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[ CSGO ] dead players respawn as chicken


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PinHeaDi
Senior Member
Join Date: Jul 2013
Location: Bulgaria
Old 03-27-2018 , 04:27   Re: [ CSGO ] dead players respawn as chicken
Reply With Quote #11

Quote:
Originally Posted by Zyten View Post
can there be a command that make client make his chicken gravity level? and ofc make it on/off by cvar
!cg could be good = chickengravity

Also this need noclip and same as above (i am asking that because when u do some activitys u pass and there is doors faceing you then u are locked untill end of round).

also would be cool if there is question asking if he would like to become chicken or stay spec as i have noticed there is no way back after u are chicken.
PHP Code:
#include <sourcemod>
#include <cstrike>
#include <sdktools>
#include <sdkhooks>
#include <smlib>
#include <multicolors>

#pragma semicolon 1
#pragma newdecls required

#define HIDE_RADAR_CSGO 1<<12
#define ChickenModel "models/chicken/chicken.mdl"

bool RevivedAsChicken[MAXPLAYERS+1];
Handle ReviveAsChickenTimer[MAXPLAYERS+1];
ConVar ChickenUseChickenTPChickenHealthChickenRespawnChickenGravityChickenSpeedChickenNoCollusion;

public 
void OnPluginStart()
{
    
ChickenNoCollusion CreateConVar("sm_chicken_nocollusion""1""Disbles collusions between chickens and normal players. 1 - on, 0 - off"0true0.0true1.0);
    
ChickenUse CreateConVar("sm_chicken_use""1""Disables '+use' for chickens. 1 - yes, 0 - no."0true0.0true1.0);
    
ChickenTP CreateConVar("sm_chicken_thirdperson""0""1 - Chichens will be in thirdperson, 0 - Chichens will be in firstperson."0true0.0true1.0);
    
ChickenHealth CreateConVar("sm_chicken_health""250""Chicken Health"0true0.0false2.0);
    
ChickenRespawn CreateConVar("sm_chicken_respawn_time""40.0""Time after death for respawn"0true0.1false1.0);
    
ChickenGravity CreateConVar("sm_chicken_gravity""0.1""0,1 = 100, 0,2 = 200, etc."0true0.1false1.0);
    
ChickenSpeed CreateConVar("sm_chicken_speed""2.5""1.0 - normal speed"0true0.1false1.0);

    
HookEvent("player_spawn"PlayerSpawn);
    
HookEvent("player_death"PlayerDeath);
    
HookEvent("round_end"RoundEnd);
    
RegConsoleCmd("sm_cg"ChangeChickenGravity);

    for(
int i 1<= MaxClientsi++)
    {
        if(
IsClientInGame(i)) OnClientPutInServer(i);
    }
}

public 
void OnMapStart()
{
    
PrecacheModel(ChickenModel);
    
AddFileToDownloadsTable("materials/models/props_farm/chicken_white.vmt");
    
AddFileToDownloadsTable("materials/models/props_farm/chicken_white.vtf");
    
AddFileToDownloadsTable("models/chicken/chicken.dx90.vtx");
    
AddFileToDownloadsTable("models/chicken/chicken.phy");
    
AddFileToDownloadsTable("models/chicken/chicken.vvd");
    
AddFileToDownloadsTable("models/chicken/chicken.mdl");
}

public 
void OnClientPutInServer(int client)
{
    
SDKHook(clientSDKHook_WeaponEquipOnWeaponEquip);
    
SDKHook(clientSDKHook_OnTakeDamageAliveOnTakeDamage);
    
SDKHook(clientSDKHook_StartTouchOnPlayerTouch);
    
RevivedAsChicken[client] = false;
}

public 
void OnClientDisconnect(int client)
{
    
SDKUnhook(clientSDKHook_WeaponEquipOnWeaponEquip);
    
SDKUnhook(clientSDKHook_OnTakeDamageAliveOnTakeDamage);
    if (
ReviveAsChickenTimer[client] != null)
    {
        
KillTimer(ReviveAsChickenTimer[client]);
        
ReviveAsChickenTimer[client] = null;
    }
}

public 
Action ChangeChickenGravity(int clientint args)
{
    if(
RevivedAsChicken[client])
    {
        
CPrintToChat(client"[{lightred}Info{default}] You can only use that command when you're a {blue}chicken{default}.");
        return 
Plugin_Handled;
    }

    
char gravity[4];
    
GetCmdArg(1gravitysizeof(gravity));
    
float gravityvalue StringToFloat(gravity);

    if(
gravityvalue == 0.1 || gravityvalue == 0.2 || gravityvalue == 0.3 || gravityvalue == 0.4 || gravityvalue == 0.5 || gravityvalue == 0.6 
    
|| gravityvalue == 0.7 || gravityvalue == 0.8 || gravityvalue == 0.9 || gravityvalue == 1.0)
    {
        
SetGravity(clientgravityvalue);
        
CPrintToChat(client"[{lightred}Info{default}] You changed your gravity to {green}%.1f{default}."gravityvalue);
    }
    else
    {
        
CPrintToChat(client"[{lightred}Info{default}] Valid gravity values from {green}0,1 {default}to {green}1,0{default}.");
    }
    return 
Plugin_Continue;
}
//*******************************************************//
//                   EVENTS                             //
//*****************************************************//
public Action PlayerSpawn(Event event, const char[] namebool dontBroadcast)
{
    
int client GetClientOfUserId(event.GetInt("userid"));

    if (
ReviveAsChickenTimer[client] != null//In case of an admin revives the player, before the time runs out. Or he's respawned in other ways.
    
{
        
KillTimer(ReviveAsChickenTimer[client]);
        
ReviveAsChickenTimer[client] = null;
    }

    if(
ChickenTP.IntValue)
    {
        
FirstPerson(client);
    }

    if (
RevivedAsChicken[client])
    {
        
SetEntProp(clientProp_Send"m_lifeState"1);  

        
Client_RemoveAllWeapons(client""true);
        
SetEntProp(clientProp_Send"m_iHideHUD"GetEntProp(clientProp_Send"m_iHideHUD") | HIDE_RADAR_CSGO);
        
SetEntProp(clientProp_Data"m_takedamage"01);
        
SetEntityModel(clientChickenModel);
        
SetEntityHealth(clientChickenHealth.IntValue);
        
SetGravity(clientChickenGravity.FloatValue);
        
SetSpeed(clientChickenSpeed.FloatValue);  
        return 
Plugin_Handled;
    }

    
SetEntProp(clientProp_Data"m_takedamage"21);
    
SetEntProp(clientProp_Send"m_iHideHUD"GetEntProp(clientProp_Send"m_iHideHUD") & ~HIDE_RADAR_CSGO);
    
SetGravity(client1.0);
    
SetSpeed(client1.0);
    return 
Plugin_Continue;
}

public 
Action PlayerDeath(Event event, const char[] namebool dontBroadcast)
{
    
int client GetClientOfUserId(event.GetInt("userid"));
    if (!
RevivedAsChicken[client])
    {
        
ReviveAsChickenTimer[client] = CreateTimer(ChickenRespawn.FloatValueRevivePlayerAsChickenGetClientUserId(client));
    }
}

public 
Action RoundEnd(Event event, const char[] namebool dontBroadcast)
{
    for (
int i 1<= MaxClientsi++)
    {
        if(
IsValidClient(i) && RevivedAsChicken[i])
        {
            
RevivedAsChicken[i] = false;
        }

        if (
ReviveAsChickenTimer[i] != null)
        {
            
KillTimer(ReviveAsChickenTimer[i]);
            
ReviveAsChickenTimer[i] = null;
        }
    }
}

public 
Action RevivePlayerAsChicken(Handle timerany userid)
{
   
int client GetClientOfUserId(userid);
   if(
client == 0) return;

   
AskPlayerIfHeWantsToBeAChicken(client);
}

//*******************************************************//
//                   ACTIONS                            //
//*****************************************************//

public Action OnPlayerRunCmd(int clientint &buttonsint &impulsefloat vel[3], float angles[3], int &weaponint &subtypeint &cmdnumint &tickcountint &seedint mouse[2])
{
    if(
RevivedAsChicken[client] && ChickenUse.IntValue)
    {
        
buttons buttons &= ~IN_USE;
        return 
Plugin_Changed;
    }
    return 
Plugin_Continue;
}

public 
Action OnWeaponEquip(int clientint weapon)  
{
    
char weaponname[32];
    
GetEdictClassname(weaponweaponnamesizeof(weaponname)); 

    if(
RevivedAsChicken[client] && !StrEqual(weaponname"weapon_knife"))
    {
        return 
Plugin_Handled;
    }
    return 
Plugin_Continue;    


public 
Action OnTakeDamage(int victimint &attackerint &inflictorfloat &damageint &damagetype)
{
    if(
RevivedAsChicken[attacker])
    {
        
damage 0.0
        return 
Plugin_Handled
    }

    return 
Plugin_Continue;
}

//*******************************************************//
//                    VOIDS                             //
//*****************************************************//
public void OnPlayerTouch(int clientint ent)
{
    if(
RevivedAsChicken[client] && ChickenNoCollusion.IntValue && IsValidClient(client))
    {
        
SetEntProp(clientProp_Data"m_CollisionGroup", (ent <= MaxClients) ? 5);
    }  
}

public 
void SetSpeed(int clientfloat speed)
{
    
SetEntPropFloat(clientProp_Data"m_flLaggedMovementValue"speed);
}

public 
void SetGravity(int clientfloat amount)
{
    
SetEntityGravity(clientamount GetEntPropFloat(clientProp_Data"m_flLaggedMovementValue"));
}

void FirstPerson(int client)
{
    if (
IsValidClient(client) && RevivedAsChicken[client])
    {
        
ClientCommand(client"firstperson");
    }
    else
    {
        
ClientCommand(client"thirdperson");    
    }
}

stock bool IsValidClient(int client)
{
    return (
<= client <= MaxClients && IsClientInGame(client));


//*******************************************************//
//                     MENU                             //
//*****************************************************//

public void AskPlayerIfHeWantsToBeAChicken(int client)
{
    
Menu menu = new Menu(ChickenMENU);

    
menu.SetTitle("%N, do you want to be revived as a chicken?"client);
    
menu.AddItem("yes""Yes");
    
menu.AddItem("no""No");
    
menu.ExitButton false;
    
menu.Display(client15);
}

public 
int ChickenMENU(Menu menuMenuAction actionint clientint param2)
{
    switch(
action)
    {
        case 
MenuAction_Select:
        {
            
char info[32];
            
menu.GetItem(param2infosizeof(info));

            if (
StrEqual(info"yes"))
            {
                
RevivedAsChicken[client] = true;
                
CS_RespawnPlayer(client);
            }
            else if (
StrEqual(info"no"))
            {
                
RevivedAsChicken[client] = false;
            }
        }

        case 
MenuAction_End:{delete menu;}
    }

    return 
0;

__________________
PinHeaDi is offline
nguyenbaodanh
AlliedModders Donor
Join Date: Jun 2007
Location: HCMC, Vietnam
Old 03-27-2018 , 06:04   Re: [ CSGO ] dead players respawn as chicken
Reply With Quote #12

Oh wait. The chicken model is not autp precache.
We have to manual add to download tabble right ?
__________________
nguyenbaodanh is offline
PinHeaDi
Senior Member
Join Date: Jul 2013
Location: Bulgaria
Old 03-27-2018 , 06:13   Re: [ CSGO ] dead players respawn as chicken
Reply With Quote #13

If I didn't messed up the plugin it should precache it automatically.
__________________
PinHeaDi is offline
nguyenbaodanh
AlliedModders Donor
Join Date: Jun 2007
Location: HCMC, Vietnam
Old 03-27-2018 , 23:41   Re: [ CSGO ] dead players respawn as chicken
Reply With Quote #14

Quote:
Originally Posted by PinHeaDi View Post
If I didn't messed up the plugin it should precache it automatically.
idk , I can't see chicken model.
btw
Oh ! I use with this plugin
https://forums.alliedmods.net/showth...85#post2583185

Maybe , sometimes teammate revive me but I respawn as a chicken )
can it be fix ?
__________________
nguyenbaodanh is offline
PinHeaDi
Senior Member
Join Date: Jul 2013
Location: Bulgaria
Old 03-28-2018 , 07:54   Re: [ CSGO ] dead players respawn as chicken
Reply With Quote #15

PHP Code:
#include <sourcemod>
#include <cstrike>
#include <sdktools>
#include <sdkhooks>
#include <smlib>
#include <multicolors>

#pragma semicolon 1
#pragma newdecls required

#define HIDE_RADAR_CSGO 1<<12

bool RevivedAsChicken[MAXPLAYERS+1];
Handle ReviveAsChickenTimer[MAXPLAYERS+1];
ConVar ChickenUseChickenTPChickenHealthChickenRespawnChickenGravityChickenSpeedChickenNoCollusion;

public 
void OnPluginStart()
{
    
ChickenNoCollusion CreateConVar("sm_chicken_nocollusion""1""Disbles collusions between chickens and normal players. 1 - on, 0 - off"0true0.0true1.0);
    
ChickenUse CreateConVar("sm_chicken_use""1""Disables '+use' for chickens. 1 - yes, 0 - no."0true0.0true1.0);
    
ChickenTP CreateConVar("sm_chicken_thirdperson""0""1 - Chichens will be in thirdperson, 0 - Chichens will be in firstperson."0true0.0true1.0);
    
ChickenHealth CreateConVar("sm_chicken_health""250""Chicken Health"0true0.0false2.0);
    
ChickenRespawn CreateConVar("sm_chicken_respawn_time""40.0""Time after death for respawn"0true0.1false1.0);
    
ChickenGravity CreateConVar("sm_chicken_gravity""0.1""0,1 = 100, 0,2 = 200, etc."0true0.1false1.0);
    
ChickenSpeed CreateConVar("sm_chicken_speed""2.5""1.0 - normal speed"0true0.1false1.0);

    
HookEvent("player_spawn"PlayerSpawn);
    
HookEvent("player_death"PlayerDeath);
    
HookEvent("round_end"RoundEnd);
    
RegConsoleCmd("sm_cg"ChangeChickenGravity);

    for(
int i 1<= MaxClientsi++)
    {
        if(
IsClientInGame(i)) OnClientPutInServer(i);
    }
}

public 
APLRes AskPluginLoad2(Handle myselfbool latechar [] errorint err_max)
{
    
CreateNative("RevivedAsChicken"Native_Spawnkiller);
    return 
APLRes_Success;
}

public 
int Native_Spawnkiller(Handle pluginint argc)
{
    
int client GetNativeCell(1);
    
bool value GetNativeCell(2);
    
RevivedAsChicken[client] = value;
}

public 
void OnMapStart()
{
    
PrecacheModel("models/chicken/chicken.mdl"true);
    
AddFileToDownloadsTable("materials/models/props_farm/chicken_white.vmt");
    
AddFileToDownloadsTable("materials/models/props_farm/chicken_white.vtf");
    
AddFileToDownloadsTable("models/chicken/chicken.dx90.vtx");
    
AddFileToDownloadsTable("models/chicken/chicken.phy");
    
AddFileToDownloadsTable("models/chicken/chicken.vvd");
    
AddFileToDownloadsTable("models/chicken/chicken.mdl");
}

public 
void OnClientPutInServer(int client)
{
    
SDKHook(clientSDKHook_WeaponEquipOnWeaponEquip);
    
SDKHook(clientSDKHook_OnTakeDamageAliveOnTakeDamage);
    
SDKHook(clientSDKHook_StartTouchOnPlayerTouch);
    
RevivedAsChicken[client] = false;
}

public 
void OnClientDisconnect(int client)
{
    
SDKUnhook(clientSDKHook_WeaponEquipOnWeaponEquip);
    
SDKUnhook(clientSDKHook_OnTakeDamageAliveOnTakeDamage);
    if (
ReviveAsChickenTimer[client] != null)
    {
        
KillTimer(ReviveAsChickenTimer[client]);
        
ReviveAsChickenTimer[client] = null;
    }
}

public 
Action ChangeChickenGravity(int clientint args)
{
    if(
RevivedAsChicken[client])
    {
        
CPrintToChat(client"[{lightred}Info{default}] You can only use that command when you're a {blue}chicken{default}.");
        return 
Plugin_Handled;
    }

    
char gravity[4];
    
GetCmdArg(1gravitysizeof(gravity));
    
float gravityvalue StringToFloat(gravity);

    if(
gravityvalue == 0.1 || gravityvalue == 0.2 || gravityvalue == 0.3 || gravityvalue == 0.4 || gravityvalue == 0.5 || gravityvalue == 0.6 
    
|| gravityvalue == 0.7 || gravityvalue == 0.8 || gravityvalue == 0.9 || gravityvalue == 1.0)
    {
        
SetGravity(clientgravityvalue);
        
CPrintToChat(client"[{lightred}Info{default}] You changed your gravity to {green}%.1f{default}."gravityvalue);
    }
    else
    {
        
CPrintToChat(client"[{lightred}Info{default}] Valid gravity values from {green}0,1 {default}to {green}1,0{default}.");
    }
    return 
Plugin_Continue;
}
//*******************************************************//
//                   EVENTS                             //
//*****************************************************//
public Action PlayerSpawn(Event event, const char[] namebool dontBroadcast)
{
    
int client GetClientOfUserId(event.GetInt("userid"));

    if (
ReviveAsChickenTimer[client] != null//In case of an admin revives the player, before the time runs out. Or he's respawned in other ways.
    
{
        
KillTimer(ReviveAsChickenTimer[client]);
        
ReviveAsChickenTimer[client] = null;
    }

    if(
ChickenTP.IntValue)
    {
        
FirstPerson(client);
    }

    if (
RevivedAsChicken[client])
    {
        
SetEntProp(clientProp_Send"m_lifeState"1);  

        
Client_RemoveAllWeapons(client""true);
        
SetEntProp(clientProp_Send"m_iHideHUD"GetEntProp(clientProp_Send"m_iHideHUD") | HIDE_RADAR_CSGO);
        
SetEntProp(clientProp_Data"m_takedamage"01);
        
SetEntityModel(client"models/chicken/chicken.mdl");
        
SetEntityHealth(clientChickenHealth.IntValue);
        
SetGravity(clientChickenGravity.FloatValue);
        
SetSpeed(clientChickenSpeed.FloatValue);  
        return 
Plugin_Handled;
    }

    
SetEntProp(clientProp_Data"m_takedamage"21);
    
SetEntProp(clientProp_Send"m_iHideHUD"GetEntProp(clientProp_Send"m_iHideHUD") & ~HIDE_RADAR_CSGO);
    
SetGravity(client1.0);
    
SetSpeed(client1.0);
    return 
Plugin_Continue;
}

public 
Action PlayerDeath(Event event, const char[] namebool dontBroadcast)
{
    
int client GetClientOfUserId(event.GetInt("userid"));
    if (!
RevivedAsChicken[client])
    {
        
ReviveAsChickenTimer[client] = CreateTimer(ChickenRespawn.FloatValueRevivePlayerAsChickenGetClientUserId(client));
    }
}

public 
Action RoundEnd(Event event, const char[] namebool dontBroadcast)
{
    for (
int i 1<= MaxClientsi++)
    {
        if(
IsValidClient(i) && RevivedAsChicken[i])
        {
            
RevivedAsChicken[i] = false;
        }

        if (
ReviveAsChickenTimer[i] != null)
        {
            
KillTimer(ReviveAsChickenTimer[i]);
            
ReviveAsChickenTimer[i] = null;
        }
    }
}

public 
Action RevivePlayerAsChicken(Handle timerany userid)
{
   
int client GetClientOfUserId(userid);
   if(
client == 0) return;

   
AskPlayerIfHeWantsToBeAChicken(client);
}

//*******************************************************//
//                   ACTIONS                            //
//*****************************************************//

public Action OnPlayerRunCmd(int clientint &buttonsint &impulsefloat vel[3], float angles[3], int &weaponint &subtypeint &cmdnumint &tickcountint &seedint mouse[2])
{
    if(
RevivedAsChicken[client] && ChickenUse.IntValue)
    {
        
buttons buttons &= ~IN_USE;
        return 
Plugin_Changed;
    }
    return 
Plugin_Continue;
}

public 
Action OnWeaponEquip(int clientint weapon)  
{
    
char weaponname[32];
    
GetEdictClassname(weaponweaponnamesizeof(weaponname)); 

    if(
RevivedAsChicken[client] && !StrEqual(weaponname"weapon_knife"))
    {
        return 
Plugin_Handled;
    }
    return 
Plugin_Continue;    


public 
Action OnTakeDamage(int victimint &attackerint &inflictorfloat &damageint &damagetype)
{
    if(
RevivedAsChicken[attacker])
    {
        
damage 0.0
        return 
Plugin_Handled
    }

    return 
Plugin_Continue;
}

//*******************************************************//
//                    VOIDS                             //
//*****************************************************//
public void OnPlayerTouch(int clientint ent)
{
    if(
RevivedAsChicken[client] && ChickenNoCollusion.IntValue && IsValidClient(client))
    {
        
SetEntProp(clientProp_Data"m_CollisionGroup", (ent <= MaxClients) ? 5);
    }  
}

public 
void SetSpeed(int clientfloat speed)
{
    
SetEntPropFloat(clientProp_Data"m_flLaggedMovementValue"speed);
}

public 
void SetGravity(int clientfloat amount)
{
    
SetEntityGravity(clientamount GetEntPropFloat(clientProp_Data"m_flLaggedMovementValue"));
}

void FirstPerson(int client)
{
    if (
IsValidClient(client) && RevivedAsChicken[client])
    {
        
ClientCommand(client"firstperson");
    }
    else
    {
        
ClientCommand(client"thirdperson");    
    }
}

stock bool IsValidClient(int client)
{
    return (
<= client <= MaxClients && IsClientInGame(client));


//*******************************************************//
//                     MENU                             //
//*****************************************************//

public void AskPlayerIfHeWantsToBeAChicken(int client)
{
    
Menu menu = new Menu(ChickenMENU);

    
menu.SetTitle("%N, do you want to be revived as a chicken?"client);
    
menu.AddItem("yes""Yes");
    
menu.AddItem("no""No");
    
menu.ExitButton false;
    
menu.Display(client15);
}

public 
int ChickenMENU(Menu menuMenuAction actionint clientint param2)
{
    switch(
action)
    {
        case 
MenuAction_Select:
        {
            
char info[32];
            
menu.GetItem(param2infosizeof(info));

            if (
StrEqual(info"yes"))
            {
                
RevivedAsChicken[client] = true;
                
CS_RespawnPlayer(client);
            }
            else if (
StrEqual(info"no"))
            {
                
RevivedAsChicken[client] = false;
            }
        }

        case 
MenuAction_End:{delete menu;}
    }

    return 
0;

Of course it can be fixed. Try this version, see if it fix the missing chicken model. Now for the revive plugin you use:

PHP Code:
#include <revive_as_chicken> 
And add this where the revive is happening:

PHP Code:
RevivedAsChicken(clientfalse); 
I guess it'll be something like:

PHP Code:
CS_RespawnPlayer(client);
RevivedAsChicken(clientfalse); 
Attached Files
File Type: inc revive_as_chicken.inc (53 Bytes, 184 views)
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Last edited by PinHeaDi; 03-28-2018 at 12:48.
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Zyten
Senior Member
Join Date: Jan 2018
Old 03-28-2018 , 19:03   Re: [ CSGO ] dead players respawn as chicken
Reply With Quote #16

the player after death will respawn to chicken he is count as alive so when normal round game should be finished instead its will continue cos the chickens still count as alive ppl so round goes on


This problem is back on new .sp
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nguyenbaodanh
AlliedModders Donor
Join Date: Jun 2007
Location: HCMC, Vietnam
Old 03-28-2018 , 23:48   Re: [ CSGO ] dead players respawn as chicken
Reply With Quote #17

Quote:
Of course it can be fixed. Try this version, see if it fix the missing chicken model. Now for the revive plugin you use:

PHP Code:
#include <revive_as_chicken> 
And add this where the revive is happening:

PHP Code:
RevivedAsChicken(clientfalse); 
I guess it'll be something like:

PHP Code:
CS_RespawnPlayer(client);
RevivedAsChicken(clientfalse); 
So, I have to put these in the revive.sp ?
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nguyenbaodanh
AlliedModders Donor
Join Date: Jun 2007
Location: HCMC, Vietnam
Old 04-02-2018 , 05:20   Re: [ CSGO ] dead players respawn as chicken
Reply With Quote #18

tested the last code, dead players asked if they want to revive as a chicken
but they respawned with a knife and in human skin, not in chicken skin
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OgLoks
New Member
Join Date: Jun 2018
Old 07-04-2018 , 16:43   Re: [ CSGO ] dead players respawn as chicken
Reply With Quote #19

Hi Did anybody get this to work it would be a cool plugin im new add this so if anyone happen to make this work its would be cool if you guys had the .sp file or .smx. Thank you
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Okotte
New Member
Join Date: Dec 2023
Old 12-05-2023 , 08:14   Re: [ CSGO ] dead players respawn as chicken
Reply With Quote #20

Hi guys! after few years i'm curious to know if it works on CS2, i would like to add it on my server if it's possible
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