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Trying to put level limit on Kamikaze


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Jelle
[b]MOAR CANDY[/b]
Join Date: Aug 2009
Location: Denmark
Old 07-25-2010 , 18:47   Re: Trying to put level limit on Kamikaze
Reply With Quote #21

You only make a string to a number, nothing more. You should use a native. get_player_level or something like that. Check the include file.
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Jelle
[b]MOAR CANDY[/b]
Join Date: Aug 2009
Location: Denmark
Old 07-25-2010 , 18:59   Re: Trying to put level limit on Kamikaze
Reply With Quote #22

PHP Code:
// Kamikaze! - Credits AssKicR & Scarzzurs/The_Unbound & {HOJ} Batman

/* CVARS - copy and paste to shconfig.cfg

//Kamikaze
kamikaze_level 0
kamikaze_radius 300            //Radius of people affected by blast
kamikaze_fuse 15            //# of seconds before kamikaze blows Up
kamikaze_maxdamage 125            //Maximum damage to deal to a player

*/

#include <superheromod>

// GLOBAL VARIABLES
new gHeroID
new const gHeroName[] = "Kamikaze"
new bool:gHasKamikaze[SH_MAXSLOTS+1]
new 
gFuseTime[SH_MAXSLOTS+1]
new const 
gSoundCountdown[] = "buttons/blip2.wav"
new const gSoundFvox[11][] = {"""one""two""three""four""five""six""seven""eight""nine""ten"}
new 
gSpriteSmokegSpriteWhitegSpriteFire
new gMsgSync
new pCvarRadiuspCvarFusepCvarMaxDamagepcvarMaxLevel
//----------------------------------------------------------------------------------------------
public plugin_init()
{
    
// Plugin Info
    
register_plugin("SUPERHERO Kamikaze"SH_VERSION_STR"AssKicR/JTP10181")

    
// DO NOT EDIT THIS FILE TO CHANGE CVARS, USE THE SHCONFIG.CFG
    
new pcvarLevel register_cvar("kamikaze_level""0")
    
pCvarRadius register_cvar("kamikaze_radius""300")
    
pCvarFuse register_cvar("kamikaze_fuse""15")
    
pCvarMaxDamage register_cvar("kamikaze_maxdamage""125")
    
pcvarMaxLevel register_cvar("kamikaze_maxlevel""10")

    
// FIRE THE EVENTS TO CREATE THIS SUPERHERO!
    
gHeroID sh_create_hero(gHeroNamepcvarLevel)
    
sh_set_hero_info(gHeroID"Blow Self Up""Blow up the enemies with a Kamikaze attack")
    
sh_set_hero_bind(gHeroID)

    
// Timer loop
    
set_task(1.0"kamikaze_check"___"b")

    
gMsgSync CreateHudSyncObj()
}
//----------------------------------------------------------------------------------------------
public plugin_precache()
{
    
gSpriteSmoke precache_model("sprites/steam1.spr")
    
gSpriteWhite precache_model("sprites/white.spr")
    
gSpriteFire precache_model("sprites/explode1.spr")
    
precache_sound(gSoundCountdown)
}
//----------------------------------------------------------------------------------------------
public sh_hero_init(idheroIDmode)
{
    
//This I already showed you how to do, so nothing new here
    
if ( gHeroID == heroID && mode == SH_HERO_ADD )
        
kamikaze_checklevel(id
}
//----------------------------------------------------------------------------------------------
public sh_client_spawn(id)
{
    
gPlayerInCooldown[id] = false
    gFuseTime
[id] = 0
}
//----------------------------------------------------------------------------------------------
public sh_hero_key(idheroIDkey)
{
    if ( 
gHeroID != heroID || sh_is_freezetime() ) return
    if ( !
is_user_alive(id) || !gHasKamikaze[id] ) return

    if ( 
key == SH_KEYDOWN ) {
        
// Let them know they already used their ultimate if they have
        
if ( gPlayerInCooldown[id] ) {
            
sh_sound_deny(id)
            return
        }

        
gPlayerInCooldown[id] = true
        gFuseTime
[id] = get_pcvar_num(pCvarFuse)
    }
}
//----------------------------------------------------------------------------------------------
public kamikaze_check()
{
    if ( !
sh_is_active() ) return

    static 
players[SH_MAXSLOTS], playerCountplayerfuseTimei
    get_players
(playersplayerCount"ah")

    for ( 
0playerCounti++ ) {
        
player players[i]

        if ( !
gHasKamikaze[player] ) continue

        
fuseTime gFuseTime[player]

        if ( 
fuseTime ) {
            
emit_sound(playerCHAN_ITEMgSoundCountdownVOL_NORMATTN_NORM0PITCH_NORM)

            
gFuseTime[player] = --fuseTime

            
if ( fuseTime <= ) {
                
blow_up(player)
            }
            else {
                
// Decrement the counter
                
set_hudmessage(01002000.050.6520.021.00.010.1, -1)
                
ShowSyncHudMsg(playergMsgSync"You will explode in %d second%s"fuseTimefuseTime == "" "s")

                
// Say Time Remaining to the User Only.
                
if ( fuseTime == 11 ) {
                    
client_cmd(player"spk ^"fvox/remaining^"")
                }
                else if ( 
fuseTime 11 ) {
                    
client_cmd(player"spk ^"fvox/%s^""gSoundFvox[fuseTime])
                }
            }
        }
    }
}
//----------------------------------------------------------------------------------------------
public blow_up(id)
{
    if ( !
is_user_connected(id) ) return

    new 
Float:dRatioFloat:distanceBetweendamage
    
new Float:idOrigin[3], Float:playerOrigin[3], name[32]
    new 
Float:dmgRadius get_pcvar_float(pCvarRadius)
    new 
maxDamage get_pcvar_num(pCvarMaxDamage)
    new 
FFOn sh_friendlyfire_on()
    new 
CsTeams:idTeam cs_get_user_team(id)

    
gFuseTime[id] = 0

    pev
(idpev_originidOrigin)

    
// blowup even if dead
    
explode_effect(idOrigin)

    
// Kill id first, if alive, because he is the bomb
    
if ( is_user_alive(id) ) {
        
set_pev(idpev_takedamageDAMAGE_AIM)        // Make sure they dont have godmode so we can kill them
        
sh_extra_damage(idid0"suicide bomb"_SH_DMG_KILL)
    }

    
get_user_name(idname31)
    
set_hudmessage(01002000.050.6520.021.00.010.1, -1)
    
ShowSyncHudMsg(0gMsgSync"%s has exploded"name)

    new 
players[SH_MAXSLOTS], playerCountplayer
    get_players
(playersplayerCount"ah")

    for ( new 
0playerCounti++ ) {
        
player players[i]

        
pev(playerpev_originplayerOrigin)
        
distanceBetween vector_distance(idOriginplayerOrigin)

        if ( 
distanceBetween <= dmgRadius ) {
            if ( 
FFOn || idTeam != cs_get_user_team(player) ) {
                
dRatio distanceBetween dmgRadius
                damage 
maxDamage floatround(maxDamage dRatio)
                if ( !
damage damage 1    // Incase damage cvar is really low cause something if within the radius 
                
sh_extra_damage(playeriddamage"kamikaze bomb"_SH_DMG_NORMtrue)
            }

            
// Add some push and shake effects instead of dmgStun later, and cause it on everyone within radius
        
}
    }
}
//----------------------------------------------------------------------------------------------
explode_effect(Float:vec1[3])
{
    
// blast circles
    
engfunc(EngFunc_MessageBeginMSG_BROADCASTSVC_TEMPENTITYvec10)
    
write_byte(TE_BEAMCYLINDER)    // 21
    
engfunc(EngFunc_WriteCoordvec1[0])
    
engfunc(EngFunc_WriteCoordvec1[1])
    
engfunc(EngFunc_WriteCoordvec1[2] + 16)
    
engfunc(EngFunc_WriteCoordvec1[0])
    
engfunc(EngFunc_WriteCoordvec1[1])
    
engfunc(EngFunc_WriteCoordvec1[2] + 1936)
    
write_short(gSpriteWhite)
    
write_byte(0)        // startframe
    
write_byte(0)        // framerate
    
write_byte(2)        // life
    
write_byte(20)        // width
    
write_byte(0)        // noise
    
write_byte(188)        // r
    
write_byte(220)        // g
    
write_byte(255)        // b
    
write_byte(255)        // brightness
    
write_byte(0)        // speed
    
message_end()

    
// Explosion2
    
message_begin(MSG_BROADCASTSVC_TEMPENTITY)
    
write_byte(TE_EXPLOSION2)    // 12
    
engfunc(EngFunc_WriteCoordvec1[0])
    
engfunc(EngFunc_WriteCoordvec1[1])
    
engfunc(EngFunc_WriteCoordvec1[2])
    
write_byte(188)        // scale in 0.1's
    
write_byte(10)        // framerate
    
message_end()

    
// Explosion
    
engfunc(EngFunc_MessageBeginMSG_BROADCASTSVC_TEMPENTITYvec10)
    
write_byte(TE_EXPLOSION)    // 3
    
engfunc(EngFunc_WriteCoordvec1[0])
    
engfunc(EngFunc_WriteCoordvec1[1])
    
engfunc(EngFunc_WriteCoordvec1[2])
    
write_short(gSpriteFire)
    
write_byte(60)        // scale in 0.1's
    
write_byte(10)        // framerate
    
write_byte(TE_EXPLFLAG_NONE)        // flags
    
message_end()

    
// Smoke
    
engfunc(EngFunc_MessageBeginMSG_BROADCASTSVC_TEMPENTITYvec10)
    
write_byte(TE_SMOKE)        // 5
    
engfunc(EngFunc_WriteCoordvec1[0])
    
engfunc(EngFunc_WriteCoordvec1[1])
    
engfunc(EngFunc_WriteCoordvec1[2])
    
write_short(gSpriteSmoke)
    
write_byte(10)        // scale in 0.1's
    
write_byte(10)        // framerate
    
message_end()
}
//----------------------------------------------------------------------------------------------
public sh_client_death(victim)
{
    if ( 
victim || victim sh_maxplayers() ) return

    if ( 
gFuseTime[victim] > ) {
        
// Delay to avoid recursion
        
set_task(0.1"blow_up"victim)
    }
}
//----------------------------------------------------------------------------------------------
public client_connect(id)
{
    
gHasKamikaze[id] = false
    gFuseTime
[id] = 0
}
//----------------------------------------------------------------------------------------------
public client_disconnect(id)
{
    
gHasKamikaze[id] = false
    gFuseTime
[id] = 0
}
//----------------------------------------------------------------------------------------------
kamikaze_checklevel(id)
{
    
// now here I deleted the kamikaze_levels() as I didn't find it usefull in any way
    // This checks if the id has the hero, and if his level is higher than the cvar kamikaze_maxlevel
    // if pcvarMaxLevel is is lower than the id's level, then drop his hero and let him know he can't use it
    
if ( gHasKamikaze[id] && sh_get_user_lvl(id) > get_pcvar_num(pcvarMaxLevel))
    {
        
// We print to him to let him know he can't use this hero
        
client_print(id,print_chat"[SH](%s) You must be level %d or lower to use this hero",gHeroNameget_pcvar_num(pcvarMaxLevel))
        
// We set, in the code, that he does not have this hero anymore
        
gHasKamikaze[id] = false
        
// And now we drop the hero from him
        
client_cmd(id,"say drop %s",gHeroName)
    }

It compiles, but I didn't test it.

I commented it so you can see what I am doing.
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Zorba
Member
Join Date: Apr 2008
Old 07-25-2010 , 22:25   Re: Trying to put level limit on Kamikaze
Reply With Quote #23

I had done it, I don't know it's correct, but...
Instead of
PHP Code:
new gPlayerLevels[SH_MAXSLOTS+1
I put the native sh_get_user_lvl(id)
And it was thus
PHP Code:
new gPlayerLevels[] = "sh_get_user_lvl" 
PHP Code:
#include <superheromod>

// GLOBAL VARIABLES
new gHeroID
new const gHeroName[] = "Kamikaze"
new bool:gHasKamikaze[SH_MAXSLOTS+1]
new 
gFuseTime[SH_MAXSLOTS+1]
new const 
gSoundCountdown[] = "buttons/blip2.wav"
new const gSoundFvox[11][] = {"""one""two""three""four""five""six""seven""eight""nine""ten"}
new 
gSpriteSmokegSpriteWhitegSpriteFire
new gMsgSync
new pCvarRadiuspCvarFusepCvarMaxDamagepCvarMaxLevel
new gPlayerLevels[] = "sh_get_user_lvl"
//----------------------------------------------------------------------------------------------
public plugin_init()
{
    
// Plugin Info
    
register_plugin("SUPERHERO Kamikaze"SH_VERSION_STR"Zorba & AssKicR/JTP10181")

    
// DO NOT EDIT THIS FILE TO CHANGE CVARS, USE THE SHCONFIG.CFG
    
new pcvarLevel register_cvar("kamikaze_level""0")
    
pCvarRadius register_cvar("kamikaze_radius""300")
    
pCvarFuse register_cvar("kamikaze_fuse""15")
    
pCvarMaxDamage register_cvar("kamikaze_maxdamage""125")
    
pCvarMaxLevel register_cvar("kamikaze_maxlevel""10")

    
// FIRE THE EVENTS TO CREATE THIS SUPERHERO!
    
gHeroID sh_create_hero(gHeroNamepcvarLevel)
    
sh_set_hero_info(gHeroID"Blow Self Up""Blow up the enemies with a Kamikaze attack")
    
sh_set_hero_bind(gHeroID)
         
    
// EVENT
    
register_event("ResetHUD","newRound","b"
    
    
// LEVELS
    
register_srvcmd("kamikaze_levels""kamikaze_levels")
    
shRegLevels(gHeroName,"kamikaze_levels")
    
    
// Timer loop
    
set_task(1.0"kamikaze_check"___"b")
       
    
gMsgSync CreateHudSyncObj()
}
//----------------------------------------------------------------------------------------------
public plugin_precache()
{
    
gSpriteSmoke precache_model("sprites/steam1.spr")
    
gSpriteWhite precache_model("sprites/white.spr")
    
gSpriteFire precache_model("sprites/explode1.spr")
    
precache_sound(gSoundCountdown)
}
//----------------------------------------------------------------------------------------------
public sh_hero_init(idheroIDmode)
{
    if ( 
gHeroID == heroID && mode == SH_HERO_ADD )
        
kamikaze_checklevel(id)
    
}  
//----------------------------------------------------------------------------------------------
public sh_client_spawn(id)
{
    
gPlayerInCooldown[id] = false
    gFuseTime
[id] = 0
}
//----------------------------------------------------------------------------------------------
public sh_hero_key(idheroIDkey)
{
    if ( 
gHeroID != heroID || sh_is_freezetime() ) return
    if ( !
is_user_alive(id) || !gHasKamikaze[id] ) return

    if ( 
key == SH_KEYDOWN ) {
        
// Let them know they already used their ultimate if they have
        
if ( gPlayerInCooldown[id] ) {
            
sh_sound_deny(id)
            return
        }

        
gPlayerInCooldown[id] = true
        gFuseTime
[id] = get_pcvar_num(pCvarFuse)
    }
}
//----------------------------------------------------------------------------------------------
public kamikaze_check()
{
    if ( !
sh_is_active() ) return

    static 
players[SH_MAXSLOTS], playerCountplayerfuseTimei
    get_players
(playersplayerCount"ah")

    for ( 
0playerCounti++ ) {
        
player players[i]

        if ( !
gHasKamikaze[player] ) continue

        
fuseTime gFuseTime[player]

        if ( 
fuseTime ) {
            
emit_sound(playerCHAN_ITEMgSoundCountdownVOL_NORMATTN_NORM0PITCH_NORM)

            
gFuseTime[player] = --fuseTime

            
if ( fuseTime <= ) {
                
blow_up(player)
            }
            else {
                
// Decrement the counter
                
set_hudmessage(01002000.050.6520.021.00.010.1, -1)
                
ShowSyncHudMsg(playergMsgSync"You will explode in %d second%s"fuseTimefuseTime == "" "s")

                
// Say Time Remaining to the User Only.
                
if ( fuseTime == 11 ) {
                    
client_cmd(player"spk ^"fvox/remaining^"")
                }
                else if ( 
fuseTime 11 ) {
                    
client_cmd(player"spk ^"fvox/%s^""gSoundFvox[fuseTime])
                }
            }
        }
    }
}
//----------------------------------------------------------------------------------------------
public blow_up(id)
{
    if ( !
is_user_connected(id) ) return

    new 
Float:dRatioFloat:distanceBetweendamage
    
new Float:idOrigin[3], Float:playerOrigin[3], name[32]
    new 
Float:dmgRadius get_pcvar_float(pCvarRadius)
    new 
maxDamage get_pcvar_num(pCvarMaxDamage)
    new 
FFOn sh_friendlyfire_on()
    new 
CsTeams:idTeam cs_get_user_team(id)

    
gFuseTime[id] = 0

    pev
(idpev_originidOrigin)

    
// blowup even if dead
    
explode_effect(idOrigin)

    
// Kill id first, if alive, because he is the bomb
    
if ( is_user_alive(id) ) {
        
set_pev(idpev_takedamageDAMAGE_AIM)        // Make sure they dont have godmode so we can kill them
        
sh_extra_damage(idid0"suicide bomb"_SH_DMG_KILL)
    }

    
get_user_name(idname31)
    
set_hudmessage(01002000.050.6520.021.00.010.1, -1)
    
ShowSyncHudMsg(0gMsgSync"%s has exploded"name)

    new 
players[SH_MAXSLOTS], playerCountplayer
    get_players
(playersplayerCount"ah")

    for ( new 
0playerCounti++ ) {
        
player players[i]

        
pev(playerpev_originplayerOrigin)
        
distanceBetween vector_distance(idOriginplayerOrigin)

        if ( 
distanceBetween <= dmgRadius ) {
            if ( 
FFOn || idTeam != cs_get_user_team(player) ) {
                
dRatio distanceBetween dmgRadius
                damage 
maxDamage floatround(maxDamage dRatio)
                if ( !
damage damage 1    // Incase damage cvar is really low cause something if within the radius 
                
sh_extra_damage(playeriddamage"kamikaze bomb"_SH_DMG_NORMtrue)
            }

            
// Add some push and shake effects instead of dmgStun later, and cause it on everyone within radius
        
}
    }
}
//----------------------------------------------------------------------------------------------
explode_effect(Float:vec1[3])
{
    
// blast circles
    
engfunc(EngFunc_MessageBeginMSG_BROADCASTSVC_TEMPENTITYvec10)
    
write_byte(TE_BEAMCYLINDER)    // 21
    
engfunc(EngFunc_WriteCoordvec1[0])
    
engfunc(EngFunc_WriteCoordvec1[1])
    
engfunc(EngFunc_WriteCoordvec1[2] + 16)
    
engfunc(EngFunc_WriteCoordvec1[0])
    
engfunc(EngFunc_WriteCoordvec1[1])
    
engfunc(EngFunc_WriteCoordvec1[2] + 1936)
    
write_short(gSpriteWhite)
    
write_byte(0)        // startframe
    
write_byte(0)        // framerate
    
write_byte(2)        // life
    
write_byte(20)        // width
    
write_byte(0)        // noise
    
write_byte(188)        // r
    
write_byte(220)        // g
    
write_byte(255)        // b
    
write_byte(255)        // brightness
    
write_byte(0)        // speed
    
message_end()

    
// Explosion2
    
message_begin(MSG_BROADCASTSVC_TEMPENTITY)
    
write_byte(TE_EXPLOSION2)    // 12
    
engfunc(EngFunc_WriteCoordvec1[0])
    
engfunc(EngFunc_WriteCoordvec1[1])
    
engfunc(EngFunc_WriteCoordvec1[2])
    
write_byte(188)        // scale in 0.1's
    
write_byte(10)        // framerate
    
message_end()

    
// Explosion
    
engfunc(EngFunc_MessageBeginMSG_BROADCASTSVC_TEMPENTITYvec10)
    
write_byte(TE_EXPLOSION)    // 3
    
engfunc(EngFunc_WriteCoordvec1[0])
    
engfunc(EngFunc_WriteCoordvec1[1])
    
engfunc(EngFunc_WriteCoordvec1[2])
    
write_short(gSpriteFire)
    
write_byte(60)        // scale in 0.1's
    
write_byte(10)        // framerate
    
write_byte(TE_EXPLFLAG_NONE)        // flags
    
message_end()

    
// Smoke
    
engfunc(EngFunc_MessageBeginMSG_BROADCASTSVC_TEMPENTITYvec10)
    
write_byte(TE_SMOKE)        // 5
    
engfunc(EngFunc_WriteCoordvec1[0])
    
engfunc(EngFunc_WriteCoordvec1[1])
    
engfunc(EngFunc_WriteCoordvec1[2])
    
write_short(gSpriteSmoke)
    
write_byte(10)        // scale in 0.1's
    
write_byte(10)        // framerate
    
message_end()
}
//----------------------------------------------------------------------------------------------
public sh_client_death(victim)
{
    if ( 
victim || victim sh_maxplayers() ) return

    if ( 
gFuseTime[victim] > ) {
        
// Delay to avoid recursion
        
set_task(0.1"blow_up"victim)
    }
}
//----------------------------------------------------------------------------------------------
public client_connect(id)
{
    
gHasKamikaze[id] = false
    gFuseTime
[id] = 0
}
//----------------------------------------------------------------------------------------------
public client_disconnect(id)
{
    
gHasKamikaze[id] = false
    gFuseTime
[id] = 0
}
//----------------------------------------------------------------------------------------------,
public kamikaze_levels()
{
    new 
id[5]
    new 
lev[5]

    
read_argv(1,id,4)
    
read_argv(2,lev,4)

    
gPlayerLevels[str_to_num(id)] = str_to_num(lev)

    
kamikaze_checklevel(str_to_num(id))
}
//----------------------------------------------------------------------------------------------
public kamikaze_checklevel(id)
{
    new 
kamikaze_maxlvl get_pcvar_num(pCvarMaxLevel)
    if (
gHasKamikaze[id] && gPlayerLevels[id] > kamikaze_maxlvl) {
        
client_print(id,print_chat"[SH](%s) You must be level %d or lower to use this hero",gHeroName,kamikaze_maxlvl)
        
gHasKamikaze[id] = false
        client_cmd
(id,"say drop %s",gHeroName)
    }

}
//---------------------------------------------------------------------------------------------- 
And doing that, it don't work ;s
Is it wrong?
I didn't saw your post, I will test it know,
Thx

Last edited by Zorba; 07-25-2010 at 23:14.
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Zorba
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Join Date: Apr 2008
Old 07-25-2010 , 23:22   Re: Trying to put level limit on Kamikaze
Reply With Quote #24

I already tested it and it don't work
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Jelle
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Location: Denmark
Old 07-26-2010 , 07:35   Re: Trying to put level limit on Kamikaze
Reply With Quote #25

You cannot use natives global. You need to do it in a forward, so you have an ID to assign to it. If you do not have an ID, it can't return anything from any player. Why don't you just use my code?
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Old 07-26-2010 , 13:02   Re: Trying to put level limit on Kamikaze
Reply With Quote #26

Quote:
Originally Posted by Jelle View Post
You cannot use natives global. You need to do it in a forward, so you have an ID to assign to it. If you do not have an ID, it can't return anything from any player. Why don't you just use my code?
I used it, but it didn't work ;x
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Jelle
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Old 07-26-2010 , 13:49   Re: Trying to put level limit on Kamikaze
Reply With Quote #27

So, you used my code, and it didn't work? What errors do you get?
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Old 07-26-2010 , 16:18   Re: Trying to put level limit on Kamikaze
Reply With Quote #28

Quote:
Originally Posted by Jelle View Post
So, you used my code, and it didn't work? What errors do you get?
Yeah, the hero wasn't dropped ;s
The hero noob with max level was dropped but the hero kamikaze with max level was not
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Fr33m@n
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Join Date: May 2008
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Old 07-26-2010 , 17:47   Re: Trying to put level limit on Kamikaze
Reply With Quote #29

No it's the good area.
I made it.
new cvar to add in shconfig.cfg :
Code:
 
kamikaze_maxlevel 7    //max level for use this hero
Attached Files
File Type: sma Get Plugin or Get Source (sh_kamikaze.sma - 425 views - 8.7 KB)

Last edited by Fr33m@n; 07-26-2010 at 19:52.
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Old 07-26-2010 , 18:22   Re: Trying to put level limit on Kamikaze
Reply With Quote #30

ah didn't see this thread, try my version on the other topic and tell if it work.
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