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J_Oyl Jaa

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J_Oyl Jaa last won the day on July 17

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  1. I doubt that api of zr_grenade_effect can actually count the number of victim that got frozen with decoy grenade
  2. Multiple Bodygroups Experiments In source engine game, Player Model can have multiple bodygroups and Texture skin. This advanatage allow us to have one model files with many various of cloth or texture without putting the same model files but just different appearance. For Example. This is simple, and the function already include in sourcemod.inc Here is the simple code to change bodygroups public void ApplyBodyCloth(int client, int index) { // change bodygroups SetEntProp(client, Prop_Send, "m_nBody", index); // change skin texture SetEntProp(client, Prop_Send, "m_nSkin", index); } the bodygroups only work with player model, meaning you still need to have multiple arms model in csgo to change it. Ps. This two models is made by Toppi when RAZE still open. They are designed to experiment this bodygroup in the first place.
  3. As we know that Particle System fix is for cleaning the precaching table after the end of map in order to prevent table stacking until it got full and can't precaching a new particle when start a new map.The String Table Expander is to expand the limit of table for map particle precaching. which normally csgo only limit for 1024 but this plugin allow to expand more to 2048. https://forums.alliedmods.net/showthread.php?t=322106 Plugin credit to SHUFEN btw. I'm just here to suggest
  4. In this thread, I will post sourcepawn coding that I tried experiment. This is much more like I make this for people who are interested in sourcepawn coding. btw, I will update later if I got anything interesting.
  5. Zero - Drakengard 3 I paid this to Toppi for 50$ lol https://1drv.ms/u/s!AqBYFSQ6iXhrgQd0ewsBtGanVZWj?e=oWaR5H
  6. The reason to modify damage it's for shotgun against the zombie, the maximum damage of nova still a little when you shoot as zombie. The main idea is buffing shotgun damage is to make it more useful against zombie. about that adapt to boss fight part, yep mechanic of game is designed in the that way in the first place. but as I say we can adapt it in other way which not really related to "gun damage" stuff. the boss that you said 1 bullet = 1 hp probably using math_counter method, but the boss that use func_breakable health is completely different.
  7. It is possible to increase shotgun damage with plugin. And it also possible that we can adapt that to the boss fight where you don't have to use only smg.
  8. This is not suggestion, just the idea that I adapt from other server. The grenade napalm only give player a cash when detonated it. The player always get a cash every single time when they do damage with their weapon right? and when zombie die from burning napalm the kill feed will show that zombie get killed from grenade. So the idea is player can also earn cash from the damage napalm burning on zombie too. Since there are natives and apis available on ZR Grenade Effects the implement is easy one. Using API on Grenade Ignited and create repeat timer that player can earn cash. public int ZR_OnClientIgnited(int client, int attacker, float duration) { g_fMaxTime[attacker] = GetEngineTime() + duration; // Time that player will stop earning cash CreateTimer(0.2, GiveAttackerMoney, attacker, TIMER_REPEAT); // function to give player cash } and then gave them a money public Action GiveAttackerMoney(Handle timer, any client) { int g_iClientCash; // Get current time and check that if it not exceed limited time that we set it above code. if(GetEngineTime() < g_fMaxTime[client]) { // Get Current client cash g_iClientCash = GetEntProp(client, Prop_Send, "m_iAccount"); // Set cash SetEntProp(client, Prop_Send, "m_iAccount", g_iClientCash + 10); // Repeat again return Plugin_Continue; } // if current time exceed the the limited time then stop. else { return Plugin_Stop; } } Actually this is already on my github. if you are interesting, checking here https://github.com/oylsister/ZR-Napalm-Burning-Cash
  9. yeah I remember that bhop zm is completely op even on the most narrow pile crouching spot. zombies are just simply unstoppable, if player know how to do bhopping.
  10. Here come the Top Defender plugin : https://github.com/darkerz7/CSGO-Plugins/tree/master/topdefenders_perk
  11. still SaveLevel plugin will become much useful later when you play on the map that have Item lvl system
  12. Not another extension! this is actually useful extension where you can get the action info from entity. but because the a whole github that support csgo (aka CSGOZombieEscape github this is include a million useful ZE plugin for csgo) got removed. Anyway I got it backup lol. Here I already packed on github : https://github.com/oylsister/sm-ext-outputinfo The Useful plugin that work with Outputinfo Extension. - CS:GO Admin Room Finder: https://github.com/IT-KiLLER/CSGO-Admin-Room-Finder - Save Level (Save user map level item) : https://gogs.botox.bz/CSSZombieEscape/sm-plugins/src/master/SaveLevel (work with CSGO too) - BossHP (old method really need to use it) If you has trouble can't find or invalid native, try add #include <outputinfo_botox>
  13. This is also prevent from some map entity explosion when player stand nearby.
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