Ce nu functioneaza mai exact in script?Rainq wrote: ↑02 Jan 2021, 20:04l-am folosit pe ala insa nu merge daca nu te pricepi putin in scripting, ma gandeam ca il ai tu direct modificat,oricum ,multumesc!Shadows Adi wrote: ↑02 Jan 2021, 19:49Functia pentru inspect se gaseste in interiorul plugin-ului de baza.
Edit: Acesta este script-ul pentru inspect folosit, doar putin modificat: https://gamebanana.com/gamefiles/5976
[MOD] CSGO REMAKE StatTrack ~~ MySQL + nVault ~~ Source Code Available
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inspectul
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ba da,te pot asigura ca pluginul ala nu e bun :))Shadows Adi wrote: ↑02 Jan 2021, 22:43Poate modelele pe care le folosesti nu au animatia pentru inspect.
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Code: Select all
#include <amxmodx>
#include <cstrike>
#include <fakemeta>
#include <engine>
#include <hamsandwich>
#include <csgomod>
#define PLUGIN "CS:GO Inspect"
#define AUTHOR "O'Zone"
#define VALID_PDATA 2
new const weaponsWithoutInspect = (1<<CSW_C4) | (1<<CSW_HEGRENADE) | (1<<CSW_FLASHBANG) | (1<<CSW_SMOKEGRENADE);
new bool:deagleDisable[MAX_PLAYERS + 1];
new inspectAnimation[] =
{
0, //null
7, //p228
0, //shield
5, //scout
0, //hegrenade
7, //xm1014
0, //c4
6, //mac10
6, //aug
0, //smoke grenade
16, //elites
6, //fiveseven
6, //ump45
5, //sg550
6, //galil
6, //famas
16, //usp
13, //glock
6, //awp
6, //mp5
5, //m249
7, //m3
14, //m4a1
6, //tmp
5, //g3sg1
0, //flashbang
6, //deagle
6, //sg552
6, //ak47
8, //knife
6 //p90
};
public plugin_init()
{
register_plugin(PLUGIN, VERSION, AUTHOR);
RegisterHam(Ham_Weapon_Reload, "weapon_deagle", "deagle_reload");
RegisterHam(Ham_Item_Deploy, "weapon_deagle", "deagle_override");
RegisterHam(Ham_Weapon_PrimaryAttack, "weapon_deagle", "deagle_override");
RegisterHam(Ham_Weapon_SecondaryAttack, "weapon_knife", "knife_override");
register_impulse(100, "inspect_weapon");
}
public deagle_reload(weapon)
{
if (pev_valid(weapon) != VALID_PDATA) return HAM_IGNORED;
new id = get_pdata_cbase(weapon, OFFSET_PLAYER, OFFSET_ITEM_LINUX);
remove_task(id);
if (!pev_valid(id) || !is_user_alive(id)) return HAM_IGNORED;
deagleDisable[id] = true;
set_task(2.5, "deagle_enable", id);
return HAM_IGNORED;
}
public deagle_override(weapon)
{
if (pev_valid(weapon) != VALID_PDATA) return HAM_IGNORED;
new id = get_pdata_cbase(weapon, OFFSET_PLAYER, OFFSET_ITEM_LINUX);
remove_task(id);
if (!pev_valid(id) || !is_user_alive(id)) return HAM_IGNORED;
deagleDisable[id] = true;
set_task(0.8, "deagle_enable", id);
return HAM_IGNORED;
}
public knife_override(weapon)
{
if (pev_valid(weapon) != VALID_PDATA) return HAM_IGNORED;
set_pdata_float(weapon, OFFSET_WEAPON_IDLE, 0.8, OFFSET_ITEM_LINUX);
return HAM_IGNORED;
}
public deagle_enable(id)
deagleDisable[id] = false;
public inspect_weapon(id)
{
if (pev_valid(id) != VALID_PDATA || !is_user_alive(id) || cs_get_user_shield(id) || cs_get_user_zoom(id) > 1)
{
return PLUGIN_HANDLED;
}
new weaponId = get_user_weapon(id),
weapon = get_pdata_cbase(id, OFFSET_ACTIVE_ITEM, OFFSET_PLAYER_LINUX);
if (weaponsWithoutInspect & (1<<weaponId) || !pev_valid(weapon)) return PLUGIN_HANDLED;
new animation = inspectAnimation[weaponId], currentAnimation = pev(get_pdata_cbase(weapon, OFFSET_PLAYER, OFFSET_ITEM_LINUX), pev_weaponanim);
switch (weaponId) {
case CSW_M4A1: {
if (!cs_get_weapon_silen(weapon)) animation = 15;
if (!currentAnimation || currentAnimation == 7 || currentAnimation == animation) play_inspect(id, weapon, animation);
} case CSW_USP: {
if (!cs_get_weapon_silen(weapon)) animation = 17;
if (!currentAnimation || currentAnimation == 8 || currentAnimation == animation) play_inspect(id, weapon, animation);
} case CSW_DEAGLE: {
if (!deagleDisable[id]) play_inspect(id, weapon, animation);
} case CSW_GLOCK18: {
if (!currentAnimation || currentAnimation == 1 || currentAnimation == 2 || currentAnimation == 9 || currentAnimation == 10 || currentAnimation == animation) play_inspect(id, weapon, animation);
} default: {
if (!currentAnimation || currentAnimation == animation) play_inspect(id, weapon, animation);
}
}
return PLUGIN_HANDLED;
}
stock play_inspect(id, weapon, animation)
{
set_pdata_float(weapon, OFFSET_WEAPON_IDLE, 7.0, OFFSET_ITEM_LINUX);
set_pev(id, pev_weaponanim, animation);
message_begin(MSG_ONE_UNRELIABLE, SVC_WEAPONANIM, {0, 0, 0}, id);
write_byte(animation);
write_byte(pev(id, pev_body));
message_end();
}
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Nu, trebuie ca skin-urile sa aiba animatia pentru inspect.Rainq wrote: ↑03 Jan 2021, 17:09e obligatoriu pentru csgo mod ?Code: Select all
#include <amxmodx> #include <cstrike> #include <fakemeta> #include <engine> #include <hamsandwich> #include <csgomod> #define PLUGIN "CS:GO Inspect" #define AUTHOR "O'Zone" #define VALID_PDATA 2 new const weaponsWithoutInspect = (1<<CSW_C4) | (1<<CSW_HEGRENADE) | (1<<CSW_FLASHBANG) | (1<<CSW_SMOKEGRENADE); new bool:deagleDisable[MAX_PLAYERS + 1]; new inspectAnimation[] = { 0, //null 7, //p228 0, //shield 5, //scout 0, //hegrenade 7, //xm1014 0, //c4 6, //mac10 6, //aug 0, //smoke grenade 16, //elites 6, //fiveseven 6, //ump45 5, //sg550 6, //galil 6, //famas 16, //usp 13, //glock 6, //awp 6, //mp5 5, //m249 7, //m3 14, //m4a1 6, //tmp 5, //g3sg1 0, //flashbang 6, //deagle 6, //sg552 6, //ak47 8, //knife 6 //p90 }; public plugin_init() { register_plugin(PLUGIN, VERSION, AUTHOR); RegisterHam(Ham_Weapon_Reload, "weapon_deagle", "deagle_reload"); RegisterHam(Ham_Item_Deploy, "weapon_deagle", "deagle_override"); RegisterHam(Ham_Weapon_PrimaryAttack, "weapon_deagle", "deagle_override"); RegisterHam(Ham_Weapon_SecondaryAttack, "weapon_knife", "knife_override"); register_impulse(100, "inspect_weapon"); } public deagle_reload(weapon) { if (pev_valid(weapon) != VALID_PDATA) return HAM_IGNORED; new id = get_pdata_cbase(weapon, OFFSET_PLAYER, OFFSET_ITEM_LINUX); remove_task(id); if (!pev_valid(id) || !is_user_alive(id)) return HAM_IGNORED; deagleDisable[id] = true; set_task(2.5, "deagle_enable", id); return HAM_IGNORED; } public deagle_override(weapon) { if (pev_valid(weapon) != VALID_PDATA) return HAM_IGNORED; new id = get_pdata_cbase(weapon, OFFSET_PLAYER, OFFSET_ITEM_LINUX); remove_task(id); if (!pev_valid(id) || !is_user_alive(id)) return HAM_IGNORED; deagleDisable[id] = true; set_task(0.8, "deagle_enable", id); return HAM_IGNORED; } public knife_override(weapon) { if (pev_valid(weapon) != VALID_PDATA) return HAM_IGNORED; set_pdata_float(weapon, OFFSET_WEAPON_IDLE, 0.8, OFFSET_ITEM_LINUX); return HAM_IGNORED; } public deagle_enable(id) deagleDisable[id] = false; public inspect_weapon(id) { if (pev_valid(id) != VALID_PDATA || !is_user_alive(id) || cs_get_user_shield(id) || cs_get_user_zoom(id) > 1) { return PLUGIN_HANDLED; } new weaponId = get_user_weapon(id), weapon = get_pdata_cbase(id, OFFSET_ACTIVE_ITEM, OFFSET_PLAYER_LINUX); if (weaponsWithoutInspect & (1<<weaponId) || !pev_valid(weapon)) return PLUGIN_HANDLED; new animation = inspectAnimation[weaponId], currentAnimation = pev(get_pdata_cbase(weapon, OFFSET_PLAYER, OFFSET_ITEM_LINUX), pev_weaponanim); switch (weaponId) { case CSW_M4A1: { if (!cs_get_weapon_silen(weapon)) animation = 15; if (!currentAnimation || currentAnimation == 7 || currentAnimation == animation) play_inspect(id, weapon, animation); } case CSW_USP: { if (!cs_get_weapon_silen(weapon)) animation = 17; if (!currentAnimation || currentAnimation == 8 || currentAnimation == animation) play_inspect(id, weapon, animation); } case CSW_DEAGLE: { if (!deagleDisable[id]) play_inspect(id, weapon, animation); } case CSW_GLOCK18: { if (!currentAnimation || currentAnimation == 1 || currentAnimation == 2 || currentAnimation == 9 || currentAnimation == 10 || currentAnimation == animation) play_inspect(id, weapon, animation); } default: { if (!currentAnimation || currentAnimation == animation) play_inspect(id, weapon, animation); } } return PLUGIN_HANDLED; } stock play_inspect(id, weapon, animation) { set_pdata_float(weapon, OFFSET_WEAPON_IDLE, 7.0, OFFSET_ITEM_LINUX); set_pev(id, pev_weaponanim, animation); message_begin(MSG_ONE_UNRELIABLE, SVC_WEAPONANIM, {0, 0, 0}, id); write_byte(animation); write_byte(pev(id, pev_body)); message_end(); }
Btw, trebuie sa stergi #include <csgomod> din header. Am uitat eu.
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Update!
Am creat un poll informativ in legatura cu metoda prelucrarii datelor.
Am creat un poll informativ in legatura cu metoda prelucrarii datelor.
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Update!
Versiunea 2.0
- Am implementat suport pentru MySQL si nVault ( controlabil prin cvar ).
- Am adaugat o noua comanda: amx_skin_index - gaseste skin id-ul unui item in multime.
- Am adaugat o noua nativa: csgor_get_skin_index - returneaza numele complet si id-ul skin-ului aflat in multime.
Versiunea 2.0
- Am implementat suport pentru MySQL si nVault ( controlabil prin cvar ).
- Am adaugat o noua comanda: amx_skin_index - gaseste skin id-ul unui item in multime.
- Am adaugat o noua nativa: csgor_get_skin_index - returneaza numele complet si id-ul skin-ului aflat in multime.
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Update!
- Am imbunatatit validarea entitatilor.
- Am fixat o problema in care conexiunea catre baza de date era nula la repornirea serverului.
- Am mai optimizat header-ul plugin-ului adaugand enumeratii in locul definitilor.
- Am imbunatatit validarea entitatilor.
- Am fixat o problema in care conexiunea catre baza de date era nula la repornirea serverului.
- Am mai optimizat header-ul plugin-ului adaugand enumeratii in locul definitilor.
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Update!
Versiunea 2.1
- Am relucrat apelativul csgor_user_levelup()
- Am adaugat o nativa noua: csgor_ranks_num()
- Am mai optimizat parti din cod.
- Am fixat un bug minor in detectarea metode de salvare / incarcare a datelor.
- Am adaugat un subplugin nou: [CS:GO Remake] Rank Up Bonus
De facut:
Versiunea 2.1
- Am relucrat apelativul csgor_user_levelup()
- Am adaugat o nativa noua: csgor_ranks_num()
- Am mai optimizat parti din cod.
- Am fixat un bug minor in detectarea metode de salvare / incarcare a datelor.
- Am adaugat un subplugin nou: [CS:GO Remake] Rank Up Bonus
De facut:
- Implementarea sistemului de Weapon Stattrack
- Depistarea eventualelor probleme ale plugin-ulu