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CrossHair + compatibil steam.
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CrossHair + compatibil steam.
Descriere: Seteaza tinte ca pe cs:go
Descarcare:
Link resurse -> [Trebuie sa fiti inscris si conectat pentru a vedea acest link]
Nume: CS:GO CrossHair
Versiune: 4.0
Link oficial: -
Instalare:
Il compilati si il bagati la voi pe server cu numele care il alegeti voi. Aveti nevoie de include-ul reapi pentru a putea fi compilat , care il gasiti aici --> [Trebuie sa fiti inscris si conectat pentru a vedea acest link] unde dati ctrl + f si cautati reapi.
1. Creati un fisiser .txt pe ecran unde bagati sursa pe care am dat-o de mai sus dupa dati save as si alegeti ce denumire vreti voi si il salvati .sma + la save type dati pe all files
2. Apoi il compilati local si il bagati la voi pe server in cstrike/addons/amxmodx/plugins
3. Dupa care il bagati in cstrike/addons/amxmodx/configs in plugins.ini cu numele ce l-ati ales voi .amxx ( ex crosshair.amxx )
4. Sprite-urile ma gandesc ca stiti unde sa le bagati.. Daca nu , in cstrikes/sprites (sau mai usor dati copy paste si gata)
4. Alti pasi necesari....
Cvar-uri (se adauga in fisierul amxmodx\configs\amxx.cfg): Nu are
Comenzi administrative (se tasteaza in consola si trebuie sa fiti administrator): Nu are
Comenzi publice (se tasteaza in joc prin apasarea tastei Y): /crosshair -> va arata meniul de tinte
Module necesare:
Imagini : Nu am din pacate... testati voi.
Descarcare:
- Cod:
#include <amxmodx>
#include <reapi>
#define PLUGIN "CrossHair Menu"
#define VERSION "4.0"
#define AUTHOR "KinG"
#define HUD_HIDE_FLASH (1<<1)
#define HUD_HIDE_CROSS (1<<6)
#define HUD_SHOW_CROSS (1<<7)
#define CSW_SHIELD 2
new const TAG[] = "CS:GO";
enum _:Messages
{
Message_WeaponList,
Message_ScreenFade,
Message_CurWeapon,
Message_ForceCam,
Message_SetFov,
Message_HideWeapon
}
new Message_New[Messages];
new Messages_Names[Messages][] =
{
"WeaponList",
"ScreenFade",
"CurWeapon",
"ForceCam",
"SetFOV",
"HideWeapon"
}
new Crosshair[33];
new bool: Crosshair_Bool[33];
new const Sprites[6][4][64] =
{
{ "Crosshair Adi", "Txt Yolu", "Txt Ismi", "Txt Yolu" },
{ "CrossHair Big v1", "sprites/CSGO_Crosshair_Buyuk.spr", "CSGO_Crosshair_Buyuk_TxT", "sprites/CSGO_Crosshair_Buyuk_TxT.txt" },
{ "CrossHair Big v2", "sprites/CSGO_Crosshair_Buyuk_2.spr", "CSGO_Crosshair_Buyuk_2_TxT", "sprites/CSGO_Crosshair_Buyuk_2_TxT.txt" },
{ "CrossHair Small", "sprites/CSGO_Crosshair.spr", "CSGO_Crosshair_TxT", "sprites/CSGO_Crosshair_TxT.txt" },
{ "CrossHair New", "sprites/CSGO_Crosshair_New.spr", "CSGO_Crosshair_New_TxT", "sprites/CSGO_Crosshair_New_TxT.txt" },
{ "CrossHair Starter", "sprites/CSGO_Started.spr", "CSGO_Started_TxT", "sprites/CSGO_Started_TxT.txt" }
}
public plugin_init()
{
register_plugin(PLUGIN, VERSION, AUTHOR);
register_clcmd("crosshair 0", "Crosshair_Change");
register_clcmd("say /crosshair", "Crosshair_Menu");
register_event("CurWeapon", "Event_CurWeapon", "be", "1=1");
for(new i; i < sizeof(Message_New); i++)
{
Message_New = get_user_msgid(Messages_Names);
}
}
public plugin_precache()
{
for(new i = 1; i < sizeof(Sprites); i++)
{
precache_generic(Sprites[1]);
precache_generic(Sprites[3]);
}
}
public client_putinserver(id)
{
Crosshair[id] = 1;
Crosshair_Bool[id] = false;
client_cmd(id, "crosshair ^"1^"");
}
public Crosshair_Change(id)
{
client_cmd(id, "crosshair ^"1^"");
}
public Crosshair_Menu(id)
{
new Str[6];
static Item[128];
formatex(Item, charsmax(Item), "\d[\r%s\d] \w| \yCrosshair Menu", TAG);
new Menu = menu_create(Item, "Crosshair_Menu_Handler");
for(new i = 1; i < sizeof(Sprites); i++)
{
num_to_str(i, Str, 5);
formatex(Item, charsmax(Item), "%s", Sprites[0]);
menu_additem(Menu, Item, Str);
}
formatex(Item, charsmax(Item), "\yNormal Crosshair");
menu_additem(Menu, Item, "6");
menu_setprop(Menu, MPROP_BACKNAME, "\wBack");
menu_setprop(Menu, MPROP_NEXTNAME, "\wNext");
menu_setprop(Menu, MPROP_EXITNAME, "\wExit");
menu_display(id, Menu, 0);
}
public Crosshair_Menu_Handler(id, Menu, Item)
{
if(Item == MENU_EXIT)
{
menu_destroy(Menu);
return PLUGIN_HANDLED;
}
new Data[6], Name[64];
new Access, CallBack;
menu_item_getinfo(Menu, Item, Access, Data, 5, Name, 63, CallBack);
new Key = str_to_num(Data);
if(get_entvar(id, var_weapons) == WEAPON_KNIFE)
{
Renkli_Yazi(id, "^1[^3%s^1] ^4You Shouldn't hold a ^1Knife ^4to Change ^3Crosshair", TAG);
}
else if(Key == 6)
{
Crosshair_Bool[id] = false;
client_cmd(id, "lastinv;wait;wait;wait;wait;wait;wait;wait;wait;lastinv");
}
else
{
Crosshair[id] = Key;
Crosshair_Bool[id] = true;
client_cmd(id, "lastinv;wait;wait;wait;wait;wait;wait;wait;wait;lastinv");
}
return PLUGIN_HANDLED;
}
public Event_CurWeapon(id)
{
switch(Crosshair_Bool[id])
{
case true :
{
static Weapon_ID, Primary, Sprite_TxT[52];
Weapon_ID = get_user_weapon(id, Primary);
if(get_member(id, m_iFOV) != 90)
{
return PLUGIN_HANDLED;
}
else if(get_user_weapon(id) == CSW_SCOUT || get_user_weapon(id) == CSW_AWP || get_user_weapon(id) == CSW_G3SG1 || get_user_weapon(id) == CSW_SG550)
{
return PLUGIN_HANDLED;
}
else
{
Hide_Crosshair(id);
formatex(Sprite_TxT, charsmax(Sprite_TxT), "%s", Sprites[Crosshair[id]][2]);
switch(Weapon_ID)
{
case CSW_P228 : Msg_WeaponList(id, Sprite_TxT,9,52,-1,-1,0,11,CSW_SHIELD ,0);
case CSW_HEGRENADE : Msg_WeaponList(id, Sprite_TxT,12,1,-1,-1,0,11,CSW_SHIELD ,0);
case CSW_XM1014 : Msg_WeaponList(id, Sprite_TxT,5,32,-1,-1,0,11,CSW_SHIELD ,0);
case CSW_C4 : Msg_WeaponList(id, Sprite_TxT,14,1,-1,-1,0,11,CSW_SHIELD ,0);
case CSW_MAC10 : Msg_WeaponList(id, Sprite_TxT,6,100,-1,-1,0,11,CSW_SHIELD ,0);
case CSW_AUG : Msg_WeaponList(id, Sprite_TxT,4,90,-1,-1,0,11,CSW_SHIELD ,0);
case CSW_SMOKEGRENADE : Msg_WeaponList(id, Sprite_TxT,13,1,-1,-1,0,11,CSW_SHIELD ,0);
case CSW_ELITE : Msg_WeaponList(id, Sprite_TxT,10,120,-1,-1,0,11,CSW_SHIELD ,0);
case CSW_FIVESEVEN : Msg_WeaponList(id, Sprite_TxT,7,100,-1,-1,0,11,CSW_SHIELD ,0);
case CSW_UMP45 : Msg_WeaponList(id, Sprite_TxT,6,100,-1,-1,0,11,CSW_SHIELD ,0);
case CSW_GALIL : Msg_WeaponList(id, Sprite_TxT,4,90,-1,-1,0,11,CSW_SHIELD ,0);
case CSW_FAMAS : Msg_WeaponList(id, Sprite_TxT,4,90,-1,-1,0,11,CSW_SHIELD ,0);
case CSW_USP : Msg_WeaponList(id, Sprite_TxT,6,100,-1,-1,0,11,CSW_SHIELD ,0);
case CSW_GLOCK18 : Msg_WeaponList(id, Sprite_TxT,10,120,-1,-1,0,11,CSW_SHIELD ,0);
case CSW_MP5NAVY : Msg_WeaponList(id, Sprite_TxT,10,120,-1,-1,0,11,CSW_SHIELD ,0);
case CSW_M249 : Msg_WeaponList(id, Sprite_TxT,3,200,-1,-1,0,11,CSW_SHIELD ,0);
case CSW_M3 : Msg_WeaponList(id, Sprite_TxT,5,32,-1,-1,0,11,CSW_SHIELD ,0);
case CSW_M4A1 : Msg_WeaponList(id, Sprite_TxT,4,90,-1,-1,0,11,CSW_SHIELD ,0);
case CSW_TMP : Msg_WeaponList(id, Sprite_TxT,10,120,-1,-1,0,11,CSW_SHIELD ,0);
case CSW_FLASHBANG : Msg_WeaponList(id, Sprite_TxT,11,2,-1,-1,0,11,CSW_SHIELD ,0);
case CSW_DEAGLE : Msg_WeaponList(id, Sprite_TxT,8,35,-1,-1,0,11,CSW_SHIELD ,0);
case CSW_SG552 : Msg_WeaponList(id, Sprite_TxT,4,90,-1,-1,0,11,CSW_SHIELD ,0);
case CSW_AK47 : Msg_WeaponList(id, Sprite_TxT,2,90,-1,-1,0,11,CSW_SHIELD ,0);
case CSW_KNIFE : Msg_WeaponList(id, Sprite_TxT,-1,-1,-1,-1,0,11,CSW_SHIELD ,0);
case CSW_P90 : Msg_WeaponList(id, Sprite_TxT,7,100,-1,-1,0,11,CSW_SHIELD ,0);
}
Msg_SetFOV(id, 89);
Msg_CurWeapon(id, 1, CSW_SHIELD, Primary);
Msg_SetFOV(id, 90);
}
}
}
return PLUGIN_CONTINUE;
}
stock Hide_Crosshair(id)
{
message_begin(MSG_ONE, Message_New[Message_HideWeapon], _, id);
write_byte(HUD_HIDE_CROSS | HUD_HIDE_FLASH);
message_end();
}
stock Msg_CurWeapon(id, Active, WeaponID, ClipAmmo)
{
message_begin(MSG_ONE, Message_New[Message_CurWeapon], {0, 0, 0}, id);
write_byte(Active);
write_byte(WeaponID);
write_byte(ClipAmmo);
message_end();
}
stock Msg_WeaponList(id, const WeaponName[], PrimaryAmmoID, PrimaryAmmoMaxAmount, SecondaryAmmoID, SecondaryAmmoMaxAmount, SlotID, NumberInSlot, WeaponID, Flags)
{
message_begin(MSG_ONE,Message_New[Message_WeaponList], {0, 0, 0}, id);
write_string(WeaponName);
write_byte(PrimaryAmmoID);
write_byte(PrimaryAmmoMaxAmount);
write_byte(SecondaryAmmoID);
write_byte(SecondaryAmmoMaxAmount);
write_byte(SlotID);
write_byte(NumberInSlot);
write_byte(WeaponID);
write_byte(Flags);
message_end();
}
stock Msg_SetFOV(id, Degrees)
{
message_begin(MSG_ONE, Message_New[Message_SetFov], {0, 0, 0}, id);
write_byte(Degrees);
message_end();
}
stock Renkli_Yazi(const ID, const input[], any:...)
{
new Count = 1, Players[32];
static Message[191];
vformat(Message, 190, input, 3);
/* ^1 | ^x01 --> Yellow */
/* ^4 | ^x04 --> Green */
/* ^3 | ^x03 --> Team Color */
replace_all(Message, 190, "^1", "^x01");
replace_all(Message, 190, "^4", "^x04");
replace_all(Message, 190, "^3", "^x03");
if(ID) Players[0] = ID; else get_players(Players, Count, "ch");
{
for(new i = 0; i < Count; i++)
{
if(is_user_connected(Players))
{
message_begin(MSG_ONE_UNRELIABLE, get_user_msgid("SayText"), _, Players);
write_byte(Players);
write_string(Message);
message_end();
}
}
}
}
Link resurse -> [Trebuie sa fiti inscris si conectat pentru a vedea acest link]
Nume: CS:GO CrossHair
Versiune: 4.0
Link oficial: -
Instalare:
Il compilati si il bagati la voi pe server cu numele care il alegeti voi. Aveti nevoie de include-ul reapi pentru a putea fi compilat , care il gasiti aici --> [Trebuie sa fiti inscris si conectat pentru a vedea acest link] unde dati ctrl + f si cautati reapi.
1. Creati un fisiser .txt pe ecran unde bagati sursa pe care am dat-o de mai sus dupa dati save as si alegeti ce denumire vreti voi si il salvati .sma + la save type dati pe all files
2. Apoi il compilati local si il bagati la voi pe server in cstrike/addons/amxmodx/plugins
3. Dupa care il bagati in cstrike/addons/amxmodx/configs in plugins.ini cu numele ce l-ati ales voi .amxx ( ex crosshair.amxx )
4. Sprite-urile ma gandesc ca stiti unde sa le bagati.. Daca nu , in cstrikes/sprites (sau mai usor dati copy paste si gata)
4. Alti pasi necesari....
Cvar-uri (se adauga in fisierul amxmodx\configs\amxx.cfg): Nu are
Comenzi administrative (se tasteaza in consola si trebuie sa fiti administrator): Nu are
Comenzi publice (se tasteaza in joc prin apasarea tastei Y): /crosshair -> va arata meniul de tinte
Module necesare:
- Cod:
#include <amxmodx>
#include <reapi>
Imagini : Nu am din pacate... testati voi.
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