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Featured Replies

Опубликовано:

iSnipeIW5

As close to iSnipe3 as possible, a few features not available but most are. Fully configurable through dvars. I know Deathmax already got this one ported but I had my own version that I was using as a way to get used to the scripting interface.

 

unRYZ.jpg

 

Configurable settings:

seta isnipe_useanticamp true
seta isnipe_maxcamptime 20
seta isnipe_useantihardscope true
seta isnipe_maxscopetime 0.6

//seta isnipe_usecustomfov true
//seta isnipe_customfov 80
//seta isnipe_customfovscale 1
seta isnipe_customteamnames true
seta isnipe_teamnameallies "^1Team A"
seta isnipe_teamnameaxis "^2Team B"

seta isnipe_damagedirection false
//seta isnipe_customscoreboardheiht true
//seta isnipe_scoreboarditemheight 15
//seta isnipe_displaynumericping true

seta isnipe_removeturrets true
seta isnipe_drawcrosshair false
//seta isnipe_playermaxhealth 20
seta isnipe_enablekillcam true
seta isnipe_showplayersalive true
seta isnipe_showtopplayer true

seta isnipe_enablefalldamage false

seta isnipe_mainweapon "iw5_l96a1_mp_l96a1scope_xmags"
//seta isnipe_throwingknife false
seta isnipe_usesecondary true
seta isnipe_secondaryweapon "iw5_deserteagle_mp"
seta isnipe_secondaryammo false

seta isnipe_removeallpersk true
seta isnipe_sniperperks true

Things commented out are still coming.

 

Version 0.2:

Fixed not working in SnD with some very hacky and not pretty code.

Fixed ads repeating without letting go of ads button

Added turret removal option.

 

Download: iSnipeIW5 Source.zip[/attachment]

 

  • Approved by Pigophone on 08/10/12

Опубликовано:

Possible hackish workaround for the sd reload.

 

Either in the constructor or on tick (not sure which one is applicable since I'm way too sleepy to test it out), enumerate through the Players list and manually call your PlayerConnected method (after you move it from the lambda statement into a separate method, or call it direct, don't know is the event accessible or not)

Опубликовано:
  • Автор
Possible hackish workaround for the sd reload.

 

Either in the constructor or on tick (not sure which one is applicable since I'm way too sleepy to test it out), enumerate through the Players list and manually call your PlayerConnected method (after you move it from the lambda statement into a separate method, or call it direct, don't know is the event accessible or not)

 

Doesn't work because of the fact that the mod gets reloaded completely and there is no way to keep persistant data (with static). The only way would be to sort through every entity in the map and call isPlayer() on it and rebuild the list that way on round starts.

Опубликовано:
I think the infinityscript dll does not get reloaded so you could compile your own custom one and save the data there.

And how would you change scripts on a running server then?... Also, dsut.exe killed isnipe...?

I'm sure that a better solution can be achieved.

Опубликовано:
I think the infinityscript dll does not get reloaded so you could compile your own custom one and save the data there.

And how would you change scripts on a running server then?... Also, dsut.exe killed isnipe...?

I'm sure that a better solution can be achieved.

 

 

Wow that post doesn't really make any sense :? Other ways would be a text file or database or storing it in a dvar/multiple dvars.

Опубликовано:

AFAIK the code callback for connecting does get called on players after a 'persist state' restart, though it might be the 'connected' notify doesn't get triggered from script - you could look at the 'HandleCall' function in InfinityScript and see if it does trigger a 'connected' call for these players.

Опубликовано:
  • Автор

It seems that the PlayerConnected action gets called but it is after the player_spawned notify goes out after the round start. As I said earlier, you can add an onNotify for prematch_done to catch it then so you can still alter player weapons and such. Is there a way to check if it is round based and if it is the second or third rounds?

Опубликовано:
  • Автор
Aalalex":3riq7dm4]
Aalalex":3riq7dm4]For some reason I can't open the .zip fle....

It sais it is damaged or something :\

its corrupted

 

ok cool whatever xD

can the maker of this mod reupload it? :D

Yeah, did that. For some reason it got corrupted on upload.

Опубликовано:
Aalalex":266olgob]
Aalalex":266olgob]For some reason I can't open the .zip fle....

It sais it is damaged or something :\

its corrupted

 

ok cool whatever xD

can the maker of this mod reupload it? :D

Yeah, did that. For some reason it got corrupted on upload.

 

 

OK thanks a lot, I will be trying this mod out on my server soon! :D

Опубликовано:
  • Автор

You need to add that directly into your server config. The mod doesn't read it at all, it just reads the dvars so you can change them while it is running (might need to restart the map but at least you don't have to restart the server)

Опубликовано:
You need to add that directly into your server config. The mod doesn't read it at all, it just reads the dvars so you can change them while it is running (might need to restart the map but at least you don't have to restart the server)

 

Ok thats very handy, thanks again for answering so quickly ;=D

  • 2 months later...
Опубликовано:

hi.

thanks for your helpfull topic.

i have got a problem while i was editing the source file.

when i try to change any thin like changing "TEAM A" to "TEAM C" or changing hardscope time from 0.6 to 0.2 it doesn't change any thing.

it's like i never changed them.

i use visual c# 2010 express.

do you know what i have to do ????!!!!!!!!!!

  • 2 weeks later...
Опубликовано:

@TheApadayo

Thank you for script.

 

 

 

@[GRiD] Aalalex

You can do that with different two ways. First Way:

Go "IW5M\admin" folder. Open "server.cfg" with your text editor.

Add this lines in your "server.cfg"

seta isnipe_sniperperks true

seta isnipe_removeallperks false

Save & close "server.cfg"

Open "iSnipe.csproj" and edit this lines: 197 to 203 on "iSnipe.cs", compile script.

 

Second Way:

Go "IW5M\admin" folder. Open "server.cfg" with your text editor.

Add this lines in your "server.cfg"

seta isnipe_sniperperks false

seta isnipe_removeallperks false

Save & close "server.cfg"

Open "iSnipe.csproj" Select lines 92 to 98 on "iSnipe.cs", right click and press "Comment Selection", compile script.

 

Change perks with edit your ".dsr" (Recipe.) file. Open your ".dsr" file with your text editor (If you know what you're doing.) and edit.

If you dont; Open game -> "PLAY" -> "PRIVATE MATCH" -> "GAME SETUP" -> "LOAD RECIPE FROM DISK" -> Choose your ".dsr" (Recipe.) file -> "OPTIONS" -> "Custom Classes" = "Disabled" -> "Create Default Classes". When you finish, left "OPTIONS", return "GAME SETUP" menu and press "SAVE RECIPE TO DISK".

(But, sometimes "LOAD RECIPE FROM DISK" steps doesn't work. Try to choose your game mode before do this or create a new recipe file without load old one.)

 

 

 

@[F-PT]BrokenMafiosi

If only differences will be perks; you need to fallow "Second Way". But if you want to add more selectable sniper rifle/class; you need to add comment for Line 154, Line 157 and Line 163 too. But now, players can hardscope with other sniper rifles. You need to change line 257 too for block this.

 

So, let's say you created two class. L118A and MSR. If you want to add hardscope protection for both class/rifle; you need to change line 257 like this:

if (!player.CurrentWeapon.Equals("iw5_l96a1_mp_l96a1scope_xmags"))

if (!player.CurrentWeapon.Equals("iw5_msr_mp_msrscope_xmags"))

 

I guess you got the point. You can add more now, if you want.

 

 

 

@FEAR|CANCER

Compile original code, go "IW5M\admin" folder. Open "server.cfg" and add your iSnipe settings. Save & close "server.cfg" and open your server.

Example: Let's say, you want change maximum scope time. Default "0.6" but you want to change this value "5". (I don't know why? Maybe you're a hardscoper somewhere deep inside.) Open your "server.cfg" and add this line:

seta isnipe_maxscopetime 5

Thats all. You can find "Configurable Settings" list in first post.

  • 1 month later...
  • 4 weeks later...

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