warmachine_dmgmult 1.5 //Damage multiplier for every weapon
warmachine_timer 0.1 //How often (seconds) to run the loop
warmachine_thrust 110 //The upward boost every loop
warmachine_maxspeed 400 //Max x and y speeds (while in air)
warmachine_xymult 1.15 //Multiplies the current x,y vector when moving
warmachine_armorfuel 1 //Uses armor as fuel
warmachine_fuelcost 2 //How much armor does it cost per firing
warmachine_armor 150 //How much armor does war machine start with/regen to
//Yoda
yoda_level 9
yoda_cooldown 10 //Time in seconds until yoda can push again
yoda_radius 400 //How close does enemy have to be in order to push them (def=400)
yoda_power 600 //Force of the push, velocity multiplier (def=600)
yoda_damage 10 //Amount of damage a push does to an enemy (def=10)
yoda_selfdmg 0 //Amount of damage using push does to self (def=0)
//zdanimothX
register_cvar("danimoth_radius", "750" )
register_cvar("danimoth_freezeradius", "750" )
register_cvar("danimoth_alpha", "20")
register_cvar("danimoth_stunspeed", "1" )
register_cvar("danimoth_cooldown", "45" )
register_cvar("danimoth_godsecs", "5"
//Thief
thief_level 4
thief_cashperlev 100 //How much money he steals per hit per his level (Default 100)
//Anubis
anubis_level 0
anibus_showdamage 1 //(0|1) - hide|show bullet damage..
anibus_showchat 1 //(0|1) - hide|show ghostchat messages..
//Batman
batman_level 0
batman_health 125 //Starting Health
batman_armor 125 //Starting Armor
//Black Panther
blackpanther_level 0
//Bomberman
bomberman_level 0
bomberman_cooldown 5 //Cooldown time from bomb explostion until new planting
bomberman_bombs 1 //How Many Bombs does he start with (def=1)
bomberman_bpl 0 //How Many More Bombs Does he get each level (def=0)
bomberman_radius 400 //Radius of damage (def=400)
bomberman_maxdamage 100 //Maximum Damage to deal (def=100)
//Captain America
captaina_level 0
captaina_pctperlev 0.02 //Percentage that factors into godmode randomness
captaina_godsecs 1 //# of seconds of god mode
//Cyclops
cyclops_level 5
cyclops_laser_ammo 20 //total # of shots given each round
cyclops_laser_burndecals 1 //Show the burn decals on the walls
cyclops_cooldown 0.20 //Cooldown timer between shots
cyclops_multishot 0.20 //Delay for multishots on holding key down
//Daredevil
daredevil_level 0
daredevil_radius 600 //Radius of the rings
daredevil_bright 192 //How bright to make the rings
//Dazzler
dazzler_level 0
dazzler_radius 3000 //radius of people affected
dazzler_cooldown 15 //# of seconds before Dazzler can flash
//Demolition Man
demoman_level 6
demoman_radius 300 // radius of blast
demoman_maxdamage 125 // max damage a mine can cause
demoman_maxmines 2 // max ammount of mines that can be placed at once
demoman_minehealth 80 // health of mines (determines how many shots blow them up)
//Dracula
dracula_level 0
dracula_pctperlev 0.03 //What percent of damage to give back per level of player
//Flash
flash_level 0
flash_speed 350 //the speed Flash can run
//Grandmaster
gmaster_level 9
gmaster_cooldown 600 //# of seconds for Grandmaster cooldown
//Hobgoblin
goblin_level 0
goblin_grenademult 1.5 //Damage multiplyer from orginal damage amount
goblin_grenadetimer 10 //How many second delay for new grenade
//Hulk
hulk_level 0
hulk_radius 1800 //Radius of people affected
hulk_cooldown 7 //# of seconds before Hulk can ReStun
hulk_stuntime 3 //# of seconds Hulk Stuns Everybody
hulk_stunspeed 70 //Speed of stunned players
//Human Torch
htorch_level 0
htorch_armorcost 15 //How much amour each flame uses
htorch_numburns 5 //How many time to burn the victim
htorch_burndamage 10 //How much damage each burn does
//Invisible Man
invisman_level 0
invisman_alpha 50 //Min Alpha level when invisible. 0 = invisible, 255 = full visibility.
invisman_delay 5 //Seconds a player must be still to become fully invisibile
invisman_checkmove 1 //0 = no movement check only shooting, 1 = check movement buttons, 2 or more = speed movement to check
invisman_checkonground 0 //Must player be on ground to be invisible (Default 0 = no, 1 = yes)
//Iron Man
ironman_level 0
ironman_timer 0.1 //How often (seconds) to run the loop
ironman_thrust 125 //The upward boost every loop
ironman_maxspeed 400 //Max x and y speeds (while in air)
ironman_xymult 1.05 //Multiplies the current x,y vector when moving
ironman_fuelcost 1 //How much armor does it cost per firing
ironman_armor 100 //How much armor does ironman start with?
//Kamikaze
kamikaze_level 0
kamikaze_radius 300 //Radius of people affected by blast
kamikaze_fuse 15 //# of seconds before kamikaze blows Up
kamikaze_maxdamage 125 //Maximum damage to deal to a player
//Magneto
magneto_level 10
magneto_cooldown 45 //Time delay bewtween automatic uses
magneto_boost 125 //How much of an upward throw to give weapons
magneto_giveglock 1 //Give the poor victim a glock?
//Morpheus
morpheus_level 10
morpheus_gravity 0.35 //Gravity Morpheus has
morpheus_mp5mult 1.75 //Damage multiplyer for his MP5
//Mystique
mystique_level 0
mystique_cooldown 0 //Cooldown time between morphs
mystique_maxtime 0 //Max time you can be morphed
mystique_toggle 1 //Should the key be a toggle or do they need to hold it down
//Punisher
punisher_level 0
punisher_rldmode 1 //Reload method:
// 0 - use server's sh_reloadmode setting
// Ignore server's sh_reloadmode set own:
// 1 - continuous shooting, no reload
// 2 - fill the backpack (must reload)
// 3 - drop the gun and get a new one with full clip (not recommended)
//Shadowcat
shadowcat_level 0
shadowcat_cooldown 30 //# of seconds before Shadowcat can NoClip Again
shadowcat_cliptime 8 //# of seconds Shadowcat has in noclip mode.
//Skeletor
skeletor_level 0
skeletor_cooldown 20 //# of seconds for skeletor cooldown
skeletor_camptime 10 //# of seconds player considered camping w/o x/y movement
skeletor_movedist 10 //minimum amount of dist player has to move b4 considered not camping
skeletor_maxsnarksm30 //maximum amount of snarks to spawn on a player
//Spiderman
spiderman_level 0
spiderman_moveacc 140 //How quickly he can move while on the hook
spiderman_reelspeed 400 //How fast hook line reels in
spiderman_hookstyle 2 //1=spacedude, 2=spacedude auto reel (spiderman), 3=cheap kids real (batgirl)
spiderman_teamcolored 1 //1=teamcolored web lines 0=white web lines
spiderman_maxhooks 60 //Max ammout of hooks allowed (-1 is an unlimited ammount)
//Superman
superman_level 0
superman_gravity 0.35 //Gravity
superman_health 150 //Starting health
superman_armor 150 //Starting armor
//Wolverine
wolv_level 0
wolv_healpoints 3 //The # of HP healed per second
wolv_knifespeed 290 //Speed of wolveine in knife mode
wolv_knifemult 1.35 //Multiplier for knife damage
//Xavier
xavier_level 7
xavier_traillength 25 //Length of trail behind players
xavier_showteam 0 //Show trails on your team
xavier_showenemy 1 //Show trails on enemies
xavier_refreshtimer 5.0 //How often do the trails refresh#475018 Zacina mi sie cs gdy wchodze na serwer
Napisane przez Domiss
w 04.11.2012 12:12
Widzisz jest to sprawa motd ponieważ gdy wchodzisz na serwer i widzisz motd to wtedy automatycznie wysyła te dane z motd do histori przeglądania w IE. Dlatego ci się zacina mam to samo. Najlepiej jest przeskanować komputer CCleanerem pousuwać zbędne rzeczy lub jak ja przy wchodzeniu na serwer ( już przy wczytywaniu ) cały czas naciskać enter aby jak najszybciej zamknąć motd. Wtedy możemy swobodnie grać. A jezeli jest zmiana mapy to należy wyjść z serwera i poczekać na zmianę mapy i dopiero wejść na ten serwer.
Mam nadzieję, że pomogłem.
Pozdrawiam Domiss
Mam nadzieję, że pomogłem.
Pozdrawiam Domiss
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