Modificare Slayteam

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11 Dec 2013, 15:45

Imi faceti plugin-ul acesta sa dea slay la playeri ? doar ii fulgera dar nu primesc slay..
| Afiseaza codul
/* AMX MOD X script. 
* This file is provided as is with no warranty. 
*
* Presenting: Slay Losers
* 
* Effect: Losing the objective results in a random orgy of GFX destruction
*	   for the losing team (everyone on the losing team DIES).
*  
* NOTE: The slaying will NOT remove frags.
*
* CVAR: Set mp_slaylosers to 0 if you want to turn it off. 
*
* Written by: Denkkar Seffyd, now in a seperate WC3 independent package (no XP removal though)
*
* Install: compile then add slaylosers.amx to addons/amx/plugin.ini
* Changelog
*1.0 First Release by DoubleTap
*1.1 Fixed some bugs. Added Multilingual Support by No0n3*   
*/ 
#include <amxmodx> 
#include <amxmisc>
#include <fun>
#include <csx>
	

new white
new lightning
new g_sModelIndexSmoke

new g_SlayMsg[4][] =
{
	"KILL_MSG_1", 
	"SLAY_MSG_2", 
	"SLAY_MSG_3", 
	"SLAY_MSG_4"
}

public plugin_init(){ 
                     
    register_plugin("AMX Slay Losers","1.1","[email protected]") 
    register_event("SendAudio","end_round","a","2=%!MRAD_terwin","2=%!MRAD_ctwin","2=%!MRAD_rounddraw") 
    register_dictionary("slaylosers.txt")
    
    register_cvar("mp_slaylosers","1",FCVAR_SERVER)
    
    return PLUGIN_CONTINUE 
} 


public end_round(){
        
    // Only active if CVAR is not equal to 0
    if( get_cvar_num("mp_slaylosers") ){
        new parm[32] 
        new len = read_data(2,parm,31) 
        set_task(1.0,"slay_those_losers",0,parm, len + 1)
    }
        
    return PLUGIN_CONTINUE
}

// Slays each player who failed to stop the other team from completing the objective.
// A random slay method is chosen for each player.
public slay_those_losers(parm[]) { 
	new origin[3], srco[3]
	new player[32], playersnum 
	new id
			
	get_players(player,playersnum,"ea",(parm[7] == 't') ? "CT" : "TERRORIST" ) 
	
	for(new i = 0; i < playersnum; ++i){	
		id = player	
		get_user_origin(id,origin)			
		origin[2] -= 26
		srco[0]=origin[0]+150
		srco[1]=origin[1]+150
		srco[2]=origin[2]+800
		switch(random_num(1,3)){	
			case 1:{
				slay_lightning(srco,origin)
				emit_sound(id,CHAN_ITEM, "ambience/thunder_clap.wav", 1.0, ATTN_NORM, 0, PITCH_NORM)
			}
			case 2:{
				slay_blood(origin)
				emit_sound(id,CHAN_ITEM, "weapons/headshot2.wav", 1.0, ATTN_NORM, 0, PITCH_NORM)
			}
			case 3:	{
				slay_explode(origin)
				emit_sound(id,CHAN_ITEM, "weapons/explode3.wav", 1.0, ATTN_NORM, 0, PITCH_NORM)
			}
		}
		set_hudmessage(178, 14, 41, -1.0, -0.4, 1, 0.5, 1.7, 0.2, 0.2,5);
		show_hudmessage(LANG_PLAYER, g_SlayMsg[random_num(0, 3)]);
		user_kill(id,1)	
                set_user_frags(id, get_user_frags(id)+1)
	}	
} 
	

slay_explode(vec1[3]) { 
	// blast circles 
	message_begin( MSG_BROADCAST,SVC_TEMPENTITY,vec1) 
	write_byte( 21 ) 
	write_coord(vec1[0]) 
	write_coord(vec1[1]) 
	write_coord(vec1[2] + 16) 
	write_coord(vec1[0]) 
	write_coord(vec1[1]) 
	write_coord(vec1[2] + 1936) 
	write_short( white ) 
	write_byte( 0 ) // startframe 
	write_byte( 0 ) // framerate 
	write_byte( 2 ) // life 
	write_byte( 16 ) // width 
	write_byte( 0 ) // noise 
	write_byte( 188 ) // r 
	write_byte( 220 ) // g 
	write_byte( 255 ) // b 
	write_byte( 255 ) //brightness 
	write_byte( 0 ) // speed 
	message_end()
	//Explosion2 
	message_begin( MSG_BROADCAST,SVC_TEMPENTITY) 
	write_byte( 12 ) 
	write_coord(vec1[0]) 
	write_coord(vec1[1]) 
	write_coord(vec1[2]) 
	write_byte( 188 ) // byte (scale in 0.1's) 
	write_byte( 10 ) // byte (framerate) 
	message_end()
	//Smoke 
	message_begin( MSG_BROADCAST,SVC_TEMPENTITY,vec1) 
	write_byte( 5 ) 
	write_coord(vec1[0]) 
	write_coord(vec1[1]) 
	write_coord(vec1[2]) 
	write_short( g_sModelIndexSmoke ) 
	write_byte( 2 )  
	write_byte( 10 )  
	message_end()
} 

slay_blood(vec1[3]) { 
	//LAVASPLASH 
	message_begin( MSG_BROADCAST,SVC_TEMPENTITY) 
	write_byte( 10 ) 
	write_coord(vec1[0]) 
	write_coord(vec1[1]) 
	write_coord(vec1[2]) 
	message_end() 
} 

slay_lightning(vec1[3],vec2[3]) { 
	//Lightning 
	message_begin( MSG_BROADCAST,SVC_TEMPENTITY) 
	write_byte( 0 ) 
	write_coord(vec1[0]) 
	write_coord(vec1[1]) 
	write_coord(vec1[2]) 
	write_coord(vec2[0]) 
	write_coord(vec2[1]) 
	write_coord(vec2[2]) 
	write_short( lightning ) 
	write_byte( 1 ) // framestart 
	write_byte( 5 ) // framerate 
	write_byte( 2 ) // life 
	write_byte( 20 ) // width 
	write_byte( 30 ) // noise 
	write_byte( 200 ) // r, g, b 
	write_byte( 200 ) // r, g, b 
	write_byte( 200 ) // r, g, b 
	write_byte( 200 ) // brightness 
	write_byte( 200 ) // speed 
	message_end()
	//Sparks 
	message_begin( MSG_PVS, SVC_TEMPENTITY,vec2) 
	write_byte( 9 ) 
	write_coord( vec2[0] ) 
	write_coord( vec2[1] ) 
	write_coord( vec2[2] ) 
	message_end()
	//Smoke     
	message_begin( MSG_BROADCAST,SVC_TEMPENTITY,vec2) 
	write_byte( 5 ) 
	write_coord(vec2[0]) 
	write_coord(vec2[1]) 
	write_coord(vec2[2]) 
	write_short( g_sModelIndexSmoke ) 
	write_byte( 10 )  
	write_byte( 10 )  
	message_end()
}

	
public plugin_precache() {
	
	g_sModelIndexSmoke = precache_model("sprites/steam1.spr")
	lightning = precache_model("sprites/lgtning.spr")
	white = precache_model("sprites/white.spr")
	precache_sound( "ambience/thunder_clap.wav")
	precache_sound( "weapons/headshot2.wav")
	precache_sound( "weapons/explode3.wav")

	
	return PLUGIN_CONTINUE
}
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11 Dec 2013, 15:59

http://www.extreamcs.com/forum/pluginuri-cs/
Aici este categoria in care trebuie sa ceri modificarea unui plugin .


In aceasta categorie se cer doar plugine , nu modificari !
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ID CONTACT: always_cs1 !
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Virussikaa
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12 Dec 2013, 15:39

Imi face careva va rog frumos ?:)

EDIT: Am rezolvat.
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