Как да махна времето за игра в картата
-
Manqkabgbe
Извън линия - Потребител
- Мнения: 6
- Регистриран на: 08 Ное 2019, 09:23
- Местоположение: София
- Се отблагодари: 3 пъти
- Обратна връзка:
Как да махна времето за игра в картата
Здравейте искам да махна Round Time от картата си Timeleft-a съм го направил на 0
Но проблема ми е с времето където ви е по средата долу при мен в слуая е 1 мин.
Ето и game.cfg
// ReGameDLL Configuration File
echo Executing ReGameDLL Configuration File
// The style of gameplay where there aren't any teams (FFA mode)
// 0 - disabled (default behaviour)
// 1 - enabled
//
// Default value: "0"
mp_freeforall 0
// Auto balancing of teams
// 0 - disabled
// 1 - on after next round (default behaviour)
// 2 - on next round
//
// Default value: "1"
mp_autoteambalance 1
// Designate the desired amount of buy time for each round. (in minutes)
// -1 - means no time limit
// 0 - disable buy
//
// Default value: "1.5"
mp_buytime 0
// The maximum allowable amount of money in the game
//
// Default value: "16000"
mp_maxmoney 16000
// Disable round end by game scenario
// 0 - disabled (default behaviour)
// 1 - enabled (never end round)
//
// Flags for fine grained control (choose as many as needed)
// a - block round time round end check
// b - block needed players round end check
// c - block VIP assassination/success round end check
// d - block prison escape round end check
// e - block bomb round end check
// f - block team extermination round end check
// g - block hostage rescue round end check
//
// Example setting: "ae" - blocks round time and bomb round end checks
// Default value: "ae"
mp_round_infinite "1"
// The round by expired time will be over, if on a map it does not have the scenario of the game.
// 0 - disabled (default behaviour)
// 1 - enabled
// Default value: "0"
mp_roundover 0
// Number of seconds to delay before restarting a round after a win.
// Default value: "0"
mp_round_restart_delay 0
// Disable grenade damage through walls
// 0 - disabled
// 1 - enabled
// Default value: "0"
mp_hegrenade_penetration 0
// Drop a grenade after player death
// 0 - disabled
// 1 - drop one the grenade
// 2 - drop an everyone grenades
// Default value: "0"
mp_nadedrops 0
// Player cannot respawn until next round
// if more than N seconds has elapsed since the beginning round
//
// Default value: "0"
mp_roundrespawn_time 0
// Automatically reload each weapon on player spawn
// 0 - disabled (default behaviour)
// 1 - enabled
//
// Default value: "0"
mp_auto_reload_weapons "0"
// Refill amount of backpack ammo up to the max
// 0 - disabled (default behaviour)
// 1 - refill backpack ammo on player spawn
// 2 - refill backpack ammo on player spawn and on the purchase of the item
// 3 - refill backpack ammo on each weapon reload (NOTE: Useful for mods like DeathMatch, GunGame, ZombieMod etc.)
//
// Default value: "0"
mp_refill_bpammo_weapons 0
// Automatically joins the team
// 0 - disabled
// 1 - enabled (Use in conjunction with the cvar humans_join_team any/SPEC/CT/T)
//
// Default value: "0"
mp_auto_join_team 1
// Maximum number of allowed teamkills before autokick.
// Used when enabled mp_autokick.
// 0 - disabled
//
// Default value: "3"
mp_max_teamkills 3
// If set to something other than 0,
// when anybody’s scored reaches mp_fraglimit the server changes map.
// 0 - means no limit
//
// Default value: "0"
mp_fraglimit 0
// Period between map rotations.
// 0 - means no limit
//
// Default value: "0"
mp_timelimit 0
// Players will automatically respawn when killed.
// 0 - disabled
// >0.00001 - time delay to respawn
//
// Default value: "0"
mp_forcerespawn 0
// The hostages can take damage.
// 0 - disabled
// 1 - from any team (default behaviour)
// 2 - only from CT
// 3 - only from T
mp_hostage_hurtable 1
// Show radio icon.
// 0 - disabled
// 1 - enabled (default behavior)
mp_show_radioicon 1
// Play "Bomb has been defused" sound instead of "Counter-Terrorists win" when bomb was defused
// 0 - disabled (default behavior)
// 1 - enabled
//
// Default value: "1"
mp_old_bomb_defused_sound 1
// Set's the mode for the zBot
// 0 - disabled
// 1 - enable mode Deathmatch and not allow to do the scenario
//
// Default value: "0"
bot_deathmatch 0
// Determines the type of quota.
// normal - default behaviour
// fill - the server will adjust bots to keep N players in the game, where N is bot_quota
//
// Default value: "normal"
bot_quota_mode "normal"
// Debug cvar shows triggers.
// 0 - disabled (default behaviour)
// 1 - enabled
//
// Default value: "0"
showtriggers 0
// When players can hear each other.
// Further explanation: https://github.com/s1lentq/ReGameDLL_CS/wiki/sv_alltalk
// 0 - dead don't hear alive
// 1 - no restrictions
// 2 - teammates hear each other
// 3 - same as 2, but spectators hear everybody
// 4 - alive hear alive, dead hear dead and alive.
//
// Default value: "0"
sv_alltalk 0
// Time to remove item that have been dropped from the players. (in seconds)
//
// Default value: "300"
mp_item_staytime 300
// Legacy func_bomb_target touch. New one is more strict.
// 0 - New behavior
// 1 - Legacy behavior
//
// Default value: "1"
mp_legacy_bombtarget_touch "1"
// Specifies the players defense time after respawn. (in seconds).
// 0 - disabled
// >0.00001 - time delay to remove protection
//
// Default value: "0"
mp_respawn_immunitytime "0"
// Kill the player in filled spawn before spawning some one else (Prevents players stucking in each other).
// Only disable this if you have semiclip or other plugins that prevents stucking
// 0 - disabled
// 1 - enabled
//
// Default value: "1"
mp_kill_filled_spawn "1"
Но проблема ми е с времето където ви е по средата долу при мен в слуая е 1 мин.
Ето и game.cfg
// ReGameDLL Configuration File
echo Executing ReGameDLL Configuration File
// The style of gameplay where there aren't any teams (FFA mode)
// 0 - disabled (default behaviour)
// 1 - enabled
//
// Default value: "0"
mp_freeforall 0
// Auto balancing of teams
// 0 - disabled
// 1 - on after next round (default behaviour)
// 2 - on next round
//
// Default value: "1"
mp_autoteambalance 1
// Designate the desired amount of buy time for each round. (in minutes)
// -1 - means no time limit
// 0 - disable buy
//
// Default value: "1.5"
mp_buytime 0
// The maximum allowable amount of money in the game
//
// Default value: "16000"
mp_maxmoney 16000
// Disable round end by game scenario
// 0 - disabled (default behaviour)
// 1 - enabled (never end round)
//
// Flags for fine grained control (choose as many as needed)
// a - block round time round end check
// b - block needed players round end check
// c - block VIP assassination/success round end check
// d - block prison escape round end check
// e - block bomb round end check
// f - block team extermination round end check
// g - block hostage rescue round end check
//
// Example setting: "ae" - blocks round time and bomb round end checks
// Default value: "ae"
mp_round_infinite "1"
// The round by expired time will be over, if on a map it does not have the scenario of the game.
// 0 - disabled (default behaviour)
// 1 - enabled
// Default value: "0"
mp_roundover 0
// Number of seconds to delay before restarting a round after a win.
// Default value: "0"
mp_round_restart_delay 0
// Disable grenade damage through walls
// 0 - disabled
// 1 - enabled
// Default value: "0"
mp_hegrenade_penetration 0
// Drop a grenade after player death
// 0 - disabled
// 1 - drop one the grenade
// 2 - drop an everyone grenades
// Default value: "0"
mp_nadedrops 0
// Player cannot respawn until next round
// if more than N seconds has elapsed since the beginning round
//
// Default value: "0"
mp_roundrespawn_time 0
// Automatically reload each weapon on player spawn
// 0 - disabled (default behaviour)
// 1 - enabled
//
// Default value: "0"
mp_auto_reload_weapons "0"
// Refill amount of backpack ammo up to the max
// 0 - disabled (default behaviour)
// 1 - refill backpack ammo on player spawn
// 2 - refill backpack ammo on player spawn and on the purchase of the item
// 3 - refill backpack ammo on each weapon reload (NOTE: Useful for mods like DeathMatch, GunGame, ZombieMod etc.)
//
// Default value: "0"
mp_refill_bpammo_weapons 0
// Automatically joins the team
// 0 - disabled
// 1 - enabled (Use in conjunction with the cvar humans_join_team any/SPEC/CT/T)
//
// Default value: "0"
mp_auto_join_team 1
// Maximum number of allowed teamkills before autokick.
// Used when enabled mp_autokick.
// 0 - disabled
//
// Default value: "3"
mp_max_teamkills 3
// If set to something other than 0,
// when anybody’s scored reaches mp_fraglimit the server changes map.
// 0 - means no limit
//
// Default value: "0"
mp_fraglimit 0
// Period between map rotations.
// 0 - means no limit
//
// Default value: "0"
mp_timelimit 0
// Players will automatically respawn when killed.
// 0 - disabled
// >0.00001 - time delay to respawn
//
// Default value: "0"
mp_forcerespawn 0
// The hostages can take damage.
// 0 - disabled
// 1 - from any team (default behaviour)
// 2 - only from CT
// 3 - only from T
mp_hostage_hurtable 1
// Show radio icon.
// 0 - disabled
// 1 - enabled (default behavior)
mp_show_radioicon 1
// Play "Bomb has been defused" sound instead of "Counter-Terrorists win" when bomb was defused
// 0 - disabled (default behavior)
// 1 - enabled
//
// Default value: "1"
mp_old_bomb_defused_sound 1
// Set's the mode for the zBot
// 0 - disabled
// 1 - enable mode Deathmatch and not allow to do the scenario
//
// Default value: "0"
bot_deathmatch 0
// Determines the type of quota.
// normal - default behaviour
// fill - the server will adjust bots to keep N players in the game, where N is bot_quota
//
// Default value: "normal"
bot_quota_mode "normal"
// Debug cvar shows triggers.
// 0 - disabled (default behaviour)
// 1 - enabled
//
// Default value: "0"
showtriggers 0
// When players can hear each other.
// Further explanation: https://github.com/s1lentq/ReGameDLL_CS/wiki/sv_alltalk
// 0 - dead don't hear alive
// 1 - no restrictions
// 2 - teammates hear each other
// 3 - same as 2, but spectators hear everybody
// 4 - alive hear alive, dead hear dead and alive.
//
// Default value: "0"
sv_alltalk 0
// Time to remove item that have been dropped from the players. (in seconds)
//
// Default value: "300"
mp_item_staytime 300
// Legacy func_bomb_target touch. New one is more strict.
// 0 - New behavior
// 1 - Legacy behavior
//
// Default value: "1"
mp_legacy_bombtarget_touch "1"
// Specifies the players defense time after respawn. (in seconds).
// 0 - disabled
// >0.00001 - time delay to remove protection
//
// Default value: "0"
mp_respawn_immunitytime "0"
// Kill the player in filled spawn before spawning some one else (Prevents players stucking in each other).
// Only disable this if you have semiclip or other plugins that prevents stucking
// 0 - disabled
// 1 - enabled
//
// Default value: "1"
mp_kill_filled_spawn "1"
-
Just
Извън линия - Потребител
- Мнения: 427
- Регистриран на: 23 Дек 2016, 19:10
- Местоположение: http://cs-ultragaming.info
- Се отблагодари: 5 пъти
- Получена благодарност: 34 пъти
- Обратна връзка:
Как да махна времето за игра в картата
Влизаш в server.cfg и намираш mp_roundtime правиш го на 0 другият път ползваи за тези кодове от sma/.cfg и т.н
Код за потвърждение: Избери целия код
код
NEW CS 1.6 SERVERS IP: 45.144.155.176:27015
-
Manqkabgbe
Извън линия - Потребител
- Мнения: 6
- Регистриран на: 08 Ное 2019, 09:23
- Местоположение: София
- Се отблагодари: 3 пъти
- Обратна връзка:
Как да махна времето за игра в картата
Ето ти server.cfgJust написа: ↑08 Ное 2019, 17:33 Влизаш в server.cfg и намираш mp_roundtime правиш го на 0 другият път ползваиза тези кодове от sma/.cfg и т.нКод за потвърждение: Избери целия код
код
// Use this file to configure your DEDICATED server.
// This config file is executed on server start.
// disable autoaim
sv_aim 0
// disable clients' ability to pause the server
pausable 0
// default server name. Change to "Bob's Server", etc.
hostname "Extreme18+Respawn"
// maximum client movement speed
sv_maxspeed 320
// 0 minute timelimit
mp_timelimit 0
sv_cheats 0
// load ban files
exec listip.cfg
exec banned.cfg
-
JackEyedJones
Извън линия - Потребител
- Мнения: 399
- Регистриран на: 10 Сеп 2018, 17:26
- Местоположение: Plovdiv, Bulgaria, Europe, Entire World
- Се отблагодари: 4 пъти
- Получена благодарност: 69 пъти
- Обратна връзка:
Как да махна времето за игра в картата
Код за потвърждение: Избери целия код
/* AMX Mod X
* No Objectives
*
* (c) Copyright 2007 by VEN
*
* This file is provided as is (no warranties)
*
* DESCRIPTION
* Plugin allow to remove all map objectives or objectives of certain type.
* Round timer will be disbled for maps that doesn't contain any objectives.
*
* CVARS
* no_objectives (flags: acde, default: acde, "": disable the plugin)
* a - remove "as" (vip assasination) objectives
* c - remove "cs" (hostage rescue) objectives
* d - remove "de" (bomb defuse) objectives
* e - remove "es" (T escape) objectives
* Note: map change on CVar change required.
*
* VERSIONS
* 0.3
* - added support for all objective entities
* - fixed: timer wasn't shown on multi objective maps if objectives wasn't completely removed
* - improvements in objective modes routine
* 0.2
* - disabled round timer
* - added no_objectives CVar
* 0.1
* - initial version
*/
// plugin's main information
#define PLUGIN_NAME "No Objectives"
#define PLUGIN_VERSION "0.3"
#define PLUGIN_AUTHOR "VEN"
#include <amxmodx>
#include <fakemeta>
new const g_objective_ents[][] =
{
"func_bomb_target",
"info_bomb_target",
"hostage_entity",
"monster_scientist",
"func_hostage_rescue",
"info_hostage_rescue",
"info_vip_start",
"func_vip_safetyzone",
"func_escapezone"
}
#define OBJTYPE_AS (1<<0)
#define OBJTYPE_CS (1<<2)
#define OBJTYPE_DE (1<<3)
#define OBJTYPE_ES (1<<4)
#define OBJTYPE_ALL (OBJTYPE_AS | OBJTYPE_CS | OBJTYPE_DE | OBJTYPE_ES)
#define CVAR_NAME "no_objectives"
#define CVAR_DEFAULT OBJTYPE_ALL
new const g_objective_type[] = {
OBJTYPE_DE,
OBJTYPE_DE,
OBJTYPE_CS,
OBJTYPE_CS,
OBJTYPE_CS,
OBJTYPE_CS,
OBJTYPE_AS,
OBJTYPE_AS,
OBJTYPE_ES
}
new const bool:g_objective_prim[] = {
true,
true,
true,
false,
false,
false,
false,
true,
true
}
#define HIDE_ROUND_TIMER (1<<4)
new g_msgid_hideweapon
new g_pcvar_no_objectives
new g_no_objectives = CVAR_DEFAULT & OBJTYPE_ALL
public plugin_precache() {
if ((g_pcvar_no_objectives = get_cvar_pointer(CVAR_NAME))) {
new cvar_val[8]
get_pcvar_string(g_pcvar_no_objectives, cvar_val, sizeof cvar_val - 1)
g_no_objectives = read_flags(cvar_val) & OBJTYPE_ALL
}
if (g_no_objectives)
register_forward(FM_Spawn, "forward_spawn")
}
public plugin_init() {
register_plugin(PLUGIN_NAME, PLUGIN_VERSION, PLUGIN_AUTHOR)
if (!g_pcvar_no_objectives) {
new cvar_defval[8]
get_flags(CVAR_DEFAULT, cvar_defval, sizeof cvar_defval - 1)
register_cvar(CVAR_NAME, cvar_defval)
}
if (is_objective_map())
return
g_msgid_hideweapon = get_user_msgid("HideWeapon")
register_message(g_msgid_hideweapon, "message_hide_weapon")
register_event("ResetHUD", "event_hud_reset", "b")
set_msg_block(get_user_msgid("RoundTime"), BLOCK_SET)
}
public forward_spawn(ent) {
if (!pev_valid(ent))
return FMRES_IGNORED
static classname[32], i
pev(ent, pev_classname, classname, sizeof classname - 1)
for (i = 0; i < sizeof g_objective_ents; ++i) {
if (equal(classname, g_objective_ents[i])) {
if (!(g_no_objectives & g_objective_type[i]))
return FMRES_IGNORED
engfunc(EngFunc_RemoveEntity, ent)
return FMRES_SUPERCEDE
}
}
return FMRES_IGNORED
}
public message_hide_weapon() {
set_msg_arg_int(1, ARG_BYTE, get_msg_arg_int(1) | HIDE_ROUND_TIMER)
}
public event_hud_reset(id) {
message_begin(MSG_ONE, g_msgid_hideweapon, _, id)
write_byte(HIDE_ROUND_TIMER)
message_end()
}
bool:is_objective_map() {
new const classname[] = "classname"
for (new i = 0; i < sizeof g_objective_ents; ++i) {
if (g_objective_prim[i] && engfunc(EngFunc_FindEntityByString, FM_NULLENT, classname, g_objective_ents[i]))
return true
}
return false
}
-
Manqkabgbe
Извън линия - Потребител
- Мнения: 6
- Регистриран на: 08 Ное 2019, 09:23
- Местоположение: София
- Се отблагодари: 3 пъти
- Обратна връзка:
Как да махна времето за игра в картата
Само ако може да ми кажеш какво да го правя този код Тръгнах да го комплирам не станаJackEyedJones написа: ↑08 Ное 2019, 18:14Код за потвърждение: Избери целия код
/* AMX Mod X * No Objectives * * (c) Copyright 2007 by VEN * * This file is provided as is (no warranties) * * DESCRIPTION * Plugin allow to remove all map objectives or objectives of certain type. * Round timer will be disbled for maps that doesn't contain any objectives. * * CVARS * no_objectives (flags: acde, default: acde, "": disable the plugin) * a - remove "as" (vip assasination) objectives * c - remove "cs" (hostage rescue) objectives * d - remove "de" (bomb defuse) objectives * e - remove "es" (T escape) objectives * Note: map change on CVar change required. * * VERSIONS * 0.3 * - added support for all objective entities * - fixed: timer wasn't shown on multi objective maps if objectives wasn't completely removed * - improvements in objective modes routine * 0.2 * - disabled round timer * - added no_objectives CVar * 0.1 * - initial version */ // plugin's main information #define PLUGIN_NAME "No Objectives" #define PLUGIN_VERSION "0.3" #define PLUGIN_AUTHOR "VEN" #include <amxmodx> #include <fakemeta> new const g_objective_ents[][] = { "func_bomb_target", "info_bomb_target", "hostage_entity", "monster_scientist", "func_hostage_rescue", "info_hostage_rescue", "info_vip_start", "func_vip_safetyzone", "func_escapezone" } #define OBJTYPE_AS (1<<0) #define OBJTYPE_CS (1<<2) #define OBJTYPE_DE (1<<3) #define OBJTYPE_ES (1<<4) #define OBJTYPE_ALL (OBJTYPE_AS | OBJTYPE_CS | OBJTYPE_DE | OBJTYPE_ES) #define CVAR_NAME "no_objectives" #define CVAR_DEFAULT OBJTYPE_ALL new const g_objective_type[] = { OBJTYPE_DE, OBJTYPE_DE, OBJTYPE_CS, OBJTYPE_CS, OBJTYPE_CS, OBJTYPE_CS, OBJTYPE_AS, OBJTYPE_AS, OBJTYPE_ES } new const bool:g_objective_prim[] = { true, true, true, false, false, false, false, true, true } #define HIDE_ROUND_TIMER (1<<4) new g_msgid_hideweapon new g_pcvar_no_objectives new g_no_objectives = CVAR_DEFAULT & OBJTYPE_ALL public plugin_precache() { if ((g_pcvar_no_objectives = get_cvar_pointer(CVAR_NAME))) { new cvar_val[8] get_pcvar_string(g_pcvar_no_objectives, cvar_val, sizeof cvar_val - 1) g_no_objectives = read_flags(cvar_val) & OBJTYPE_ALL } if (g_no_objectives) register_forward(FM_Spawn, "forward_spawn") } public plugin_init() { register_plugin(PLUGIN_NAME, PLUGIN_VERSION, PLUGIN_AUTHOR) if (!g_pcvar_no_objectives) { new cvar_defval[8] get_flags(CVAR_DEFAULT, cvar_defval, sizeof cvar_defval - 1) register_cvar(CVAR_NAME, cvar_defval) } if (is_objective_map()) return g_msgid_hideweapon = get_user_msgid("HideWeapon") register_message(g_msgid_hideweapon, "message_hide_weapon") register_event("ResetHUD", "event_hud_reset", "b") set_msg_block(get_user_msgid("RoundTime"), BLOCK_SET) } public forward_spawn(ent) { if (!pev_valid(ent)) return FMRES_IGNORED static classname[32], i pev(ent, pev_classname, classname, sizeof classname - 1) for (i = 0; i < sizeof g_objective_ents; ++i) { if (equal(classname, g_objective_ents[i])) { if (!(g_no_objectives & g_objective_type[i])) return FMRES_IGNORED engfunc(EngFunc_RemoveEntity, ent) return FMRES_SUPERCEDE } } return FMRES_IGNORED } public message_hide_weapon() { set_msg_arg_int(1, ARG_BYTE, get_msg_arg_int(1) | HIDE_ROUND_TIMER) } public event_hud_reset(id) { message_begin(MSG_ONE, g_msgid_hideweapon, _, id) write_byte(HIDE_ROUND_TIMER) message_end() } bool:is_objective_map() { new const classname[] = "classname" for (new i = 0; i < sizeof g_objective_ents; ++i) { if (g_objective_prim[i] && engfunc(EngFunc_FindEntityByString, FM_NULLENT, classname, g_objective_ents[i])) return true } return false }
-
JackEyedJones
Извън линия - Потребител
- Мнения: 399
- Регистриран на: 10 Сеп 2018, 17:26
- Местоположение: Plovdiv, Bulgaria, Europe, Entire World
- Се отблагодари: 4 пъти
- Получена благодарност: 69 пъти
- Обратна връзка:
Как да махна времето за игра в картата
Нямам наличен компилатор за да го проверя. Прикачи снимка да видим какво трябва да се направи и какво прави проблем.
Последно промяна от JackEyedJones на 08 Ное 2019, 18:27, променено общо 1 път.
-
Autumn Shade
Извън линия - Потребител
- Мнения: 269
- Регистриран на: 14 Мар 2019, 13:20
- Се отблагодари: 48 пъти
- Получена благодарност: 150 пъти
Как да махна времето за игра в картата
Нема ядове, тука сме се събрали екип от пророци и гадатели. Прилагаме черна магия, за да предскажем какви са грешките по кода на твоята невероятно анонимна и незнайна чудесия, наречена платформа.Manqkabgbe написа: ↑08 Ное 2019, 18:19Само ако може да ми кажеш какво да го правя този код Тръгнах да го комплирам не станаJackEyedJones написа: ↑08 Ное 2019, 18:14Код за потвърждение: Избери целия код
/* AMX Mod X * No Objectives * * (c) Copyright 2007 by VEN * * This file is provided as is (no warranties) * * DESCRIPTION * Plugin allow to remove all map objectives or objectives of certain type. * Round timer will be disbled for maps that doesn't contain any objectives. * * CVARS * no_objectives (flags: acde, default: acde, "": disable the plugin) * a - remove "as" (vip assasination) objectives * c - remove "cs" (hostage rescue) objectives * d - remove "de" (bomb defuse) objectives * e - remove "es" (T escape) objectives * Note: map change on CVar change required. * * VERSIONS * 0.3 * - added support for all objective entities * - fixed: timer wasn't shown on multi objective maps if objectives wasn't completely removed * - improvements in objective modes routine * 0.2 * - disabled round timer * - added no_objectives CVar * 0.1 * - initial version */ // plugin's main information #define PLUGIN_NAME "No Objectives" #define PLUGIN_VERSION "0.3" #define PLUGIN_AUTHOR "VEN" #include <amxmodx> #include <fakemeta> new const g_objective_ents[][] = { "func_bomb_target", "info_bomb_target", "hostage_entity", "monster_scientist", "func_hostage_rescue", "info_hostage_rescue", "info_vip_start", "func_vip_safetyzone", "func_escapezone" } #define OBJTYPE_AS (1<<0) #define OBJTYPE_CS (1<<2) #define OBJTYPE_DE (1<<3) #define OBJTYPE_ES (1<<4) #define OBJTYPE_ALL (OBJTYPE_AS | OBJTYPE_CS | OBJTYPE_DE | OBJTYPE_ES) #define CVAR_NAME "no_objectives" #define CVAR_DEFAULT OBJTYPE_ALL new const g_objective_type[] = { OBJTYPE_DE, OBJTYPE_DE, OBJTYPE_CS, OBJTYPE_CS, OBJTYPE_CS, OBJTYPE_CS, OBJTYPE_AS, OBJTYPE_AS, OBJTYPE_ES } new const bool:g_objective_prim[] = { true, true, true, false, false, false, false, true, true } #define HIDE_ROUND_TIMER (1<<4) new g_msgid_hideweapon new g_pcvar_no_objectives new g_no_objectives = CVAR_DEFAULT & OBJTYPE_ALL public plugin_precache() { if ((g_pcvar_no_objectives = get_cvar_pointer(CVAR_NAME))) { new cvar_val[8] get_pcvar_string(g_pcvar_no_objectives, cvar_val, sizeof cvar_val - 1) g_no_objectives = read_flags(cvar_val) & OBJTYPE_ALL } if (g_no_objectives) register_forward(FM_Spawn, "forward_spawn") } public plugin_init() { register_plugin(PLUGIN_NAME, PLUGIN_VERSION, PLUGIN_AUTHOR) if (!g_pcvar_no_objectives) { new cvar_defval[8] get_flags(CVAR_DEFAULT, cvar_defval, sizeof cvar_defval - 1) register_cvar(CVAR_NAME, cvar_defval) } if (is_objective_map()) return g_msgid_hideweapon = get_user_msgid("HideWeapon") register_message(g_msgid_hideweapon, "message_hide_weapon") register_event("ResetHUD", "event_hud_reset", "b") set_msg_block(get_user_msgid("RoundTime"), BLOCK_SET) } public forward_spawn(ent) { if (!pev_valid(ent)) return FMRES_IGNORED static classname[32], i pev(ent, pev_classname, classname, sizeof classname - 1) for (i = 0; i < sizeof g_objective_ents; ++i) { if (equal(classname, g_objective_ents[i])) { if (!(g_no_objectives & g_objective_type[i])) return FMRES_IGNORED engfunc(EngFunc_RemoveEntity, ent) return FMRES_SUPERCEDE } } return FMRES_IGNORED } public message_hide_weapon() { set_msg_arg_int(1, ARG_BYTE, get_msg_arg_int(1) | HIDE_ROUND_TIMER) } public event_hud_reset(id) { message_begin(MSG_ONE, g_msgid_hideweapon, _, id) write_byte(HIDE_ROUND_TIMER) message_end() } bool:is_objective_map() { new const classname[] = "classname" for (new i = 0; i < sizeof g_objective_ents; ++i) { if (g_objective_prim[i] && engfunc(EngFunc_FindEntityByString, FM_NULLENT, classname, g_objective_ents[i])) return true } return false }
-
Manqkabgbe
Извън линия - Потребител
- Мнения: 6
- Регистриран на: 08 Ное 2019, 09:23
- Местоположение: София
- Се отблагодари: 3 пъти
- Обратна връзка:
Как да махна времето за игра в картата
Нищо не пише дори не прави опит за комплиране използвам онлайн комплиматорJackEyedJones написа: ↑08 Ное 2019, 18:20 Нямам наличен компилатор за да го проверя. Прикачи снимка да видим какво трябва да се направи и какво прави проблем.
Добавено преди 14 минути 30 секунди:
Стана пичага благодаря мноогоJackEyedJones написа: ↑08 Ное 2019, 18:14Код за потвърждение: Избери целия код
/* AMX Mod X * No Objectives * * (c) Copyright 2007 by VEN * * This file is provided as is (no warranties) * * DESCRIPTION * Plugin allow to remove all map objectives or objectives of certain type. * Round timer will be disbled for maps that doesn't contain any objectives. * * CVARS * no_objectives (flags: acde, default: acde, "": disable the plugin) * a - remove "as" (vip assasination) objectives * c - remove "cs" (hostage rescue) objectives * d - remove "de" (bomb defuse) objectives * e - remove "es" (T escape) objectives * Note: map change on CVar change required. * * VERSIONS * 0.3 * - added support for all objective entities * - fixed: timer wasn't shown on multi objective maps if objectives wasn't completely removed * - improvements in objective modes routine * 0.2 * - disabled round timer * - added no_objectives CVar * 0.1 * - initial version */ // plugin's main information #define PLUGIN_NAME "No Objectives" #define PLUGIN_VERSION "0.3" #define PLUGIN_AUTHOR "VEN" #include <amxmodx> #include <fakemeta> new const g_objective_ents[][] = { "func_bomb_target", "info_bomb_target", "hostage_entity", "monster_scientist", "func_hostage_rescue", "info_hostage_rescue", "info_vip_start", "func_vip_safetyzone", "func_escapezone" } #define OBJTYPE_AS (1<<0) #define OBJTYPE_CS (1<<2) #define OBJTYPE_DE (1<<3) #define OBJTYPE_ES (1<<4) #define OBJTYPE_ALL (OBJTYPE_AS | OBJTYPE_CS | OBJTYPE_DE | OBJTYPE_ES) #define CVAR_NAME "no_objectives" #define CVAR_DEFAULT OBJTYPE_ALL new const g_objective_type[] = { OBJTYPE_DE, OBJTYPE_DE, OBJTYPE_CS, OBJTYPE_CS, OBJTYPE_CS, OBJTYPE_CS, OBJTYPE_AS, OBJTYPE_AS, OBJTYPE_ES } new const bool:g_objective_prim[] = { true, true, true, false, false, false, false, true, true } #define HIDE_ROUND_TIMER (1<<4) new g_msgid_hideweapon new g_pcvar_no_objectives new g_no_objectives = CVAR_DEFAULT & OBJTYPE_ALL public plugin_precache() { if ((g_pcvar_no_objectives = get_cvar_pointer(CVAR_NAME))) { new cvar_val[8] get_pcvar_string(g_pcvar_no_objectives, cvar_val, sizeof cvar_val - 1) g_no_objectives = read_flags(cvar_val) & OBJTYPE_ALL } if (g_no_objectives) register_forward(FM_Spawn, "forward_spawn") } public plugin_init() { register_plugin(PLUGIN_NAME, PLUGIN_VERSION, PLUGIN_AUTHOR) if (!g_pcvar_no_objectives) { new cvar_defval[8] get_flags(CVAR_DEFAULT, cvar_defval, sizeof cvar_defval - 1) register_cvar(CVAR_NAME, cvar_defval) } if (is_objective_map()) return g_msgid_hideweapon = get_user_msgid("HideWeapon") register_message(g_msgid_hideweapon, "message_hide_weapon") register_event("ResetHUD", "event_hud_reset", "b") set_msg_block(get_user_msgid("RoundTime"), BLOCK_SET) } public forward_spawn(ent) { if (!pev_valid(ent)) return FMRES_IGNORED static classname[32], i pev(ent, pev_classname, classname, sizeof classname - 1) for (i = 0; i < sizeof g_objective_ents; ++i) { if (equal(classname, g_objective_ents[i])) { if (!(g_no_objectives & g_objective_type[i])) return FMRES_IGNORED engfunc(EngFunc_RemoveEntity, ent) return FMRES_SUPERCEDE } } return FMRES_IGNORED } public message_hide_weapon() { set_msg_arg_int(1, ARG_BYTE, get_msg_arg_int(1) | HIDE_ROUND_TIMER) } public event_hud_reset(id) { message_begin(MSG_ONE, g_msgid_hideweapon, _, id) write_byte(HIDE_ROUND_TIMER) message_end() } bool:is_objective_map() { new const classname[] = "classname" for (new i = 0; i < sizeof g_objective_ents; ++i) { if (g_objective_prim[i] && engfunc(EngFunc_FindEntityByString, FM_NULLENT, classname, g_objective_ents[i])) return true } return false }
ЗАКРИВАЙТЕ ТЕМАТА ! благодаря
-
OciXCrom
Извън линия - Администратор
- Мнения: 7206
- Регистриран на: 06 Окт 2016, 19:20
- Местоположение: /resetscore
- Се отблагодари: 117 пъти
- Получена благодарност: 1295 пъти
- Обратна връзка:
Как да махна времето за игра в картата
Точно това е проблемът.използвам онлайн комплиматор
https://www.amxx-bg.info/forum/viewtopic.php?t=760
-
- Подобни теми
- Отговори
- Преглеждания
- Последно мнение
-
- 2 Отговори
- 710 Преглеждания
-
Последно мнение от HeatoN
-
- 4 Отговори
- 405 Преглеждания
-
Последно мнение от Midnight1337
-
- 2 Отговори
- 732 Преглеждания
-
Последно мнение от Ant1Lamer
-
- 2 Отговори
- 1199 Преглеждания
-
Последно мнение от tom1k
-
- 1 Отговори
- 1397 Преглеждания
-
Последно мнение от monk
-
- 9 Отговори
- 1549 Преглеждания
-
Последно мнение от Knuckles
-
- 4 Отговори
- 2151 Преглеждания
-
Последно мнение от Dvstoyanov89
Кой е на линия
Потребители разглеждащи този форум: 0 регистрирани и 24 госта