回复: 谁有任务失败全死插件[稳定版]
ssssssssssssssssss回复: 谁有任务失败全死插件[稳定版]
sssssssssss回复: 谁有任务失败全死插件[稳定版]
Post by pao1000sssssssssss
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.
回复: 谁有任务失败全死插件[稳定版]
怎部会显示阿.... :confused:回复: 谁有任务失败全死插件[稳定版]
试试看,能不能用。以前的居然会加分回复: 谁有任务失败全死插件[稳定版]
谢谢~~~~~~~~~~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: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: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!
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
}