Raised This Month: $51 Target: $400
 12% 

NadeType Ammo API v1.2


Post New Thread Reply   
 
Thread Tools Display Modes
Plugin Info:     Modification:   Counter-Strike        Category:   Fun Stuff        Approver:   Arkshine (91)
ot_207
Veteran Member
Join Date: Jan 2008
Location: Romania The Love Country
Old 08-07-2010 , 18:37   NadeType Ammo API v1.2
Reply With Quote #1

Description:
This mod offers the CS game a new dimension when we talk about nade ammo types. With it you can have all the grenade types you want.
Plugin features a maximum of 10 ammo types per nade. Meaning that you can add up to 9 new nade ammo types per nade. That means total of 30 different nades!

Some of them already included with the plugin are:
  • Frostnades (Thanks XxAvalanchexX)
  • Napalm Nades (Thanks MercyLeZZ)
  • Teleport Grenade (Translocator) (Thanks VEN)
  • Flare (Thanks Minimidget)
  • Concussion Grenade (Thanks VEN)
  • Negative Flash Grenades (Thanks KoST)
  • Gas Nades (Thanks Connor & xPaw)
  • He Grenade (Thanks Valve)
  • Flashbang (Thanks Valve)
  • Smoke grenade (Thanks Valve)
  • Tesla nade

Features:
- Nademodes compatible
- You can drop the nades (Thanks VEN)
- The limit of the ammo is set through cvars (Thanks v3x)
- You can add new nades (expendable ammo types)
- Everything is customizable

Installation:
Extract the archive in the cstrike folder

Ammo Types:
Block Nade

Extensions:
Descriptive Fire In The Hole

Commands:

This command makes the user change the ammo.
nda_change
say /nchange
say_team /nchange


This command makes the user drop the nade. (Only if enabled!)
drop

This command opens a menu that enables you to buy nade ammo types.
nda_menu
say /nadeammo
say_team /nadeammo


Cvars:
If you reconfigure the cvars a restart is required!
Main plugin
Code:
mp_obeybuyzone 1 // 1 - You need to be in buyzone to buy the nades, 0 - Does not matter where you buy them
mp_soundemittype 3 // 0 - no sounds, 1 - emit_sound (players arround you will hear), 2 - just the receiver hears, 3 - with emitambientsound (for blocking wallhackers)
mp_dropkill 1 // 0 - do not drop, 1 - drop all types of ammo, 2 - just one randomly
mp_dropalive 1  // 0 - no drop, 1 - can drop anytime, 2 - can't drop in freezetime, 3 - can't drop in buytime 
mp_ignorebuytime 1 // Ignores buytime when we buy nades (0 means that it does matter)


// Default Nades
mp_max_he 1 // Maximum he grenades that a user can buy
mp_max_fb 2 // Maximum flash bangs that a user can buy
mp_max_sg 1 // Maximum smoke grenades that a user can buy


mp_price_he 300 // Price of he grenades
mp_price_fb 200 // Price of flash bangs
mp_price_sg 300 // Price of smoke grenades


// Team cvars these can have the following values:
// -2 means special players, but the nade can be picked up by other players
// -1 means special players, so basically it is team independent, and because of the teams it cannot be picked up
//  0 all players can buy it and can pick it up
//  1 only terorists can buy pickup the nades
//  2 only CTs can buy pickup the nades
//  3 and 4 behave like 1 and 2 but the difference is that all the players can pickup the nades!!!

mp_team_he 0 
mp_team_fb 0 
mp_team_sg 0
Gas Nades
Description: These nades create a green smoke, that if the user breathes he will choke.
Code:
// Gas Nades

amx_gasnades 1 // 1 - enable the nades, 0 disable them
amx_gasdmg 5 // the damage the gas does when a user breathes it
amx_gasradius 175 // The radius of the damage
amx_gascheck 0.7 // Delay between the damage done to player. Ex: User takes damage, after 0.7 seconds he will take damage again
amx_gasobeyFF 0 // Friendly Fire
amx_gaslife 25 // How much seconds does the gas last
amx_smokegasp 1 // The *cough* sounds of the players when they brethe the gas
amx_gas_restore 0 // If the life of the player is restored after exiting the gas
amx_gas_nosmoke 0 // If the gasnades shouldn't create the green smoke


amx_gas_sel_nade 2 // The selected nade types: 2 means smokegrenade, 1 means flashbang, 0 means He grenade, other values are not accepted

amx_gas_price 450 // The price of the gas grenade
amx_gas_limit 1 // How many grenades a user can buy/pickup


// Team cvars these can have the following values:
// -2 means special players, but the nade can be picked up by other players
// -1 means special players, so basically it is team independent, and because of the teams it cannot be picked up
//  0 all players can buy it and can pick it up
//  1 only terorists can buy pickup the nades
//  2 only CTs can buy pickup the nades
//  3 and 4 behave like 1 and 2 but the difference is that all the players can pickup the nades!!!
amx_gas_team 0
Flares
Description: These nades are good for dark maps, useful for lighting up the halls
Code:
// Flares

flr_enable 1 // 1 - enable the nades, 0 - disable them
flr_duration 200.0 // Time in seconds after the flare will disappear
flr_price 50 // Flare price
flr_limit 6 // Flare limit for pickup and buy
flr_nadetype 2 // The selected nade types: 2 means smokegrenade, 1 means flashbang, 0 means He grenade, other values are not accepted

// Team cvars these can have the following values:
// -2 means special players, but the nade can be picked up by other players
// -1 means special players, so basically it is team independent, and because of the teams it cannot be picked up
//  0 all players can buy it and can pick it up
//  1 only terorists can buy pickup the nades
//  2 only CTs can buy pickup the nades
//  3 and 4 behave like 1 and 2 but the difference is that all the players can pickup the nades!!!
flr_teams 0
Frostnades
Description: These nades freezes opponents
Code:
// Frostnades

fn_enabled 1 // 1 - enable the nades, 0 - disable them
fn_nadetype 1 // The selected nade types: 2 means smokegrenade, 1 means flashbang, 0 means He grenade, other values are not accepted

fn_color "0 206 209" // The color of the effects

fn_by_radius 0.0  // If set above 0.0 it will make the frostnade freeze the players within a percentage of the radius (ex radius 100, fn_by_radius 60.0, if the user is closer than 60.0 the he will be frozen)
fn_hitself 1 // If owner is affected by the nade
fn_los 1 // Line of sight, if the nade sees the player he will be frozen
fn_maxdamage 20.0 // Max damage dealt to player
fn_mindamage 1.0 // Min damage dealt to player
fn_chill_maxchance 100.0 // Max Chill chance (slowdown)
fn_chill_minchance 100.0 // Min Chill chance (slowdown)
fn_chill_duration 7.0 // Chill duration (seconds)
fn_chill_variance 1.0 // If the chill with vary by +_1.0
fn_chill_speed 60.0 // The speed when chilled (60.0 means 60%)

fn_freeze_maxchance 110.0 // Max freeze chance
fn_freeze_minchance 40.0 // Min freeze chance (40 = 40%)
fn_freeze_duration 4.0 // Duration of freeze (seconds)
fn_freeze_variance 0.5 // Variance of the freeze

fn_price 300 // Price of the frosnade
fn_limit 1 // The limit of the frostnades

// Team cvars these can have the following values:
// -2 means special players, but the nade can be picked up by other players
// -1 means special players, so basically it is team independent, and because of the teams it cannot be picked up
//  0 all players can buy it and can pick it up
//  1 only terorists can buy pickup the nades
//  2 only CTs can buy pickup the nades
//  3 and 4 behave like 1 and 2 but the difference is that all the players can pickup the nades!!!

fn_teams 0
Concussion grenade
Description: These nades throw players in the air, good for climbing in high places
Code:
// Concussion Grenades

con_cost 400 // Price of the grenade
con_nadetype 0 // The selected nade types: 2 means smokegrenade, 1 means flashbang, 0 means He grenade, other values are not accepted
con_limit 2 // Number of nades that
 
// Team cvars these can have the following values:
// -2 means special players, but the nade can be picked up by other players
// -1 means special players, so basically it is team independent, and because of the teams it cannot be picked up
//  0 all players can buy it and can pick it up
//  1 only terorists can buy pickup the nades
//  2 only CTs can buy pickup the nades
//  3 and 4 behave like 1 and 2 but the difference is that all the players can pickup the nades!!!

con_team 0 

con_velocity 500.0 // Velocity of the thrown player
con_nofalldmg 1 // 0 - owner can throw himself but will have falldmg, 1 - owner can throw himself but does not have falldmg, 2 - owner can't throw himself
con_damage 20 // The damage of the nade
con_radius 300.0 // Radius of the nade
con_los 1 // Line of sight (if the grenade goes through walls 1 means that it does not go through walls!)
con_throwteammates 1 // If the nade throws even teammates (the damage of the fall is based on mp_firendlyfire cvar
Napalm Nades
Description: Nades used to fire up players, the fire can be extinguished if the player goes underwater
Code:
// Napalm grenades

napalm_on 1 // 1 - on, 0 - off
napalm_affect 0 // The selected nade types: 2 means smokegrenade, 1 means flashbang, 0 means He grenade, other values are not accepted


// Team cvars these can have the following values:
// -2 means special players, but the nade can be picked up by other players
// -1 means special players, so basically it is team independent, and because of the teams it cannot be picked up
//  0 all players can buy it and can pick it up
//  1 only terorists can buy pickup the nades
//  2 only CTs can buy pickup the nades
//  3 and 4 behave like 1 and 2 but the difference is that all the players can pickup the nades!!!

napalm_team  0

napalm_price 600 // Price of the nade
napalm_carrylimit 1 // Maximum of nades the player can carry
napalm_hitself 1 // If owner can put himself on flames
napalm_radius 240 // Radius
napalm_ff 0 // Friendly fire
napalm_spread 1 // If the fire spreads from player to others when touching
napalm_duration 5 // Duration of the flames 
napalm_damage 4 // Damage that the player receives every flame
napalm_cankill 1 // If the nade can kill 
napalm_slowdown 0.5 // The slowdown the player experiences when the flame burns
napalm_screamrate 20 // 20% chance that the player will scream when burning
napalm_los 1 // If the nade will affect players if a wall is between them (1 means that it will not harm players that the nade cannot see)
Negative grenades
Description: These grenades make the users invisible if they find themselves in the blast radius.
Code:
// Negative grenades

neg_on 1 // 1 - enable, 0 - disable
neg_affect 1 // The selected nade types: 2 means smokegrenade, 1 means flashbang, 0 means He grenade, other values are not accepted


// Team cvars these can have the following values:
// -2 means special players, but the nade can be picked up by other players
// -1 means special players, so basically it is team independent, and because of the teams it cannot be picked up
//  0 all players can buy it and can pick it up
//  1 only terorists can buy pickup the nades
//  2 only CTs can buy pickup the nades
//  3 and 4 behave like 1 and 2 but the difference is that all the players can pickup the nades!!!

neg_team 0

neg_price 1000 // Price
neg_carrylimit 1 // How many nades the user can carry 
neg_radius 240 // Radius of the nade
neg_hitself 1 // If the user can make himself invisible with the nade 
neg_lineofsight 1 // If nade makes invisible only the players that can see
neg_duration 10 // Seconds in which the user is invisible
neg_fadetime 5 // Seconds of fade time from the invisibility to totally visible
neg_slowdown 0.9 // The slowdown of the invisible player (0.9 means that he is slower when he is invisible) (1.1 faster)
Teleport nade (Translocator)
Description: This nade makes the user teleport to the location where the grenade explodes.
Code:
// Teleport nade (Translocator)

tsl_cost 500 // Price
tsl_limit 5 // Maximum grenades a user can buy/pickup
tsl_nadetype 2 // The selected nade types: 2 means smokegrenade, 1 means flashbang, 0 means He grenade, other values are not accepted


// Team cvars these can have the following values:
// -2 means special players, but the nade can be picked up by other players
// -1 means special players, so basically it is team independent, and because of the teams it cannot be picked up
//  0 all players can buy it and can pick it up
//  1 only terorists can buy pickup the nades
//  2 only CTs can buy pickup the nades
//  3 and 4 behave like 1 and 2 but the difference is that all the players can pickup the nades!!!

tsl_team 0
Tesla nades
Description: These nades electrocute the players around it even before it blows

Code:
// Tesla nades

tesla_on 1 // 1 - on, 0 - off
tesla_affect 0  // The selected nade types: 2 means smokegrenade, 1 means flashbang, 0 means He grenade, other values are not accepted


// Team cvars these can have the following values:
// -2 means special players, but the nade can be picked up by other players
// -1 means special players, so basically it is team independent, and because of the teams it cannot be picked up
//  0 all players can buy it and can pick it up
//  1 only terorists can buy pickup the nades
//  2 only CTs can buy pickup the nades
//  3 and 4 behave like 1 and 2 but the difference is that all the players can pickup the nades!!!

tesla_team 0

tesla_price 600 // Price
tesla_carrylimit 1 // The limit of the nades a player can carry/pickup
tesla_radius 600 // Radius of the nades
tesla_hitself 1 // If the nades affect the owner
tesla_ff 0 // Friendly fire
tesla_damage 20 // Damage of the nade on the sorrounding area before exploding
tesla_blowdmg 70 // Damage of the nade when it explodes
tesla_los 1 // Line of sight (if set to 1 the nade does not affect users through wall)
Extension coding:
General example:
PHP Code:

// We include all that we need
#include <amxmodx>
#include <engine>
#include <fakemeta>
#include <nadeammoapi>
#include <hamsandwich>

#define PLUGIN_NAME         "NDA Unkown Grenade"
#define PLUGIN_VERSION         "0.1"
#define PLUGIN_AUTHOR         "Me"

// Color of the nade defines
#define UGREN_R    255
#define UGREN_B    255
#define UGREN_G    255

// Global variables 
new pcv_costpcv_limitpcv_teampcv_select

new gID_NadeAmmoID

public plugin_init() 
{
    
// Register the plugin
    
register_plugin(PLUGIN_NAMEPLUGIN_VERSIONPLUGIN_AUTHOR)
    
    
pcv_cost register_cvar("gren_cost""400")
    
pcv_limit register_cvar("gren_limit""2")
    
pcv_team register_cvar("gren_team""0")
    
pcv_select register_cvar("gren_nadetype""0"// Hegrenade
    // Other cvars that make the nade more configurable
    
    // Register some buy commands    
    
register_clcmd("say buy_nade""buy_nade")
    
    
// We need this because we want to modify nade behaveor 
    
RegisterHam(Ham_Think"grenade""fw_ThinkGrenade")
}

public 
plugin_precache()
{
    
// Precache all the sounds/models that we need
}

public 
buy_nade(id)
{
    
// Use the stock that the plugin provides
    
BuyNade(idgetCvarNadeType(), gID_NadeAmmoID)
    return 
PLUGIN_CONTINUE
}

public 
fw_NAA_ExtentionInit()
{
    
// Here is where the main plugin askes for extension, we register everything 
    // Here we presume that we do not have a model for the armoury entity! So basically it is good to set it to ARMOURY_MODEL_NONE, so that the main plugin will know that the armoury does not have a specific model
    // The function returnes the Ammo_ID of our nade.
    // If we have a model that can set to the armoury we use with EngFunc_ModelIndex
    // Ex: RegisterNade("Flare", getCvarNadeType(), engfunc(EngFunc_ModelIndex, "models/w_flare.mdl"), cvar_price, cvar_limit, cvar_team) // Taken from flare.sma
    
gID_NadeAmmoID RegisterNade("My Awesome Grenade"getCvarNadeType(), ARMOURY_MODEL_NONEpcv_costpcv_limitpcv_team)
}

public 
fw_NAA_ArmouryEffects(armentNadeType:indexammo_type)
{
    
// If the ammo type is the same as the nade, if not do not do anything
    
if (ammo_type != gID_NadeAmmoID)
        return
    
    
// If the nadetype is the same with the one that we have made the set on, if false then do not do nothing
    
if (index != getCvarNadeType())
        return
    
    
// Here we add any kind of effects, sparks, rendering, etc.
    // DO NOT SET MODELS HERE! IF YOU SET MODELS THE ARMOURY ENTITY WILL NOT WORK! 
    // If you want to set models on armoury use the ARMOURY_MODEL argument in the RegisterNade native
    
    // Ex:
    // fm_set_rendering(arment, kRenderFxGlowShell, UGREN_R, UGREN_G, UGREN_B, kRenderTransTexture, 16)
}

public 
fw_NAA_CurNade(idNadeType:index)
{
    
// Here is when we change the weapon if we have a weapon then index will be GRENADE_INVALID, if we have then index will have one of the good GRENADE_ values
    // Here you can use to set the statusicon of the grenade so that user can identify it easily
    
    // This is the code for statusicon
    //if (index != getCvarNadeType())
    //    sendStatusIcon(id, 0, "dmg_whatever")
}

public 
fw_NAA_ChangeAmmo(idNadeType:indexammo_to)
{
    
// If we change the ammo to our nade, if not the ignore
    
if (index != getCvarNadeType())
        return
    
    
// Send status icon for id if the ammo is the one that interests us
    
sendStatusIcon(id, (ammo_to == gID_NadeAmmoID), "dmg_whatever")
}

public 
fw_NAA_NadeThrow(identNadeType:indexammo_type)
{
    if (
ammo_type != gID_NadeAmmoID)
        return
    
    if (
index != getCvarNadeType())
        return
    
    
// If we reached here it means that we have a our nade of interest (the nadetype and also the ammoid)
    
    // Set effects on the nade including models!!!
    // fm_set_rendering(ent, kRenderFxGlowShell, UGREN_R, UGREN_G, UGREN_B, kRenderTransTexture, 16)
    // entity_set_model(...)
}

public 
fw_ThinkGrenade(entity)
{
    
// Invalid entity we do not do anything
    
if (!pev_valid(entity)) return HAM_IGNORED;
    
    
// Get damage time of grenade (the moment when the grenade should explode)
    
static Float:dmgtime
    pev
(entitypev_dmgtimedmgtime)
    
    
// Check if it's time to go off, if not then we do not do anything
    
if (dmgtime get_gametime())
        return 
HAM_IGNORED;
    
    
// pev_NADEAMMOID and EV_INT_NADEAMMOID are the places where the ammotype of the nade is stored. It has been made this way so you can easily check it.
    // If it isn't our nade do not do anything
    
if (pev(entitypev_NADEAMMOID) != gID_NadeAmmoID)
        return 
HAM_IGNORED;
    
    
// If the nadetype is not the same. (Ex: smokegrenade != hegrenade) then don't do anything
    
if (getGrenadeIdentify(entity) != getCvarNadeType())
        return 
HAM_IGNORED;
    
    
// If we reached here means that we have our nade and the nade explodes!
    // We do here anything, explosion effects, damage, and also killing or others
    
    // Get rid of the grenade with the specially made stock!!!
    
fremoveEnt(entity)
    
    
// We stop the engine exploding the nade also
    
return HAM_SUPERCEDE
}

// Set entity's rendering type (from fakemeta_util)
fm_set_rendering(entityfx kRenderFxNone255255255render kRenderNormalamount 16)
{
    static 
Float:color[3]
    
color[0] = float(r)
    
color[1] = float(g)
    
color[2] = float(b)
    
    
set_pev(entitypev_renderfxfx)
    
set_pev(entitypev_rendercolorcolor)
    
set_pev(entitypev_rendermoderender)
    
set_pev(entitypev_renderamtfloat(amount))
}

// This we use to get the selected nade easily
NadeType:getCvarNadeType()
{
    new 
val get_pcvar_num(pcv_select)
    
    
// Default He grenade if inproper values
    
if (val || val 0)
        
val 0
    
    
return NadeType:val
}

// Send status icon for user interface. (Not necesarily!)
sendStatusIcon(idstatussprite_name[])
{
    
message_begin(MSG_ONE_UNRELIABLEget_user_msgid("StatusIcon"), _id);
    
write_byte(status); // status (0=hide, 1=show, 2=flash)
    
write_string(sprite_name); // sprite name
    
write_byte(UGREN_R); // red
    
write_byte(UGREN_G); // green
    
write_byte(UGREN_B); // blue
    
message_end();

How to make the plugin use special players for our nade (admins,zombie etc.)
PHP Code:
// We need to include biohazard for zombie condition tests.
#include <biohazard>

public plugin_init() 
{
    
// We set the team cvar to -1 or -2 which means special players, look at the ACCEPT constants from nadeammoapi includ efile
    
pcv_team register_cvar("gren_team""-1")
}

// When user tries to buy this nade this forward will execute, here we must test the conditions 
// Example zombie
public fw_NAA_CanPickup(idNadeType:indexammo_typePickupType:pickup)

    
// First we check if we deal with our nade type
    
    // Returning 0 means that the condition is invalid!!!! Diferent than 0 means that we have it valid!
    
if (ammo_type != gID_NadeAmmoID
        return 
0
     
    
if (index != getCvarNadeType()) 
        return 
0
    
    
// Ok we are here then we have our nade
    // pickup shows us information if the user picks up the nade or not
    // So now we do this:
    
    // If we buy the nade (this means that we should use a reason to print the player so that next time he should know when to buy the nade)
    
if (pickup == PICK_BUY)
    {
        
// This means that the user can buy!
        
if (is_user_zombie(id))
            return 
1
        
        
// Set the reason why the user can't buy the nade
        
SetReason("you aren't zombie")
        
        return 
0
    
}
    
    
// This means that we try to pickup the nade from the ground so we do not need the reason to print
    
return is_user_zombie(id) ? 0
}

// Admin example
public fw_NAA_CanPickup(idNadeType:indexammo_typePickupType:pickup)

    
// First we check if we deal with our nade type
    
    // Returning 0 means that the condition is invalid!!!! Diferent than 0 means that we have it valid!
    
if (ammo_type != gID_NadeAmmoID
        return 
0
     
    
if (index != getCvarNadeType()) 
        return 
0
    
    
// Ok we are here then we have our nade
    // pickup shows us information if the user picks up the nade or not
    // So now we do this:
    
    // If we buy the nade (this means that we should use a reason to print the player so that next time he should know when to buy the nade)
    
if (pickup == PICK_BUY)
    {
        
// This means that the user can buy!
        
if (get_user_flags(id) & ADMIN_CHAT)
            return 
1
        
        
// Set the reason why the user can't buy the nade
        
SetReason("you aren't admin")
        
        return 
0
    
}
    
    
// This means that we try to pickup the nade from the ground so we do not need the reason to print
    
return (get_user_flags(id) & ADMIN_CHAT) ? 0

Changelog:
PHP Code:
Version 1.0
Initial release

Version 1.1
Added new forwards/natives!
Fixed a small bug.
Added tesla nade

Version 1.2
Fixed a shield model problem
Added a new native for resetting view models
Added more checks for ammo refresh
Added VIP check when buying nades!
Added CreateArmoury native 
Screens:
SlideShow
With Models!
The Models are optional! The plugin works without them!

Credits:
Costin83 - Models! Models! And again Models!
Attached Files
File Type: zip Nade Models.zip (4.94 MB, 5990 views)
File Type: zip NadeAmmoCore.zip (506.2 KB, 5379 views)
__________________
My approved plug-ins | Good for newbies! | Problems?

Back, will come around when I have time.

Last edited by Arkshine; 10-31-2010 at 11:13. Reason: 1.2 released
ot_207 is offline
xPaw
Retired AMX Mod X Moderator
Join Date: Jul 2008
Old 08-07-2010 , 18:49   Re: NadeType Ammo API v1.0
Reply With Quote #2

Oh yes this is good! Great job there
__________________
xPaw is offline
ot_207
Veteran Member
Join Date: Jan 2008
Location: Romania The Love Country
Old 08-07-2010 , 18:51   Re: NadeType Ammo API v1.0
Reply With Quote #3

Quote:
Originally Posted by xPaw View Post
Oh yes this is good! Great job there
Thanks! This will surely be fun on any servers!
__________________
My approved plug-ins | Good for newbies! | Problems?

Back, will come around when I have time.
ot_207 is offline
EXteRmiNaToR
Senior Member
Join Date: Dec 2009
Old 08-07-2010 , 19:34   Re: NadeType Ammo API v1.0
Reply With Quote #4

Very nice plugin!Good job!
EXteRmiNaToR is offline
wrecked_
Veteran Member
Join Date: Jan 2010
Location: New York (GMT-5)
Old 08-07-2010 , 20:07   Re: NadeType Ammo API v1.0
Reply With Quote #5

Wow, great job.
__________________
[ Paid Requests ]
DO NOT PM ME ABOUT BLOCKMAKER
NO PRIVATE SUPPORT
wrecked_ is offline
eD.
Senior Member
Join Date: Oct 2009
Old 08-08-2010 , 06:00   Re: NadeType Ammo API v1.0
Reply With Quote #6

Good job! Now you can make a new version of Block Wallhack
eD. is offline
DIREKTOR
Senior Member
Join Date: Jan 2010
Location: On server
Old 08-08-2010 , 06:14   Re: NadeType Ammo API v1.0
Reply With Quote #7

Yes finaly !
Would you now start working on WallBlocker new ver with less cpu using ?
__________________
Quote:
Originally Posted by KadiR View Post
Learn the fucking server rules you idiot.
DIREKTOR is offline
Send a message via MSN to DIREKTOR
ot_207
Veteran Member
Join Date: Jan 2008
Location: Romania The Love Country
Old 08-08-2010 , 07:38   Re: NadeType Ammo API v1.0
Reply With Quote #8

Quote:
Originally Posted by DIREKTOR View Post
Yes finaly !
Would you now start working on WallBlocker new ver with less cpu using ?
Yes. I am still working on a nade to add to this plugin and some new natives after I will finish them I will start on Block Wallhack.
__________________
My approved plug-ins | Good for newbies! | Problems?

Back, will come around when I have time.
ot_207 is offline
eD.
Senior Member
Join Date: Oct 2009
Old 08-08-2010 , 07:54   Re: NadeType Ammo API v1.0
Reply With Quote #9

Quote:
Originally Posted by ot_207 View Post
Yes. I am still working on a nade to add to this plugin and some new natives after I will finish them I will start on Block Wallhack.
Ok, great! Thanks!
eD. is offline
yokomo
Surprise Ascot!
Join Date: May 2010
Location: Malaysia
Old 08-08-2010 , 08:36   Re: NadeType Ammo API v1.0
Reply With Quote #10

Huwow nade war begin, gonna test this. Thanks for sharing.
__________________
Team-MMG CS1.6 Servers:
✅ MultiMod -- 103.179.44.152:27016
✅ Zombie Plague -- 103.179.44.152:27015
✅ Zombie Escape -- 103.179.44.152:27017
✅ Klassik Kombat -- 103.179.44.152:27018
✅ Boss-Battle -- 103.179.44.152:27019
yokomo is offline
Reply



Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 23:48.


Powered by vBulletin®
Copyright ©2000 - 2024, vBulletin Solutions, Inc.
Theme made by Freecode