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Featured Replies

Опубликовано:

I recommend you re-write the pop-up message. AGROUND the map ? LISTEN ME ? Also it says you won't have your weapons until the next map, but yet YOU said you will get them back when someone kills you.

Опубликовано:
  • Автор
I recommend you re-write the pop-up message. AGROUND the map ? LISTEN ME ? Also it says you won't have your weapons until the next map, but yet YOU said you will get them back when someone kills you.

i have fixed the message this is just my startup ;) I'm thinking to make something interesting in IT

Опубликовано:
  • Автор
I recommend you re-write the pop-up message. A ROUND the map ? LISTEN ME ? Also it says you won't have your weapons until the next map, but yet YOU said you will get them back when someone kills you.

corrected that was just my mistake :lol:

Опубликовано:
  • Автор
":90939yfu]You might wanna give them back let's say, 5 seconds after he starts moving again? Sounds better to me.

 

Also:

Dat English

YES after 2 min it will give in next mod and i will correct the message

Опубликовано:
  • Автор

i have fixed it i will post later just see the code any mistake i made in message ?

 

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;

using InfinityScript;

namespace InfinityScript.Examples
{
   public class AntiCamp : BaseScript
   {
       private bool _donePrematch = false;
       private List _safeTriggers = new List();

       public AntiCamp()
       { 

           var gameType = Call("getDvar", "g_gametype").ToLower();

           for (int i = 0; i < 2048; i++)
           {
               var entity = Call("getEntByNum", i);

               if (entity != null)
               {
                   var targetname = entity.GetField("targetname");

                   if (gameType == "dom")
                   {
                       if (targetname == "flag_primary" || targetname == "flag_secondary")
                       {
                           _safeTriggers.Add(entity);
                       }
                   }
                   else if (gameType == "koth")
                   {
                       if (targetname == "radiotrigger")
                       {
                           _safeTriggers.Add(entity);
                       }
                   }
               }
           }

           // only trigger anticamp after the game started
           OnNotify("prematch_done", () =>
           {
               _donePrematch = true;
           });

           // don't trigger anticamp after the game ended
           OnNotify("game_over", () =>
           {
               _donePrematch = false;
           });

           PlayerConnecting += new Action(entity =>
           {
               // bombsite using
               entity.SetField("ac_using", 0);

               entity.OnNotify("use_hold", player =>
               {
                   player.SetField("ac_using", 1);
               });

               entity.OnNotify("done_using", player =>
               {
                   player.SetField("ac_using", 0);
               });

               entity.OnInterval(4000, player =>
               {
                   if (!player.IsAlive)
                   {
                       return true;
                   }

                   if (!_donePrematch)
                   {
                       return true;
                   }

                   if (player.GetField("ac_using") != 0)
                   {
                       return true;
                   }

                   foreach (var safeEntity in _safeTriggers)
                   {
                       if (player.Call("istouching", safeEntity) != 0)
                       {
                           Log.Write(LogLevel.Trace, "touching safe entity");
                           return true;
                       }
                   }




                   if (player.Call("istalking") != 0)
                   {
                       Log.Write(LogLevel.Trace, "talking");
                       return true;


                   }

                   if (player.HasField("ac_lastPos"))
                   {
                       var lastPos = player.GetField("ac_lastPos");

                       if (lastPos.DistanceTo2D(player.Origin) < 50)
                       {
                           player.Call("iprintlnbold", "Move or I will take Your Weapons & Damage YOU");

                           var oldHealth = player.Health;
                           player.Health /= 3;
                           player.Notify("damage", (oldHealth - player.Health), player, new Vector3(0, 0, 0), new Vector3(0, 0, 0), "MOD_EXPLOSIVE", "", "", "", 0, "frag_grenade_mp");

                           if (player.Health < 3)
                           {
                               player.Call("iprintlnbold", "You Did Not Listen To Me Now wait until Someone KILL YOU or SUICIDE (or wait until next map)");
                               player.TakeAllWeapons();








                           }
                       }
                   }

                   player.SetField("ac_lastPos", player.Origin);

                   return true;
               });
           });
       }
   }
}

 

EDIT I made something to show the player's health

 

player.Call("iprintlnbold", "Your Health is" + player.Health);

Опубликовано:
4d1player, use the edit function..

????

just edit your topic to reflect the new changes.

 

Or get a warn for multiple posts in a row...

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