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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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Na100llat3k - zdjęcie

Na100llat3k

Rejestracja: 13.05.2014
Aktualnie: Nieaktywny
Poza forum Ostatnio: 18.04.2015 22:39
-----

Moje tematy

[ROZWIĄZANE] Pliki .wad

17.04.2015 17:18

Czy pliki przedstawione na poniższym obrazku są potrzebne/wymagane do normalnej pracy serwera? Pliki znajdują się w folderze /cstrike.

 

TlqSGnX.png

 

Widzę, że zajmują dużo (jak dla serwera) miejsca więc się pytam.

[KOSZ] Problem z Super Markerem (P90)

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.

 

 

 

 

[ROZWIĄZANE] Plugin VIP nie działa

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

 

Spoiler

 

plugins.ini

 

Spoiler

Przerobienie pluginu wyboru broni dla Surva

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. :)

 

 

 

Broń Surviviola

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