visa567 发表于 2009-10-8 13:54:16

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!


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