busco plugins modelos de armas
#1
busco plugins modelos de armas , la idea es que solo sea para los admines

si quiero dar un skins a un player de una m4 yo pueda poner su nombre y nombre de modelos


un ejemplo armascfg.ini

//agregar nombre o ID

"jose" "m4.dl" "m4_1.dl" jose
"STEAM_0:0:8217372" "m4.dl" "m4_2.dl" TOMY


Y HACI ME ENTIENDEN ?

ALGUIEN TIENE PLUGIN QUE ME LO PASE PORFAVOR
Responder
#2
(26/07/2019, 10:04 PM)potato02 escribió: busco plugins modelos de armas , la idea es que solo sea para los admines

si quiero dar un skins a un player de una m4 yo pueda poner su nombre y nombre de modelos


un ejemplo armascfg.ini

//agregar nombre o ID

"jose" "m4.dl" "m4_1.dl" jose
"STEAM_0:0:8217372" "m4.dl" "m4_2.dl" TOMY


Y HACI ME ENTIENDEN ?

ALGUIEN TIENE PLUGIN QUE ME LO PASE PORFAVOR

Creo que esto te servira, es para dar arma a cualquier persona que este dentro del servidor alli sale todos los tipos de armas.!

Debes poner en console amx_weaponmenu

Código PHP:
/* AMX Mod script.
*
* Weapon Menu
*  by Mattcook & xeroblood
*
* Description: Gives clients weapons via a menu.
*
* Command:
* amx_weaponmenu
*  or
* weaponmenu
*
* Example:
* bind "f" "amx_weaponmenu"
*
* Info: Weapon Menu is a re-make of my plugin Admin Weapon which gives players in the server weapons for free.
* With Weapon Menu you can give any gun to any player in the server via a menu instead of the console commands.
*
* Credit:
* xeroblood (Thank You soo much for all the help you have given me with the menu, and the plugin in general)
* F1del1ty (Thanks for the great idea of this plugin)
*
*/

#include <amxmodx>
#include <amxmisc>

// This is ONLY Required to Compile for AMX Mod X v1.0
// Comment or Remove to compile for AMX 0.9.9
#include <fun>


// Max Values for Building Menus
#define MAX_PLAYERS     32
#define MAX_WEAPONS     24
#define MAX_AMMO        11
#define MAX_ITEMS        8
#define MAX_DISPLAY      8

// Menu Type Indexes
#define MT_PISTOL        0
#define MT_SHOTGUN       1
#define MT_SMG           2
#define MT_RIFLE         3
#define MT_MACHINE       4
#define MT_PAMMO         5
#define MT_SAMMO         6
#define MT_EQUIP         7
#define MT_EXTRA         8

// Array Index Offsets for Pin-pointing correct weapon
#define OFFSET_SHOTGUN   6
#define OFFSET_SMG       8
#define OFFSET_RIFLE    13
#define OFFSET_MACHINE  23

// Max Menu Options for Each Menu
// (Machine Gun Menu is Only 1 Option, so no array needed for it)
#define MO_MAX_MAIN      9
#define MO_MAX_PISTOL    6
#define MO_MAX_SHOTGUN   2
#define MO_MAX_SMG       5
#define MO_MAX_RIFLE    10
#define MO_MAX_EQUIP     8
#define MO_MAX_EXTRA    14


// Main Menu Text
new g_szMainMenuTxt[MO_MAX_MAIN][] = {
"Pistols",
"Shotguns",
"SMGs",
"Rifles",
"Machine Guns",
"Primary Ammo",
"Secondary Ammo",
"Equipment",
"Extras Menu"
}

// Pistols Menu Text
new g_szPistolMenuTxt[MO_MAX_PISTOL][] = {
"USP",
"Glock",
"Deagle",
"228 Compact",
"Dual Elites",
"Five-Seven"
}

//Shotguns Section
new g_szShotgunMenuTxt[MO_MAX_SHOTGUN][] = {
"Pump Shotgun",
"Auto Shotgun"
}

//SMG Section
new g_szSmgMenuTxt[MO_MAX_SMG][] = {
"MP5",
"TMP",
"C90",
"Mac10",
"UMP"
}

//Rifles Section
new g_szRifleMenuTxt[MO_MAX_RIFLE][] = {
"Clarion",
"Krieg SG552",
"AK47",
"M4A1",
"Bullpup",
"Scout",
"AWP",
"CT AutoSniper",
"T AutoSniper",
"Galil"
}

//Machine Guns Section
new g_szMachineMenuTxt[] = "M249 (Para)"

//Equipment Section
new g_szEquipMenuTxt[MO_MAX_EQUIP][] = {
"Kevlar",
"Kevlar + Helmet",
"Flashbang Grenade",
"HE Grenade",
"Smoke Grenade",
"Defusal Kit",
"Nighvision Goggles",
"Shield"
}

//Extras Section
new g_szExtraMenuTxt[MO_MAX_EXTRA][] = {
"All Weapons",
"M3 Set",
"MP5 Navy Set",
"Clarion Set",
"Galil Set",
"M4A1 Set",
"AK47 Set",
"Krieg SG552 Set",
"Bullpup Set",
"M249 Set",
"Scout Set",
"AutoSniper Set",
"AWP Set",
"Nades Set"
}

// Names of Weapons for give_item() native
new g_szWeaponList[MAX_WEAPONS][] = {
  
"weapon_usp""weapon_glock18""weapon_deagle""weapon_p228""weapon_elite",
  
"weapon_fiveseven""weapon_m3""weapon_xm1014""weapon_mp5navy""weapon_tmp",
  
"weapon_p90""weapon_mac10""weapon_ump45""weapon_famas""weapon_sg552",
  
"weapon_ak47""weapon_m4a1""weapon_aug""weapon_scout""weapon_awp",
  
"weapon_g3sg1""weapon_sg550""weapon_galil""weapon_m249"
}

// Names of Equipment Items for give_item() native
new g_szItemsList[MAX_ITEMS][] = {
  
"item_kevlar""item_assaultsuit""weapon_flashbang""weapon_hegrenade",
  
"weapon_smokegrenade""item_thighpack""item_nvgs""weapon_shield"
}

// Names of Ammo Packs for give_item() native
new g_szAmmoList[MAX_AMMO][] = {
  
"ammo_45acp""ammo_9mm""ammo_50ae""ammo_357sig",
  
"ammo_57mm""ammo_buckshot""ammo_556nato""ammo_762nato",
  
"ammo_338magnum""ammo_308""ammo_556natobox"
}

new 
g_nWeaponData[MAX_WEAPONS][2] = {
  { 
0}, { 1}, { 2}, { 3}, { 1},
  { 
4}, { 5}, { 5}, { 1}, { 1},
  { 
4}, { 0}, { 0}, { 6}, { 6},
  { 
7}, { 6}, { 6}, { 7}, { 8},
  { 
7}, { 6}, { 9}, { 10}
}

// Tracks what page in menu you're on in Multi-Page Menus (Like Rifles and Players Menu)
// Multiple players may open menu at same time, so we keep an array of MAX_PLAYERS (32)
// to track each individual's menu page.
// Player IDs range from 1-32 but our Array ranges from 0-31 so we minus 1 from PlayerID
// when we use this array.  Example: g_nMenuPosition[ id - 1 ]
new g_nMenuPosition[MAX_PLAYERS]

// We use this to track what menu the user is actually in so we can determine which menu
// to display next.  Different Menu types are: Main, Pistols, Shotguns, SMGs, Rifles, etc..
new g_nMenuType[MAX_PLAYERS]

// Tracks which option in the menu was chosen
new g_nMenuOption[MAX_PLAYERS]


// The following are used for the Players Menu to Track Player Chosen
new g_nMenuPlayers[MAX_PLAYERS][MAX_PLAYERS]
new 
g_nMenuPlayersNum[MAX_PLAYERS]


public 
plugin_init()
{
    
register_plugin"Weapon Menu""1.0""Mattcook & xeroblood" )

    
register_clcmd"amx_weaponmenu""ShowWeaponMenu"ADMIN_MENU"Shows The Weapon Menu" )
    
register_clcmd"weaponmenu""ShowWeaponMenu"ADMIN_MENU"Shows The Weapon Menu" )

    
register_cvar"sv_weaponmenu_smoke""1" // Give Smoke Nades?  (1 = Yes, 0 = No)
    
register_cvar"sv_weaponmenu_state""1" // Weapon Menu Return State
                                                // 0 = Exit Menu After Give-Item
                                                // 1 = Return to Players Menu
                                                // 2 = Return to Weapons Menu

    
register_menucmdregister_menuid("Weapons Menu:"),      1023"MainMenuCmd" )
    
register_menucmdregister_menuid("Pistols Menu:"),      1023"RegularMenuCmd" )
    
register_menucmdregister_menuid("Shotguns Menu:"),     1023"RegularMenuCmd" )
    
register_menucmdregister_menuid("SMGs Menu:"),         1023"RegularMenuCmd" )
    
register_menucmdregister_menuid("Rifles Menu:"),       1023"RifleMenuCmd" )
    
register_menucmdregister_menuid("Machine Guns Menu:"), 1023"RegularMenuCmd" )
    
register_menucmdregister_menuid("Equipment Menu:"),    1023"RegularMenuCmd" )
    
register_menucmdregister_menuid("Extras Menu:"),       1023"ExtraMenuCmd" )
    
register_menucmdregister_menuid("Players Menu:"),      1023"PlayerMenuCmd" )

    return 
PLUGIN_CONTINUE
}

public 
ShowWeaponMenuidlvlcid )
{
    if( 
cmd_accessidlvlcid) )
    {
        
g_nMenuPosition[id-1] = 0
        ShowMainMenu
id )
    }
    return 
PLUGIN_HANDLED
}

///////////////////////////////////////////////////////////////////////////////////////////
//
//      Menu Handling Code Below
//
///////////////////////////////////////////////////////////////////////////////////////////

///////////////////////////////////////////////////////////////////////////////////////////
// Handles Menu Menu
public MainMenuCmdidkey )
{
    
// Track which Menu Type was chosen
    
g_nMenuType[id-1] = key

    
switch( key )
    {
        case 
0ShowPistolMenuid )
        case 
1ShowShotgunMenuid )
        case 
2ShowSmgMenuid )
        case 
3ShowRifleMenuidg_nMenuPosition[id-1] = )
        case 
4ShowMachineMenuid )
        case 
5ShowPlayerMenuidg_nMenuPosition[id-1] = )
        case 
6ShowPlayerMenuidg_nMenuPosition[id-1] = )
        case 
7ShowEquipMenuid )
        case 
8ShowExtraMenuidg_nMenuPosition[id-1] = )
        default: { 
/* Do Nothing Here (Exit Option) */ }
    }
    return 
PLUGIN_HANDLED
}
//
///////////////////////////////////////////////////////////////////////////////////////////

///////////////////////////////////////////////////////////////////////////////////////////
// Handles all Weapon Menus Except Multi-Page ones like Rifles Menu
public RegularMenuCmdidkey )
{
    
// Track which Option was chosen
    
g_nMenuOption[id-1] = key

    
switch( key )
    {
        case 
9:
        {
            
// User Chose to go Back to Previous Menu
            
ShowMainMenuid )
        }
        default: 
ShowPlayerMenuidg_nMenuPosition[id-1] = )
    }
    return 
PLUGIN_HANDLED
}
//
///////////////////////////////////////////////////////////////////////////////////////////

///////////////////////////////////////////////////////////////////////////////////////////
// Handles Multi-Page Rifles Menu
public RifleMenuCmdidkey )
{
    
// Track which Option was chosen
    
g_nMenuOption[id-1] = g_nMenuPosition[id-1] * MAX_DISPLAY key

    
switch( key )
    {
        case 
8:
        {
            
// User Selected "More..." Option
            
ShowRifleMenuid, ++g_nMenuPosition[id-1] )
        }
        case 
9:
        {
            
// User Chose to go Back to Previous Menu
            
if( g_nMenuPosition[id-1] )
            {
                
ShowRifleMenuid, --g_nMenuPosition[id-1] )
            }else
            {
                
ShowMainMenuid )
            }
        }
        default: 
ShowPlayerMenuidg_nMenuPosition[id-1] = )
    }
    return 
PLUGIN_HANDLED
}
//
///////////////////////////////////////////////////////////////////////////////////////////

///////////////////////////////////////////////////////////////////////////////////////////
// Handles Multi-Page Players Menu
public PlayerMenuCmdidkey )
{
    switch( 
key )
    {
        case 
8:
        {
            
// User Selected "More..." Option
            
ShowPlayerMenuid, ++g_nMenuPosition[id-1] )
        }
        case 
9:
        {
            
// User Chose to go Back to Previous Menu
            
if( g_nMenuPosition[id-1] )
            {
                
ShowPlayerMenuid, --g_nMenuPosition[id-1] )
            }else
            {
                
ShowMainMenuid )
            }
        }
        default:
        {
            
// Find which Player was chosen
            
new nPlayerID g_nMenuPlayers[id-1][g_nMenuPosition[id-1] * MAX_DISPLAY key]

            
// Give Player Selected Item
            
GiveMenuItemidnPlayerID )

            
// Check which Menu to Re-Open (if any)
            
switch( clamp(get_cvar_num("sv_weaponmenu_state"), 02) )
            {
                case 
1ShowPlayerMenuidg_nMenuPosition[id-1] ) // Players Menu (At Last Position)
                
case 2ShowMainMenuid // Weapons Menu
            
}
        }
    }
    return 
PLUGIN_HANDLED
}
//
///////////////////////////////////////////////////////////////////////////////////////////

///////////////////////////////////////////////////////////////////////////////////////////
// Handles Multi-Page Extras Menu
public ExtraMenuCmdidkey )
{
    
// Track which Option was chosen
    
g_nMenuOption[id-1] = g_nMenuPosition[id-1] * MAX_DISPLAY key

    
switch( key )
    {
        case 
8:
        {
            
// User Selected "More..." Option
            
ShowExtraMenuid, ++g_nMenuPosition[id-1] )
        }
        case 
9:
        {
            
// User Chose to go Back to Previous Menu
            
if( g_nMenuPosition[id-1] )
            {
                
ShowExtraMenuid, --g_nMenuPosition[id-1] )
            }else
            {
                
ShowMainMenuid )
            }
        }
        default: 
ShowPlayerMenuidg_nMenuPosition[id-1] = )
    }
    return 
PLUGIN_HANDLED
}
//
///////////////////////////////////////////////////////////////////////////////////////////


///////////////////////////////////////////////////////////////////////////////////////////
//
//      Menu Building Code Below
//
///////////////////////////////////////////////////////////////////////////////////////////


///////////////////////////////////////////////////////////////////////////////////////////
// Build Main Menu Section
public ShowMainMenuid )
{
    new 
inLennKeys = (1<<9)
    new 
szMenuBody[256]

    
nLen formatszMenuBody255"\yWeapons Menu:\w^n" )
    for( 
0MO_MAX_MAINi++ )
    {
        
nKeys |= (1<<i)
        
nLen += formatszMenuBody[nLen], (255-nLen), "%d. %s^n", (i+1), g_szMainMenuTxt[i] )
    }
    
formatszMenuBody[nLen], (255-nLen), "^n0. Exit" )

    
show_menuidnKeysszMenuBody, -)
    return
}
//
///////////////////////////////////////////////////////////////////////////////////////////

///////////////////////////////////////////////////////////////////////////////////////////
// Build Pistol Menu Section
public ShowPistolMenuid )
{
    new 
inLennKeys = (1<<9)
    new 
szMenuBody[256]

    
nLen formatszMenuBody255"\yPistols Menu:\w^n" )
    for( 
0MO_MAX_PISTOLi++ )
    {
        
nKeys |= (1<<i)
        
nLen += formatszMenuBody[nLen], (255-nLen), "%d. %s^n", (i+1), g_szPistolMenuTxt[i] )
    }
    
formatszMenuBody[nLen], (255-nLen), "^n0. Back" )

    
show_menuidnKeysszMenuBody, -)
    return
}
//
///////////////////////////////////////////////////////////////////////////////////////////

///////////////////////////////////////////////////////////////////////////////////////////
// Build Shotgun Menu Section
public ShowShotgunMenuid )
{
    new 
inLennKeys = (1<<9)
    new 
szMenuBody[256]

    
nLen formatszMenuBody255"\yShotguns Menu:\w^n" )
    for( 
0MO_MAX_SHOTGUNi++ )
    {
        
nKeys |= (1<<i)
        
nLen += formatszMenuBody[nLen], (255-nLen), "%d. %s^n", (i+1), g_szShotgunMenuTxt[i] )
    }
    
formatszMenuBody[nLen], (255-nLen), "^n0. Back" )

    
show_menuidnKeysszMenuBody, -)
    return
}
//
///////////////////////////////////////////////////////////////////////////////////////////

///////////////////////////////////////////////////////////////////////////////////////////
// Build SMG Menu Section
public ShowSmgMenuid )
{
    new 
inLennKeys = (1<<9)
    new 
szMenuBody[2256]

    
nLen formatszMenuBody255"\ySMGs Menu:\w^n" )
    for( 
0MO_MAX_SMGi++ )
    {
        
nKeys |= (1<<i)
        
nLen += formatszMenuBody[nLen], (255-nLen), "%d. %s^n", (i+1), g_szSmgMenuTxt[i] )
    }
    
formatszMenuBody[nLen], (255-nLen), "^n0. Back" )

    
show_menuidnKeysszMenuBody, -)
    return
}
//
///////////////////////////////////////////////////////////////////////////////////////////

///////////////////////////////////////////////////////////////////////////////////////////
// Build Rifle Menu Section
public ShowRifleMenuidpos )
{
    if( 
pos ) return

    new 
i0nStartnEndnLennKeys = (1<<9)
    new 
szMenuBody[512]

    
nStart pos MAX_DISPLAY

    
if( nStart >= MO_MAX_RIFLE )
        
nStart pos g_nMenuPosition[id-1] = 0

    nLen 
formatszMenuBody511"\yRifles Menu:\R%d/2^n\w^n"pos )

    
nEnd nStart MAX_DISPLAY
    
if( nEnd MO_MAX_RIFLE nEnd MO_MAX_RIFLE

    
for( nStartnEndi++ )
    {
        
nKeys |= (1<<j++)
        
nLen += formatszMenuBody[nLen], (511-nLen), "%d. %s^n"jg_szRifleMenuTxt[i] )
    }

    if( 
nEnd != MO_MAX_RIFLE )
    {
        
formatszMenuBody[nLen], (511-nLen), "^n9. More...^n0. Back" )
        
nKeys |= (1<<8)
    }
    else 
formatszMenuBody[nLen], (511-nLen), "^n0. Back" )

    
show_menuidnKeysszMenuBody, -)
    return
}
//
///////////////////////////////////////////////////////////////////////////////////////////

///////////////////////////////////////////////////////////////////////////////////////////
// Build Machine Gun Menu Section
public ShowMachineMenuid )
{
    new 
nLennKeys = (1<<0|1<<9)
    new 
szMenuBody[256]

    
nLen formatszMenuBody255"\yMachine Guns Menu:\w^n" )
    
nLen += formatszMenuBody[nLen], (255-nLen), "%d. %s^n"1g_szMachineMenuTxt )
    
formatszMenuBody[nLen], (255-nLen), "^n0. Back" )

    
show_menuidnKeysszMenuBody, -)
    return
}
//
///////////////////////////////////////////////////////////////////////////////////////////

///////////////////////////////////////////////////////////////////////////////////////////
// Build Equipment Menu Section
public ShowEquipMenuid )
{
    new 
inLennKeys = (1<<9)
    new 
szMenuBody[256]

    
nLen formatszMenuBody255"\yEquipment Menu:\w^n" )
    for( 
0MO_MAX_EQUIPi++ )
    {
        
nKeys |= (1<<i)
        
nLen += formatszMenuBody[nLen], (255-nLen), "%d. %s^n", (i+1), g_szEquipMenuTxt[i] )
    }
    
formatszMenuBody[nLen], (255-nLen), "^n0. Back" )

    
show_menuidnKeysszMenuBody, -)
    return
}
//
///////////////////////////////////////////////////////////////////////////////////////////

///////////////////////////////////////////////////////////////////////////////////////////
// Build Extras Menu Section
/*
public ShowExtraMenu( id )
{
    new i, nLen, nKeys = (1<<9)
    new szMenuBody[256]

    nLen = format( szMenuBody, 255, "\yExtras Menu:\w^n" )
    for( i = 0; i < MO_MAX_EXTRA; i++ )
    {
        nKeys |= (1<<i)
        nLen += format( szMenuBody[nLen], (255-nLen), "%d. %s^n", (i+1), g_szExtraMenuTxt[i] )
    }
    format( szMenuBody[nLen], (255-nLen), "^n0. Back" )

    show_menu( id, nKeys, szMenuBody, -1 )
    return
}*/

public ShowExtraMenuidpos )
{
    if( 
pos ) return

    new 
i0nStartnEndnLennKeys = (1<<9)
    new 
szMenuBody[512]

    
nStart pos MAX_DISPLAY

    
if( nStart >= MO_MAX_EXTRA )
        
nStart pos g_nMenuPosition[id-1] = 0

    nLen 
formatszMenuBody511"\yExtras Menu:\R%d/2^n\w^n"pos )

    
nEnd nStart MAX_DISPLAY
    
if( nEnd MO_MAX_EXTRA nEnd MO_MAX_EXTRA

    
for( nStartnEndi++ )
    {
        
nKeys |= (1<<j++)
        
nLen += formatszMenuBody[nLen], (511-nLen), "%d. %s^n"jg_szExtraMenuTxt[i] )
    }

    if( 
nEnd != MO_MAX_EXTRA )
    {
        
formatszMenuBody[nLen], (511-nLen), "^n9. More...^n0. Back" )
        
nKeys |= (1<<8)
    }
    else 
formatszMenuBody[nLen], (511-nLen), "^n0. Back" )

    
show_menuidnKeysszMenuBody, -)
    return
}

//
///////////////////////////////////////////////////////////////////////////////////////////

///////////////////////////////////////////////////////////////////////////////////////////
// Build Player Menu Section
public ShowPlayerMenuidpos )
{
    if( 
pos ) return

    
get_playersg_nMenuPlayers[id-1], g_nMenuPlayersNum[id-1] )

    new 
i0idx
    
new szUserName[32], szMenuBody[512]
    new 
nStart pos MAX_DISPLAY

    
if( nStart >= g_nMenuPlayersNum[id-1] )
        
nStart pos g_nMenuPosition[id-1] = 0

    
new nLen formatszMenuBody511"\yPlayers Menu:\R%d/%d^n\w^n", (pos+1), (g_nMenuPlayersNum[id-1] / MAX_DISPLAY + ((g_nMenuPlayersNum[id-1] % MAX_DISPLAY) ? )) )
    new 
nEnd nStart MAX_DISPLAY
    
new nKeys = (1<<9)

    if( 
nEnd g_nMenuPlayersNum[id-1] )
        
nEnd g_nMenuPlayersNum[id-1]

    for( 
nStartnEndi++ )
    {
        
idx g_nMenuPlayers[id-1][i]
        
get_user_nameidxszUserName31 )

        
nKeys |= (1<<j++)
        
nLen += formatszMenuBody[nLen], (511-nLen), "%d. %s^n"jszUserName )
    }

    if( 
nEnd != g_nMenuPlayersNum[id-1] )
    {
        
nKeys |= (1<<8)
        
formatszMenuBody[nLen], (511-nLen), "^n9. More...^n0. Back" )
    }
    else 
formatszMenuBody[nLen], (511-nLen), "^n0. Back" )

    
show_menuidnKeysszMenuBody )
    return
}
//
///////////////////////////////////////////////////////////////////////////////////////////


///////////////////////////////////////////////////////////////////////////////////////////
//
//      Weapon Giving Code Below
//
///////////////////////////////////////////////////////////////////////////////////////////


///////////////////////////////////////////////////////////////////////////////////////////
//  Following Functions Actually Give The Items
//
stock GiveMenuItemidp_nPlayerID )
{
    new 
szUserName[32]
    
get_user_namep_nPlayerIDszUserName31 )

    switch( 
g_nMenuType[id-1] )
    {
        case 
MT_PISTOL:  GivePlayerWeaponp_nPlayerIDg_nMenuOption[id-1] )
        case 
MT_SHOTGUNGivePlayerWeaponp_nPlayerID, (OFFSET_SHOTGUN g_nMenuOption[id-1]) )
        case 
MT_SMG:     GivePlayerWeaponp_nPlayerID, (OFFSET_SMG g_nMenuOption[id-1]) )
        case 
MT_RIFLE:   GivePlayerWeaponp_nPlayerID, (OFFSET_RIFLE g_nMenuOption[id-1]) )
        case 
MT_MACHINEGivePlayerWeaponp_nPlayerID, (OFFSET_MACHINE g_nMenuOption[id-1]) )
        case 
MT_PAMMO:   GivePrimaryAmmop_nPlayerID )
        case 
MT_SAMMO:   GiveSecondaryAmmop_nPlayerID )
        case 
MT_EQUIP:   GivePlayerItemp_nPlayerIDg_nMenuOption[id-1] )
        case 
MT_EXTRA:   GivePlayerExtrap_nPlayerIDg_nMenuOption[id-1] )
    }
    return
}


stock GivePlayerWeaponidnWeaponIdx )
{
    if( !
is_user_alive(id) || (nWeaponIdx 0) || (nWeaponIdx >= MAX_WEAPONS) )
        return 
// Invalid User or Weapon

    
give_itemidg_szWeaponList[nWeaponIdx] )
    for( new 
0g_nWeaponData[nWeaponIdx][1]; i++ )
        
give_itemidg_szAmmoList[g_nWeaponData[nWeaponIdx][0]] )

    return
}

stock GivePlayerExtraidnExtraIdx )
{
    if( !
is_user_alive(id) || (nExtraIdx 0) || (nExtraIdx >= MO_MAX_EXTRA) )
        return

    new 
ij
    
switch( nExtraIdx )
    {
        case 
0:   // Give Player All Weapons (+Ammo)
        
{
            for( 
0MAX_WEAPONSi++ )
            {
                
give_itemidg_szWeaponList[i] )
                for( 
0g_nWeaponData[i][1]; j++ )
                    
give_itemidg_szAmmoList[g_nWeaponData[i][0]] )
            }
        }
        case 
1:   // Give Player M3 Set
        
{
            
GivePlayerWeaponid)   // [6] = M3
            
GivePlayerWeaponid)   // [2] = Deagle
            
for( 16i++ )
                
GivePlayerItemid// Kevlar, Flash/HE/Smoke Grenade, Defuse Kit
        
}
        case 
2:   // Give Player MP5 Navy Set
        
{
            
GivePlayerWeaponid)   // [8] = MP5 Navy
            
GivePlayerWeaponid)   // [2] = Deagle
            
for( 16i++ )
                
GivePlayerItemid// Kevlar, Flash/HE/Smoke Grenade, Defuse Kit
        
}
        case 
3:   // Give Player Clarion Set
        
{
            
GivePlayerWeaponid13 )  // [13] = Clarion (Famas)
            
GivePlayerWeaponid)   // [2]  = Deagle
            
for( 16i++ )
                
GivePlayerItemid// Kevlar, Flash/HE/Smoke Grenade, Defuse Kit
        
}
        case 
4:   // Give Player Galil Set
        
{
            
GivePlayerWeaponid22 )  // [22] = Galil
            
GivePlayerWeaponid)   // [2]  = Deagle
            
for( 16i++ )
                
GivePlayerItemid// Kevlar, Flash/HE/Smoke Grenade, Defuse Kit
        
}
        case 
5:   // Give Player M4A1 Set
        
{
            
GivePlayerWeaponid16 )  // [16] = M4A1
            
GivePlayerWeaponid)   // [2]  = Deagle
            
for( 16i++ )
                
GivePlayerItemid// Kevlar, Flash/HE/Smoke Grenade, Defuse Kit
        
}
        case 
6:   // Give Player AK47 Set
        
{
            
GivePlayerWeaponid15 )  // [15] = AK47
            
GivePlayerWeaponid)   // [2]  = Deagle
            
for( 16i++ )
                
GivePlayerItemid// Kevlar, Flash/HE/Smoke Grenade, Defuse Kit
        
}
        case 
7:   // Give Player Krieg SG552 Set
        
{
            
GivePlayerWeaponid14 )  // [14] = Krieg SG552
            
GivePlayerWeaponid)   // [2]  = Deagle
            
for( 16i++ )
                
GivePlayerItemid// Kevlar, Flash/HE/Smoke Grenade, Defuse Kit
        
}
        case 
8:   // Give Player Bullpup Set
        
{
            
GivePlayerWeaponid17 )  // [17] = Bullpup
            
GivePlayerWeaponid)   // [2]  = Deagle
            
for( 16i++ )
                
GivePlayerItemid// Kevlar, Flash/HE/Smoke Grenade, Defuse Kit
        
}
        case 
9:   // Give Player M249 Set
        
{
            
GivePlayerWeaponid23 )  // [23] = M249
            
GivePlayerWeaponid)   // [2]  = Deagle
            
for( 16i++ )
                
GivePlayerItemid// Kevlar, Flash/HE/Smoke Grenade, Defuse Kit
        
}
        case 
10:   // Give Player Scout Set
        
{
            
GivePlayerWeaponid16 )  // [18] = Scout
            
GivePlayerWeaponid)   // [2]  = Deagle
            
for( 16i++ )
                
GivePlayerItemid// Kevlar, Flash/HE/Smoke Grenade, Defuse Kit
        
}
        case 
11:   // Give Player AutoSniper Set
        
{
            
GivePlayerWeaponid20 )    // [20] = CT AutoSniper (G3SG1)
            //GivePlayerWeapon( id, 21 )  // [21] = T AutoSniper (SG550)
            
GivePlayerWeaponid)     // [2]  = Deagle
            
for( 16i++ )
                
GivePlayerItemid// Kevlar, Flash/HE/Smoke Grenade, Defuse Kit
        
}
        case 
12:   // Give Player AWP Set
        
{
            
GivePlayerWeaponid19 )  // [19] = AWP
            
GivePlayerWeaponid)   // [2]  = Deagle
            
for( 16i++ )
                
GivePlayerItemid// Kevlar, Flash/HE/Smoke Grenade, Defuse Kit
        
}
        case 
13:   // Give Player Nades Set
        
{
            for( 
25i++ )
                
GivePlayerItemid// Flash/HE/Smoke Grenades
        
}
    }
    return
}

stock GivePlayerItemidnItemIdx )
{
    if( !
is_user_alive(id) || (nItemIdx 0) || (nItemIdx >= MAX_ITEMS) )
        return 
// Invalid User or Item

    
if( (nItemIdx == 4) && (get_cvar_num("sv_weaponmenu_smoke") < 1) )
        return 
// Smoke Nades Restricted

    
if( nItemIdx == // If item is Flashbang, give it twice
        
give_itemidg_szItemsList[nItemIdx] )
    
give_itemidg_szItemsList[nItemIdx] )

    return
}

stock GivePrimaryAmmoid )
{
    new 
nWeapons[32], nNumijk
    
new szWeaponName[32]

    
// Only give Primary Ammo for Guns Carried
    
get_user_weaponsidnWeaponsnNum )
    for( 
0nNumi++ )
    {
        
get_weaponnamenWeapons[i], szWeaponName31 )
        for( 
OFFSET_SHOTGUNMAX_WEAPONSj++ )
        {
            if( 
equaliszWeaponNameg_szWeaponList[j] ) )
            {
                for( 
0g_nWeaponData[j][1]; k++ )
                    
give_itemidg_szAmmoList[g_nWeaponData[j][0]] )
            }
        }
    }
    return
}

stock GiveSecondaryAmmoid )
{
    new 
nWeapons[32], nNumijk
    
new szWeaponName[32]

    
// Only give Secondary Ammo for Pistols Carried
    
get_user_weaponsidnWeaponsnNum )
    for( 
0nNumi++ )
    {
        
get_weaponnamenWeapons[i], szWeaponName31 )
        for( 
0OFFSET_SHOTGUNj++ )
        {
            if( 
equaliszWeaponNameg_szWeaponList[j] ) )
            {
                for( 
0g_nWeaponData[j][1]; k++ )
                    
give_itemidg_szAmmoList[g_nWeaponData[j][0]] )
            }
        }
    }
    return
}
//
//
/////////////////////////////////////////////////////////////////////////////////////////// 

____________________________________________________________

Aprendiendo Mapping y Scripting Mario

Red Social: https://www.facebook.com/Rambo.cstrike
SI NO VAS AYUDAR, POR FAVOR NO COMENTARLovepanda
Responder
#3
si pero es para ponerle modelos de armas no armas
Responder
#4
https://forums.alliedmods.net/showthread.php?t=43979

Responder
#5
hola me gustaria editar este plugins
me gustaria hacer que el plugins funciona por ID o nombre de cada player

este plugins tiene una funciona similar pero por team ct - tt tonces me gustaria cambiarles a nombres y ID de cada player que quiera agregar skins a su arma
me ayudan
ejemplo
new_weapons.ini
"modelos / model.mdl" "modelos / new1model.mdl" STEAM_0:012321
"modelos / model.mdl" "modelos / new3model.mdl" juan
"modelos / model.mdl" "modelos / new2model.mdl" PEDRO


https://forums.alliedmods.net/showthread.php?t=43979
Código PHP:
/*
*   _______     _      _  __          __
*  | _____/    | |    | | \ \   __   / /
*  | |         | |    | |  | | /  \ | |
*  | |         | |____| |  | |/ __ \| |
*  | |   ___   | ______ |  |   /  \   |
*  | |  |_  |  | |    | |  |  /    \  |
*  | |    | |  | |    | |  | |      | |
*  | |____| |  | |    | |  | |      | |
*  |_______/   |_|    |_|  \_/      \_/
*
*
*
*  Last Edited: 06-12-08
*
*  ============
*   Changelog:
*  ============
*
*  v1.3
*    -Bug Fixes
*
*  v1.0
*    -Initial Release
*
*/

#define VERSION    "1.3"

#include <amxmodx>
#include <amxmisc>
#include <fakemeta>

#define MAX_SOUNDS    50
#define MAX_p_MODELS    50
#define MAX_v_MODELS    50
#define MAX_w_MODELS    50

#define MAP_CONFIGS    1

new new_sounds[MAX_SOUNDS][48]
new 
old_sounds[MAX_SOUNDS][48]
new 
sounds_team[MAX_SOUNDS]
new 
soundsnum

new new_p_models[MAX_p_MODELS][48]
new 
old_p_models[MAX_p_MODELS][48]
new 
p_models_team[MAX_p_MODELS]
new 
p_modelsnum

new new_v_models[MAX_v_MODELS][48]
new 
old_v_models[MAX_v_MODELS][48]
new 
v_models_team[MAX_p_MODELS]
new 
v_modelsnum

new new_w_models[MAX_w_MODELS][48]
new 
old_w_models[MAX_w_MODELS][48]
new 
w_models_team[MAX_p_MODELS]
new 
w_modelsnum

new maxplayers

public plugin_init()
{
    
register_plugin("Weapon Model + Sound Replacement",VERSION,"GHW_Chronic")
    
register_forward(FM_EmitSound,"Sound_Hook")
    
register_forward(FM_SetModel,"W_Model_Hook",1)
    
register_logevent("newround",2,"1=Round_Start")
    
register_event("CurWeapon","Changeweapon_Hook","be","1=1")
    
maxplayers get_maxplayers()
}

public 
plugin_precache()
{
    new 
configfile[200]
    new 
configsdir[200]
    new 
map[32]
    
get_configsdir(configsdir,199)
    
get_mapname(map,31)
    
format(configfile,199,"%s/new_weapons_%s.ini",configsdir,map)
    if(
file_exists(configfile))
    {
        
load_models(configfile)
    }
    else
    {
        
format(configfile,199,"%s/new_weapons.ini",configsdir)
        
load_models(configfile)
    }
}

public 
load_models(configfile[])
{
    if(
file_exists(configfile))
    {
        new 
read[96], left[48], right[48], right2[32], trashteam
        
for(new i=0;i<file_size(configfile,1);i++)
        {
            
read_file(configfile,i,read,95,trash)
            if(
containi(read,";")!=&& containi(read," ")!=-1)
            {
                
strbreak(read,left,47,right,47)
                
team=0
                
if(containi(right," ")!=-1)
                {
                    
strbreak(right,right,47,right2,31)
                    
replace_all(right2,31,"^"","")
                    if(
                    equali(right2,"
T") ||
                    equali(right2,"
Terrorist") ||
                    equali(right2,"
Terrorists") ||
                    equali(right2,"
Blue") ||
                    equali(right2,"B") ||
                    equali(right2,"
Allies") ||
                    equali(right2,"
1")
                    ) team=1
                    else if(
                    equali(right2,"
CT") ||
                    equali(right2,"
Counter") ||
                    equali(right2,"
Counter-Terrorist") ||
                    equali(right2,"
Counter-Terrorists") ||
                    equali(right2,"
CounterTerrorists") ||
                    equali(right2,"
CounterTerrorist") ||
                    equali(right2,"
Red") ||
                    equali(right2,"
R") ||
                    equali(right2,"
Axis") ||
                    equali(right2,"
2")
                    ) team=2
                    else if(
                    equali(right2,"
Yellow") ||
                    equali(right2,"
Y") ||
                    equali(right2,"
3")
                    ) team=3
                    else if(
                    equali(right2,"
Green") ||
                    equali(right2,"
G") ||
                    equali(right2,"
4")
                    ) team=4
                }
                replace_all(right,47,"
^"","")
                if(
file_exists(right))
                {
                    if(
containi(right,".mdl")==strlen(right)-4)
                    {
                        if(!
precache_model(right))
                        {
                            
log_amx("Error attempting to precache model: ^"%s^" (Line %d of new_weapons.ini)",right,i+1)
                        }
                        else if(
containi(left,"models/p_")==0)
                        {
                            
format(new_p_models[p_modelsnum],47,right)
                            
format(old_p_models[p_modelsnum],47,left)
                            
p_models_team[p_modelsnum]=team
                            p_modelsnum
++
                        }
                        else if(
containi(left,"models/v_")==0)
                        {
                            
format(new_v_models[v_modelsnum],47,right)
                            
format(old_v_models[v_modelsnum],47,left)
                            
v_models_team[v_modelsnum]=team
                            v_modelsnum
++
                        }
                        else if(
containi(left,"models/w_")==0)
                        {
                            
format(new_w_models[w_modelsnum],47,right)
                            
format(old_w_models[w_modelsnum],47,left)
                            
w_models_team[w_modelsnum]=team
                            w_modelsnum
++
                        }
                        else
                        {
                            
log_amx("Model type(p_ / v_ / w_) unknown for model: ^"%s^" (Line %d of new_weapons.ini)",right,i+1)
                        }
                    }
                    else if(
containi(right,".wav")==strlen(right)-|| containi(right,".mp3")==strlen(right)-4)
                    {
                        
replace(right,47,"sound/","")
                        
replace(left,47,"sound/","")
                        if(!
precache_sound(right))
                        {
                            
log_amx("Error attempting to precache sound: ^"%s^" (Line %d of new_weapons.ini)",right,i+1)
                        }
                        else
                        {
                            
format(new_sounds[soundsnum],47,right)
                            
format(old_sounds[soundsnum],47,left)
                            
sounds_team[soundsnum]=team
                            soundsnum
++
                        }
                    }
                    else
                    {
                        
log_amx("Invalid File: ^"%s^" (Line %d of new_weapons.ini)",right,i+1)
                    }
                }
                else
                {
                    
log_amx("File Inexistent: ^"%s^" (Line %d of new_weapons.ini)",right,i+1)
                }
                
/*if(!file_exists(left))
                {
                    log_amx("Warning: File Inexistent: ^"%s^" (Line %d of new_weapons.ini). ONLY A WARNING. PLUGIN WILL STILL WORK!!!!",left,i+1)
                }*/
            
}
        }
    }
}

public 
Changeweapon_Hook(id)
{
    if(!
is_user_alive(id))
    {
        return 
PLUGIN_CONTINUE
    
}
    static 
model[32], iteam

    team 
get_user_team(id)

    
pev(id,pev_viewmodel2,model,31)
    for(
i=0;i<v_modelsnum;i++)
    {
        if(
equali(model,old_v_models[i]))
        {
            if(
v_models_team[i]==team || !v_models_team[i])
            {
                
set_pev(id,pev_viewmodel2,new_v_models[i])
                break;
            }
        }
    }

    
pev(id,pev_weaponmodel2,model,31)
    for(
i=0;i<p_modelsnum;i++)
    {
        if(
equali(model,old_p_models[i]))
        {
            if(
p_models_team[i]==team || !p_models_team[i])
            {
                
set_pev(id,pev_weaponmodel2,new_p_models[i])
                break;
            }
        }
    }
    return 
PLUGIN_CONTINUE
}

public 
Sound_Hook(id,channel,sample[])
{
    if(!
is_user_alive(id))
    {
        return 
FMRES_IGNORED
    
}
    if(
channel!=CHAN_WEAPON && channel!=CHAN_ITEM)
    {
        return 
FMRES_IGNORED
    
}

    static 
iteam

    team 
get_user_team(id)

    for(
i=0;i<soundsnum;i++)
    {
        if(
equali(sample,old_sounds[i]))
        {
            if(
sounds_team[i]==team || !sounds_team[i])
            {
                
engfunc(EngFunc_EmitSound,id,CHAN_WEAPON,new_sounds[i],1.0,ATTN_NORM,0,PITCH_NORM)
                return 
FMRES_SUPERCEDE
            
}
        }
    }
    return 
FMRES_IGNORED
}

public 
W_Model_Hook(ent,model[])
{
    if(!
pev_valid(ent))
    {
        return 
FMRES_IGNORED
    
}
    static 
i
    
for(i=0;i<w_modelsnum;i++)
    {
        if(
equali(model,old_w_models[i]))
        {
            
engfunc(EngFunc_SetModel,ent,new_w_models[i])
            return 
FMRES_SUPERCEDE
        
}
    }
    return 
FMRES_IGNORED
}

public 
newround()
{
    static 
entclassname[8], model[32]
    
ent engfunc(EngFunc_FindEntityInSphere,maxplayers,Float:{0.0,0.0,0.0},4800.0)
    while(
ent)
    {
        if(
pev_valid(ent))
        {
            
pev(ent,pev_classname,classname,7)
            if(
containi(classname,"armoury")!=-1)
            {
                
pev(ent,pev_model,model,31)
                
W_Model_Hook(ent,model)
            }
        }
        
ent engfunc(EngFunc_FindEntityInSphere,ent,Float:{0.0,0.0,0.0},4800.0)
    }

Responder
#6
(28/07/2019, 05:26 AM)potato02 escribió: hola me gustaria editar este plugins
me gustaria hacer que el plugins funciona por ID o nombre de cada player

este plugins tiene una funciona similar pero por team ct - tt tonces me gustaria cambiarles a nombres y ID de cada player que quiera agregar skins a su arma
me ayudan
ejemplo
new_weapons.ini
"modelos / model.mdl" "modelos / new1model.mdl" STEAM_0:012321
"modelos / model.mdl" "modelos / new3model.mdl" juan
"modelos / model.mdl" "modelos / new2model.mdl" PEDRO


https://forums.alliedmods.net/showthread.php?t=43979
Código PHP:
/*
*   _______     _      _  __          __
*  | _____/    | |    | | \ \   __   / /
*  | |         | |    | |  | | /  \ | |
*  | |         | |____| |  | |/ __ \| |
*  | |   ___   | ______ |  |   /  \   |
*  | |  |_  |  | |    | |  |  /    \  |
*  | |    | |  | |    | |  | |      | |
*  | |____| |  | |    | |  | |      | |
*  |_______/   |_|    |_|  \_/      \_/
*
*
*
*  Last Edited: 06-12-08
*
*  ============
*   Changelog:
*  ============
*
*  v1.3
*    -Bug Fixes
*
*  v1.0
*    -Initial Release
*
*/

#define VERSION    "1.3"

#include <amxmodx>
#include <amxmisc>
#include <fakemeta>

#define MAX_SOUNDS    50
#define MAX_p_MODELS    50
#define MAX_v_MODELS    50
#define MAX_w_MODELS    50

#define MAP_CONFIGS    1

new new_sounds[MAX_SOUNDS][48]
new 
old_sounds[MAX_SOUNDS][48]
new 
sounds_team[MAX_SOUNDS]
new 
soundsnum

new new_p_models[MAX_p_MODELS][48]
new 
old_p_models[MAX_p_MODELS][48]
new 
p_models_team[MAX_p_MODELS]
new 
p_modelsnum

new new_v_models[MAX_v_MODELS][48]
new 
old_v_models[MAX_v_MODELS][48]
new 
v_models_team[MAX_p_MODELS]
new 
v_modelsnum

new new_w_models[MAX_w_MODELS][48]
new 
old_w_models[MAX_w_MODELS][48]
new 
w_models_team[MAX_p_MODELS]
new 
w_modelsnum

new maxplayers

public plugin_init()
{
    
register_plugin("Weapon Model + Sound Replacement",VERSION,"GHW_Chronic")
    
register_forward(FM_EmitSound,"Sound_Hook")
    
register_forward(FM_SetModel,"W_Model_Hook",1)
    
register_logevent("newround",2,"1=Round_Start")
    
register_event("CurWeapon","Changeweapon_Hook","be","1=1")
    
maxplayers get_maxplayers()
}

public 
plugin_precache()
{
    new 
configfile[200]
    new 
configsdir[200]
    new 
map[32]
    
get_configsdir(configsdir,199)
    
get_mapname(map,31)
    
format(configfile,199,"%s/new_weapons_%s.ini",configsdir,map)
    if(
file_exists(configfile))
    {
        
load_models(configfile)
    }
    else
    {
        
format(configfile,199,"%s/new_weapons.ini",configsdir)
        
load_models(configfile)
    }
}

public 
load_models(configfile[])
{
    if(
file_exists(configfile))
    {
        new 
read[96], left[48], right[48], right2[32], trashteam
        
for(new i=0;i<file_size(configfile,1);i++)
        {
            
read_file(configfile,i,read,95,trash)
            if(
containi(read,";")!=&& containi(read," ")!=-1)
            {
                
strbreak(read,left,47,right,47)
                
team=0
                
if(containi(right," ")!=-1)
                {
                    
strbreak(right,right,47,right2,31)
                    
replace_all(right2,31,"^"","")
                    if(
                    equali(right2,"
T") ||
                    equali(right2,"
Terrorist") ||
                    equali(right2,"
Terrorists") ||
                    equali(right2,"
Blue") ||
                    equali(right2,"B") ||
                    equali(right2,"
Allies") ||
                    equali(right2,"
1")
                    ) team=1
                    else if(
                    equali(right2,"
CT") ||
                    equali(right2,"
Counter") ||
                    equali(right2,"
Counter-Terrorist") ||
                    equali(right2,"
Counter-Terrorists") ||
                    equali(right2,"
CounterTerrorists") ||
                    equali(right2,"
CounterTerrorist") ||
                    equali(right2,"
Red") ||
                    equali(right2,"
R") ||
                    equali(right2,"
Axis") ||
                    equali(right2,"
2")
                    ) team=2
                    else if(
                    equali(right2,"
Yellow") ||
                    equali(right2,"
Y") ||
                    equali(right2,"
3")
                    ) team=3
                    else if(
                    equali(right2,"
Green") ||
                    equali(right2,"
G") ||
                    equali(right2,"
4")
                    ) team=4
                }
                replace_all(right,47,"
^"","")
                if(
file_exists(right))
                {
                    if(
containi(right,".mdl")==strlen(right)-4)
                    {
                        if(!
precache_model(right))
                        {
                            
log_amx("Error attempting to precache model: ^"%s^" (Line %d of new_weapons.ini)",right,i+1)
                        }
                        else if(
containi(left,"models/p_")==0)
                        {
                            
format(new_p_models[p_modelsnum],47,right)
                            
format(old_p_models[p_modelsnum],47,left)
                            
p_models_team[p_modelsnum]=team
                            p_modelsnum
++
                        }
                        else if(
containi(left,"models/v_")==0)
                        {
                            
format(new_v_models[v_modelsnum],47,right)
                            
format(old_v_models[v_modelsnum],47,left)
                            
v_models_team[v_modelsnum]=team
                            v_modelsnum
++
                        }
                        else if(
containi(left,"models/w_")==0)
                        {
                            
format(new_w_models[w_modelsnum],47,right)
                            
format(old_w_models[w_modelsnum],47,left)
                            
w_models_team[w_modelsnum]=team
                            w_modelsnum
++
                        }
                        else
                        {
                            
log_amx("Model type(p_ / v_ / w_) unknown for model: ^"%s^" (Line %d of new_weapons.ini)",right,i+1)
                        }
                    }
                    else if(
containi(right,".wav")==strlen(right)-|| containi(right,".mp3")==strlen(right)-4)
                    {
                        
replace(right,47,"sound/","")
                        
replace(left,47,"sound/","")
                        if(!
precache_sound(right))
                        {
                            
log_amx("Error attempting to precache sound: ^"%s^" (Line %d of new_weapons.ini)",right,i+1)
                        }
                        else
                        {
                            
format(new_sounds[soundsnum],47,right)
                            
format(old_sounds[soundsnum],47,left)
                            
sounds_team[soundsnum]=team
                            soundsnum
++
                        }
                    }
                    else
                    {
                        
log_amx("Invalid File: ^"%s^" (Line %d of new_weapons.ini)",right,i+1)
                    }
                }
                else
                {
                    
log_amx("File Inexistent: ^"%s^" (Line %d of new_weapons.ini)",right,i+1)
                }
                
/*if(!file_exists(left))
                {
                    log_amx("Warning: File Inexistent: ^"%s^" (Line %d of new_weapons.ini). ONLY A WARNING. PLUGIN WILL STILL WORK!!!!",left,i+1)
                }*/
            
}
        }
    }
}

public 
Changeweapon_Hook(id)
{
    if(!
is_user_alive(id))
    {
        return 
PLUGIN_CONTINUE
    
}
    static 
model[32], iteam

    team 
get_user_team(id)

    
pev(id,pev_viewmodel2,model,31)
    for(
i=0;i<v_modelsnum;i++)
    {
        if(
equali(model,old_v_models[i]))
        {
            if(
v_models_team[i]==team || !v_models_team[i])
            {
                
set_pev(id,pev_viewmodel2,new_v_models[i])
                break;
            }
        }
    }

    
pev(id,pev_weaponmodel2,model,31)
    for(
i=0;i<p_modelsnum;i++)
    {
        if(
equali(model,old_p_models[i]))
        {
            if(
p_models_team[i]==team || !p_models_team[i])
            {
                
set_pev(id,pev_weaponmodel2,new_p_models[i])
                break;
            }
        }
    }
    return 
PLUGIN_CONTINUE
}

public 
Sound_Hook(id,channel,sample[])
{
    if(!
is_user_alive(id))
    {
        return 
FMRES_IGNORED
    
}
    if(
channel!=CHAN_WEAPON && channel!=CHAN_ITEM)
    {
        return 
FMRES_IGNORED
    
}

    static 
iteam

    team 
get_user_team(id)

    for(
i=0;i<soundsnum;i++)
    {
        if(
equali(sample,old_sounds[i]))
        {
            if(
sounds_team[i]==team || !sounds_team[i])
            {
                
engfunc(EngFunc_EmitSound,id,CHAN_WEAPON,new_sounds[i],1.0,ATTN_NORM,0,PITCH_NORM)
                return 
FMRES_SUPERCEDE
            
}
        }
    }
    return 
FMRES_IGNORED
}

public 
W_Model_Hook(ent,model[])
{
    if(!
pev_valid(ent))
    {
        return 
FMRES_IGNORED
    
}
    static 
i
    
for(i=0;i<w_modelsnum;i++)
    {
        if(
equali(model,old_w_models[i]))
        {
            
engfunc(EngFunc_SetModel,ent,new_w_models[i])
            return 
FMRES_SUPERCEDE
        
}
    }
    return 
FMRES_IGNORED
}

public 
newround()
{
    static 
entclassname[8], model[32]
    
ent engfunc(EngFunc_FindEntityInSphere,maxplayers,Float:{0.0,0.0,0.0},4800.0)
    while(
ent)
    {
        if(
pev_valid(ent))
        {
            
pev(ent,pev_classname,classname,7)
            if(
containi(classname,"armoury")!=-1)
            {
                
pev(ent,pev_model,model,31)
                
W_Model_Hook(ent,model)
            }
        }
        
ent engfunc(EngFunc_FindEntityInSphere,ent,Float:{0.0,0.0,0.0},4800.0)
    }


Y que esperas, que te detiene que no lo editas? Roflmao
Responder
#7
no se editar po compa
Responder
#8
quien me ayuda con este plugins la idea es que solo sean los admin con las skins
no todos
Responder


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