pao1000 发表于 2005-9-3 17:30:54

回复: 谁有任务失败全死插件[稳定版]

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pao1000 发表于 2005-9-3 17:32:40

回复: 谁有任务失败全死插件[稳定版]

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cloud_gaogao 发表于 2005-9-6 12:24:26

回复: 谁有任务失败全死插件[稳定版]

Post by pao1000
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我贡献一个吧.是别人给的.我修改了一下.修改如下:

1.如任务失败死亡提示:土匪不埋包警察不拆雷
                               是严重失职的蹲点行为
                               你被处死

2.原文死后居然给玩家加2flag,有些菜鸟更喜欢了.我去了.不加也不减

附件有两文件amx和amxx,amx没有改.将slaylosers.amxx放在addons\amxmodx\pluginis下面然后在plugini.ini里面添加该插件就可以了.

agg120678 发表于 2005-12-22 03:11:41

回复: 谁有任务失败全死插件[稳定版]

怎部会显示阿.... :confused:

purecoffee 发表于 2006-1-28 10:14:06

回复: 谁有任务失败全死插件[稳定版]

试试看,能不能用。以前的居然会加分

yoyower 发表于 2006-1-28 12:47:34

回复: 谁有任务失败全死插件[稳定版]

谢谢~~~~~~~~~~

uts1090 发表于 2006-1-28 21:45:37

回复: 谁有任务失败全死插件[稳定版]

谢谢共享好东西.新年快乐:burn:

fhlt 发表于 2006-1-29 05:51:58

回复: 谁有任务失败全死插件[稳定版]

哦。稳定就好。我那个SLAYLOSER。AMX老导致服务器崩溃。。。。。:cry:

purecoffee 发表于 2006-1-29 11:54:12

回复: 谁有任务失败全死插件[稳定版]

cloud_gaogao :


我从本论坛下载了你修改过的任务失败处死插件,安装在AMXX1.6上,一切正常,但我想让任务失败方的打死人员数扣除一个,以此来提高游戏的激烈程度,省得有些人老是躲起来不打。我该怎么改?谢谢!

purecoffee 发表于 2006-1-29 12:34:56

回复: 给上插件的源代码

/* 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
*         
*/

#include <amxmodx>
#include <amxmisc>


new white
new lightning
new g_sModelIndexSmoke


public plugin_init(){
                     
    register_plugin("AMX Slay Losers","1.0","d3n14@yahoo.com")
    register_event("SendAudio","end_round","a","2=%!MRAD_terwin","2=%!MRAD_ctwin","2=%!MRAD_rounddraw")
   
    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
      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, srco
new player, playersnum
new id
   
get_players(player,playersnum,"ea",(parm == 't') ? "CT" : "TERRORIST" )

for(new i = 0; i < playersnum; ++i){
id = player
get_user_origin(id,origin)   
origin -= 26
srco=origin+150
srco=origin+150
srco=origin+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(id, "Objective Failed^nFailure Is Not An Option^nYou Die Now" );
user_kill(id,1)
                set_user_frags(id, get_user_frags(id)+1)
}
}


slay_explode(vec1) {
// blast circles
message_begin( MSG_BROADCAST,SVC_TEMPENTITY,vec1)
write_byte( 21 )
write_coord(vec1)
write_coord(vec1)
write_coord(vec1 + 16)
write_coord(vec1)
write_coord(vec1)
write_coord(vec1 + 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)
write_coord(vec1)
write_coord(vec1)
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)
write_coord(vec1)
write_coord(vec1)
write_short( g_sModelIndexSmoke )
write_byte( 2 )
write_byte( 10 )
message_end()
}

slay_blood(vec1) {
//LAVASPLASH
message_begin( MSG_BROADCAST,SVC_TEMPENTITY)
write_byte( 10 )
write_coord(vec1)
write_coord(vec1)
write_coord(vec1)
message_end()
}

slay_lightning(vec1,vec2) {
//Lightning
message_begin( MSG_BROADCAST,SVC_TEMPENTITY)
write_byte( 0 )
write_coord(vec1)
write_coord(vec1)
write_coord(vec1)
write_coord(vec2)
write_coord(vec2)
write_coord(vec2)
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 )
write_coord( vec2 )
write_coord( vec2 )
message_end()
//Smoke   
message_begin( MSG_BROADCAST,SVC_TEMPENTITY,vec2)
write_byte( 5 )
write_coord(vec2)
write_coord(vec2)
write_coord(vec2)
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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