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 Cerere plugin Hats Level 
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As dori un plugin de hats pe level,
Quote:
https://forums.alliedmods.net/showthread.php?t=58374
= sursa de la hats, dar doresc eliminarea flagurilor de la hats, si tot din ini (HatList.ini)
La level 1, sa aibe o anumita palarie ,la lvl 5 alta palarie si tot asa


Last edited by Laurentiu P. on 08 Nov 2018 13:36, edited 1 time in total.

Aplicare regulament. [ 1 plugin pe topic ]



06 Nov 2018 21:31
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lasă nativele pentru ammo packs/neme/assas/surv...să văd dacă va merge cu ele

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x , daNzeT , Arion , Chaos , Exolent , aNNakin , PoSiTiOn Of PoWeR , ExoTiQ , -UnQ- UHD , ViciousVixen , Arkshine , Askhanar , KronoS eXtream , alkaline , CryWolf , Fuffy , tre3fla , Rap^ , Hades Ownage , xPaw .


06 Nov 2018 21:39
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INC DE LA MOD :

Quote:
*================================================================================

---------------------------------------
-*- Zombie Plague 4.3 Includes File -*-
---------------------------------------

~~~~~~~~~~
- How To -
~~~~~~~~~~

To make use of the Zombie Plague API features in your plugin, just
add the following line at the beginning of your script:

#include <zombieplague>

~~~~~~~~~~~
- Natives -
~~~~~~~~~~~

These work just like any other functions: you may have to pass
parameters and they usually return values.

Example:

if ( is_user_alive( id ) && zp_get_user_zombie( id ) )
{
server_print( "Player %d is alive and a zombie", id )
}

~~~~~~~~~~~~
- Forwards -
~~~~~~~~~~~~

Forwards get called whenever an event happens during the game.
You need to make a public callback somewhere on your script,
and it will automatically be triggered when the event occurs.

Example:

public zp_user_infected_post( id, infector, nemesis )
{
if ( !infector || nemesis )
return;

server_print( "Player %d just got infected by %d!", id, infector )
}

Also, take note of cases when there's a suffix:

* _pre : means the forward will be called BEFORE the event happens
* _post : means it will be called AFTER the event takes place

=================================================================================*/

#if defined _zombieplague_included
#endinput
#endif
#define _zombieplague_included

/* Teams for zp_register_extra_item() */
#define ZP_TEAM_ZOMBIE (1<<0)
#define ZP_TEAM_HUMAN (1<<1)
#define ZP_TEAM_NEMESIS (1<<2)
#define ZP_TEAM_ASSASSIN (1<<3)
#define ZP_TEAM_SURVIVOR (1<<4)
#define ZP_TEAM_SNIPER (1<<5)

/* Game modes for zp_round_started() */
enum
{
MODE_INFECTION = 1,
MODE_NEMESIS,
MODE_ASSASSIN,
MODE_SURVIVOR,
MODE_SNIPER,
MODE_SWARM,
MODE_MULTI,
MODE_PLAGUE,
MODE_ARMAGEDDON,
MODE_APOCALYPSE,
MODE_NIGHTMARE
}

/* Winner teams for zp_round_ended() */
enum
{
WIN_NO_ONE = 0,
WIN_ZOMBIES,
WIN_HUMANS
}

/* Custom forward return values */
#define ZP_PLUGIN_HANDLED 97

/**
* Returns whether a player is a zombie.
*
* @param id Player index.
* @return True if it is, false otherwise.
*/
native zp_get_user_zombie(id)

/**
* Returns whether a player is a nemesis.
*
* @param id Player index.
* @return True if it is, false otherwise.
*/
native zp_get_user_nemesis(id)

/**
* Returns whether a player is a survivor.
*
* @param id Player index.
* @return True if it is, false otherwise.
*/
native zp_get_user_assassin(id)

/**
* Returns whether a player is a survivor.
*
* @param id Player index.
* @return True if it is, false otherwise.
*/
native zp_get_user_survivor(id)

/**
* Returns whether a player is the first zombie.
*
* @param id Player index.
* @return True if it is, false otherwise.
*/
native zp_get_user_sniper(id)

/**
* Returns whether a player is the first zombie.
*
* @param id Player index.
* @return True if it is, false otherwise.
*/
native zp_get_user_first_zombie(id)

/**
* Returns whether a player is the last zombie.
*
* @param id Player index.
* @return True if it is, false otherwise.
*/
native zp_get_user_last_zombie(id)

/**
* Returns whether a player is the last human.
*
* @param id Player index.
* @return True if it is, false otherwise.
*/
native zp_get_user_last_human(id)

/**
* Returns a player's current zombie class ID.
*
* @param id Player index.
* @return Internal zombie class ID, or -1 if not yet chosen.
*/
native zp_get_user_zombie_class(id)

/**
* Returns a player's next zombie class ID (for the next infection).
*
* @param id Player index.
* @return Internal zombie class ID, or -1 if not yet chosen.
*/
native zp_get_user_next_class(id)

/**
* Sets a player's next zombie class ID (for the next infection).
*
* @param id Player index.
* @param classid A valid zombie class ID.
* @return True on success, false otherwise.
*/
native zp_set_user_zombie_class(id, classid)

/**
* Returns a player's ammo pack count.
*
* @param id Player index.
* @return Number of ammo packs owned.
*/
native zp_get_user_ammo_packs(id)

/**
* Sets a player's ammo pack count.
*
* @param id Player index.
* @param amount New quantity of ammo packs owned.
*/
native zp_set_user_ammo_packs(id, amount)

/**
* Returns the default maximum health of a zombie.
*
* Note: Takes into account first zombie's HP multiplier.
*
* @param id Player index.
* @return Maximum amount of health points, or -1 if not a normal zombie.
*/
native zp_get_zombie_maxhealth(id)

/**
* Returns a player's custom flashlight batteries charge.
*
* @param id Player index.
* @return Charge percent (0 to 100).
*/
native zp_get_user_batteries(id)

/**
* Sets a player's custom flashlight batteries charge.
*
* @param id Player index.
* @param value New charge percent (0 to 100).
*/
native zp_set_user_batteries(id, charge)

/**
* Returns whether a player has night vision.
*
* @param id Player index.
* @return True if it has, false otherwise.
*/
native zp_get_user_nightvision(id)

/**
* Sets whether a player has night vision.
*
* @param id Player index.
* @param set True to give, false for removing it.
*/
native zp_set_user_nightvision(id, set)

/**
* Forces a player to become a zombie.
*
* Note: Unavailable for last human/survivor.
*
* @param id Player index to be infected.
* @param infector Player index who infected him (optional).
* @param silent If set, there will be no HUD messages or infection sounds.
* @param rewards Whether to show DeathMsg and reward frags, hp, and ammo packs to infector.
* @return True on success, false otherwise.
*/
native zp_infect_user(id, infector = 0, silent = 0, rewards = 0)

/**
* Forces a player to become a human.
*
* Note: Unavailable for last zombie/nemesis.
*
* @param id Player index to be cured.
* @param silent If set, there will be no HUD messages or antidote sounds.
* @return True on success, false otherwise.
*/
native zp_disinfect_user(id, silent = 0)

/**
* Forces a player to become a nemesis.
*
* Note: Unavailable for last human/survivor.
*
* @param id Player index to turn into nemesis.
* @return True on success, false otherwise.
*/
native zp_make_user_nemesis(id)

/**
* Forces a player to become a survivor.
*
* Note: Unavailable for last zombie/nemesis.
*
* @param id Player index to turn into survivor.
* @return True on success, false otherwise.
*/
native zp_make_user_assassin(id)

/**
* Forces a player to become a survivor.
*
* Note: Unavailable for last zombie/nemesis/assassin.
*
* @param id Player index to turn into survivor.
* @return True on success, false otherwise.
*/
native zp_make_user_survivor(id)

/**
* Respawns a player into a specific team.
*
* @param id Player index to be respawned.
* @param team Team to respawn the player into (ZP_TEAM_ZOMBIE or ZP_TEAM_HUMAN).
* @return True on success, false otherwise.
*/
native zp_make_user_sniper(id)

/**
* Respawns a player into a specific team.
*
* @param id Player index to be respawned.
* @param team Team to respawn the player into (ZP_TEAM_ZOMBIE or ZP_TEAM_HUMAN).
* @return True on success, false otherwise.
*/
native zp_respawn_user(id, team)

/**
* Forces a player to buy an extra item.
*
* @param id Player index.
* @param itemid A valid extra item ID.
* @param ignorecost If set, item's cost won't be deduced from player.
* @return True on success, false otherwise.
*/
native zp_force_buy_extra_item(id, itemid, ignorecost = 0)

/**
* Overrides ZP player model with a different custom model.
*
* Note: This will last until player's next infection/humanization/respawn.
*
* Note: Don't call more often than absolutely needed.
*
* @param id Player index.
* @param newmodel Model name.
* @param modelindex Modelindex (optional).
*/
native zp_override_user_model(id, const newmodel[], modelindex = 0)

/**
* Returns whether the ZP round has started, i.e. first zombie
* has been chosen or a game mode has begun.
*
* @return 0 - Round not started
* 1 - Round started
* 2 - Round starting
*/
native zp_has_round_started()

/**
* Returns whether the current round is a nemesis round.
*
* @return True if it is, false otherwise.
*/
native zp_is_nemesis_round()

/**
* Returns whether the current round is a survivor round.
*
* @return True if it is, false otherwise.
*/
native zp_is_assassin_round()

/**
* Returns whether the current round is a survivor round.
*
* @return True if it is, false otherwise.
*/
native zp_is_survivor_round()

/**
* Returns whether the current round is a swarm round.
*
* @return True if it is, false otherwise.
*/
native zp_is_sniper_round()

/**
* Returns whether the current round is a swarm round.
*
* @return True if it is, false otherwise.
*/
native zp_is_swarm_round()

/**
* Returns whether the current round is a plague round.
*
* @return True if it is, false otherwise.
*/
native zp_is_plague_round()

/**
* Returns number of alive zombies.
*
* @return Zombie count.
*/
native zp_is_armageddon_round()

/**
* Returns whether the current round is a apocalypse round.
*
* @return True if it is, false otherwise.
*/
native zp_is_apocalypse_round()

/**
* Returns whether the current round is a nightmare round.
*
* @return True if it is, false otherwise.
*/
native zp_is_nightmare_round()

/**
* Returns number of alive zombies.
*
* @return Zombie count.
*/
native zp_get_zombie_count()

/**
* Returns number of alive humans.
*
* @return Human count.
*/
native zp_get_human_count()

/**
* Returns number of alive nemesis.
*
* @return Nemesis count.
*/
native zp_get_nemesis_count()

/**
* Returns number of alive survivors.
*
* @return Survivor count.
*/
native zp_get_assassin_count()

/**
* Returns number of alive survivors.
*
* @return Survivor count.
*/
native zp_get_survivor_count()

/**
* Registers a custom item which will be added to the extra items menu of ZP.
*
* Note: The returned extra item ID can be later used to catch item
* purchase events for the zp_extra_item_selected() forward.
*
* Note: ZP_TEAM_NEMESIS and ZP_TEAM_SURVIVOR can be used to make
* an item available to Nemesis and Survivors respectively.
*
* @param name Caption to display on the menu.
* @param cost Ammo packs to be deducted on purchase.
* @param teams Bitsum of teams it should be available for.
* @return An internal extra item ID, or -1 on failure.
*/
native zp_get_sniper_count()

/**
* Registers a custom item which will be added to the extra items menu of ZP.
*
* Note: The returned extra item ID can be later used to catch item
* purchase events for the zp_extra_item_selected() forward.
*
* Note: ZP_TEAM_NEMESIS, ZP_TEAM_ASSASSIN, ZP_TEAM_SURVIVOR and ZP_TEAM_SNIPER can be used to make
* an item available to Nemesis, Assassin, Survivors and Snipers respectively.
*
* @param name Caption to display on the menu.
* @param cost Ammo packs to be deducted on purchase.
* @param teams Bitsum of teams it should be available for.
* @return An internal extra item ID, or -1 on failure.
*/
native zp_register_extra_item(const name[], cost, teams)

/**
* Registers a custom class which will be added to the zombie classes menu of ZP.
*
* Note: The returned zombie class ID can be later used to identify
* the class when calling the zp_get_user_zombie_class() natives.
*
* @param name Caption to display on the menu.
* @param info Brief description of the class.
* @param model Player model to be used.
* @param clawmodel Claws model to be used.
* @param hp Initial health points.
* @param speed Maximum speed.
* @param gravity Gravity multiplier.
* @param knockback Knockback multiplier.
* @return An internal zombie class ID, or -1 on failure.
*/
native zp_register_zombie_class(const name[], const info[], const model[], const clawmodel[], hp, speed, Float:gravity, Float:knockback)

/**
* Returns an extra item's ID.
*
* @param name Item name to look for.
* @return Internal extra item ID, or -1 if not found.
*/
native zp_get_extra_item_id(const name[])

/**
* Returns a zombie class' ID.
*
* @param name Class name to look for.
* @return Internal zombie class ID, or -1 if not found.
*/
native zp_get_zombie_class_id(const name[])

/**
* Returns a zombie class' description (passed by reference).
*
* @param classid Internal zombie class ID.
* @param info The buffer to store the string in.
* @param len Character size of the output buffer.
* @return True on success, false otherwise.
*/
native zp_get_zombie_class_info(classid, info[], len)

/**
* Called when the ZP round starts, i.e. first zombie
* is chosen or a game mode begins.
*
* @param gamemode Mode which has started.
* @param id Affected player's index (if applicable).
*/
forward zp_round_started(gamemode, id)

/**
* Called when the round ends.
*
* @param winteam Team which has won the round.
*/
forward zp_round_ended(winteam)

/**
* Called when a player gets infected.
*
* @param id Player index who was infected.
* @param infector Player index who infected him (if applicable).
* @param nemesis Whether the player was turned into a nemesis.
*/
forward zp_user_infected_pre(id, infector, nemesis)
forward zp_user_infected_post(id, infector, nemesis)

/**
* Called when a player turns back to human.
*
* @param id Player index who was cured.
* @param survivor Whether the player was turned into a survivor.
*/
forward zp_user_humanized_pre(id, survivor)
forward zp_user_humanized_post(id, survivor)

/**
* Called on a player infect/cure attempt. You can use this to block
* an infection/humanization by returning ZP_PLUGIN_HANDLED in your plugin.
*
* Note: Right now this is only available after the ZP round starts, since some
* situations (like blocking a first zombie's infection) are not yet handled.
*/
forward zp_user_infect_attempt(id, infector, nemesis)
forward zp_user_humanize_attempt(id, survivor)

/**
* Called when a player buys an extra item from the ZP menu.
*
* Note: You can now return ZP_PLUGIN_HANDLED in your plugin to block
* the purchase and the player will be automatically refunded.
*
* @param id Player index of purchaser.
* @param itemid Internal extra item ID.
*/
forward zp_extra_item_selected(id, itemid)

/**
* Called when a player gets unfrozen (frostnades).
*
* @param id Player index.
*/
forward zp_user_unfrozen(id)

/**
* Called when a player becomes the last zombie.
*
* Note: This is called for the first zombie too.
*
* @param id Player index.
*/
forward zp_user_last_zombie(id)

/**
* Called when a player becomes the last human.
*
* @param id Player index.
*/
forward zp_user_last_human(id)


/**
* @deprecated - Do not use!
* For backwards compatibility only.
*/
#define ZP_TEAM_ANY 0


06 Nov 2018 21:48
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și dacă face de EX „kill 1000 humans as nemesis” , ce să se întâmple? și la restu?
iar la hats ce flaguri să elimini? iar .ini să nu mai existe?

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x , daNzeT , Arion , Chaos , Exolent , aNNakin , PoSiTiOn Of PoWeR , ExoTiQ , -UnQ- UHD , ViciousVixen , Arkshine , Askhanar , KronoS eXtream , alkaline , CryWolf , Fuffy , tre3fla , Rap^ , Hades Ownage , xPaw .


06 Nov 2018 22:14
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Adryyy wrote:
și dacă face de EX „kill 1000 humans as nemesis” , ce să se întâmple? și la restu?[/qoute]
Quote:
iar la hats ce flaguri să elimini? iar .ini să nu mai existe?

Sa nu mai existe deloc hats pentru admin, dar ini sa ramana si sa adaugi o coloana noua sa pot modifica level la fiecare hats.
La fiecare misiune sa primeasca 500 packs.


06 Nov 2018 22:41
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MISUNI | Afiseaza codul
#include <amxmodx>
#include <hamsandwich>

native zp_set_user_ammo_packs(id, amount)
native zp_get_user_ammo_packs(id)

native zp_get_user_nemesis(id)
native zp_get_user_assassin(id)
native zp_get_user_survivor(id)
native zp_get_user_zombie(id)

#define ZP_TEAM_ZOMBIE (1<<0)
#define ZP_TEAM_HUMAN (1<<1)
#define ZP_TEAM_NEMESIS (1<<2)
#define ZP_TEAM_ASSASSIN (1<<3)
#define ZP_TEAM_SURVIVOR (1<<4)
#define ZP_TEAM_SNIPER (1<<5)

new kills[33]

public plugin_init() RegisterHam(Ham_Killed,"player","fw_Killed",1)

public fw_Killed(victim,attacker,shouldgib)
{
if(!is_user_connected(victim)||!is_user_connected(attacker)||attacker==victim) return HAM_IGNORED;

kills[attacker]++

if(zp_get_user_nemesis(attacker)&&get_user_team(victim)==ZP_TEAM_HUMAN&&kills[attacker]==1000) zp_set_user_ammo_packs(attacker,zp_get_user_ammo_packs(attacker)+500)

if(zp_get_user_assassin(attacker)&&get_user_team(victim)==ZP_TEAM_HUMAN&&kills[attacker]==500) zp_set_user_ammo_packs(attacker,zp_get_user_ammo_packs(attacker)+500)

if(kills[attacker]==10&&zp_get_user_survivor(victim)) zp_set_user_ammo_packs(attacker,zp_get_user_ammo_packs(attacker)+500)

if(kills[attacker]==100&&get_user_weapon(attacker)==CSW_M4A1&&zp_get_user_zombie(victim)) zp_set_user_ammo_packs(attacker,zp_get_user_ammo_packs(attacker)+500)

return HAM_IGNORED;
}


revin cu edit pentru hats mai încolo cred

EDIT: pentru hats pe level, ai native sau ceva? cum să facă level..?

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x , daNzeT , Arion , Chaos , Exolent , aNNakin , PoSiTiOn Of PoWeR , ExoTiQ , -UnQ- UHD , ViciousVixen , Arkshine , Askhanar , KronoS eXtream , alkaline , CryWolf , Fuffy , tre3fla , Rap^ , Hades Ownage , xPaw .


Last edited by Adryyy on 06 Nov 2018 23:47, edited 1 time in total.



06 Nov 2018 23:33
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K. Ms oricum 😁
Dar misiunile menționate mai sus, sa fie intr.un meniu si sa arate cat mai are ex:5/1000


06 Nov 2018 23:43
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| Afiseaza codul
#include <amxmodx>
#include <hamsandwich>

native zp_set_user_ammo_packs(id, amount)
native zp_get_user_ammo_packs(id)

native zp_get_user_nemesis(id)
native zp_get_user_assassin(id)
native zp_get_user_survivor(id)
native zp_get_user_zombie(id)

#define ZP_TEAM_ZOMBIE (1<<0)
#define ZP_TEAM_HUMAN (1<<1)
#define ZP_TEAM_NEMESIS (1<<2)
#define ZP_TEAM_ASSASSIN (1<<3)
#define ZP_TEAM_SURVIVOR (1<<4)
#define ZP_TEAM_SNIPER (1<<5)

new kills[33]

public plugin_init()
{
register_clcmd("say /misiuni","ClCmdMIS")
register_clcmd("say_team /misiuni","ClCmdMIS")

RegisterHam(Ham_Killed,"player","fw_Killed",1)
}

public fw_Killed(victim,attacker,shouldgib)
{
if(!is_user_connected(victim)||!is_user_connected(attacker)||attacker==victim) return HAM_IGNORED;

if(zp_get_user_nemesis(attacker)&&get_user_team(victim)==ZP_TEAM_HUMAN)
{
kills[attacker]++
if(kills[attacker]==1000) zp_set_user_ammo_packs(attacker,zp_get_user_ammo_packs(attacker)+500)
}

if(zp_get_user_assassin(attacker)&&get_user_team(victim)==ZP_TEAM_HUMAN)
{
kills[attacker]++
if(kills[attacker]==500) zp_set_user_ammo_packs(attacker,zp_get_user_ammo_packs(attacker)+500)
}

if(zp_get_user_survivor(victim))
{
kills[attacker]++
if(kills[attacker]==10) zp_set_user_ammo_packs(attacker,zp_get_user_ammo_packs(attacker)+500)
}

if(get_user_weapon(attacker)==CSW_M4A1&&zp_get_user_zombie(victim))
{
kills[attacker]++
if(kills[attacker]==100) zp_set_user_ammo_packs(attacker,zp_get_user_ammo_packs(attacker)+500)
}

return HAM_IGNORED;
}

public ClCmdMIS(id)
{
new cct,show[512]
cct=format(show[cct],charsmax(show)-cct,"\yMISUNI:^n^n")

cct+=format(show[cct],charsmax(show)-cct,"\r1.\w Kill\y 1000\w Humans as\r Nemesis\w:\y %d\w/\r1000\w Kill's^n",kills[id]);
cct+=format(show[cct],charsmax(show)-cct,"\r2.\w Kill\y 500\w Humans as\r Assassin\w:\y %d\w/\r500\w Kill's^n",kills[id]);
cct+=format(show[cct],charsmax(show)-cct,"\r3.\w Kill\y 10\r Survivors\w:\y %d\w/\r10\w Kill's^n",kills[id]);
cct+=format(show[cct],charsmax(show)-cct,"\r4.\w Kill\y 100\r Zombie\w with\y M4A1\w:\r %d\w/\r100\w Kill's",kills[id]);

show_menu(id,(1<<1||1<<2||1<<3||1<<4||1<<5||1<<6||1<<7||1<<8||1<<9||1<<0),show,-1);
}

_________________
Stick with the best & regards Adryyy .


x , daNzeT , Arion , Chaos , Exolent , aNNakin , PoSiTiOn Of PoWeR , ExoTiQ , -UnQ- UHD , ViciousVixen , Arkshine , Askhanar , KronoS eXtream , alkaline , CryWolf , Fuffy , tre3fla , Rap^ , Hades Ownage , xPaw .


08 Nov 2018 13:00
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Joined: 27 Oct 2018 13:29
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Multumesc!
Quote:
iti voi lasa.eu niste native intr.o ora

Spre exemplu stii clasele de zm pe xp?
Asa vreau si la hats, sa se se deblocheze la un anumit level..


08 Nov 2018 19:06
Profile multumesc WWW
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Membru, skill +3
User avatar

Joined: 24 Aug 2011 12:24
Posts: 1386
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Detinator Steam: Da
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Detinator server CS: liber de contract
SteamID: riseofevo
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nu știu, lasă plg sau nativele pentru clasele pe xp

_________________
Stick with the best & regards Adryyy .


x , daNzeT , Arion , Chaos , Exolent , aNNakin , PoSiTiOn Of PoWeR , ExoTiQ , -UnQ- UHD , ViciousVixen , Arkshine , Askhanar , KronoS eXtream , alkaline , CryWolf , Fuffy , tre3fla , Rap^ , Hades Ownage , xPaw .


08 Nov 2018 19:33
Profile multumesc ICQ YIM WWW
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Membru, skill 0

Joined: 27 Oct 2018 13:29
Posts: 22
Detinator Steam: Nu
CS Status: Citesc forumul eXtreamCS.com...!
Fond eXtream: 0
Nativele de la Level:
Quote:
native zp_get_user_level(id)
native zp_set_user_level(id)


08 Nov 2018 20:11
Profile multumesc WWW
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Membru, skill 0

Joined: 27 Oct 2018 13:29
Posts: 22
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CS Status: Citesc forumul eXtreamCS.com...!
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Image
Acele 7 killuri care apar acolo, sunt facute pentru misiunea Cu m4a1 , poti rezolva?


08 Nov 2018 22:52
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