最新版的 任务失败全挂 运行好象有点问题 大家看看
本帖最后由 visa567 于 2009-10-8 14:17 编辑直接源码
/* 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
* Changelog
*1.0 First Release by DoubleTap
*1.1 Fixed some bugs. Added Multilingual Support by No0n3*
*/
#include <amxmodx>
#include <amxmisc>
#include <fun>
#include <csx>
new white
new lightning
new g_sModelIndexSmoke
new g_SlayMsg[] =
{
"KILL_MSG_1",
"SLAY_MSG_2",
"SLAY_MSG_3",
"SLAY_MSG_4"
}
public plugin_init(){
register_plugin("AMX Slay Losers","1.1","d3n14@yahoo.com")
register_event("SendAudio","end_round","a","2=%!MRAD_terwin","2=%!MRAD_ctwin","2=%!MRAD_rounddraw")
register_dictionary("slaylosers.txt")
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(LANG_PLAYER, g_SlayMsg);
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
}
另附带语言文件
英语好的可以顺便翻译下
KILL_MSG_1 = Objective Failed^nFailure Is Not An Option^nYou Die Now
SLAY_MSG_2 = Die L0s3rs!!!
SLAY_MSG_3 = Try to complete the mission....
SLAY_MSG_4 = Die Die Die Die!!!^nLos3rs!
麻烦英语好的帮看下
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