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Posts posted by Queer
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Es domāju par datora noslogojumu
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Sveiki!
Vēlos pajautāt vai kaut kas mainas, kad es servera failus pārvietoju uz zibatmiņu (Flešku)?
piem. Lagi, ping utt.
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Cilvēks iesaka ko darīt, ko meklēt!
Un ja tev liekas, ka tas ir SPAMS, tad šajā forumā tev nav vietas!
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Tas gan ;(
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times.lv neder?
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Tu nēsi nedaudz apmaldījies, šādas lietas raksti te!
Šī ir "Servera konfigurācija, plugini, etc.." sadaļa, nevis kaut kādu CW!
Domā līdz!
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times.lv, ucoz arī nav slikts
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Sveiki!
Pašlaik vis manā war3ft serverī strādā, bet viena sīciņa problēmiņa!
Bm (BloodMage) rasei !
Ka kāds spēlētājs šauj pa manīm man nāk klāt HP, pa kādiem 50!
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Seit vilku modu
Itkaa nav nekaadu erroru
Tavs kačātais mods ir aizvēsturisks labāk ņem šo!
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ShadowHunter faila kods :
/* * Race: Shadow Hunter Functions */ #define SH_HEX_LENGTH 7.0 // Length that hex lasts in seconds #define SH_HEX_SPEED 0.05 // Speed hexed player will move at #define SH_HEALING_WAVE_RANGE 1000 // Range to heal teammates #define SH_BIGBADVOODOO_DURATION 7 #define SH_CONCOCTION_DAMAGE 15 // Damage done by Unstable Concoction #define SH_CONCOCTION_RADIUS 350 new g_SH_SerpentGiven[33]; new bool:bWardBombCheck = false; // **************************************** // Shadow Hunter's Healing Wave // **************************************** // Helper function to start the healing process public SH_HealingWave( id ) { if ( !task_exists( id + TASK_WAVE ) ) { _SH_HealingWave( id ); } } // We don't need to ever actually "turn this off" since this task will take care of itself public _SH_HealingWave( id ) { if ( id >= TASK_WAVE ) { id -= TASK_WAVE; } // User is no longer connected :/ if ( !p_data_b[id][PB_ISCONNECTED] ) { return; } static iSkillLevel; iSkillLevel = SM_GetSkillLevel( id, SKILL_HEALINGWAVE ); // User doesn't have this skill, so lets return // - Also return if this was called twice if ( iSkillLevel <= 0 ) { return; } // Continue healing... if ( is_user_alive( id ) ) { set_task( p_heal[iSkillLevel-1], "_SH_HealingWave", TASK_WAVE + id ); } // Prevent healing if this player is hexed if ( p_data_b[id][PB_HEXED] ) { return; } new players[32], numberofplayers, targetid, targetorigin[3], origin[3]; new iTeam = get_user_team( id ); get_user_origin( id, origin ); get_players( players, numberofplayers, "a" ); // Loop through each player and check to see if one is close enough to be healed for ( new i = 0; i < numberofplayers; i++ ) { targetid = players[i]; // User is on the caster's team if ( p_data_b[targetid][PB_ISCONNECTED] && get_user_team( targetid ) == iTeam ) { get_user_origin( targetid, targetorigin ); // User is close enough if ( get_distance(origin, targetorigin) < SH_HEALING_WAVE_RANGE ) { get_user_origin( targetid, origin ) // User needs health if ( get_user_health( targetid ) + 1 <= get_user_maxhealth( targetid ) ) { set_user_health( targetid, get_user_health( targetid ) + 1 ); Create_TE_IMPLOSION( origin, 100, 8, 1 ); } } } } return; } // **************************************** // Shadow Hunter's Hex // **************************************** public _SH_RemoveHex( id ) { id -= TASK_HEX; if( !p_data_b[id][PB_ISCONNECTED] ) { return PLUGIN_HANDLED; } p_data_b[id][PB_CAN_RENDER] = true; p_data_b[id][PB_HEXED] = false; if ( is_user_alive( id ) ) { // Reset the user's speed SHARED_ResetMaxSpeed( id ); // Reset the user's gravity SHARED_SetGravity( id ); // Reset the user's rendering SHARED_INVIS_Set( id ); // Reset the user's devotion aura HU_DevotionAura( id ); emit_sound( id, CHAN_STATIC, g_szSounds[SOUND_HEX], 1.0, ATTN_NORM, 0, PITCH_NORM ); } return PLUGIN_HANDLED; } // **************************************** // Shadow Hunter's Serpent Ward // **************************************** SH_SerpentWard( id ) { static iSkillLevel; iSkillLevel = SM_GetSkillLevel( id, SKILL_SERPENTWARD ); // User should have some! if ( iSkillLevel > 0 ) { // Then we can give the user a serpent ward! while ( g_SH_SerpentGiven[id] < p_serpent[iSkillLevel-1] ) { // Increase the available serpent wards p_data[id][P_SERPENTCOUNT]++; // Increase the total we have given the user! g_SH_SerpentGiven[id]++; //client_print( id, print_chat, "[DEBUG] Total wards increased to %d (total given so far: %d)", p_data[id][P_SERPENTCOUNT], g_SH_SerpentGiven[id] ); } } // User should not have any! else { // Remove all available serpents! p_data[id][P_SERPENTCOUNT] = 0; // We don't need to remove any of the wards b/c the task knows to check the skill level } } public SH_PlaceSerpentWard( id ) { // User is hexed, can't use any skills if ( p_data_b[id][PB_HEXED] ) { WC3_StatusText( id, 0, "%L", id, "HEX_NO_ABILITY" ); } // User is alive we can place a ward! else if ( is_user_alive( id ) && SM_GetSkillLevel( id, SKILL_SERPENTWARD ) > 0 && p_data[id][P_SERPENTCOUNT] > 0 ) { // Serpent Ward if ( SH_CanPlaceWard( id ) ) { new parm[5], origin[3] get_user_origin( id, origin ); parm[0] = origin[0]; parm[1] = origin[1]; parm[2] = origin[2]; parm[3] = id; parm[4] = get_user_team( id ); _SH_DrawSerpentWard( parm ); p_data[id][P_SERPENTCOUNT]--; WC3_StatusText( id, 0, "%L", id, "SERPENT_WARD", p_data[id][P_SERPENTCOUNT] ); } else { WC3_StatusText( id, 0, "You cannot place a serpent ward here" ); } } } // Called when the bomb is planted SH_BombPlanted() { bWardBombCheck = true; set_task( 1.0, "_SH_ResetBombCheck", 0 ); } public _SH_ResetBombCheck() { bWardBombCheck = false; } public _SH_DrawSerpentWard( parm[5] ) { if ( !WC3_Check() ) { return; } new id = parm[3]; // User is no longer connected, stop drawing wards if( !p_data_b[id][PB_ISCONNECTED] ) { return; } // User is no longer alive, don't draw wards if ( !is_user_alive( id ) ) { return; } // User doesn't have this skill anymore! Remove the ward! if ( SM_GetSkillLevel( id, SKILL_SERPENTWARD ) <= 0 ) { return; } // Don't allow the ward to be by a hostage or the bom if ( bWardBombCheck ) { if ( !SH_CanPlaceWard( id ) ) { client_print( id, print_chat, "%s Serpent ward removed, you can't have them near bombs or hostages!", g_MODclient ); return; } } new origin[3], start[3], end[3], red, blue, green origin[0]=parm[0] origin[1]=parm[1] origin[2]=parm[2] // Set up the top of the ward start[0] = origin[0] start[1] = origin[1] start[2] = origin[2] + 600 // Set up the bottom of the ward end[0] = origin[0] end[1] = origin[1] end[2] = origin[2] - 600 // Set up colors based on what game/team if ( g_MOD == GAME_CSTRIKE || g_MOD == GAME_CZERO ) { if ( parm[4] == TS ) { red = 255; blue = 0; green = 0; } else { red = 0; blue = 255; green = 0; } } else if ( g_MOD == GAME_DOD ) { if ( parm[4] == AXIS ) { red = 255; blue = 63; green = 63; } else { red = 76; blue = 102; green = 76; } } // Draw the serpent ward Create_TE_BEAMPOINTS( start, end, g_iSprites[SPR_LIGHTNING], 1, 5, 2, 500, 20, red, green, blue, 100, 100 ); // Now lets check and see if any players are near that need to be damaged new players[32], numberofplayers; new targetid, targetorigin[3]; get_players( players, numberofplayers, "a" ); for ( new i = 0; i < numberofplayers; i++ ) { targetid = players[i]; if ( parm[4] != get_user_team( targetid ) ) { get_user_origin( targetid, targetorigin ); if ( get_distance( origin, targetorigin ) < 85 ) { // Damage the user WC3_Damage( targetid, id, 10, CSW_SERPENTWARD, -1 ); // Make the sound when they're attacked client_cmd( targetid, "speak ambience/thunder_clap.wav" ); // Create screen fade on the owners screen Create_ScreenFade( id, (1<<10), (1<<10), (1<<12), red, green, blue, 55 ); } } } set_task( 0.5, "_SH_DrawSerpentWard", TASK_LIGHT + id, parm, 5 ); return; } bool:SH_CanPlaceWard( id ) { new vPlayerOrigin[3]; get_user_origin( id, vPlayerOrigin ); // Make sure the user isn't trying to place a ward near a hostage if ( SHARED_NearObjective( vPlayerOrigin ) == OBJENT_HOSTAGE ) { return false; } // Make sure the user isn't trying to place a ward near the bomb new Float:vEntOrigin[3]; new vEntityOrigin[3]; new iEnt = find_ent_by_model( -1, "grenade", "models/w_c4.mdl" ) if ( iEnt && is_valid_ent( iEnt ) ) { entity_get_vector( iEnt, EV_VEC_origin, vEntOrigin ) vEntityOrigin[0] = floatround( vEntOrigin[0] ); vEntityOrigin[1] = floatround( vEntOrigin[1] ); vEntityOrigin[2] = floatround( vEntOrigin[2] ); if ( get_distance( vPlayerOrigin, vEntityOrigin ) < 250 ) { return false; } } return true; } // **************************************** // Shadow Hunter's Big Bad Voodoo // **************************************** public SH_Ult_BigBadVoodoo( id ) { if ( !p_data_b[id][PB_ISCONNECTED] ) { return; } p_data_b[id][PB_GODMODE] = true; p_data_b[id][PB_CAN_RENDER] = false; ULT_ResetCooldown( id, get_pcvar_num( CVAR_wc3_ult_cooldown ) + SH_BIGBADVOODOO_DURATION, false ); ULT_Icon( id, ICON_FLASH ); if ( g_MOD == GAME_CSTRIKE || g_MOD == GAME_CZERO ) { Create_BarTime( id, SH_BIGBADVOODOO_DURATION, 0 ); } emit_sound( id, CHAN_STATIC, g_szSounds[SOUND_VOODOO], 1.0, ATTN_NORM, 0, PITCH_NORM ); set_user_rendering( id, kRenderFxGlowShell, 255, 245, 50, kRenderNormal, 16 ); new vOrigin[3]; get_user_origin( id, vOrigin ); vOrigin[2] += 75; Create_TE_ELIGHT( id, vOrigin, 100, 255, 245, 200, SH_BIGBADVOODOO_DURATION, 0 ); set_task( float( SH_BIGBADVOODOO_DURATION ), "SH_Ult_Remove", TASK_RESETGOD + id ); return; } public SH_Ult_Remove( id ) { if ( id >= TASK_RESETGOD ) { id -= TASK_RESETGOD; } if ( !p_data_b[id][PB_ISCONNECTED] ) { return; } p_data_b[id][PB_CAN_RENDER] = true; p_data_b[id][PB_GODMODE] = false; ULT_Icon( id, ICON_HIDE ); SHARED_INVIS_Set( id ); return; } SH_SkillsOffensive( iAttacker, iVictim ) { static iSkillLevel; // Hex iSkillLevel = SM_GetSkillLevel( iAttacker, SKILL_HEX ); if ( iSkillLevel > 0 ) { if ( random_float( 0.0, 1.0 ) <= p_hex[iSkillLevel-1] ) { // We need to identify the victim as slowed + hexed p_data_b[iVictim][PB_HEXED] = true p_data_b[iVictim][PB_SLOWED] = true; // Slow the user's speed SHARED_SetSpeed( iVictim ); // Set the user's gravity SHARED_SetGravity( iVictim ); // Set the user's rendering SHARED_INVIS_Set( iVictim ); // Remove user's devotion aura new iHealth = get_user_health( iVictim ); if ( iHealth - g_HU_DevotionAuraGiven[iVictim] < 0 ) { if (is_user_alive(iVictim)) set_user_health( iVictim, 1 ); } else { set_user_health( iVictim, iHealth - g_HU_DevotionAuraGiven[iVictim] ); } g_HU_DevotionAuraGiven[iVictim] = 0; // Create the "remove hex" task set_task( SH_HEX_LENGTH ,"_SH_RemoveHex", TASK_HEX + iVictim ); // Play the hex sound emit_sound( iVictim, CHAN_STATIC, g_szSounds[SOUND_HEX], 1.0, ATTN_NORM, 0, PITCH_NORM ); // Make the user glow! SHARED_Glow( iVictim, 150, 150, 150, 0 ); // Lets create a screen fade Create_ScreenFade( iVictim, (1<<10), (1<<10), (1<<12), 255, 255, 255, 75 ) } } } SH_SkillsDefensive( iAttacker, iVictim ) { static iSkillLevel; // Unstable Concoction iSkillLevel = SM_GetSkillLevel( iVictim, PASS_UNSTABLECONCOCTION ); if ( iSkillLevel > 0 ) { // Check to see if we should "concoction" if ( random_float( 0.0, 1.0 ) <= p_concoction[iSkillLevel] ) { new vOrigin[3], vInitOrigin[3], vAxisOrigin[3], i; // Get origin of attacker get_user_origin( iAttacker, vOrigin ); // Play sound on attacker emit_sound( iAttacker, CHAN_STATIC, g_szSounds[SOUND_CONCOCTION_CAST], 1.0, ATTN_NORM, 0, PITCH_NORM ); // Set up the origins for the effect vInitOrigin[0] = vOrigin[0]; vInitOrigin[1] = vOrigin[1]; vInitOrigin[2] = vOrigin[2] - 16; vAxisOrigin[0] = vOrigin[0]; vAxisOrigin[1] = vOrigin[1]; vAxisOrigin[2] = vOrigin[2] + SH_CONCOCTION_RADIUS; // Display the effect on the attacker for ( i = 0; i < 200; i += 25 ) { Create_TE_BEAMCYLINDER( vOrigin, vInitOrigin, vAxisOrigin, g_iSprites[SPR_SHOCKWAVE], 0, 0, 9, 20, 0, 188, 220, 255, 255, 0 ); vInitOrigin[2] += 25; } new team = get_user_team( iVictim ); new players[32], numberofplayers, vTargetOrigin[3]; get_players(players, numberofplayers, "a"); // Loop through all players and see if anyone nearby needs to be damaged for( i = 0; i < numberofplayers; i++ ) { // Then we have a target on the other team!! if ( get_user_team( players[i] ) != team ) { get_user_origin( players[i], vTargetOrigin ); // Make sure they are close enough if ( get_distance( vOrigin, vTargetOrigin ) <= SH_CONCOCTION_RADIUS ) { // Damage WC3_Damage( players[i], iVictim, SH_CONCOCTION_DAMAGE, CSW_CONCOCTION, 0 ); // Let the victim know he hit someone emit_sound( iVictim, CHAN_STATIC, g_szSounds[SOUND_CONCOCTION_HIT], 1.0, ATTN_NORM, 0, PITCH_NORM ); } } } } else if ( get_pcvar_num( CVAR_wc3_psychostats ) ) { new WEAPON = CSW_CONCOCTION - CSW_WAR3_MIN; iStatsShots[iVictim][WEAPON]++; } } } // This function is called to reset the ability of an attacker to attack a user running big bad voodoo public _SH_ResetBigBadAttacker( id ) { if ( !WC3_Check() ) { return; } if ( id >= TASK_BIGBADATTACKER ) { id -= TASK_BIGBADATTACKER; } if ( !p_data_b[id][PB_ISCONNECTED] ) { return; } p_data_b[id][PB_BIGBAD_ATTACKER] = false; client_print( id, print_chat, "%s You can no longer damage players with Big Bad Voodoo activated", g_MODclient ); }
un kas man tur ir jāmaina?
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Bet kā var uzlikto to, ka rakstot /rings par katru ringu dod 5 hp ik pa divām sekundēm?
Un ShadowHunter (helingWave) dod 15 hp ik pa sekundi?
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Kas man tur ir jāraksta?
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Un kur man tāds fails jāliek?
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Nu varbūt!
Piedodat šis varbūt nebūs pa tēmu, bet uzliku šo war3 modu, pectam cenšos compile.exe un izmet šito ārā
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Sveiki!
Iekš addons/amxmod/scripting/war3ft/war3ft.inl ir rindiņas kur var mainīt soundus! Piem.
copy( g_szSounds[SOUND_VENGEANCE] , 63, "warcraft3/MiniSpiritPissed1.wav" ); // Warden's Ultimate copy( g_szSounds[SOUND_SUICIDE] , 63, "ambience/particle_suck1.wav" ); // Undead's Ultimate copy( g_szSounds[SOUND_BANISH] , 63, "warcraft3/banishcaster.wav" ); // Banish copy( g_szSounds[SOUND_LOCUSTSWARM] , 63, "warcraft3/locustswarmloop.wav" ); // Locust Swarm copy( g_szSounds[SOUND_SHADOWSTRIKE] , 63, "warcraft3/shadowstrikebirth.wav" ); // Shadow Strike copy( g_szSounds[SOUND_CARRION] , 63, "warcraft3/carrionswarmlaunch1.wav" ); // Carrion Beetles copy( g_szSounds[SOUND_IMPALE] , 63, "warcraft3/impalehit.wav" ); // Impale copy( g_szSounds[SOUND_VOODOO] , 63, "warcraft3/divineshield.wav" ); // Big Bad Voodoo copy( g_szSounds[SOUND_FLAMESTRIKE] , 63, "warcraft3/flamestriketargetwavenonloop1.wav" ); // Flame Strike copy( g_szSounds[SOUND_ENTANGLING] , 63, "warcraft3/entanglingrootstarget1.wav" ); // Entangling Roots copy( g_szSounds[SOUND_LIGHTNING] , 63, "warcraft3/lightningbolt.wav" ); // Chain Lightning copy( g_szSounds[SOUND_TELEPORT] , 63, "warcraft3/massteleporttarget.wav" ); // Teleport copy( g_szSounds[SOUND_BLINK] , 63, "warcraft3/blinkarrival.wav" ); // Blink Teleport copy( g_szSounds[SOUND_LEVELUP] , 63, "warcraft3/levelupcaster.wav" ); // Level up copy( g_szSounds[SOUND_PICKUPITEM] , 63, "warcraft3/pickupitem.wav" ); // Buy / Pick up item copy( g_szSounds[SOUND_TOME] , 63, "warcraft3/Tomes.wav" ); // Tome of Experience copy( g_szSounds[SOUND_ULTIMATESCAN] , 63, "turret/tu_ping.wav" ); // Ultimate Beep copy( g_szSounds[SOUND_ULTIMATEREADY] , 63, "warcraft3/resurrecttarget.wav" ); // Ultimate Beep copy( g_szSounds[SOUND_ANNIHILATION] , 63, "warcraft3/PurgeTarget1.wav" ); // Orb of Annihilation copy( g_szSounds[SOUND_CONCOCTION_CAST] , 63, "warcraft3/PossessionMissileLaunch1.wav" ); // Unstable Concoction Cast copy( g_szSounds[SOUND_CONCOCTION_HIT] , 63, "warcraft3/PossessionMissileHit1.wav" ); // Unstable Concoction Hit copy( g_szSounds[SOUND_HEX] , 63, "warcraft3/PolymorphDone.wav" ); // Hex copy( g_szSounds[SOUND_IMMOLATE] , 63, "warcraft3/ImmolationDecay1.wav" ); // Immolate copy( g_szSounds[SOUND_IMMOLATE_BURNING], 63, "ambience/flameburst1.wav" ); // Immolate Burning copy( g_szSounds[SOUND_REINCARNATION] , 63, "warcraft3/soundpack/reincarnation.wav" ); // Weapon Reincarnation/Ankh copy( g_szSounds[SOUND_ANTEND] , 63, "warcraft3/antend.wav" ); // Sound played when you try to shoot a chameleoned teammate copy( g_szSounds[SOUND_ERROR] , 63, "warcraft3/bonus/Error.wav" ); // Sound played on errors copy( g_szSounds[SOUND_DISPELL] , 63, "warcraft3/DispelMagicTarget.wav" ); // Dispell an ultimate - played on caster copy( g_szSounds[SOUND_SPELLSHIELD] , 63, "warcraft3/SpellShieldImpact1.wav" ); // Dispell an ultimate - played on blocker
, bet kad es viņus gribu mainīt uz sev tīkamākām skaņām man nekas nesanāk ;(
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Oky TNX
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Sveiki!
Kā var samainīt iekš war3 to [WAR3FT] uz kādu citu vārdu!
(Skatīt bildē)
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Varbūt pārtaisi serveri!
Dažreiz es pats kaut ko nepareizi izdaru, bet pārstrādājot visu vienmēr viss iet!
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Vai tad miscsatas.amxx neatbild par tām skaņām (piem. HeadSohot, Moonsterkill utt.) un uzrakstiem, ka plānto bombu?
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Tu spēlē miracle.lv ?
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Iekš šī war3 moda ir tā, kad bm liesmas iet uz visiem kas ir apkārt, bet man vajag lai liesma iet tikai uz vienu cilvēku kā šajā bildē!
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Dūšojies ātrāk
Protocol 47/48
in Servera konfigurācija, plugini, etc...
Posted
Man sākumā bija p47 uzmetu šito sūdiņu pavirsu eju caur p48, strādā!
Eju caur p47 uzmet erroru!