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Lord Death

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About Lord Death

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  1. I'm Loooooooooooling so hard

  2. maybe you can prevent players from spam-buying it using a variable? like allow them to buy it once every 5 seconds
  3. Lord Death

    Thunder Awp

    here you go. It's the Golden AWP, but It works as you wish. However this makes noobs rage. damage is located in fw_TakeDamage, Keep inmind that It works with headshot detection, walls won't block the damage cause fuck you. #include <amxmodx> #include <cstrike> #include <engine> #include <fakemeta> #include <hamsandwich> #include <zombieplague> #include <fun> // Plug info. #define PLUG_VERSION "1.0" #define PLUG_AUTH "H.RED.ZONE" #define is_valid_player(%1) (1 <= %1 <= 32) // Items Cost const GoldenAWP_weapon_cost = 30 // Cost //---------------- new g_iItemID, g_msgCurWeapon new bullets[ 33 ] new g_HasGoldenAWPWeapon[33], g_CurrentWeapon[33] // Cvars new cvar_enable, cvar_oneround, cvar_dmgmultiplier, cvar_goldbullets, cvar_uclip // Offsets const m_pPlayer = 41 const m_flNextPrimaryAttack = 46 const m_flNextSecondaryAttack = 47 const m_flTimeWeaponIdle = 48 // Sprite new m_spriteTexture new Thunder new g_iMaxPlayers; new const thunder_sound[] = "ambience/thunder_clap.wav"; public plugin_init() { //Register the Plugin register_plugin("[ZP] Extra Item: GoldenAWP", "1.0", "H.RED.ZONE") //Cvars cvar_enable = register_cvar("zp_GoldenAWP_enable", "1") cvar_oneround = register_cvar("zp_GoldenAWP_oneround", "1") cvar_goldbullets = register_cvar("zp_GoldenAWP_gold_bullets", "1") cvar_uclip = register_cvar("zp_GoldenAWP_unlimited_clip", "1") cvar_dmgmultiplier = register_cvar("zp_GoldenAWP_dmg_multiplier", "2") //Register Zombie Plague extra item g_iItemID = zp_register_extra_item("Super AWP", GoldenAWP_weapon_cost, ZP_TEAM_HUMAN) //Hamsandwich RegisterHam(Ham_Spawn, "player", "fw_PlayerSpawn_Post", 1) RegisterHam(Ham_Killed, "player", "fw_PlayerKilled") RegisterHam(Ham_TakeDamage, "player", "fw_TakeDamage") //Message ID g_msgCurWeapon = get_user_msgid("CurWeapon") g_iMaxPlayers = get_maxplayers(); //Events register_event("CurWeapon", "event_CurWeapon", "b", "1=1") //Messages register_message(get_user_msgid("DeathMsg"), "message_DeathMsg") } public plugin_precache() { // Hamsandwich Forwards RegisterHam(Ham_TakeDamage, "player", "fw_TakeDamage") precache_sound( thunder_sound ); // Models precache_model("models/zombie_plague/v_awp_gg.mdl") Thunder = precache_model("sprites/light_effect.spr"); } public event_CurWeapon(id) { // Not Alive if (!is_user_alive(id)) return PLUGIN_CONTINUE // Store weapon g_CurrentWeapon[id] = read_data(2) // Check if(zp_get_user_zombie(id) || zp_get_user_survivor(id)) return PLUGIN_CONTINUE // Has GoldenAWP if(!g_HasGoldenAWPWeapon[id] || g_CurrentWeapon[id] != CSW_AWP) return PLUGIN_CONTINUE entity_set_string(id, EV_SZ_viewmodel, "models/zombie_plague/v_awp_gg.mdl") return PLUGIN_CONTINUE } public message_DeathMsg(msg_id, msg_dest, id) { static szTruncatedWeapon[33], iAttacker, iVictim // Get truncated weapon get_msg_arg_string(4, szTruncatedWeapon, charsmax(szTruncatedWeapon)) // Get attacker and victim iAttacker = get_msg_arg_int(1) iVictim = get_msg_arg_int(2) // Non-player if(!is_user_connected(iAttacker) || iAttacker == iVictim) return PLUGIN_CONTINUE return PLUGIN_CONTINUE } public client_putinserver(id) { g_HasGoldenAWPWeapon[id] = false } public client_disconnect(id) { g_HasGoldenAWPWeapon[id] = false } public fw_PlayerSpawn_Post(id) { // Remove Weapon if(get_pcvar_num(cvar_oneround) || !get_pcvar_num(cvar_enable)) { if(g_HasGoldenAWPWeapon[id]) { g_HasGoldenAWPWeapon[id] = false; ham_strip_weapon(id, "weapon_awp") } } } public fw_PlayerKilled(victim, attacker, shouldgib) { if(!is_user_connected(attacker) || !is_user_connected(victim) || attacker == victim || !attacker) return HAM_IGNORED // Victim has a GoldenAWP if(g_HasGoldenAWPWeapon[victim]) { client_print(victim, print_center, "[Golden] Power") g_HasGoldenAWPWeapon[victim] = false } // Attacker has a GoldenAWP if(g_HasGoldenAWPWeapon[attacker] && g_CurrentWeapon[attacker] == CSW_AWP) { // Get Victim's Origin, Give AP cvar status and AP cvar amount // get target's origin new vorigin[ 3 ], pos[ 3 ] get_user_origin( victim, vorigin ) // modify origins vorigin[ 2 ] -= 26 pos[ 0 ] = vorigin[ 0 ] + 150 pos[ 1 ] = vorigin[ 1 ] + 150 pos[ 2 ] = vorigin[ 2 ] + 800 // create lightning bolt Do_Thunder(pos,vorigin) } return HAM_IGNORED } stock ham_strip_weapon(id, weapon[]) { if(!equal(weapon,"weapon_",7)) return 0 new wId = get_weaponid(weapon) if(!wId) return 0 new wEnt while((wEnt = find_ent_by_class(wEnt, weapon)) && entity_get_edict(wEnt, EV_ENT_owner) != id) {} if(!wEnt) return 0 if(get_user_weapon(id) == wId) ExecuteHamB(Ham_Weapon_RetireWeapon,wEnt); if(!ExecuteHamB(Ham_RemovePlayerItem,id,wEnt)) return 0 ExecuteHamB(Ham_Item_Kill, wEnt) entity_set_int(id, EV_INT_weapons, entity_get_int(id, EV_INT_weapons) & ~(1<<wId)) return 1 } public fw_TakeDamage(victim, inflictor, attacker, Float:damage){ const m_LastHitGroup = 75; //const m_LastHitGroup = 75 if ( is_valid_player( attacker ) && get_user_weapon(attacker) == CSW_AWP && g_HasGoldenAWPWeapon[attacker] ) { if(is_user_connected(victim)) { if (get_pdata_int( victim , m_LastHitGroup ) == HIT_HEAD) { SetHamParamFloat(4, 1000.0) //get target's origin new vorigin[ 3 ], pos[ 3 ] get_user_origin( victim, vorigin ) // modify origins vorigin[ 2 ] -= 26 pos[ 0 ] = vorigin[ 0 ] + 150 pos[ 1 ] = vorigin[ 1 ] + 150 pos[ 2 ] = vorigin[ 2 ] + 800 // create lightning bolt Do_Thunder(pos,vorigin) } else { SetHamParamFloat(4, 350.0) } } } } public zp_user_infected_post(id) { // Has a Golden Weapon if(g_HasGoldenAWPWeapon[id]) g_HasGoldenAWPWeapon[id] = false } public zp_user_humanized_post(id) { // Has a Golden Weapon if(g_HasGoldenAWPWeapon[id]) g_HasGoldenAWPWeapon[id] = false; } stock ham_give_weapon(id, weapon[]) { if(!equal(weapon,"weapon_",7)) return 0 new wEnt = create_entity(weapon) if(!is_valid_ent(wEnt)) return 0 entity_set_int(wEnt, EV_INT_spawnflags, SF_NORESPAWN) DispatchSpawn(wEnt) if(!ExecuteHamB(Ham_AddPlayerItem,id,wEnt)) { if(is_valid_ent(wEnt)) entity_set_int(wEnt, EV_INT_flags, entity_get_int(wEnt, EV_INT_flags) | FL_KILLME) return 0 } ExecuteHamB(Ham_Item_AttachToPlayer,wEnt,id) return 1 } public zp_extra_item_selected(id, item) { // GoldenAWP Weapon if (item == g_iItemID) { // Var's g_HasGoldenAWPWeapon[id] = true // AWP ham_give_weapon(id, "weapon_awp") cs_set_user_bpammo(id, CSW_AWP, 30) // Updating Models static iAwpID iAwpID = find_ent_by_owner(-1, "weapon_awp", id) ExecuteHamB(Ham_Item_Deploy, iAwpID) engclient_cmd(id, "weapon_awp") emessage_begin(MSG_ONE, g_msgCurWeapon, _, id) ewrite_byte(1) // active ewrite_byte(CSW_AWP) // weapon ewrite_byte(cs_get_weapon_ammo(iAwpID)) // clip emessage_end() } } public make_tracer(id) { if (get_pcvar_num(cvar_goldbullets)) { new clip,ammo new wpnid = get_user_weapon(id,clip,ammo) new pteam[16] get_user_team(id, pteam, 15) if ((bullets[id] > clip) && (wpnid == CSW_AWP) && g_HasGoldenAWPWeapon[id]) { new vec1[3], vec2[3] get_user_origin(id, vec1, 1) // origin; your camera point. get_user_origin(id, vec2, 4) // termina; where your bullet goes (4 is cs-only) //BEAMENTPOINTS message_begin( MSG_BROADCAST,SVC_TEMPENTITY) write_byte (0) //TE_BEAMENTPOINTS 0 write_coord(vec1[0]) write_coord(vec1[1]) write_coord(vec1[2]) write_coord(vec2[0]) write_coord(vec2[1]) write_coord(vec2[2]) write_short( m_spriteTexture ) write_byte(1) // framestart write_byte(5) // framerate write_byte(2) // life write_byte(10) // width write_byte(0) // noise write_byte( 255 ) // r, g, b write_byte( 215 ) // r, g, b write_byte( 0 ) // r, g, b write_byte(200) // brightness write_byte(150) // speed message_end() } bullets[id] = clip } } public checkWeapon(id) { new plrClip, plrAmmo, plrWeap[32] new plrWeapId plrWeapId = get_user_weapon(id, plrClip , plrAmmo) if (plrWeapId == CSW_AWP && g_HasGoldenAWPWeapon[id]) { return PLUGIN_CONTINUE } if (plrClip == 0 && get_pcvar_num(cvar_uclip)) { // If the user is out of ammo.. get_weaponname(plrWeapId, plrWeap, 31) // Get the name of their weapon ham_give_weapon(id, plrWeap) engclient_cmd(id, plrWeap) engclient_cmd(id, plrWeap) engclient_cmd(id, plrWeap) } return PLUGIN_HANDLED } Do_Thunder( start[ 3 ], end[ 3 ] ) { message_begin( MSG_BROADCAST, SVC_TEMPENTITY ); write_byte( TE_BEAMPOINTS ); write_coord( start[ 0 ] ); write_coord( start[ 1 ] ); write_coord( start[ 2 ] ); write_coord( end[ 0 ] ); write_coord( end[ 1 ] ); write_coord( end[ 2 ] ); write_short( Thunder ); write_byte( 1 ); write_byte( 5 ); write_byte( 7 ); write_byte( 20 ); write_byte( 30 ); write_byte( 200 ); write_byte( 200 ); write_byte( 200 ); write_byte( 200 ); write_byte( 200 ); message_end(); message_begin( MSG_PVS, SVC_TEMPENTITY, end ); write_byte( TE_SPARKS ); write_coord( end[ 0 ] ); write_coord( end[ 1 ]); write_coord( end[ 2 ] ); message_end(); emit_sound( 0 ,CHAN_ITEM, thunder_sound, 1.0, ATTN_NORM, 0, PITCH_NORM ); } /* AMXX-Studio Notes - DO NOT MODIFY BELOW HERE *{\\ rtf1\\ ansi\\ deff0{\\ fonttbl{\\ f0\\ fnil Tahoma;}}\n\\ viewkind4\\ uc1\\ pard\\ lang1034\\ f0\\ fs16 \n\\ par } */
  4. Why do you build maps like that? You now those stuff kill fps and you still build maps like that?
  5. Your name: Lord. Death. In-game name: Lord. Death. STEAM/Valve-ID: STEAM_0:0:438245230 Current AP?: 68
  6. He is not talking about the laser (tracer). Beside the fact that it doesn't matter if the gun shots lasers or not. It's just an effect. What he is talking about is the sprite that the laser makes when it hits something, with too many players getting shot or many players using the gun, the sprite will be spammed. Which will cause fps drop for anyone who sees the sprites. Solution : Ask the guy who coded the plugin (Crazy) to disable that effect for you.
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