Cerere plugin Hats Level

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KeNzY213
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06 Nov 2018, 20:31

As dori un plugin de hats pe level,
= 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, 12:36, edited 1 time in total.
Reason: Aplicare regulament. [ 1 plugin pe topic ]
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06 Nov 2018, 20:39

lasă nativele pentru ammo packs/neme/assas/surv...să văd dacă va merge cu ele
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06 Nov 2018, 20:48

INC DE LA MOD :
*================================================================================

---------------------------------------
-*- 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
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06 Nov 2018, 21:14

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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06 Nov 2018, 21:41

Adryyy wrote:și dacă face de EX „kill 1000 humans as nemesis” , ce să se întâmple? și la restu?[/qoute]
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.
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06 Nov 2018, 22:33

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..?
Last edited by L E V I N on 06 Nov 2018, 22:47, edited 1 time in total.
KeNzY213
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06 Nov 2018, 22:43

K. Ms oricum ?
Dar misiunile menționate mai sus, sa fie intr.un meniu si sa arate cat mai are ex:5/1000
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08 Nov 2018, 12:00

| 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);
}
KeNzY213
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08 Nov 2018, 18:06

Multumesc!
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..
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08 Nov 2018, 18:33

nu știu, lasă plg sau nativele pentru clasele pe xp
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08 Nov 2018, 19:11

Nativele de la Level:
native zp_get_user_level(id)
native zp_set_user_level(id)
KeNzY213
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08 Nov 2018, 21:52

Image
Acele 7 killuri care apar acolo, sunt facute pentru misiunea Cu m4a1 , poti rezolva?
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