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[rezolvat][Cerere] Plugin Weapons+Vip Furien
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Maydo
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Posted: 20-12-2016, 17:59:42
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Salut,
Am nevoie de un plugin weapons (arme ct),si de un plugin Vip Furien
Arme:
1.M4a1
2.Ak47
3.MP5
4.SG552
5.Gail
6.P90
7.XM1014 [V.I.P]
Vip:
Primesti 25Hp / 25 Ap/Kill
Primesti 2500$/kill
Set grenazi
La inceputul rundei sa primeasca 150 HP
3x Jump
No Flash
Acces arme Vip (XM1014)
Daca se poate sa nu mi le dati separat,adica intr-o arhiva, nu prea stiu sa unesc [7.XM1014 [V.I.P]] cu [Acces arme Vip (XM1014)]
Sper ca intelegeti ceea ce zic
------------------------------------------------------------------------------------------------| Multumesc foarte mult!
Last edited by
Maydo
on 24-12-2016, 16:22:48; edited 1 time in total
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destroi112
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Posted: 21-12-2016, 19:15:32
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Ma ocup maine , ajung seara acasa si nu am timp iar de pe telefon nu prea am cum sa il scriu si sa il compilez.
Retired from Amxmodx
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Maydo
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Posted: 21-12-2016, 20:38:11
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Ok, mersi ff mult
Poti sa mi-l trimiti in pm.
Multumesc mult comunitatii, aveti moderatori excelenti !
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Maydo
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Posted: 06-01-2017, 19:42:07
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Destroy,daca poti sa nu imi mai faci pluginul de sus,doar sa imi adaugi niste arme si sa modifici cv la asta :
Spoiler:
/* Plugin generated by AMXX-Studio */
/* Ce optimizat mai e... l-am facut in graba */
#include <amxmodx>
#include <amxmisc>
#include <fakemeta>
#include <fun>
#include <cstrike>
#include <hamsandwich>
#define PLUGIN "Furien Weapons Menu"
#define VERSION "1.0"
#define AUTHOR "tre3fla, Fixed by lucylucy"
#define ADMIN_FLAG ADMIN_KICK
#define VIP_FLAG ADMIN_LEVEL_H
#define is_valid_player(%1) (1 <= %1 <= 32)
/* AK47 Golden pentru VIP */
new const vGoldenAk[ 64 ] = "models/antifurienweapons/v_golden_ak47.mdl"
new const pGoldenAk[ 64 ] = "models/antifurienweapons/p_golden_ak47.mdl"
/* M4A1 Golden pentru VIP */
new const vGoldenM4[ 64 ] = "models/antifurienweapons/v_golden_m4a1.mdl"
new const pGoldenM4[ 64 ] = "models/antifurienweapons/p_golden_m4a1.mdl"
/* MP5 Navy Golden pentru VIP */
new const vGoldenMP5[ 64 ] = "models/antifurienweapons/v_golden_mp5.mdl"
new const pGoldenMP5[ 64 ] = "models/antifurienweapons/p_golden_mp5.mdl"
/* XM1014 Golden pentru VIP */
new const vGoldenXM1014[ 64 ] = "models/antifurienweapons/v_golden_xm1014.mdl"
new const pGoldenXM1014[ 64 ] = "models/antifurienweapons/p_golden_xm1014.mdl"
//new m_spriteTexture
new bool: ArmaPrimita[ 33 ]
new bool: AreGoldenAK[ 33 ]
new bool: AreGoldenM4[ 33 ]
new bool: AreGoldenMP5[ 33 ]
new bool: AreGoldenXM1014[ 33 ]
new normalTrace[33], lastTrace[33], cvEnabled;
public plugin_init( ) {
register_plugin( PLUGIN, VERSION, AUTHOR )
register_event( "CurWeapon", "Event_CurWeapon", "be", "1=1" )
//register_event("CurWeapon", "GoldenEffect", "be", "1=1", "3>0" )
cvEnabled = register_cvar("fwm_enabled","1");
register_event("ResetHUD","event_resethud","b"); //
register_clcmd("fullupdate","cmd_fullupdate");
register_forward(FM_TraceLine,"fw_traceline");
register_forward(FM_PlayerPostThink,"fw_playerpostthink"); //
RegisterHam( Ham_Spawn, "player", "fwPlayerSpawn", true )
RegisterHam( Ham_TakeDamage, "player", "fwTakeDamage" )
register_clcmd( "say /weapons", "ClcmdWeaponsMenus" )
}
public plugin_precache( ) {
precache_model( vGoldenAk )
precache_model( pGoldenAk )
precache_model( vGoldenM4 )
precache_model( pGoldenM4 )
precache_model( vGoldenMP5 )
precache_model( pGoldenMP5 )
precache_model( vGoldenXM1014 )
precache_model( pGoldenXM1014 )
//m_spriteTexture = precache_model( "sprites/dot.spr" )
}
public fwPlayerSpawn( id ) {
AreGoldenAK[ id ] = false
AreGoldenM4[ id ] = false
AreGoldenMP5[ id ] = false
AreGoldenXM1014[ id ] = false
ArmaPrimita[ id ] = false
if( is_user_alive( id ) && cs_get_user_team( id ) == CS_TEAM_CT ) {
strip_user_weapons( id )
PopUpWeaponsMenu( id )
give_item( id, "weapon_knife" )
give_item( id, "weapon_hegrenade" )
give_item( id, "weapon_flashbang" )
give_item( id, "weapon_smokegrenade" )
give_item( id, "weapon_deagle" )
cs_set_user_bpammo( id, CSW_DEAGLE, 200 )
}
else if( is_user_alive( id ) && cs_get_user_team( id ) == CS_TEAM_T ) {
strip_user_weapons( id )
give_item( id, "weapon_knife" )
give_item( id, "weapon_hegrenade" )
give_item( id, "weapon_flashbang" )
give_item( id, "weapon_smokegrenade" )
cs_set_user_bpammo( id, CSW_FLASHBANG, 2 )
}
}
public PopUpWeaponsMenu( id ) {
new FurienWeaponsMenu = menu_create( "\yAnti-Furien\r Weapons", "FurienWeaponsHandler" )
menu_additem( FurienWeaponsMenu, "Arme\y Normale", "1", 0 )
menu_additem( FurienWeaponsMenu, "Arme\r V.I.P", "2", 0 )
menu_setprop( FurienWeaponsMenu, MPROP_EXIT, MEXIT_ALL )
menu_display( id, FurienWeaponsMenu, 0 )
}
public FurienWeaponsHandler( id, FurienWeaponsMenu, item ) {
if( item == MENU_EXIT ) {
menu_destroy( FurienWeaponsMenu )
return PLUGIN_HANDLED
}
switch( item ) {
case 0 : {
ArmeNormale( id )
}
case 1 : {
if( get_user_flags( id ) & VIP_FLAG ) {
ArmeVIP( id )
}
else {
ColorChat( id, "^4[Furien Weapons]^1 Aceste arme sunt rezervate numai pentru^3 V.I.P^1." )
PopUpWeaponsMenu( id )
}
}
}
menu_destroy( FurienWeaponsMenu )
return PLUGIN_HANDLED
}
public ArmeNormale( id ) {
new MeniuArmeNormale = menu_create( "\yArme\r Normale", "ArmeNormaleHandler" )
menu_additem( MeniuArmeNormale, "AK47\r", "1", 0 )
menu_additem( MeniuArmeNormale, "M4A1\r", "2", 0 )
menu_additem( MeniuArmeNormale, "MP5\r", "3", 0 )
menu_additem( MeniuArmeNormale, "Shotgun\r", "4", 0 )
menu_setprop( MeniuArmeNormale, MPROP_EXIT, MEXIT_ALL )
menu_display( id, MeniuArmeNormale, 0 )
}
public ArmeNormaleHandler( id, MeniuArmeNormale, item ) {
if( !is_user_alive( id ) ) {
ColorChat( id, "^4[Furien Weapons]^1 Nu iti poti alege arma atunci cand esti mort!" )
return PLUGIN_HANDLED
}
if( item == MENU_EXIT ) {
menu_destroy( MeniuArmeNormale )
return PLUGIN_HANDLED
}
switch( item ) {
case 0 : {
give_item( id, "weapon_ak47" )
give_item( id, "weapon_smokegrenade" )
cs_set_user_bpammo( id, CSW_AK47, 300 )
ArmaPrimita[ id ] = true
}
case 1 : {
give_item( id, "weapon_m4a1" )
give_item( id, "weapon_smokegrenade" )
cs_set_user_bpammo( id, CSW_M4A1, 300 )
ArmaPrimita[ id ] = true
}
case 2 : {
give_item( id, "weapon_mp5navy" )
give_item( id, "weapon_smokegrenade" )
cs_set_user_bpammo( id, CSW_MP5NAVY, 300 )
ArmaPrimita[ id ] = true
}
case 3 : {
give_item( id, "weapon_xm1014" )
give_item( id, "weapon_smokegrenade" )
cs_set_user_bpammo( id, CSW_XM1014, 300 )
ArmaPrimita[ id ] = true
}
}
menu_destroy( MeniuArmeNormale )
return PLUGIN_HANDLED
}
public ArmeVIP( id ) {
new MeniuArmeVIP = menu_create( "\yArme \r*\w V\r.\wI\r.\wP\r *", "ArmeVIPHandler" )
menu_additem( MeniuArmeVIP, "Golden AK47\r (\y2x DMG\r)", "1", 0 )
menu_additem( MeniuArmeVIP, "Golden M4A1\r (\y2x DMG\r)", "2", 0 )
menu_additem( MeniuArmeVIP, "Golden MP5\r (\y2x DMG\r)", "3", 0 )
menu_additem( MeniuArmeVIP, "Golden XM1014\r (\y2x DMG\r)", "4", 0 )
menu_setprop( MeniuArmeVIP, MPROP_EXIT, MEXIT_ALL )
menu_display( id, MeniuArmeVIP, 0 )
}
public ArmeVIPHandler( id, MeniuArmeVIP, item ) {
if( !is_user_alive( id ) ) {
ColorChat( id, "^4[Furien Weapons]^1 Nu iti poti alege arma atunci cand esti mort!" )
return PLUGIN_HANDLED
}
if( item == MENU_EXIT ) {
menu_destroy( MeniuArmeVIP )
return PLUGIN_HANDLED
}
switch( item ) {
case 0 : {
give_item( id, "weapon_ak47" )
give_item( id, "weapon_smokegrenade" )
cs_set_user_bpammo( id, CSW_AK47, 300 )
set_pev( id, pev_viewmodel2, vGoldenAk )
set_pev( id, pev_weaponmodel2, pGoldenAk )
ArmaPrimita[ id ] = true
AreGoldenAK[ id ] = true
}
case 1 : {
give_item( id, "weapon_m4a1" )
give_item( id, "weapon_smokegrenade" )
cs_set_user_bpammo( id, CSW_M4A1, 300 )
set_pev( id, pev_viewmodel2, vGoldenM4 )
set_pev( id, pev_weaponmodel2, pGoldenM4 )
ArmaPrimita[ id ] = true
AreGoldenM4[ id ] = true
}
case 2 : {
give_item( id, "weapon_mp5navy" )
give_item( id, "weapon_smokegrenade" )
cs_set_user_bpammo( id, CSW_MP5NAVY, 300 )
set_pev( id, pev_viewmodel2, vGoldenMP5 )
set_pev( id, pev_weaponmodel2, pGoldenMP5 )
ArmaPrimita[ id ] = true
AreGoldenMP5[ id ] = true
}
case 3 : {
give_item( id, "weapon_xm1014" )
give_item( id, "weapon_smokegrenade" )
cs_set_user_bpammo( id, CSW_XM1014, 300 )
set_pev( id, pev_viewmodel2, vGoldenXM1014 )
set_pev( id, pev_weaponmodel2, pGoldenXM1014 )
ArmaPrimita[ id ] = true
AreGoldenXM1014[ id ] = true
}
}
menu_destroy( MeniuArmeVIP )
return PLUGIN_HANDLED
}
public ClcmdWeaponsMenus( id ) {
if( !is_user_alive( id ) ) {
ColorChat( id, "^4[Furien Weapons]^1 Nu poti sa-ti alegeti arma atunci cand esti mort!" )
return
}
if( ArmaPrimita[ id ] ) {
ColorChat( id, "^4[Furien Weapons]^1 Ti-ai ales deja arma in aceasta runda!" )
return
}
if( cs_get_user_team( id ) == CS_TEAM_CT ) {
PopUpWeaponsMenu( id )
}
}
public Event_CurWeapon( id ) {
new Arma = read_data( 2 )
if( Arma == CSW_AK47 && AreGoldenAK[ id ] ) {
set_pev( id, pev_viewmodel2, vGoldenAk )
set_pev( id, pev_weaponmodel2, pGoldenAk )
}
if( Arma == CSW_M4A1 && AreGoldenM4[ id ] ) {
set_pev( id, pev_viewmodel2, vGoldenM4 )
set_pev( id, pev_weaponmodel2, pGoldenM4 )
}
if( Arma == CSW_MP5NAVY && AreGoldenMP5[ id ] ) {
set_pev( id, pev_viewmodel2, vGoldenMP5 )
set_pev( id, pev_weaponmodel2, pGoldenMP5 )
}
if( Arma == CSW_XM1014 && AreGoldenXM1014[ id ] ) {
set_pev( id, pev_viewmodel2, vGoldenXM1014 )
set_pev( id, pev_weaponmodel2, pGoldenXM1014 )
}
}
public fwTakeDamage( Victim, Inflictor, Attacker, Float:Damage ) {
if( is_valid_player( Attacker ) && get_user_weapon( Attacker ) == CSW_AK47 && AreGoldenAK[ Attacker ] ) {
SetHamParamFloat( 4, Damage * 2 )
}
if( is_valid_player( Attacker) && get_user_weapon( Attacker ) == CSW_M4A1 && AreGoldenM4[ Attacker ] ) {
SetHamParamFloat( 4, Damage * 2 )
}
if( is_valid_player( Attacker ) && get_user_weapon( Attacker ) == CSW_MP5NAVY && AreGoldenMP5[ Attacker ] ) {
SetHamParamFloat( 4, Damage * 2 )
}
if( is_valid_player( Attacker ) && get_user_weapon( Attacker) == CSW_XM1014 && AreGoldenXM1014[ Attacker ] ) {
SetHamParamFloat( 4, Damage * 2 )
}
}
//public GoldenEffect( id ) {
// new clip,ammo
// new Arma = get_user_weapon(id,clip,ammo)
// if (Arma == CSW_AK47 && AreGoldenAK[ id ] || Arma == CSW_M4A1 && AreGoldenM4[ id ] || Arma == CSW_MP5NAVY && AreGoldenMP5[ id ] || Arma == CSW_XM1014 && AreGoldenXM1014[ id ]) {
// new vec1[ 3 ], vec2[ 3 ]
// get_user_origin( id, vec1, 1 )
// get_user_origin( id, vec2, 4 )
//
// 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( m_spriteTexture )
// write_byte( 1 )
// write_byte( 5 )
// write_byte( 2 )
// write_byte( 10 )
// write_byte( 0 )
// write_byte( 255 )
// write_byte( 215 )
// write_byte( 0 )
// write_byte( 200 )
// write_byte( 150 )
// message_end( )
// }
//}
stock ColorChat(const id, const input[], any:...) {
new count = 1, players[32];
static msg[191];
vformat(msg, 190, input, 3);
replace_all(msg, 190, "!x04", "^4");
replace_all(msg, 190, "!x01", "^1");
replace_all(msg, 190, "!x03", "^3");
if(id) players[0] = id;
else get_players(players, count, "ch"); {
for(new i = 0; i < count; i++) {
if(is_user_connected(players[i])) {
message_begin(MSG_ONE_UNRELIABLE, get_user_msgid("SayText"), _, players[i]);
write_byte(players[i]);
write_string(msg);
message_end();
}
}
}
}
/* Edit lucylucy */
// reset normal trace id on join or leave
public client_connect(id)
{
normalTrace[id] = 0;
}
public client_disconnect(id)
{
normalTrace[id] = 0;
}
// player spawns, and some other such things
public event_resethud(id)
{
lastTrace[id] = 0;
}
// block forced resethud call
public cmd_fullupdate(id)
{
return PLUGIN_HANDLED;
}
// traceline hook, meat and bones of the entire plugin
public fw_traceline(Float:vecStart[3],Float:vecEnd[3],ignoreM,id,pentru) // pentToSkip == id, for clarity
{
if(!is_user_connected(id))
return FMRES_IGNORED;
// grab normal trace
if(!normalTrace[id])
{
normalTrace[id] = pentru;
return FMRES_IGNORED;
}
// ignore normal trace
else if(pentru == normalTrace[id])
return FMRES_IGNORED;
// no functionality
if(!get_pcvar_num(cvEnabled))
return FMRES_IGNORED;
// not a player entity, or player is dead
if(!is_user_alive(id))
return FMRES_IGNORED;
// not shooting anything
if(!(pev(id,pev_button) & IN_ATTACK))
return FMRES_IGNORED;
// this is a second traceline, for shooting through walls
if(pentru == lastTrace[id])
{
// values sure to throw off any traceline
set_tr(TR_vecEndPos,Float:{4096.0,4096.0,4096.0});
set_tr(TR_AllSolid,1);
set_tr(TR_pHit,0);
set_tr(TR_iHitgroup,0);
set_tr(TR_flFraction,1.0);
return FMRES_SUPERCEDE;
}
// remeber traceline index for next time
lastTrace[id] = pentru;
return FMRES_IGNORED;
}
// finished client calculations, reset our traceline index
public fw_playerpostthink(id)
{
lastTrace[id] = 0;
}
Vreau sa aiba asa:
Ak 47
M4a1
Mp5
Shutgun
P90
Famas
M3
Nu conteaza ordinea, doar ca primele 3 sa fie asa te rog
Si sa nu fie la meniu playeri ex:
Kavasnov - Ak-47 ,sa fie doar
ak
47
Acest plugin are 2 meniuri, Playeri si VIP gold
la armele gold au 4x
dmg
5 x dmg
poti sa imi modifici la toate 2x
dmg
te rog
Sper ca nu e prea mult, pentru mine e extrem de mult dar tu ai experienta in astea,sper sa nu te chinui sa il faci, MULTUMESC MULT
EDIT:am reusit sa fac singur 2x
dmg
si sa editez numele la arme, am nevoie acum doar sa imi adaugi armele alea si sa faci sa dispara dupa 10 sec MS MULT
Sma-ul de sus e ediat de mine
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SamDude
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Status: Offline
(since 09-07-2020 08:13)
Joined: 06 Jun 2010
Posts: 10525
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Posted: 13-01-2017, 14:51:58
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Ti-am adaugat armele
Spoiler:
/* Plugin generated by AMXX-Studio */
/* Ce optimizat mai e... l-am facut in graba */
#include <amxmodx>
#include <amxmisc>
#include <fakemeta>
#include <fun>
#include <cstrike>
#include <hamsandwich>
#define PLUGIN "Furien Weapons Menu"
#define VERSION "1.0"
#define AUTHOR "tre3fla, Fixed by lucylucy"
#define ADMIN_FLAG ADMIN_KICK
#define VIP_FLAG ADMIN_LEVEL_H
#define is_valid_player(%1) (1 <= %1 <= 32)
/* AK47 Golden pentru VIP */
new const vGoldenAk[ 64 ] = "models/antifurienweapons/v_golden_ak47.mdl"
new const pGoldenAk[ 64 ] = "models/antifurienweapons/p_golden_ak47.mdl"
/* M4A1 Golden pentru VIP */
new const vGoldenM4[ 64 ] = "models/antifurienweapons/v_golden_m4a1.mdl"
new const pGoldenM4[ 64 ] = "models/antifurienweapons/p_golden_m4a1.mdl"
/* MP5 Navy Golden pentru VIP */
new const vGoldenMP5[ 64 ] = "models/antifurienweapons/v_golden_mp5.mdl"
new const pGoldenMP5[ 64 ] = "models/antifurienweapons/p_golden_mp5.mdl"
/* XM1014 Golden pentru VIP */
new const vGoldenXM1014[ 64 ] = "models/antifurienweapons/v_golden_xm1014.mdl"
new const pGoldenXM1014[ 64 ] = "models/antifurienweapons/p_golden_xm1014.mdl"
//new m_spriteTexture
new bool: ArmaPrimita[ 33 ]
new bool: AreGoldenAK[ 33 ]
new bool: AreGoldenM4[ 33 ]
new bool: AreGoldenMP5[ 33 ]
new bool: AreGoldenXM1014[ 33 ]
new normalTrace[33], lastTrace[33], cvEnabled;
public plugin_init( ) {
register_plugin( PLUGIN, VERSION, AUTHOR )
register_event( "CurWeapon", "Event_CurWeapon", "be", "1=1" )
//register_event("CurWeapon", "GoldenEffect", "be", "1=1", "3>0" )
cvEnabled = register_cvar("fwm_enabled","1");
register_event("ResetHUD","event_resethud","b"); //
register_clcmd("fullupdate","cmd_fullupdate");
register_forward(FM_TraceLine,"fw_traceline");
register_forward(FM_PlayerPostThink,"fw_playerpostthink"); //
RegisterHam( Ham_Spawn, "player", "fwPlayerSpawn", true )
RegisterHam( Ham_TakeDamage, "player", "fwTakeDamage" )
register_clcmd( "say /weapons", "ClcmdWeaponsMenus" )
}
public plugin_precache( ) {
precache_model( vGoldenAk )
precache_model( pGoldenAk )
precache_model( vGoldenM4 )
precache_model( pGoldenM4 )
precache_model( vGoldenMP5 )
precache_model( pGoldenMP5 )
precache_model( vGoldenXM1014 )
precache_model( pGoldenXM1014 )
//m_spriteTexture = precache_model( "sprites/dot.spr" )
}
public fwPlayerSpawn( id ) {
AreGoldenAK[ id ] = false
AreGoldenM4[ id ] = false
AreGoldenMP5[ id ] = false
AreGoldenXM1014[ id ] = false
ArmaPrimita[ id ] = false
if( is_user_alive( id ) && cs_get_user_team( id ) == CS_TEAM_CT ) {
strip_user_weapons( id )
PopUpWeaponsMenu( id )
give_item( id, "weapon_ak47" )
give_item( id, "weapon_m4a1" )
give_item( id, "weapon_mp5" )
give_item( id, "weapon_xm1014" )
give_item( id, "weapon_p90" )
give_item( id, "weapon_famas" )
give_item( id, "weapon_m3" )
give_item( id, "weapon_knife" )
give_item( id, "weapon_hegrenade" )
give_item( id, "weapon_flashbang" )
give_item( id, "weapon_smokegrenade" )
give_item( id, "weapon_deagle" )
cs_set_user_bpammo( id, CSW_DEAGLE, 200 )
}
else if( is_user_alive( id ) && cs_get_user_team( id ) == CS_TEAM_T ) {
strip_user_weapons( id )
give_item( id, "weapon_ak47" )
give_item( id, "weapon_m4a1" )
give_item( id, "weapon_mp5navy" )
give_item( id, "weapon_xm1014" )
give_item( id, "weapon_p90" )
give_item( id, "weapon_famas" )
give_item( id, "weapon_m3" )
give_item( id, "weapon_knife" )
give_item( id, "weapon_hegrenade" )
give_item( id, "weapon_flashbang" )
give_item( id, "weapon_smokegrenade" )
cs_set_user_bpammo( id, CSW_FLASHBANG, 2 )
}
}
public PopUpWeaponsMenu( id ) {
new FurienWeaponsMenu = menu_create( "\yAnti-Furien\r Weapons", "FurienWeaponsHandler" )
menu_additem( FurienWeaponsMenu, "Arme\y Normale", "1", 0 )
menu_additem( FurienWeaponsMenu, "Arme\r V.I.P", "2", 0 )
menu_setprop( FurienWeaponsMenu, MPROP_EXIT, MEXIT_ALL )
menu_display( id, FurienWeaponsMenu, 0 )
}
public FurienWeaponsHandler( id, FurienWeaponsMenu, item ) {
if( item == MENU_EXIT ) {
menu_destroy( FurienWeaponsMenu )
return PLUGIN_HANDLED
}
switch( item ) {
case 0 : {
ArmeNormale( id )
}
case 1 : {
if( get_user_flags( id ) & VIP_FLAG ) {
ArmeVIP( id )
}
else {
ColorChat( id, "^4[Furien Weapons]^1 Aceste arme sunt rezervate numai pentru^3 V.I.P^1." )
PopUpWeaponsMenu( id )
}
}
}
menu_destroy( FurienWeaponsMenu )
return PLUGIN_HANDLED
}
public ArmeNormale( id ) {
new MeniuArmeNormale = menu_create( "\yArme\r Normale", "ArmeNormaleHandler" )
menu_additem( MeniuArmeNormale, "AK47\r", "1", 0 )
menu_additem( MeniuArmeNormale, "M4A1\r", "2", 0 )
menu_additem( MeniuArmeNormale, "MP5\r", "3", 0 )
menu_additem( MeniuArmeNormale, "Shotgun\r", "4", 0 )
menu_additem( MeniuArmeNormale, "P90\r", "5", 0 )
menu_additem( MeniuArmeNormale, "Famas\r", "6", 0 )
menu_additem( MeniuArmeNormale, "M3\r", "7", 0 )
menu_setprop( MeniuArmeNormale, MPROP_EXIT, MEXIT_ALL )
menu_display( id, MeniuArmeNormale, 0 )
}
}
menu_destroy( MeniuArmeNormale )
return PLUGIN_HANDLED
}
public ArmeVIP( id ) {
new MeniuArmeVIP = menu_create( "\yArme \r*\w V\r.\wI\r.\wP\r *", "ArmeVIPHandler" )
menu_additem( MeniuArmeVIP, "Golden AK47\r (\y2x DMG\r)", "1", 0 )
menu_additem( MeniuArmeVIP, "Golden M4A1\r (\y2x DMG\r)", "2", 0 )
menu_additem( MeniuArmeVIP, "Golden MP5\r (\y2x DMG\r)", "3", 0 )
menu_additem( MeniuArmeVIP, "Golden XM1014\r (\y2x DMG\r)", "4", 0 )
menu_setprop( MeniuArmeVIP, MPROP_EXIT, MEXIT_ALL )
menu_display( id, MeniuArmeVIP, 0 )
}
public ArmeVIPHandler( id, MeniuArmeVIP, item ) {
if( !is_user_alive( id ) ) {
ColorChat( id, "^4[Furien Weapons]^1 Nu iti poti alege arma atunci cand esti mort!" )
return PLUGIN_HANDLED
}
if( item == MENU_EXIT ) {
menu_destroy( MeniuArmeVIP )
return PLUGIN_HANDLED
}
switch( item ) {
case 0 : {
give_item( id, "weapon_ak47" )
give_item( id, "weapon_smokegrenade" )
cs_set_user_bpammo( id, CSW_AK47, 300 )
set_pev( id, pev_viewmodel2, vGoldenAk )
set_pev( id, pev_weaponmodel2, pGoldenAk )
ArmaPrimita[ id ] = true
AreGoldenAK[ id ] = true
}
case 1 : {
give_item( id, "weapon_m4a1" )
give_item( id, "weapon_smokegrenade" )
cs_set_user_bpammo( id, CSW_M4A1, 300 )
set_pev( id, pev_viewmodel2, vGoldenM4 )
set_pev( id, pev_weaponmodel2, pGoldenM4 )
ArmaPrimita[ id ] = true
AreGoldenM4[ id ] = true
}
case 2 : {
give_item( id, "weapon_mp5navy" )
give_item( id, "weapon_smokegrenade" )
cs_set_user_bpammo( id, CSW_MP5NAVY, 300 )
set_pev( id, pev_viewmodel2, vGoldenMP5 )
set_pev( id, pev_weaponmodel2, pGoldenMP5 )
ArmaPrimita[ id ] = true
AreGoldenMP5[ id ] = true
}
case 3 : {
give_item( id, "weapon_xm1014" )
give_item( id, "weapon_smokegrenade" )
cs_set_user_bpammo( id, CSW_XM1014, 300 )
set_pev( id, pev_viewmodel2, vGoldenXM1014 )
set_pev( id, pev_weaponmodel2, pGoldenXM1014 )
ArmaPrimita[ id ] = true
AreGoldenXM1014[ id ] = true
}
}
menu_destroy( MeniuArmeVIP )
return PLUGIN_HANDLED
}
public ClcmdWeaponsMenus( id ) {
if( !is_user_alive( id ) ) {
ColorChat( id, "^4[Furien Weapons]^1 Nu poti sa-ti alegeti arma atunci cand esti mort!" )
return
}
if( ArmaPrimita[ id ] ) {
ColorChat( id, "^4[Furien Weapons]^1 Ti-ai ales deja arma in aceasta runda!" )
return
}
if( cs_get_user_team( id ) == CS_TEAM_CT ) {
PopUpWeaponsMenu( id )
}
}
public Event_CurWeapon( id ) {
new Arma = read_data( 2 )
if( Arma == CSW_AK47 && AreGoldenAK[ id ] ) {
set_pev( id, pev_viewmodel2, vGoldenAk )
set_pev( id, pev_weaponmodel2, pGoldenAk )
}
if( Arma == CSW_M4A1 && AreGoldenM4[ id ] ) {
set_pev( id, pev_viewmodel2, vGoldenM4 )
set_pev( id, pev_weaponmodel2, pGoldenM4 )
}
if( Arma == CSW_MP5NAVY && AreGoldenMP5[ id ] ) {
set_pev( id, pev_viewmodel2, vGoldenMP5 )
set_pev( id, pev_weaponmodel2, pGoldenMP5 )
}
if( Arma == CSW_XM1014 && AreGoldenXM1014[ id ] ) {
set_pev( id, pev_viewmodel2, vGoldenXM1014 )
set_pev( id, pev_weaponmodel2, pGoldenXM1014 )
}
}
public fwTakeDamage( Victim, Inflictor, Attacker, Float:Damage ) {
if( is_valid_player( Attacker ) && get_user_weapon( Attacker ) == CSW_AK47 && AreGoldenAK[ Attacker ] ) {
SetHamParamFloat( 4, Damage * 2 )
}
if( is_valid_player( Attacker) && get_user_weapon( Attacker ) == CSW_M4A1 && AreGoldenM4[ Attacker ] ) {
SetHamParamFloat( 4, Damage * 2 )
}
if( is_valid_player( Attacker ) && get_user_weapon( Attacker ) == CSW_MP5NAVY && AreGoldenMP5[ Attacker ] ) {
SetHamParamFloat( 4, Damage * 2 )
}
if( is_valid_player( Attacker ) && get_user_weapon( Attacker) == CSW_XM1014 && AreGoldenXM1014[ Attacker ] ) {
SetHamParamFloat( 4, Damage * 2 )
}
}
//public GoldenEffect( id ) {
// new clip,ammo
// new Arma = get_user_weapon(id,clip,ammo)
// if (Arma == CSW_AK47 && AreGoldenAK[ id ] || Arma == CSW_M4A1 && AreGoldenM4[ id ] || Arma == CSW_MP5NAVY && AreGoldenMP5[ id ] || Arma == CSW_XM1014 && AreGoldenXM1014[ id ]) {
// new vec1[ 3 ], vec2[ 3 ]
// get_user_origin( id, vec1, 1 )
// get_user_origin( id, vec2, 4 )
//
// 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( m_spriteTexture )
// write_byte( 1 )
// write_byte( 5 )
// write_byte( 2 )
// write_byte( 10 )
// write_byte( 0 )
// write_byte( 255 )
// write_byte( 215 )
// write_byte( 0 )
// write_byte( 200 )
// write_byte( 150 )
// message_end( )
// }
//}
stock ColorChat(const id, const input[], any:...) {
new count = 1, players[32];
static msg[191];
vformat(msg, 190, input, 3);
replace_all(msg, 190, "!x04", "^4");
replace_all(msg, 190, "!x01", "^1");
replace_all(msg, 190, "!x03", "^3");
if(id) players[0] = id;
else get_players(players, count, "ch"); {
for(new i = 0; i < count; i++) {
if(is_user_connected(players[i])) {
message_begin(MSG_ONE_UNRELIABLE, get_user_msgid("SayText"), _, players[i]);
write_byte(players[i]);
write_string(msg);
message_end();
}
}
}
}
/* Edit lucylucy */
// reset normal trace id on join or leave
public client_connect(id)
{
normalTrace[id] = 0;
}
public client_disconnect(id)
{
normalTrace[id] = 0;
}
// player spawns, and some other such things
public event_resethud(id)
{
lastTrace[id] = 0;
}
// block forced resethud call
public cmd_fullupdate(id)
{
return PLUGIN_HANDLED;
}
// traceline hook, meat and bones of the entire plugin
public fw_traceline(Float:vecStart[3],Float:vecEnd[3],ignoreM,id,pentru) // pentToSkip == id, for clarity
{
if(!is_user_connected(id))
return FMRES_IGNORED;
// grab normal trace
if(!normalTrace[id])
{
normalTrace[id] = pentru;
return FMRES_IGNORED;
}
// ignore normal trace
else if(pentru == normalTrace[id])
return FMRES_IGNORED;
// no functionality
if(!get_pcvar_num(cvEnabled))
return FMRES_IGNORED;
// not a player entity, or player is dead
if(!is_user_alive(id))
return FMRES_IGNORED;
// not shooting anything
if(!(pev(id,pev_button) & IN_ATTACK))
return FMRES_IGNORED;
// this is a second traceline, for shooting through walls
if(pentru == lastTrace[id])
{
// values sure to throw off any traceline
set_tr(TR_vecEndPos,Float:{4096.0,4096.0,4096.0});
set_tr(TR_AllSolid,1);
set_tr(TR_pHit,0);
set_tr(TR_iHitgroup,0);
set_tr(TR_flFraction,1.0);
return FMRES_SUPERCEDE;
}
// remeber traceline index for next time
lastTrace[id] = pentru;
return FMRES_IGNORED;
}
// finished client calculations, reset our traceline index
public fw_playerpostthink(id)
{
lastTrace[id] = 0;
}
Last edited by
SamDude
on 13-01-2017, 15:57:17; edited 1 time in total
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Maydo
[Mentally Stable]
Status: Offline
(since 10-05-2017 11:05)
Joined: 20 Dec 2016
Posts: 29
,
Topics: 8
Location:
Romania
Reputation:
32.8
Votes
: 1
Posted: 13-01-2017, 15:13:08
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Am reusit cumva sa adaug armele,dar sa fac sa dispara dupa 5 secunde nu reusesc
Sau macar sa nu poata furienii sa le acceseze
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Locked by
TwisTer
, 27 January 2017 17:02
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