1. sayfa (Toplam 2 sayfa)

Bombalarda Sorun Yasıyorum

Gönderilme zamanı: Pzr Nis 23, 2017 1:23 pm
gönderen TunnS[C]
Selamun Aleykum Başlamadan Once 23 Nısan kutlu olsun hepınızın :D

Tahmını kac gun bılmıyorum ama 1 hafta rahat vardır.Serverde el bombası , alev bombası , dondurucu , jump grenade , ınfectıon bomb , ne kadar bomba varsa bırısını attıgın zaman oyundan dusuyor.Jump ınfectıon dosya konumlarını degıstım , modellerını degıstım onda dır sorun dıye ama fark eden olmadı acaba engelleyen bısımı var dedım bomba ıle ılgılı ne varsa kapattım.Ama hayla devam edıyor.Napcam bılmıyorum sınır oluyorum vallaha bı yardım edermısınız.Napmam gerekıyor ?


@CSmiLeFaCe
@redarmygaming
@holigan
@bybulut55
@Tasarimci v2
@caddegarge

Bombalarda Sorun Yasıyorum

Gönderilme zamanı: Pzr Nis 23, 2017 1:25 pm
gönderen TunnS[C]
Plugıns.ini içi bunlar var.

Kod: Tümünü seç

AV_Biomenu.amxx
TR_holiReflexs.amxx
bio_gerisayim.amxx
TR_tuslar.amxx
Antireklam.amxx
cs_team_semiclip.amxx
nickengelle.amxx
CSM-Statsv2.amxx 
csd-oto-cevap.amxx 

; CSDuragi  plugins
amx_super_csd.amxx
; Admin Base - Always one has to be activated
;admin.amxx     ; admin base (required for any admin-related)
admin_sql.amxx      ; admin base - SQL version (comment admin.amxx)

; Basic
admincmd.amxx       ; basic admin console commands
;adminhelp.amxx      ; help command for admin console commands
multilingual.amxx   ; Multi-Lingual management

; Menus
menufront.amxx      ; front-end for admin menus
cmdmenu.amxx        ; command menu (speech, settings)
plmenu.amxx     ; players menu (kick, ban, client cmds.)
;telemenu.amxx      ; teleport menu (Fun Module required!)
mapsmenu.amxx       ; maps menu (vote, changelevel)

; Chat / Messages
;antiflood.amxx      ; prevent clients from chat-flooding the server
adminchat.amxx      ; console chat commands
scrollmsg.amxx      ; displays a scrolling message
imessage.amxx       ; displays information messages
adminvote.amxx      ; vote commands

; Map related
;nextmap.amxx        ; displays next map in mapcycle
;mapchooser.amxx     ; allows to vote for next map
;timeleft.amxx       ; displays time left on map

; Configuration
pausecfg.amxx       ; allows to pause and unpause some plugins
statscfg.amxx       ; allows to manage stats plugins via menu and commands

; Counter-Strike
restmenu.amxx       ; restrict weapons menu
;statsx.amxx     ; stats on death or round end (CSX Module required!)

;miscstats.amxx     ; bunch of events announcement for Counter-Strike
;stats_logging.amxx ; weapons stats logging (CSX Module required!)

; Enable to use AMX Mod plugins
;amxmod_compat.amxx ; AMX Mod backwards compatibility layer

;csduragi pluginleri 
amx_gag.amxx ; GAG eklentisi

; Custom - Add 3rd party plugins here
;csd_specbanner.amxx ; Spec Banner Eklentisi
csd_pubbotv2.amxx ; PubBot eklentisi, /slay /slap gibi kısayollar
csd_reklamengel.amxx ; reklam engelleme [kaldırmayınız]
;mermikontrol.amxx ; Mermilerin daha duzgun gitmesini saglar
;iChat_2.3.3.amxx ; yeşil yazı
unbanmenu.amxx
;csd_sayblock.amxx

/// MOD VE BOMBA
BiohazardMOD.amxx
bio_revsorz_holigan_cso.amxx
TR_Respawn.amxx 

//Zombiler
CL_Crazy.amxx
CL_Leaper.amxx
CL_Slum.amxx
Gulliotine.amxx
TR_DualInfnty.amxx 
AV_Kahraman.amxx

//Bio ShoP ve SuppLy Box
AV_BioShop.amxx 
AV_SuPPLy_Box.amxx
AV_Skull5.amxx
AV_SpearGun.amxx
AV_MagnumDril.amxx
AV_At4Cs.amxx
AV_EthereaL.amxx
SP_PaladınAk47.amxx
SP_RailCanon.amxx 
AV_infectionBomb.amxx
AV_Jump_Bomp.amxx
AV_Antidot.amxx 
AV_JetpacK.amxx
AV_HPVER.amxx

//Hudlar
TR_UstSkor.amxx
BİO_HasarVerenTK.amxx 

//AyaRlAR
A_Lazer.amxx
CSD_Parasutv1.amxx
TR_GunSMenu.amxx
CSD_FpsMenu.amxx
TR_DesteKMenu.amxx
TR_MapOylama.amxx
BM_FireGrenade.amxx
BM_FrostGrenaDe.amxx 
BIO_Death.amxx
TR_HeaLtBaR.amxx
TR_SilahModeli.amxx
TR_OlaylaR.amxx 
TR_OtoTakım.amxx
TR_RenkliFener.amxx
TR_SpecBannEr.amxx
TR_hokgraprope.amxx
TR_CTmultijump.amxx
TR_EyecanDy.amxx
;TR_HeZararVermez.amxx
TR_RaDYo.amxx 
TR_ReklamAt.amxx
TR_ReseT.amxx
TR_SpawnMoney.amxx 
TR_Stuck.amxx
;radyo_kapatma.amxx
csd_adminPrefixes_2017.amxx

Bombalarda Sorun Yasıyorum

Gönderilme zamanı: Pzr Nis 23, 2017 2:31 pm
gönderen holigan
https://forums.alliedmods.net/showthread.php?t=137419

Strip weapons olayı var zp modda,
Sizin kullandığınız biohazard mod ama zombilerin bomba alabilmesi için ayar yapılmış.
İnsanlar zombie olunca tüm ekipmanları yere atarsa çözüm olabilir bence,bu eklentide el başı ve insanken zombiye dönüştürüldüğünde silahlar,bombalar,armor vs. yere atılıyor çok iyi bi eklenti bunu çevirebiliyorsanız çevirin.
Olmazsa buna benzer bir eklenti bulun %80 sorun çözülecektir.

Eklenti ismi : -*-Weapon Drop/Strip -*-

Kod: Tümünü seç

/*================================================================================
	
	------------------------------
	-*- [ZP] Weapon Drop/Strip -*-
	------------------------------
	
	This plugin is part of Zombie Plague Mod and is distributed under the
	terms of the GNU General Public License. Check ZP_ReadMe.txt for details.
	
================================================================================*/

#include <amxmodx>
#include <cstrike>
#include <fakemeta>
#include <hamsandwich>
#include <cs_ham_bots_apii>
#include <zp50_coree>

// CS Player CBase Offsets (win32)
const PDATA_SAFE = 2
const OFFSET_ACTIVE_ITEM = 373

// HACK: pev_ field used to store additional ammo on weapons
const PEV_ADDITIONAL_AMMO = pev_iuser1

// Weapon bitsums
const PRIMARY_WEAPONS_BIT_SUM = (1<<CSW_SCOUT)|(1<<CSW_XM1014)|(1<<CSW_MAC10)|(1<<CSW_AUG)|(1<<CSW_UMP45)|(1<<CSW_SG550)|(1<<CSW_GALIL)|(1<<CSW_FAMAS)|(1<<CSW_AWP)|(1<<CSW_MP5NAVY)|(1<<CSW_M249)|(1<<CSW_M3)|(1<<CSW_M4A1)|(1<<CSW_TMP)|(1<<CSW_G3SG1)|(1<<CSW_SG552)|(1<<CSW_AK47)|(1<<CSW_P90)
const SECONDARY_WEAPONS_BIT_SUM = (1<<CSW_P228)|(1<<CSW_ELITE)|(1<<CSW_FIVESEVEN)|(1<<CSW_USP)|(1<<CSW_GLOCK18)|(1<<CSW_DEAGLE)
const GRENADES_WEAPONS_BIT_SUM = (1<<CSW_HEGRENADE)|(1<<CSW_FLASHBANG)|(1<<CSW_SMOKEGRENADE)

// Ammo IDs for weapons
new const AMMOID[] = { -1, 9, -1, 2, 12, 5, 14, 6, 4, 13, 10, 7, 6, 4, 4, 4, 6, 10,
			1, 10, 3, 5, 4, 10, 2, 11, 8, 4, 2, -1, 7 }

// Ammo Type Names for weapons
new const AMMOTYPE[][] = { "", "357sig", "", "762nato", "", "buckshot", "", "45acp", "556nato", "", "9mm", "57mm", "45acp",
			"556nato", "556nato", "556nato", "45acp", "9mm", "338magnum", "9mm", "556natobox", "buckshot",
			"556nato", "9mm", "762nato", "", "50ae", "556nato", "762nato", "", "57mm" }

// Max BP ammo for weapons
new const MAXBPAMMO[] = { -1, 52, -1, 90, 1, 32, 1, 100, 90, 1, 120, 100, 100, 90, 90, 90, 100, 120,
			30, 120, 200, 32, 90, 120, 90, 2, 35, 90, 90, -1, 100 }

#define PRIMARY_ONLY 1
#define SECONDARY_ONLY 2
#define PRIMARY_AND_SECONDARY 3
#define GRENADES_ONLY 4

new cvar_zombie_drop_weapons, cvar_zombie_strip_weapons, cvar_zombie_strip_grenades, cvar_zombie_strip_armor
new cvar_zombie_block_pickup
new cvar_remove_dropped_weapons

public plugin_init()
{
	register_plugin("[ZP] Weapon Drop/Strip", ZP_VERSION_STRING, "ZP Dev Team")
	
	cvar_zombie_drop_weapons = register_cvar("zp_zombie_drop_weapons", "3") // 1-primary only // 2-secondary only // 3-both
	cvar_zombie_strip_weapons = register_cvar("zp_zombie_strip_weapons", "0") // 1-primary only // 2-secondary only // 3-both
	cvar_zombie_strip_grenades = register_cvar("zp_zombie_strip_grenades", "1")
	cvar_zombie_strip_armor = register_cvar("zp_zombie_strip_armor", "1")
	cvar_zombie_block_pickup = register_cvar("zp_zombie_block_pickup", "1")
	cvar_remove_dropped_weapons = register_cvar("zp_remove_dropped_weapons", "0")
	
	register_forward(FM_SetModel, "fw_SetModel")
	RegisterHam(Ham_AddPlayerItem, "player", "fw_AddPlayerItem")
	RegisterHamBots(Ham_AddPlayerItem, "fw_AddPlayerItem")
	RegisterHam(Ham_Touch, "weaponbox", "fw_TouchWeapon")
	RegisterHam(Ham_Touch, "armoury_entity", "fw_TouchWeapon")
	RegisterHam(Ham_Touch, "weapon_shield", "fw_TouchWeapon")
}

public zp_fw_core_infect(id, attacker)
{
	// Drop weapons?
	switch (get_pcvar_num(cvar_zombie_drop_weapons))
	{
		case PRIMARY_ONLY: drop_weapons(id, PRIMARY_ONLY)
		case SECONDARY_ONLY: drop_weapons(id, SECONDARY_ONLY)
		case PRIMARY_AND_SECONDARY:
		{
			drop_weapons(id, PRIMARY_ONLY)
			drop_weapons(id, SECONDARY_ONLY)
		}
	}
	
	// Strip weapons?
	switch (get_pcvar_num(cvar_zombie_strip_weapons))
	{
		case PRIMARY_ONLY: strip_weapons(id, PRIMARY_ONLY)
		case SECONDARY_ONLY: strip_weapons(id, SECONDARY_ONLY)
		case PRIMARY_AND_SECONDARY:
		{
			strip_weapons(id, PRIMARY_ONLY)
			strip_weapons(id, SECONDARY_ONLY)
		}
	}
	
	// Strip grenades?
	if (get_pcvar_num(cvar_zombie_strip_grenades))
		strip_weapons(id, GRENADES_ONLY)
	
	// Strip armor?
	if (get_pcvar_num(cvar_zombie_strip_armor))
		cs_set_user_armor(id, 0, CS_ARMOR_NONE)
}

// Forward Set Model
public fw_SetModel(entity, const model[])
{
	// We don't care
	if (strlen(model) < 8)
		return;
	
	// Remove weapons?
	if (get_pcvar_float(cvar_remove_dropped_weapons) > 0.0)
	{
		// Get entity's classname
		new classname[10]
		pev(entity, pev_classname, classname, charsmax(classname))
		
		// Check if it's a weapon box
		if (equal(classname, "weaponbox"))
		{
			// They get automatically removed when thinking
			set_pev(entity, pev_nextthink, get_gametime() + get_pcvar_float(cvar_remove_dropped_weapons))
			return;
		}
	}
}

// Ham Weapon Touch Forward
public fw_TouchWeapon(weapon, id)
{
	// Block weapon pickup for zombies?
	if (get_pcvar_num(cvar_zombie_block_pickup) && is_user_alive(id) && zp_core_is_zombie(id))
		return HAM_SUPERCEDE;
	
	return HAM_IGNORED;
}

// Ham Weapon Pickup Forward
public fw_AddPlayerItem(id, weapon_ent)
{
	// HACK: Retrieve our custom extra ammo from the weapon
	new extra_ammo = pev(weapon_ent, PEV_ADDITIONAL_AMMO)
	
	// If present
	if (extra_ammo)
	{
		// Get weapon's id
		new weaponid = cs_get_weapon_id(weapon_ent)
		
		// Add to player's bpammo
		ExecuteHamB(Ham_GiveAmmo, id, extra_ammo, AMMOTYPE[weaponid], MAXBPAMMO[weaponid])
		set_pev(weapon_ent, PEV_ADDITIONAL_AMMO, 0)
	}
}

// Drop primary/secondary weapons
stock drop_weapons(id, dropwhat)
{
	// Get user weapons
	new weapons[32], num_weapons, index, index2, weaponid, weaponid2, dropammo = true
	get_user_weapons(id, weapons, num_weapons)
	
	// Loop through them and drop primaries or secondaries
	for (index = 0; index < num_weapons; index++)
	{
		// Prevent re-indexing the array
		weaponid = weapons[index]
		
		if ((dropwhat == PRIMARY_ONLY && ((1<<weaponid) & PRIMARY_WEAPONS_BIT_SUM))
		|| (dropwhat == SECONDARY_ONLY && ((1<<weaponid) & SECONDARY_WEAPONS_BIT_SUM)))
		{
			// Get weapon entity
			new wname[32], weapon_ent
			get_weaponname(weaponid, wname, charsmax(wname))
			weapon_ent = fm_find_ent_by_owner(-1, wname, id)
			
			// Check if another weapon uses same type of ammo first
			for (index2 = 0; index2 < num_weapons; index2++)
			{
				// Prevent re-indexing the array
				weaponid2 = weapons[index2]
				
				// Only check weapons that we are not going to drop
				if ((dropwhat == PRIMARY_ONLY && ((1<<weaponid2) & SECONDARY_WEAPONS_BIT_SUM))
				|| (dropwhat == SECONDARY_ONLY && ((1<<weaponid2) & PRIMARY_WEAPONS_BIT_SUM)))
				{
					if (AMMOID[weaponid2] == AMMOID[weaponid])
						dropammo = false
				}
			}
			
			// Drop weapon's BP Ammo too?
			if (dropammo)
			{
				// Hack: store weapon bpammo on PEV_ADDITIONAL_AMMO
				set_pev(weapon_ent, PEV_ADDITIONAL_AMMO, cs_get_user_bpammo(id, weaponid))
				cs_set_user_bpammo(id, weaponid, 0)
			}
			
			// Player drops the weapon
			engclient_cmd(id, "drop", wname)
		}
	}
}

// Strip primary/secondary/grenades
stock strip_weapons(id, stripwhat)
{
	// Get user weapons
	new weapons[32], num_weapons, index, weaponid
	get_user_weapons(id, weapons, num_weapons)
	
	// Loop through them and drop primaries or secondaries
	for (index = 0; index < num_weapons; index++)
	{
		// Prevent re-indexing the array
		weaponid = weapons[index]
		
		if ((stripwhat == PRIMARY_ONLY && ((1<<weaponid) & PRIMARY_WEAPONS_BIT_SUM))
		|| (stripwhat == SECONDARY_ONLY && ((1<<weaponid) & SECONDARY_WEAPONS_BIT_SUM))
		|| (stripwhat == GRENADES_ONLY && ((1<<weaponid) & GRENADES_WEAPONS_BIT_SUM)))
		{
			// Get weapon name
			new wname[32]
			get_weaponname(weaponid, wname, charsmax(wname))
			
			// Strip weapon and remove bpammo
			ham_strip_weapon(id, wname)
			cs_set_user_bpammo(id, weaponid, 0)
		}
	}
}

stock ham_strip_weapon(index, const weapon[])
{
	// Get weapon id
	new weaponid = get_weaponid(weapon)
	if (!weaponid)
		return false;
	
	// Get weapon entity
	new weapon_ent = fm_find_ent_by_owner(-1, weapon, index)
	if (!weapon_ent)
		return false;
	
	// If it's the current weapon, retire first
	new current_weapon_ent = fm_cs_get_current_weapon_ent(index)
	new current_weapon = pev_valid(current_weapon_ent) ? cs_get_weapon_id(current_weapon_ent) : -1
	if (current_weapon == weaponid)
		ExecuteHamB(Ham_Weapon_RetireWeapon, weapon_ent)
	
	// Remove weapon from player
	if (!ExecuteHamB(Ham_RemovePlayerItem, index, weapon_ent))
		return false;
	
	// Kill weapon entity and fix pev_weapons bitsum
	ExecuteHamB(Ham_Item_Kill, weapon_ent)
	set_pev(index, pev_weapons, pev(index, pev_weapons) & ~(1<<weaponid))
	return true;
}

// Find entity by its owner (from fakemeta_util)
stock fm_find_ent_by_owner(entity, const classname[], owner)
{
	while ((entity = engfunc(EngFunc_FindEntityByString, entity, "classname", classname)) && pev(entity, pev_owner) != owner) { /* keep looping */ }
	return entity;
}

// Get User Current Weapon Entity
stock fm_cs_get_current_weapon_ent(id)
{
	// Prevent server crash if entity's private data not initalized
	if (pev_valid(id) != PDATA_SAFE)
		return -1;
	
	return get_pdata_cbase(id, OFFSET_ACTIVE_ITEM);
}

Bombalarda Sorun Yasıyorum

Gönderilme zamanı: Pzr Nis 23, 2017 3:03 pm
gönderen TunnS[C]
zombıler ıtem alamıyorlar zaten lazer menusu gelıyor dırek hıc bısı alamıyorlar ve ınsanlar attıgı zamanda oyundan dusuyoruz olurmu kı acaba .O zaman bunu cevırcek suan musa abı var ona atıcam cevırebılır ınsallah :D Haber verıcem sıze

@holigan

Bombalarda Sorun Yasıyorum

Gönderilme zamanı: Pzt Nis 24, 2017 1:40 pm
gönderen TunnS[C]
Plugını bıohazarda cevırdık.Kurduk ama degısen bır sey olmadı yne oyundan atıyor.

@holigan
@CSmiLeFaCe
@Fatih ~ EjderYa
@The Professional

Kod: Tümünü seç

/*================================================================================
   
   ------------------------------
   -*- [ZP] Weapon Drop/Strip -*-
   ------------------------------
   
   This plugin is part of Zombie Plague Mod and is distributed under the
   terms of the GNU General Public License. Check ZP_ReadMe.txt for details.
   
================================================================================*/

#include <amxmodx>
#include <cstrike>
#include <fakemeta>
#include <hamsandwich>
#include <biohazard>

#define PLUGIN  "weapon_drop"
#define AUTHOR  "anonim"
#define VERSION "1.0"



// CS Player CBase Offsets (win32)
const PDATA_SAFE = 2
const OFFSET_ACTIVE_ITEM = 373

// HACK: pev_ field used to store additional ammo on weapons
const PEV_ADDITIONAL_AMMO = pev_iuser1

// Weapon bitsums
const PRIMARY_WEAPONS_BIT_SUM = (1<<CSW_SCOUT)|(1<<CSW_XM1014)|(1<<CSW_MAC10)|(1<<CSW_AUG)|(1<<CSW_UMP45)|(1<<CSW_SG550)|(1<<CSW_GALIL)|(1<<CSW_FAMAS)|(1<<CSW_AWP)|(1<<CSW_MP5NAVY)|(1<<CSW_M249)|(1<<CSW_M3)|(1<<CSW_M4A1)|(1<<CSW_TMP)|(1<<CSW_G3SG1)|(1<<CSW_SG552)|(1<<CSW_AK47)|(1<<CSW_P90)
const SECONDARY_WEAPONS_BIT_SUM = (1<<CSW_P228)|(1<<CSW_ELITE)|(1<<CSW_FIVESEVEN)|(1<<CSW_USP)|(1<<CSW_GLOCK18)|(1<<CSW_DEAGLE)
const GRENADES_WEAPONS_BIT_SUM = (1<<CSW_HEGRENADE)|(1<<CSW_FLASHBANG)|(1<<CSW_SMOKEGRENADE)

// Ammo IDs for weapons
new const AMMOID[] = { -1, 9, -1, 2, 12, 5, 14, 6, 4, 13, 10, 7, 6, 4, 4, 4, 6, 10,
         1, 10, 3, 5, 4, 10, 2, 11, 8, 4, 2, -1, 7 }

// Ammo Type Names for weapons
new const AMMOTYPE[][] = { "", "357sig", "", "762nato", "", "buckshot", "", "45acp", "556nato", "", "9mm", "57mm", "45acp",
         "556nato", "556nato", "556nato", "45acp", "9mm", "338magnum", "9mm", "556natobox", "buckshot",
         "556nato", "9mm", "762nato", "", "50ae", "556nato", "762nato", "", "57mm" }

// Max BP ammo for weapons
new const MAXBPAMMO[] = { -1, 52, -1, 90, 1, 32, 1, 100, 90, 1, 120, 100, 100, 90, 90, 90, 100, 120,
         30, 120, 200, 32, 90, 120, 90, 2, 35, 90, 90, -1, 100 }

#define PRIMARY_ONLY 1
#define SECONDARY_ONLY 2
#define PRIMARY_AND_SECONDARY 3
#define GRENADES_ONLY 4


new cvar_zombie_drop_weapons, cvar_zombie_strip_weapons, cvar_zombie_strip_grenades, cvar_zombie_strip_armor
new cvar_zombie_block_pickup
new cvar_remove_dropped_weapons

public plugin_init()
{
   register_plugin(PLUGIN, VERSION, AUTHOR)
   
   cvar_zombie_drop_weapons = register_cvar("zp_zombie_drop_weapons", "3") // 1-primary only // 2-secondary only // 3-both
   cvar_zombie_strip_weapons = register_cvar("zp_zombie_strip_weapons", "0") // 1-primary only // 2-secondary only // 3-both
   cvar_zombie_strip_grenades = register_cvar("zp_zombie_strip_grenades", "1")
   cvar_zombie_strip_armor = register_cvar("zp_zombie_strip_armor", "1")
   cvar_zombie_block_pickup = register_cvar("zp_zombie_block_pickup", "1")
   cvar_remove_dropped_weapons = register_cvar("zp_remove_dropped_weapons", "0")
   
   register_forward(FM_SetModel, "fw_SetModel")
   RegisterHam(Ham_AddPlayerItem, "player", "fw_AddPlayerItem")
   
   RegisterHam(Ham_Touch, "weaponbox", "fw_TouchWeapon")
   RegisterHam(Ham_Touch, "armoury_entity", "fw_TouchWeapon")
   RegisterHam(Ham_Touch, "weapon_shield", "fw_TouchWeapon")
}

public zp_fw_core_infect(id, attacker)
{
   // Drop weapons?
   switch (get_pcvar_num(cvar_zombie_drop_weapons))
   {
      case PRIMARY_ONLY: drop_weapons(id, PRIMARY_ONLY)
      case SECONDARY_ONLY: drop_weapons(id, SECONDARY_ONLY)
      case PRIMARY_AND_SECONDARY:
      {
         drop_weapons(id, PRIMARY_ONLY)
         drop_weapons(id, SECONDARY_ONLY)
      }
   }
   
   // Strip weapons?
   switch (get_pcvar_num(cvar_zombie_strip_weapons))
   {
      case PRIMARY_ONLY: strip_weapons(id, PRIMARY_ONLY)
      case SECONDARY_ONLY: strip_weapons(id, SECONDARY_ONLY)
      case PRIMARY_AND_SECONDARY:
      {
         strip_weapons(id, PRIMARY_ONLY)
         strip_weapons(id, SECONDARY_ONLY)
      }
   }
   
   // Strip grenades?
   if (get_pcvar_num(cvar_zombie_strip_grenades))
      strip_weapons(id, GRENADES_ONLY)
   
   // Strip armor?
   if (get_pcvar_num(cvar_zombie_strip_armor))
      cs_set_user_armor(id, 0, CS_ARMOR_NONE)
}

// Forward Set Model
public fw_SetModel(entity, const model[])
{
   // We don't care
   if (strlen(model) < 8)
      return;
   
   // Remove weapons?
   if (get_pcvar_float(cvar_remove_dropped_weapons) > 0.0)
   {
      // Get entity's classname
      new classname[10]
      pev(entity, pev_classname, classname, charsmax(classname))
      
      // Check if it's a weapon box
      if (equal(classname, "weaponbox"))
      {
         // They get automatically removed when thinking
         set_pev(entity, pev_nextthink, get_gametime() + get_pcvar_float(cvar_remove_dropped_weapons))
         return;
      }
   }
}

// Ham Weapon Touch Forward
public fw_TouchWeapon(weapon, id)
{
   // Block weapon pickup for zombies?
   if (get_pcvar_num(cvar_zombie_block_pickup) && is_user_alive(id) && is_user_zombie(id))
      return HAM_SUPERCEDE;
   
   return HAM_IGNORED;
}

// Ham Weapon Pickup Forward
public fw_AddPlayerItem(id, weapon_ent)
{
   // HACK: Retrieve our custom extra ammo from the weapon
   new extra_ammo = pev(weapon_ent, PEV_ADDITIONAL_AMMO)
   
   // If present
   if (extra_ammo)
   {
      // Get weapon's id
      new weaponid = cs_get_weapon_id(weapon_ent)
      
      // Add to player's bpammo
      ExecuteHamB(Ham_GiveAmmo, id, extra_ammo, AMMOTYPE[weaponid], MAXBPAMMO[weaponid])
      set_pev(weapon_ent, PEV_ADDITIONAL_AMMO, 0)
   }
}

// Drop primary/secondary weapons
stock drop_weapons(id, dropwhat)
{
   // Get user weapons
   new weapons[32], num_weapons, index, index2, weaponid, weaponid2, dropammo = true
   get_user_weapons(id, weapons, num_weapons)
   
   // Loop through them and drop primaries or secondaries
   for (index = 0; index < num_weapons; index++)
   {
      // Prevent re-indexing the array
      weaponid = weapons[index]
      
      if ((dropwhat == PRIMARY_ONLY && ((1<<weaponid) & PRIMARY_WEAPONS_BIT_SUM))
      || (dropwhat == SECONDARY_ONLY && ((1<<weaponid) & SECONDARY_WEAPONS_BIT_SUM)))
      {
         // Get weapon entity
         new wname[32], weapon_ent
         get_weaponname(weaponid, wname, charsmax(wname))
         weapon_ent = fm_find_ent_by_owner(-1, wname, id)
         
         // Check if another weapon uses same type of ammo first
         for (index2 = 0; index2 < num_weapons; index2++)
         {
            // Prevent re-indexing the array
            weaponid2 = weapons[index2]
            
            // Only check weapons that we are not going to drop
            if ((dropwhat == PRIMARY_ONLY && ((1<<weaponid2) & SECONDARY_WEAPONS_BIT_SUM))
            || (dropwhat == SECONDARY_ONLY && ((1<<weaponid2) & PRIMARY_WEAPONS_BIT_SUM)))
            {
               if (AMMOID[weaponid2] == AMMOID[weaponid])
                  dropammo = false
            }
         }
         
         // Drop weapon's BP Ammo too?
         if (dropammo)
         {
            // Hack: store weapon bpammo on PEV_ADDITIONAL_AMMO
            set_pev(weapon_ent, PEV_ADDITIONAL_AMMO, cs_get_user_bpammo(id, weaponid))
            cs_set_user_bpammo(id, weaponid, 0)
         }
         
         // Player drops the weapon
         engclient_cmd(id, "drop", wname)
      }
   }
}

// Strip primary/secondary/grenades
stock strip_weapons(id, stripwhat)
{
   // Get user weapons
   new weapons[32], num_weapons, index, weaponid
   get_user_weapons(id, weapons, num_weapons)
   
   // Loop through them and drop primaries or secondaries
   for (index = 0; index < num_weapons; index++)
   {
      // Prevent re-indexing the array
      weaponid = weapons[index]
      
      if ((stripwhat == PRIMARY_ONLY && ((1<<weaponid) & PRIMARY_WEAPONS_BIT_SUM))
      || (stripwhat == SECONDARY_ONLY && ((1<<weaponid) & SECONDARY_WEAPONS_BIT_SUM))
      || (stripwhat == GRENADES_ONLY && ((1<<weaponid) & GRENADES_WEAPONS_BIT_SUM)))
      {
         // Get weapon name
         new wname[32]
         get_weaponname(weaponid, wname, charsmax(wname))
         
         // Strip weapon and remove bpammo
         ham_strip_weapon(id, wname)
         cs_set_user_bpammo(id, weaponid, 0)
      }
   }
}

stock ham_strip_weapon(index, const weapon[])
{
   // Get weapon id
   new weaponid = get_weaponid(weapon)
   if (!weaponid)
      return false;
   
   // Get weapon entity
   new weapon_ent = fm_find_ent_by_owner(-1, weapon, index)
   if (!weapon_ent)
      return false;
   
   // If it's the current weapon, retire first
   new current_weapon_ent = fm_cs_get_current_weapon_ent(index)
   new current_weapon = pev_valid(current_weapon_ent) ? cs_get_weapon_id(current_weapon_ent) : -1
   if (current_weapon == weaponid)
      ExecuteHamB(Ham_Weapon_RetireWeapon, weapon_ent)
   
   // Remove weapon from player
   if (!ExecuteHamB(Ham_RemovePlayerItem, index, weapon_ent))
      return false;
   
   // Kill weapon entity and fix pev_weapons bitsum
   ExecuteHamB(Ham_Item_Kill, weapon_ent)
   set_pev(index, pev_weapons, pev(index, pev_weapons) & ~(1<<weaponid))
   return true;
}

// Find entity by its owner (from fakemeta_util)
stock fm_find_ent_by_owner(entity, const classname[], owner)
{
   while ((entity = engfunc(EngFunc_FindEntityByString, entity, "classname", classname)) && pev(entity, pev_owner) != owner) { /* keep looping */ }
   return entity;
}

// Get User Current Weapon Entity
stock fm_cs_get_current_weapon_ent(id)
{
   // Prevent server crash if entity's private data not initalized
   if (pev_valid(id) != PDATA_SAFE)
      return -1;
   
   return get_pdata_cbase(id, OFFSET_ACTIVE_ITEM);
}

Bombalarda Sorun Yasıyorum

Gönderilme zamanı: Pzt Nis 24, 2017 1:43 pm
gönderen holigan
Bombalar ve mod hariç diğer tüm eklentileri kapatıp deneyin eğer başarılı olursanız eklentilerinizi tek tek test edin.

Bombalarda Sorun Yasıyorum

Gönderilme zamanı: Pzt Nis 24, 2017 1:45 pm
gönderen TunnS[C]
Dedıgınızı uygulamadan once bısı dıcem dunde soylemıstım.Bızım mod da zombıler bomba alabılmesı tanıtılmıs yanı onlar normal bomba alabılıyorlar tabı ben menu gelmesını engelledım ama gelse dondurucu alev felan alabılırler acaba ondan olabılırmı cunkı dusundugum zaman onu eklendıgı zaman ıle aynılar

Bombalarda Sorun Yasıyorum

Gönderilme zamanı: Pzt Nis 24, 2017 2:13 pm
gönderen holigan
Alamadıktan sonra pek problem olabileceğini sanmıyorum.
Sen test et

Bombalarda Sorun Yasıyorum

Gönderilme zamanı: Pzt Nis 24, 2017 2:19 pm
gönderen TunnS[C]
Tamamdır.Ilk once modu kapatmakla basladım.Modu kapattım baska mod yukledım haber vercem yıne

Bombalarda Sorun Yasıyorum

Gönderilme zamanı: Sal Nis 25, 2017 8:35 pm
gönderen TunnS[C]
++GUNCEL

Modu ve bomba ıle ılgılı ne varsa kapattım.Baska mod kuruluydu he zarar vermez + radyo kapatma plugınlerı hepsını kapattım yıne atıyor.Son yukledıklerımın hepsını kapattım nerdeyse