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Credits Mod (Updated 12-18-05)


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calihunk9092001
New Member
Join Date: Feb 2007
Old 05-02-2007 , 20:37   Re: Credits Mod (Updated 12-18-05)
Reply With Quote #61

does n e one know how to diable how many upgrades u can do in one map and how many min u get to get a credit??? do I have to type something in concole in order to do it???
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tripswitch87
Member
Join Date: Aug 2006
Old 05-28-2007 , 02:40   Re: Credits Mod (Updated 12-18-05)
Reply With Quote #62

How long does it take before you get a credit? Are you notified that you got a credit? I keep typing /buy and it does nothing.

Also im trying to use this with zombie swam. When i use the to together, the zombie swarm command zs_speed to make the zombies move faster does not work. If i uninstall credit menu it works
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tripswitch87
Member
Join Date: Aug 2006
Old 05-28-2007 , 18:16   please help
Reply With Quote #63

trying to use with zombie mod...
zs_speed wont change speed now with credits mod...
/buy still does nothing....

please help
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vittu
SuperHero Moderator
Join Date: Oct 2004
Location: L.A. County, CA
Old 06-15-2007 , 17:24   Re: Credits Mod (Updated 12-18-05)
Reply With Quote #64

No idea if author is still around but posting error anyway:
Code:
L 06/15/2007 - 16:14:12: [AMXX] Displaying debug trace (plugin "credits.amxx")
L 06/15/2007 - 16:14:12: [AMXX] Run time error 4: index out of bounds 
L 06/15/2007 - 16:14:12: [AMXX]    [0] phpOKz5TD.sma::Event_Damage (line 1128)
Make sure the attacker "enemy" is a user.
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mrpanda
Senior Member
Join Date: Jan 2007
Location: Cali
Old 06-19-2007 , 14:16   Re: Credits Mod (Updated 12-18-05)
Reply With Quote #65

lolz doubt he is around, imma pm him and see if i can take this project over

i have already made credits 1.1 off of his, but have no released it because i do not have his permission
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BlackMilk
Veteran Member
Join Date: Jun 2007
Old 06-24-2007 , 09:28   Re: Credits Mod (Updated 12-18-05)
Reply With Quote #66

Is it possible to add a cvar that pauses/unpauses the "active" part of this mod?

I mean, a cvar that pauses the part where you can spend credits and take advantage of the effects you purchase with them.

Since I'm running different mods/plugins per day I want players to be able to receive credits all week long, check how much they have, when they get more as usual etc. but I only want them to be able to actually buy stuff and use it (including the passive abilities/upgrades) during the times/days I specify myself using other config plugin(s).

So for example, players can receive credits as normal, but they can't spend them or make use of their "powers" on 5 days of the week, and I change the cvar to activate the mod on the other 2 days, giving them the chance to spend their new credits and play with the abilities and items they've got.
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Ownage
BANNED
Join Date: Jul 2007
Location: I don't know
Old 07-12-2007 , 17:19   Re: Credits Mod (Updated 12-18-05)
Reply With Quote #67

oh you cant add your own items like shopmenu3
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Fredd
Veteran Member
Join Date: Jul 2007
Old 07-29-2007 , 05:02   Re: Credits Mod (Updated 12-18-05)
Reply With Quote #68

mrpanda could you post your version? this author seems to be dead.
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kp_uparrow
Penalized Member
Join Date: Jun 2006
Location: 192.168.0.1
Old 08-16-2007 , 21:11   Re: Credits Mod (Updated 12-18-05)
Reply With Quote #69

but still usable
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johnny cash
Junior Member
Join Date: Aug 2007
Old 08-25-2007 , 13:21   Re: Credits Mod (Updated 12-18-05)
Reply With Quote #70

This is my favorite mod, I played it on 7-11 all the time. Running into some problems, one is the amx_givecredits command doesnt work heres the error

] amx_givecredits |A| Johnny Cash 7
[AMXX] You have added 0 credits to |A| Johnny Cash's total credits
Unknown command: amx_givecredits
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