Czy pliki przedstawione na poniższym obrazku są potrzebne/wymagane do normalnej pracy serwera? Pliki znajdują się w folderze /cstrike.
Widzę, że zajmują dużo (jak dla serwera) miejsca więc się pytam.
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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Na100llat3k nie posiada znajomych
17.04.2015 17:18
Czy pliki przedstawione na poniższym obrazku są potrzebne/wymagane do normalnej pracy serwera? Pliki znajdują się w folderze /cstrike.
Widzę, że zajmują dużo (jak dla serwera) miejsca więc się pytam.
12.04.2015 21:06
Mam mini problem z Super Markerem. Dodałem Super Marker (P90) i wszystko działa pięknie oprócz gdy strzelę z jakiejś broni w bs'a (np. skrzynki na dust2) i on wybucha. Gdy użyłem tej porady http://amxx.pl/topic...zynie-obok-bsa/to jak strzeli się z paintballowej broni to nie wybucha ale niestety z Super Markera robi się zwykły P90.
Proszę o przerobienie paintballgun.sma tak aby nie rozwalający bs działał na wszystkie bronie paintballowe + P90.
09.04.2015 21:27
Mam problem z pluginem vip.amxx. Na początku tworzyłem VIP'a w generatorze, wgrałem na serwer to plugin nie wywala błędów ale tak jagby go nie było na serwerze.
Gdy ściągnąłem plugin od innego użytkownika (VIP z modelami) wgrałem ale bez modeli i plugin dopiero zaaragował tak, że serwer nie chciał się włączyć. Usunąłem linijke dotyczącą podmiany modeli VIP'a i jest tak samo jak w pierwszym przypadku. Plugin jest wgrany dobrze, ale jakby bo nie było. Proszę o pomoc.
vip.sma
#include <amxmodx>
#include <colorchat>
#include <cstrike>
#include <engine>
#include <fun>
#include <hamsandwich>
new bool:g_FreezeTime, bool:g_Vip[33], weapon_id;
new const g_Prefix[] = "Vip Chat";
public plugin_init(){
register_plugin("VIP Ultimate", "5.1.0.2", "benio101 & speedkill");
RegisterHam(Ham_Item_PreFrame, "player", "fw_Player_ResetMaxSpeed", 1);
register_logevent("logevent_round_start", 2, "1=Round_Start");
register_event("HLTV", "event_new_round", "a", "1=0", "2=0");
RegisterHam(Ham_Spawn, "player", "SpawnedEventPre", 1);
register_message(get_user_msgid("ScoreAttrib"), "g_VipStatus");
register_clcmd("say /vip", "g_ShowMotd");
register_clcmd("say_team", "g_Chat");
register_message(get_user_msgid("SayText"),"handleSayText");
}
public client_authorized(id){
if(get_user_flags(id) & 524288 == 524288){
client_authorized_vip(id);
}
}
public client_authorized_vip(id){
g_Vip[id]=true;
new g_Name[64];
get_user_name(id,g_Name,charsmax(g_Name));
set_hudmessage(24, 190, 220, 0.25, 0.2, 0, 6.0, 6.0);
show_hudmessage(0, "Vip %s wbija na serwer !",g_Name);
}
public client_disconnect(id){
if(g_Vip[id]){
client_disconnect_vip(id);
}
}
public client_disconnect_vip(id){
g_Vip[id]=false;
}
public fw_Player_ResetMaxSpeed(id){
if(g_Vip[id]){
if(is_user_alive(id)){
fw_Player_ResetMaxSpeedVip(id);
}
}
}
public logevent_round_start(){
g_FreezeTime=false;
}
public event_new_round(){
g_FreezeTime=true;
}
public fw_Player_ResetMaxSpeedVip(id){
if(!g_FreezeTime){
set_user_maxspeed(id,get_user_maxspeed(id) + 300);
}
}
public SpawnedEventPre(id){
if(g_Vip[id]){
if(is_user_alive(id)){
SpawnedEventPreVip(id);
}
}
}
public SpawnedEventPreVip(id){
give_item(id, "weapon_hegrenade");
give_item(id, "weapon_flashbang");
cs_set_user_bpammo(id, CSW_FLASHBANG,2);
give_item(id, "weapon_smokegrenade");
new g_Model[64];
cs_set_user_model(id,g_Model);
if(get_user_team(id)%3){
give_item(id, "weapon_p90");
give_item(id, "ammo_57mm");
weapon_id=find_ent_by_owner(-1, "weapon_p90", id);
if(weapon_id)cs_set_weapon_ammo(weapon_id, 50);
cs_set_user_bpammo(id, CSW_P90, 150);
}
if(get_user_team(id)%2){
give_item(id, "item_thighpack");
}
}
public g_VipStatus(){
new id=get_msg_arg_int(1);
if(is_user_alive(id) && g_Vip[id])
set_msg_arg_int(2, ARG_BYTE, get_msg_arg_int(2)|4);
}
public g_ShowMotd(id){
if(is_user_connected(id))
show_motd(id, "vip.txt", "Informacje o vipie");
}
public g_Chat(id){
if(g_Vip[id]){
new g_Msg[256],
g_Text[256];
read_args(g_Msg,charsmax(g_Msg));
remove_quotes(g_Msg);
if(g_Msg[0] == '*' && g_Msg[1]){
replace(g_Msg,charsmax(g_Msg),"*","");
new g_Name[64];
get_user_name(id,g_Name,charsmax(g_Name));
formatex(g_Text,charsmax(g_Text),"^x01(%s) ^x03%s : ^x04%s",g_Prefix, g_Name, g_Msg);
for(new i=1;i<33;i++){
if(is_user_connected(i) && g_Vip[i])
ColorChat(i, GREEN, "%s", g_Text);
}
return PLUGIN_HANDLED_MAIN;
}
}
return PLUGIN_CONTINUE;
}
public handleSayText(msgId,msgDest,msgEnt){
new id = get_msg_arg_int(1);
if(is_user_connected(id) && g_Vip[id]){
new szTmp[256],szTmp2[256];
get_msg_arg_string(2,szTmp, charsmax(szTmp))
new szPrefix[64] = "^x04[VIP]";
if(!equal(szTmp,"#Cstrike_Chat_All")){
add(szTmp2,charsmax(szTmp2),szPrefix);
add(szTmp2,charsmax(szTmp2)," ");
add(szTmp2,charsmax(szTmp2),szTmp);
}
else{
add(szTmp2,charsmax(szTmp2),szPrefix);
add(szTmp2,charsmax(szTmp2),"^x03 %s1^x01 : %s2");
}
set_msg_arg_string(2,szTmp2);
}
return PLUGIN_CONTINUE;
}
plugins.ini
; AMX Mod X plugins
vip.amxx
players_models.amxx
; Admin Base - Always one has to be activated
admin.amxx ; admin base (required for any admin-related)
;admin_sql.amxx ; admin base - SQL version (comment admin.amxx)
; Basic
admincmd.amxx ; basic admin console commands
adminhelp.amxx ; help command for admin console commands
adminslots.amxx ; slot reservation
multilingual.amxx ; Multi-Lingual management
; Menus
menufront.amxx ; front-end for admin menus
cmdmenu.amxx ; command menu (speech, settings)
plmenu.amxx ; players menu (kick, ban, client cmds.)
;telemenu.amxx ; teleport menu (Fun Module required!)
mapsmenu.amxx ; maps menu (vote, changelevel)
pluginmenu.amxx ; Menus for commands/cvars organized by plugin
; Chat / Messages
adminchat.amxx ; console chat commands
antiflood.amxx ; prevent clients from chat-flooding the server
scrollmsg.amxx ; displays a scrolling message
imessage.amxx ; displays information messages
adminvote.amxx ; vote commands
; Map related
;nextmap.amxx ; displays next map in mapcycle
;mapchooser.amxx ; allows to vote for next map
timeleft.amxx ; displays time left on map
; Configuration
pausecfg.amxx ; allows to pause and unpause some plugins
statscfg.amxx ; allows to manage stats plugins via menu and commands
; Counter-Strike
;restmenu.amxx ; restrict weapons menu
statsx.amxx ; stats on death or round end (CSX Module required!)
;miscstats.amxx ; bunch of events announcement for Counter-Strike
;stats_logging.amxx ; weapons stats logging (CSX Module required!)
; Enable to use AMX Mod plugins
;amxmod_compat.amxx ; AMX Mod backwards compatibility layer
; TUTAJ dopisuj samodzielnie zainstalowane pluginy:
; +---------------------------------------------------------------------------+
; | W Panelu Administracyjnym mozesz zainstalowac dodatkowe pluginy. -==- |
; | Prosimy aby zainstalowane "recznie" pluginy dopisywac powyzej tej tabeli! |
; +---------------------------------------------------------------------------+
; Pluginy zainstalowane z poziomu panelu:
paintballgun.amxx
paintballmod.amxx
paintballnade.amxx
ranga.amxx
rangi.amxx
parachute.amxx
ad_manager.amxx
sklep.amxx
RoundSound.amxx
c4.amxx
spree.amxx
bad_camper.amxx
galileo.amxx
ptb.amxx
30.08.2014 16:24
Czy może ktoś przerobić ten plugin: (to jest .sma)
/* [ZP] Choose the weapons survivor 1.6 =============================================================== Description: When you are a survivor, will show you a menu where you can choose the weapon primary and secondary. =============================================================== Cvars: zp_cws_enable: Enables/disables the plugin zp_cws_secondary: Enable/disable the menu to choose the weapon secondary. =============================================================*/ #include <amxmodx> #include <fakemeta> #include <cstrike> #include <zombieplague> #define PLUGIN "[ZP] Choose the weapons survivor" #define VERSION "1.7" #define AUTHOR "alan_el_more" #define fm_create_entity(%1) engfunc(EngFunc_CreateNamedEntity, engfunc(EngFunc_AllocString, %1)) new const PRIMARY_NAMES[][] = { "M249", "M4a1", "AK47", "MP5" } new const SECONDARY_NAMES[][] = { "USP", "Deagle", "P228", "Elite" } new const SECONDARY_ID[][] = { "weapon_usp", "weapon_deagle", "weapon_p228", "weapon_elite" } new const PRIMARY_ID[][] = { "weapon_m249", "weapon_m4a1", "weapon_ak47", "weapon_mp5navy" } #if cellbits == 32 const OFFSET_CLIPAMMO = 51 #else const OFFSET_CLIPAMMO = 65 #endif const OFFSET_LINUX_WEAPONS = 4 new const MAXCLIP[] = { -1, 13, -1, 10, 1, 7, -1, 30, 30, 1, 30, 20, 25, 30, 35, 25, 12, 20, 10, 30, 100, 8, 30, 30, 20, 2, 7, 30, 30, -1, 50 } new pcvar, pcvar_secondary, surv_unlimit_clip const PRIMARY_WEAPONS_BIT_SUM = (1<<CSW_SCOUT)|(1<<CSW_XM1014)|(1<<CSW_MAC10)|(1<<CSW_AUG)|(1<<CSW_UMP45)|(1<<CSW_SG550)|(1<<CSW_GALIL)|(1<<CSW_FAMAS)|(1<<CSW_AWP)|(1<<CSW_MP5NAVY)|(1<<CSW_M249)|(1<<CSW_M3)|(1<<CSW_M4A1)|(1<<CSW_TMP)|(1<<CSW_G3SG1)|(1<<CSW_SG552)|(1<<CSW_AK47)|(1<<CSW_P90) const SECONDARY_WEAPONS_BIT_SUM = (1<<CSW_P228)|(1<<CSW_ELITE)|(1<<CSW_FIVESEVEN)|(1<<CSW_USP)|(1<<CSW_GLOCK18)|(1<<CSW_DEAGLE) const PEV_ADDITIONAL_AMMO = pev_iuser1 public plugin_init() { register_plugin(PLUGIN, VERSION, AUTHOR) register_cvar("zp_cws_version", VERSION, FCVAR_SERVER | FCVAR_SPONLY) pcvar = register_cvar("zp_cws_enable", "1") pcvar_secondary = register_cvar("zp_cws_secondary", "1") register_message(get_user_msgid("CurWeapon"), "message_cur_weapon") register_dictionary("zp_choose_weapons_survivor.txt") } public mostrarmenu(id) { static ml_random[20] formatex(ml_random, sizeof ml_random - 1, "\y%L", id, "RANDOM") new menu = menu_create("\rChoose the weapon \yprimary \rsurvivor:", "mostrar_cliente") menu_additem(menu, "\yM249", "0", 0) menu_additem(menu, "\yM4a1", "1", 0) menu_additem(menu, "\yAK47", "2", 0) menu_additem(menu, "\yMP5", "3", 0) menu_additem(menu, ml_random, "4", 0) menu_display(id, menu, 0) } public mostrar_cliente(id, menu, item) { new data[6], iName[64] new access, callback menu_item_getinfo(menu, item, access, data,5, iName, 63, callback) new key = str_to_num(data) if(key == 4) key = random_num(0, 3) drop_weapons(id, 1) fm_give_item(id, PRIMARY_ID[key]) client_print(id, print_chat, "[CWS] %L %s", id, "CHOOSE_WEAPON", PRIMARY_NAMES[key]) if(get_pcvar_num(pcvar_secondary)) mostrarmenu2(id) menu_destroy(menu) return PLUGIN_HANDLED } public mostrarmenu2(id) { static ml_random[20] formatex(ml_random, sizeof ml_random - 1, "\y%L", id, "RANDOM") new menu = menu_create("\rChoose the weapon \ysecondary \rsurvivor:", "mostrar_cliente2") menu_additem(menu, "\yUSP", "0", 0) menu_additem(menu, "\yDeagle", "1", 0) menu_additem(menu, "\yP228", "2", 0) menu_additem(menu, "\yElite", "3", 0) menu_additem(menu, ml_random, "4", 0) menu_display(id, menu, 0) } public mostrar_cliente2(id, menu, item) { new data[6], iName[64] new access, callback menu_item_getinfo(menu, item, access, data,5, iName, 63, callback) new key = str_to_num(data) if(key == 4) key = random_num(0, 3) drop_weapons(id, 2) fm_give_item(id, SECONDARY_ID[key]) client_print(id, print_chat, "[CWS] %L %s", id, "CHOOSE_WEAPON", SECONDARY_NAMES[key]) menu_destroy(menu) return PLUGIN_HANDLED } public zp_user_humanized_post(id) { if (zp_get_user_survivor(id) && get_pcvar_num(pcvar)) set_task(1.0, "mostrarmenu", id) } public zp_round_started(gamemode, id) { if(gamemode != MODE_SURVIVOR) return; surv_unlimit_clip = get_cvar_pointer("zp_surv_unlimited_ammo") } public message_cur_weapon(msg_id, msg_dest, msg_entity) { if (!(surv_unlimit_clip == 2)) return; if (!zp_get_user_survivor(msg_entity)) return; if (!is_user_alive(msg_entity) || get_msg_arg_int(1) != 1) return; static weapon, clip weapon = get_msg_arg_int(2) clip = get_msg_arg_int(3) if (MAXCLIP[weapon] > 2) { set_msg_arg_int(3, get_msg_argtype(3), MAXCLIP[weapon]) // HUD should show full clip all the time if (clip < 2) { static wname[32], weapon_ent get_weaponname(weapon, wname, sizeof wname - 1) weapon_ent = fm_find_ent_by_owner(-1, wname, msg_entity) fm_set_weapon_ammo(weapon_ent, MAXCLIP[weapon]) } } } stock fm_give_item(index, const item[]) { if (!equal(item, "weapon_", 7) && !equal(item, "ammo_", 5) && !equal(item, "item_", 5) && !equal(item, "tf_weapon_", 10)) return 0 new ent = fm_create_entity(item) if (!pev_valid(ent)) return 0 new Float:origin[3] pev(index, pev_origin, origin) set_pev(ent, pev_origin, origin) set_pev(ent, pev_spawnflags, pev(ent, pev_spawnflags) | SF_NORESPAWN) dllfunc(DLLFunc_Spawn, ent) new save = pev(ent, pev_solid) dllfunc(DLLFunc_Touch, ent, index) if (pev(ent, pev_solid) != save) return ent engfunc(EngFunc_RemoveEntity, ent) return -1 } stock drop_weapons(id, dropwhat) { static weapons[32], num, i, weaponid num = 0 get_user_weapons(id, weapons, num) for (i = 0; i < num; i++) { weaponid = weapons[i] if ((dropwhat == 1 && ((1<<weaponid) & PRIMARY_WEAPONS_BIT_SUM)) || (dropwhat == 2 && ((1<<weaponid) & SECONDARY_WEAPONS_BIT_SUM))) { static wname[32], weapon_ent get_weaponname(weaponid, wname, sizeof wname - 1) weapon_ent = fm_find_ent_by_owner(-1, wname, id); set_pev(weapon_ent, PEV_ADDITIONAL_AMMO, cs_get_user_bpammo(id, weaponid)) engclient_cmd(id, "drop", wname) cs_set_user_bpammo(id, weaponid, 0) } } } stock fm_find_ent_by_owner(entity, const classname[], owner) { while ((entity = engfunc(EngFunc_FindEntityByString, entity, "classname", classname)) && pev(entity, pev_owner) != owner) {} return entity; } stock fm_set_weapon_ammo(entity, amount) { set_pdata_int(entity, OFFSET_CLIPAMMO, amount, OFFSET_LINUX_WEAPONS); } /* AMXX-Studio Notes - DO NOT MODIFY BELOW HERE *{\\ rtf1\\ ansi\\ deff0{\\ fonttbl{\\ f0\\ fnil Tahoma;}}\n\\ viewkind4\\ uc1\\ pard\\ lang3082\\ f0\\ fs16 \n\\ par } */
... tak aby miał tylko takie bronie:
- M4a1
- AK47
- MP5
- FAMAS
- GAIL
Kto zrobi (nawet źle) dostanie reputacje.
30.08.2014 12:44
Chciałbym się spytać jak zmienić broń Survivola na Zombie Plague 4.3? W tej chwili ma krowę, a chciałbym aby miał m4a1.
Jak ktoś chcę się pomęczyć to może zrobić menu z wyborem broni dla suvivola. W tym menu miałby się znajdować:
ak-47,
m4a1,
mp5,
sg552.
Oto plik zombieplague.ini:
; ------------------------------------ ; Zombie Plague 4.3 Customization File ; ------------------------------------ ; Any changes you make here will be ; automatically loaded at map start ; Note: No error parsing is done for this. ; Make sure you don't mistype anything. [Access Flags] ENABLE/DISABLE MOD = l ADMIN MENU = d START MODE INFECTION = d START MODE NEMESIS = d START MODE SURVIVOR = d START MODE SWARM = d START MODE MULTI = d START MODE PLAGUE = d MAKE ZOMBIE = d MAKE HUMAN = d MAKE NEMESIS = d MAKE SURVIVOR = d RESPAWN PLAYERS = d ADMIN MODELS = d [Player Models] (randomly chosen if more than one) HUMAN = arctic , guerilla , leet , terror , gign , gsg9 , sas , urban NEMESIS = zboss SURVIVOR = leet , sas ADMIN ZOMBIE = VipTT ADMIN HUMAN = VipCT ; If you don't want people using altered player models, enable the following. ; 1 = Bounds Check (model's geometry must fit in the same bbox) ; 2 = CRC Check (file on client must exactly match server's file) FORCE CONSISTENCY = 0 ; By default, zombie models are class specific. You can edit them separately in your zp_zombieclasses.ini ; If, however, you want all zombies to use the same models regardless of class, you can enable this ; setting and add your global zombie models to the "ZOMBIE" line. SAME MODELS FOR ALL = 0 ZOMBIE = zombie_source [Weapon Models] V_KNIFE HUMAN = models/v_knife.mdl V_KNIFE NEMESIS = models/zombie_plague/v_knife_zombie.mdl V_M249 SURVIVOR = models/v_m249.mdl GRENADE INFECT = models/zombie_plague/v_grenade_infect.mdl GRENADE FIRE = models/zombie_plague/v_grenade_fire.mdl GRENADE FROST = models/zombie_plague/v_grenade_frost.mdl GRENADE FLARE = models/zombie_plague/v_grenade_flare.mdl V_KNIFE ADMIN HUMAN = models/v_knife.mdl [Grenade Sprites] TRAIL = sprites/laserbeam.spr RING = sprites/shockwave.spr FIRE = sprites/flame.spr SMOKE = sprites/black_smoke3.spr GLASS = models/glassgibs.mdl [Sounds] (randomly chosen if more than one) WIN ZOMBIES = ambience/the_horror1.wav , ambience/the_horror3.wav , ambience/the_horror4.wav WIN HUMANS = zombie_plague/win_humans1.wav , zombie_plague/win_humans2.wav WIN NO ONE = ambience/3dmstart.wav ZOMBIE INFECT = zombie_plague/zombie_infec1.wav , zombie_plague/zombie_infec2.wav , zombie_plague/zombie_infec3.wav , scientist/c1a0_sci_catscream.wav , scientist/scream01.wav ZOMBIE PAIN = zombie_plague/zombie_pain1.wav , zombie_plague/zombie_pain2.wav , zombie_plague/zombie_pain3.wav , zombie_plague/zombie_pain4.wav , zombie_plague/zombie_pain5.wav NEMESIS PAIN = zombie_plague/nemesis_pain1.wav , zombie_plague/nemesis_pain2.wav , zombie_plague/nemesis_pain3.wav ZOMBIE DIE = zombie_plague/zombie_die1.wav , zombie_plague/zombie_die2.wav , zombie_plague/zombie_die3.wav , zombie_plague/zombie_die4.wav , zombie_plague/zombie_die5.wav ZOMBIE FALL = zombie_plague/zombie_fall1.wav ZOMBIE MISS SLASH = weapons/knife_slash1.wav , weapons/knife_slash2.wav ZOMBIE MISS WALL = weapons/knife_hitwall1.wav ZOMBIE HIT NORMAL = weapons/knife_hit1.wav , weapons/knife_hit2.wav , weapons/knife_hit3.wav , weapons/knife_hit4.wav ZOMBIE HIT STAB = weapons/knife_stab.wav ZOMBIE IDLE = nihilanth/nil_now_die.wav , nihilanth/nil_slaves.wav , nihilanth/nil_alone.wav , zombie_plague/zombie_brains1.wav , zombie_plague/zombie_brains2.wav ZOMBIE IDLE LAST = nihilanth/nil_thelast.wav ZOMBIE MADNESS = zombie_plague/zombie_madness1.wav ROUND NEMESIS = zombie_plague/nemesis1.wav , zombie_plague/nemesis2.wav ROUND SURVIVOR = zombie_plague/survivor1.wav , zombie_plague/survivor2.wav ROUND SWARM = ambience/the_horror2.wav ROUND MULTI = ambience/the_horror2.wav ROUND PLAGUE = zombie_plague/nemesis1.wav , zombie_plague/survivor1.wav GRENADE INFECT EXPLODE = zombie_plague/grenade_infect.wav GRENADE INFECT PLAYER = scientist/scream20.wav , scientist/scream22.wav , scientist/scream05.wav GRENADE FIRE EXPLODE = zombie_plague/grenade_explode.wav GRENADE FIRE PLAYER = zombie_plague/zombie_burn3.wav , zombie_plague/zombie_burn4.wav , zombie_plague/zombie_burn5.wav , zombie_plague/zombie_burn6.wav , zombie_plague/zombie_burn7.wav GRENADE FROST EXPLODE = warcraft3/frostnova.wav GRENADE FROST PLAYER = warcraft3/impalehit.wav GRENADE FROST BREAK = warcraft3/impalelaunch1.wav GRENADE FLARE = items/nvg_on.wav ANTIDOTE = items/smallmedkit1.wav THUNDER = zombie_plague/thunder1.wav , zombie_plague/thunder2.wav [Ambience Sounds] (randomly chosen if more than one) (only .wav and .mp3 formats supported) (duration is in seconds) INFECTION ENABLE = 0 INFECTION SOUNDS = zombie_plague/ambience.wav INFECTION DURATIONS = 17 NEMESIS ENABLE = 0 NEMESIS SOUNDS = zombie_plague/ambience.wav NEMESIS DURATIONS = 17 SURVIVOR ENABLE = 0 SURVIVOR SOUNDS = zombie_plague/ambience.wav SURVIVOR DURATIONS = 17 SWARM ENABLE = 0 SWARM SOUNDS = zombie_plague/ambience.wav SWARM DURATIONS = 17 PLAGUE ENABLE = 0 PLAGUE SOUNDS = zombie_plague/ambience.wav PLAGUE DURATIONS = 17 [Buy Menu Weapons] PRIMARY = weapon_galil , weapon_famas , weapon_m4a1 , weapon_ak47 , weapon_sg552 , weapon_aug , weapon_scout , weapon_m3 , weapon_xm1014 , weapon_tmp , weapon_mac10 , weapon_ump45 , weapon_mp5navy , weapon_p90 SECONDARY = weapon_glock18 , weapon_usp , weapon_p228 , weapon_deagle , weapon_fiveseven , weapon_elite ADDITIONAL ITEMS = weapon_hegrenade , weapon_flashbang , weapon_smokegrenade , [Extra Items: Weapons and their costs] NAMES = Napalm Nade , Frost Nade , Flare , AWP Magnum Sniper , M249 Para Machinegun , SG550 Auto-Sniper , G3SG1 Auto-Sniper , ITEMS = weapon_hegrenade , weapon_flashbang , weapon_smokegrenade , weapon_awp , weapon_m249 , weapon_sg550 , weapon_g3sg1 , COSTS = 6 , 6 , 6 , 8 , 10 , 12 , 12 , 30 [Hard Coded Items Costs] NIGHT VISION = 15 ANTIDOTE = 15 ZOMBIE MADNESS = 17 INFECTION BOMB = 20 [Weather Effects] RAIN = 0 SNOW = 0 FOG = 0 FOG DENSITY = 0.0018 FOG COLOR = 128 128 128 [Custom Skies] (randomly chosen if more than one) ENABLE = 1 SKY NAMES = space [Lightning Lights Cycle] LIGHTS = ijklmnonmlkjihgfedcb , klmlkjihgfedcbaabcdedcb , bcdefedcijklmlkjihgfedcb [Zombie Decals] (for bloodstains/footsteps) DECALS = 99 , 107 , 108 , 184 , 185 , 186 , 187 , 188 , 189 [Knockback Power for Weapons] (use -1.0 to disable knockback power for the weapon) P228 = 2.4 SCOUT = 6.5 XM1014 = 8.0 MAC10 = 2.3 AUG = 5.0 ELITE = 2.4 FIVESEVEN = 2.0 UMP45 = 2.4 SG550 = 5.3 GALIL = 5.5 FAMAS = 5.5 USP = 2.2 GLOCK18 = 2.0 AWP = 10.0 MP5NAVY = 2.5 M249 = 5.2 M3 = 8.0 M4A1 = 5.0 TMP = 2.4 G3SG1 = 6.5 DEAGLE = 5.3 SG552 = 5.0 AK47 = 6.0 P90 = 2.0 [Objective Entities] (and anything that would affect gameplay that needs to be removed) CLASSNAMES = func_bomb_target , info_bomb_target , info_vip_start , func_vip_safetyzone , func_escapezone , hostage_entity , monster_scientist , func_hostage_rescue , info_hostage_rescue , env_fog , env_rain , env_snow , item_longjump , func_vehicle [SVC_BAD Prevention] (if you experience *many* SVC_BAD kicks, try one of the following) ; A. Increase the delay between model changes here (in 0.1 increments until the kicks are gone) MODELCHANGE DELAY = 0.2 ; B. If you still get recurring kicks, try enabling this setting: (experimental!) HANDLE MODELS ON SEPARATE ENT = 0 ; If you want your models to have accurate hitboxes, try enabling this. ; Note: make sure your models don't have messed up hitboxes, otherwise ; this setting might cause your server insane cpu usage and lag! SET MODELINDEX OFFSET = 0