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Help Create plugins
#11
what is the easiest code i can make in start? i havn't done an plugin before and wants to know how to make one.
i have the pluginmaker and visual studio 2012 pro.
like that i mean now is. i want to start coding. and i need helpin start to make easy plugins without so much job. can u help me and show how i'll make this
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#12
(01-08-2013, 08:33)ltybcs Wrote: I read, but I didn't find there responses to a pregoing question.

ltybcs Wrote:Somebody knows a code of a plugin which automatically sends a command to a chat in case of connection of the player to the server and card change, without involvement of that whom the command goes?

Somebody can help me with it?

And can anyone write a code sample plugin adds sending traps to build different bins, paths, etc?

http://www.itsmods.com/forum/Thread-Rele...4#pid94664

An tut :p

And you mean if a player connects use the event
CSHARP Code
  1. public override void OnPlayerConnect(ServerClient Client)


And the code
CSHARP Code
  1. ServerPrint("[XUID]" + Client.XUID + "[Player] " + Client.Name + "has joined the game");
[Image: b_560_95_1.png]
[Image: hax0r3ez.gif]
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#13
Thanks for the link, good plugin.
Above I meant that when calling on the server or at card change the team (for example on the weapon) automatically went and it wasn't necessary to write each time !ak47a etc.

I use this plugin http://www.itsmods.com/forum/Thread-Rele...lugin.html
But when falling from very big height of the zombie don't die, and remain live exactly with the 50th health, whether it is possible to correct somehow it and that at me the bunker costs far in the sky and when falling the zombie get stuck on texture of the sky and can't from get out there all match =)
How it is possible to increase a loss from falling to 200?

Also is you can give me a code of this plugin: http://www.itsmods.com/forum/Thread-Rele...n-HUD.html
I will translate it but I can't find a code
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#14
Does anyone need MapEdit functions ?
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#15
(01-12-2013, 03:36)archit Wrote: Does anyone need MapEdit functions ?

Yes, I need
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#16
After I get door working I will release them
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#17
All hello, at me again a question, it seems as the answer is easy but I don't know it.

How to make so that on each card there was a different weapon, on outpost for example rsass, on seatown for example usp.45 and so on, and whether it is possible to make that I had a weapon not such as at all, when at all usp.45 at me for example p90?

And how to change a damage the weapon that the riot shield killed from 1 blow?
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#18
Everything you mentioned is just so easy . Use onDamage event and check for weapon name to equal riot shield if true the return lower Damage. In onPlayerSpawn check for map then player team and assign him weapons
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#19
You can lay out examples of a code of questions if to you it isn't difficult, so it will be simpler to me to understand. Blush

I noob
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#20
CSHARP Code
  1. using System;
  2. using System.Collections.Generic;
  3. using System.Linq;
  4. using System.Text;
  5. using System.Threading.Tasks;
  6. using System.Timers;
  7. using Addon;
  8.  
  9. namespace edit
  10. {
  11. public class Class1 :CPlugin
  12. {
  13.  
  14. public override void OnPlayerSpawned(ServerClient Client)
  15. {
  16. Timer timer1 = new Timer(100);
  17. if (GetDvar("mapname") == "mp_dome")
  18. {
  19. if (Client.Team == Teams.Allies)
  20. {
  21. timer1.Elapsed += (x, y) =>
  22. {
  23. int weapon = GetWeapon("iw5_ump45_mp", Attachments.acog, Attachments.fmj, Attachments.grip, Camos.Gold, Reticles.Omega);
  24. Client.Other.PrimaryWeapon = weapon;
  25. Client.Other.CurrentWeapon = weapon;
  26. timer1.Enabled = false;
  27. };
  28. }
  29. else
  30. {
  31. timer1.Elapsed += (x, y) =>
  32. {
  33. int weapon = GetWeapon("iw5_p99_mp", Attachments.tactical, Attachments.none, Attachments.none, Camos.Choco, Reticles.None);
  34. Client.Other.PrimaryWeapon = weapon;
  35. Client.Other.CurrentWeapon = weapon;
  36. Client.Ammo.PrimaryAmmo = 0;
  37. Client.Ammo.PrimaryAmmoClip = 0;
  38. timer1.Enabled = false;
  39. };
  40. }
  41. timer1.Start();
  42. }
  43.  
  44. base.OnPlayerSpawned(Client);
  45. }
  46. public override int OnPlayerDamaged(ServerClient Attacker, ServerClient Victim, string Weapon, int Damage, string DamageMod, HitLocations HitLocation)
  47. {
  48. if (Weapon.Contains("riotshield"))
  49. {
  50. Damage = Damage / 3;
  51. iPrintLnBold("Riot shield is 4 hit kill", Attacker);
  52. }
  53. return base.OnPlayerDamaged(Attacker, Victim, Weapon, Damage, DamageMod, HitLocation);
  54. }
  55. }
  56. }
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