AMXMODX官方大制作 GaBen MOD
AMXMODX官方大制作 GaBen MOD 发布A little while back we announced an official server with a gameplay mod called "GabenMod". We're happy to say that it's finally here! GabenMod is a set of AMX Mod X plugins written with TFC in mind. You choose a class, respawn in a safe zone, and complete the objective of planting the bomb.
The official AMX Mod X server can be joined at: am.nuclearfallout.net:27015 (sponsored by NuclearFallout).
If you place your steamid in your AMX Mod X profile, you can get karma for completing objectives. If you're a donor, moderator, or developer, you also get special items and privileges in the server, although you have to set your Steam-ID in your profile first.
Later this week we'll be adding more features and then releasing GabenMod as open source to the public. So, if you've gotten sick of normal CS and need something a little different, try out GabenMod!
A quick tutorial for GabenMod:
Quote:
Say /menu to buy items for your class.
Say /smenu to get privileged items (for donors, mods, etc).
Say /help to get help.
Say /class to change your class.
Say /buy to buy additional abilities.
New: Say rollthegabe to use to cause a random action for you
Screenshots:
http://www.amxmodx.org/gm/gabenmod1.PNG
http://www.amxmodx.org/gm/gabenmod2.PNG
http://www.amxmodx.org/gm/gabenmod3.PNG
http://www.amxmodx.org/gm/gabenmod4.PNG
http://www.amxmodx.org/gm/gabenmod5.PNG
我的空间不够上传了
给你原来的连接
下载连接
http://www.amxmodx.org/forums/download.php?id=11554&sid=4abb8600b669c098e945a48d9a23f11e
原帖连接
http://www.amxmodx.org/forums/viewtopic.php?t=30099
回复: AMXMODX官方大制作 GaBen MOD
看了看插件用的是STEAMID保存记录
而且,惊叹啊,不愧是官方大作,:super: :super: 我有很多东西都不懂。。
回复: AMXMODX官方大制作 GaBen MOD
可以用在amxx1.71下吗?回复: AMXMODX官方大制作 GaBen MOD
这个是对用CSS使用的吧?amxx1.6 amxx1.71无法编译通过。提示
hlsdk_const 错误。是不是缺少相应的modules文件所致?
回复: AMXMODX官方大制作 GaBen MOD
CS1.6 AMXX 1.71使用你要找到 hlsdk_const.inc
/* Half-Life Software Development Kit constants
*
* by the AMX Mod X Development Team
*
* This file is provided as is (no warranties).
*
*/
#if defined _hlsdk_const_included
#endinput
#endif
#define _hlsdk_const_included
// pev(entity, pev_button) or pev(entity, pev_oldbuttons) values
#define IN_ATTACK (1<<0)
#define IN_JUMP (1<<1)
#define IN_DUCK (1<<2)
#define IN_FORWARD (1<<3)
#define IN_BACK (1<<4)
#define IN_USE (1<<5)
#define IN_CANCEL (1<<6)
#define IN_LEFT (1<<7)
#define IN_RIGHT (1<<8)
#define IN_MOVELEFT (1<<9)
#define IN_MOVERIGHT (1<<10)
#define IN_ATTACK2 (1<<11)
#define IN_RUN (1<<12)
#define IN_RELOAD (1<<13)
#define IN_ALT1 (1<<14)
#define IN_SCORE (1<<15) // Used by client.dll for when scoreboard is held down
// pev(entity, pev_flags) values
#define FL_FLY (1<<0) // Changes the SV_Movestep() behavior to not need to be on ground
#define FL_SWIM (1<<1) // Changes the SV_Movestep() behavior to not need to be on ground (but stay in water)
#define FL_CONVEYOR (1<<2)
#define FL_CLIENT (1<<3)
#define FL_INWATER (1<<4)
#define FL_MONSTER (1<<5)
#define FL_GODMODE (1<<6)
#define FL_NOTARGET (1<<7)
#define FL_SKIPLOCALHOST (1<<8) // Don't send entity to local host, it's predicting this entity itself
#define FL_ONGROUND (1<<9) // At rest / on the ground
#define FL_PARTIALGROUND (1<<10) // not all corners are valid
#define FL_WATERJUMP (1<<11) // player jumping out of water
#define FL_FROZEN (1<<12) // Player is frozen for 3rd person camera
#define FL_FAKECLIENT (1<<13) // JAC: fake client, simulated server side; don't send network messages to them
#define FL_DUCKING (1<<14) // Player flag -- Player is fully crouched
#define FL_FLOAT (1<<15) // Apply floating force to this entity when in water
#define FL_GRAPHED (1<<16) // worldgraph has this ent listed as something that blocks a connection
#define FL_IMMUNE_WATER (1<<17)
#define FL_IMMUNE_SLIME (1<<18)
#define FL_IMMUNE_LAVA (1<<19)
#define FL_PROXY (1<<20) // This is a spectator proxy
#define FL_ALWAYSTHINK (1<<21) // Brush model flag -- call think every frame regardless of nextthink - ltime (for constantly changing velocity/path)
#define FL_BASEVELOCITY (1<<22) // Base velocity has been applied this frame (used to convert base velocity into momentum)
#define FL_MONSTERCLIP (1<<23) // Only collide in with monsters who have FL_MONSTERCLIP set
#define FL_ONTRAIN (1<<24) // Player is _controlling_ a train, so movement commands should be ignored on client during prediction.
#define FL_WORLDBRUSH (1<<25) // Not moveable/removeable brush entity (really part of the world, but represented as an entity for transparency or something)
#define FL_SPECTATOR (1<<26) // This client is a spectator, don't run touch functions, etc.
#define FL_CUSTOMENTITY (1<<29) // This is a custom entity
#define FL_KILLME (1<<30) // This entity is marked for death -- This allows the engine to kill ents at the appropriate time
#define FL_DORMANT (1<<31) // Entity is dormant, no updates to client
// engfunc(EngFunc_WalkMove, entity, Float:yaw, Float:dist, iMode) iMode values
#define WALKMOVE_NORMAL 0 // normal walkmove
#define WALKMOVE_WORLDONLY 1 // doesn't hit ANY entities, no matter what the solid type
#define WALKMOVE_CHECKONLY 2 // move, but don't touch triggers
// pev(entity, pev_movetype) values
#define MOVETYPE_NONE 0 // never moves
#define MOVETYPE_WALK 3 // Player only - moving on the ground
#define MOVETYPE_STEP 4 // gravity, special edge handling -- monsters use this
#define MOVETYPE_FLY 5 // No gravity, but still collides with stuff
#define MOVETYPE_TOSS 6 // gravity/collisions
#define MOVETYPE_PUSH 7 // no clip to world, push and crush
#define MOVETYPE_NOCLIP 8 // No gravity, no collisions, still do velocity/avelocity
#define MOVETYPE_FLYMISSILE 9 // extra size to monsters
#define MOVETYPE_BOUNCE 10 // Just like Toss, but reflect velocity when contacting surfaces
#define MOVETYPE_BOUNCEMISSILE 11 // bounce w/o gravity
#define MOVETYPE_FOLLOW 12 // track movement of aiment
#define MOVETYPE_PUSHSTEP 13 // BSP model that needs physics/world collisions (uses nearest hull for world collision)
// pev(entity, pev_solid) values
// NOTE: Some movetypes will cause collisions independent of SOLID_NOT/SOLID_TRIGGER when the entity moves
// SOLID only effects OTHER entities colliding with this one when they move - UGH!
#define SOLID_NOT 0 // no interaction with other objects
#define SOLID_TRIGGER 1 // touch on edge, but not blocking
#define SOLID_BBOX 2 // touch on edge, block
#define SOLID_SLIDEBOX 3 // touch on edge, but not an onground
#define SOLID_BSP 4 // bsp clip, touch on edge, block
// pev(entity, pev_deadflag) values
#define DEAD_NO 0 // alive
#define DEAD_DYING 1 // playing death animation or still falling off of a ledge waiting to hit ground
#define DEAD_DEAD 2 // dead. lying still.
#define DEAD_RESPAWNABLE 3
#define DEAD_DISCARDBODY 4
// new Float:takedamage, pev(entity, pev_takedamage, takedamage) values
#define DAMAGE_NO 0.0
#define DAMAGE_YES 1.0
#define DAMAGE_AIM 2.0
// pev(entity, pev_effects) values
#define EF_BRIGHTFIELD 1 // swirling cloud of particles
#define EF_MUZZLEFLASH 2 // single frame ELIGHT on entity attachment 0
#define EF_BRIGHTLIGHT 4 // DLIGHT centered at entity origin
#define EF_DIMLIGHT 8 // player flashlight
#define EF_INVLIGHT 16 // get lighting from ceiling
#define EF_NOINTERP 32 // don't interpolate the next frame
#define EF_LIGHT 64 // rocket flare glow sprite
#define EF_NODRAW 128 // don't draw entity
// engfunc(EngFunc_PointContents, Float:origin) return values
#define CONTENTS_EMPTY -1
#define CONTENTS_SOLID -2
#define CONTENTS_WATER -3
#define CONTENTS_SLIME -4
#define CONTENTS_LAVA -5
#define CONTENTS_SKY -6
#define CONTENTS_ORIGIN -7 // removed at csg time
#define CONTENTS_CLIP -8 // changed to contents_solid
#define CONTENTS_CURRENT_0 -9
#define CONTENTS_CURRENT_90 -10
#define CONTENTS_CURRENT_180 -11
#define CONTENTS_CURRENT_270 -12
#define CONTENTS_CURRENT_UP -13
#define CONTENTS_CURRENT_DOWN -14
#define CONTENTS_TRANSLUCENT -15
#define CONTENTS_LADDER -16
#define CONTENT_FLYFIELD -17
#define CONTENT_GRAVITY_FLYFIELD -18
#define CONTENT_FOG -19
// instant damage values for use with gmsgDamage 3rd value write_long(BIT)
#define DMG_GENERIC 0 // generic damage was done
#define DMG_CRUSH (1<<0) // crushed by falling or moving object
#define DMG_BULLET (1<<1) // shot
#define DMG_SLASH (1<<2) // cut, clawed, stabbed
#define DMG_BURN (1<<3) // heat burned
#define DMG_FREEZE (1<<4) // frozen
#define DMG_FALL (1<<5) // fell too far
#define DMG_BLAST (1<<6) // explosive blast damage
#define DMG_CLUB (1<<7) // crowbar, punch, headbutt
#define DMG_SHOCK (1<<8) // electric shock
#define DMG_SONIC (1<<9) // sound pulse shockwave
#define DMG_ENERGYBEAM (1<<10) // laser or other high energy beam
#define DMG_NEVERGIB (1<<12) // with this bit OR'd in, no damage type will be able to gib victims upon death
#define DMG_ALWAYSGIB (1<<13) // with this bit OR'd in, any damage type can be made to gib victims upon death.
#define DMG_DROWN (1<<14) // Drowning
#define DMG_PARALYZE (1<<15) // slows affected creature down
#define DMG_NERVEGAS (1<<16) // nerve toxins, very bad
#define DMG_POISON (1<<17) // blood poisioning
#define DMG_RADIATION (1<<18) // radiation exposure
#define DMG_DROWNRECOVER (1<<19) // drowning recovery
#define DMG_ACID (1<<20) // toxic chemicals or acid burns
#define DMG_SLOWBURN (1<<21) // in an oven
#define DMG_SLOWFREEZE (1<<22) // in a subzero freezer
#define DMG_MORTAR (1<<23) // Hit by air raid (done to distinguish grenade from mortar)
#define DMG_TIMEBASED (~(0x3fff)) // mask for time-based damage
// used for tracehull
#define HULL_POINT 0
#define HULL_HUMAN 1
#define HULL_LARGE 2
#define HULL_HEAD 3
回复: AMXMODX官方大制作 GaBen MOD
你这个是在那里找到的?去官方大致看了一下,没有相关这个的说明。。。
谢谢你 !
回复: AMXMODX官方大制作 GaBen MOD
翻自己的文件找到的。。。。回复: AMXMODX官方大制作 GaBen MOD
什么东东,我不懂英文,请用中文简单介绍一下,谢谢!回复: AMXMODX官方大制作 GaBen MOD
一个官方开发的MOD,一种新颖的模式。具体还没试玩 ,但是自己测试了一下,挺好玩的。
回复: AMXMODX官方大制作 GaBen MOD
具体说说怎么个好玩法?
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