FINAL FANTASY X 最终幻想X CS插件!
用起来很想WAR3插件,也是选择角色(相当于WAR3里面的种族),角色分为:
1.Tidus(泰德 or 堤达,男主角)
2.Yuna(尤娜,女主角)
3.Rikku(莉可,潜水装的亚尔贝特族少女)
4.Auron(安罗,剑 士)
5.Lulu(露露,魔导士)
6.Wakka(瓦卡, 红头水球员)
每种角色都有自己不同的绝技,这点很像WAR3插件,你可以根绝自己的战术或是特点进行选择
本插件目前相关版本信息(下载请见论坛附件,需要回复):
Current Version: 0.5.1 By Z4KN4F31N -TESTED WITH AMXmod 0.9.7)
使用这个插件还需要配合以下三个MOD(下载请见论坛附件,需要回复):
Vexd Utilities
JGHG2
Xtrafun
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所需MOD-Vexd Utilities下载
Module: Vexd Utility (0.2.0.6)原文(英文不好的朋友就不要看了,直接下载即可,我也懒得翻译了:P)
Ok, heres an updated version of my module... It should not require any extra libs now (so it should work on almost every linux system).
Changes:
-Removed debug messages for DispatchKeyValue
-Updated code, should be easier for me to fix stuff now.
-Added FakeTouch native, it will help if your trying to give a player weapons in TFC.
-Added HLTime() native, it will give you gpGlobals->time
-Added ServerFrame forward, it will be called once every server frame.
-Added a plugin (ServerFPS) that is just an example of HLTime() and ServerFrame forward.
-Updated Tripmines plugin to use ServerFrame Forward (tripmines should always trip when a players walks over it).
-Should work on linux.
Well see how things go, please report any crashes/incompatabilities/native requests here.
Also, please tell me if the ServerFrame forward lags servers.
P.S.
I have released the source code to this module in the hopes that some developers can make use of it. Please don't just copy the module though.
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所需MOD-JGHG2下载
Module: Jghg, Current: v0.7, Windows & Linux原文(英文不好的朋友就不要看了,直接下载即可,我也懒得翻译了:P)
jghg2 v0.7 module, developed for STEAM so it might not work for WON. This is for AMX Mod 0.9.6j or newer ONLY.
Old jghg module is still here (in post just below this one). Don't use it for the new AMX versions, and vice versa.
NEW: Now there is jghg2 builds for Win+Linux for AMX 0.9.3 (old interface), in this reply: http://djeyl.net/forum/index.php?showtopic...ndpost&p=216339 They are not tested.
From version 0.6, JGHG2 module no longer needs Vexd included in script sources.
Current interface:
// JGHG2 module
#if !defined INCLUDED_JGHG
#define INCLUDED_JGHG
// Global member variables
enum {
// Edict
GL_trace_ent = 0,
// Float
GL_coop,
GL_deathmatch,
GL_force_retouch,
GL_found_secrets,
GL_frametime,
GL_serverflags,
GL_teamplay,
GL_time,
GL_trace_allsolid,
GL_trace_fraction,
GL_trace_inopen,
GL_trace_inwater,
GL_trace_plane_dist,
GL_trace_startsolid,
// Int
GL_cdAudioTrack,
GL_maxClients,
GL_maxEntities,
GL_msg_entity,
GL_trace_flags,
GL_trace_hitgroup,
// String
GL_pStringBase,
GL_mapname,
GL_startspot,
// Vector
GL_trace_endpos,
GL_trace_plane_normal,
GL_v_forward,
GL_v_right,
GL_v_up,
GL_vecLandmarkOffset,
// Void (not supported)
GL_pSaveData
}
// jghg_categories
enum {
jghg2_classname = 0,
jghg2_target = 1,
jghg2_targetname = 2
}
/* Find an entity index from start_from_ent (use 0 to start from
* the beginning, jghg_category is either jghg2_classname, jghg2_target or
* jghg2_targetname, value is the name you are searching for,
* must match against specified owner_index. */
native jghg_find_ent_owner(start_from_ent, jghg_category, value[], owner_index);
/* Returns first found ent from start_from_ent in a sphere with radius around origin.
* Note: this native has changed behaviour since previous versions.
*/
native find_ent_sphere(start_from_ent, Float:origin, Float:radius);
/* As above, but returns number of ents stored in entlist. Use to find a specific type of entity classname (specify in _lookforclassname) around a
* certain entity specified in aroundent. All matching ents are stored in entlist. Specify max amount of entities to find in maxents.
* If aroundent is 0 its origin is not used, but origin in 6th parameter. Ie, do not specify 6th parameter (origin) if you specified an entity
* in aroundent.
*/
native find_sphere_class(aroundent, _lookforclassname[], Float:radius, entlist[], maxents, Float:origin = {0.0, 0.0, 0.0});
/* Counter-strike: Returns unique id of hostage. */
native get_hostage_id(hostage);
/* Get whole buffer containing keys and their data. */
native get_info_keybuffer(id, buffer[], length);
/* Return entity ID of owner, returns 0 if fail. */
native get_owner(id);
/* Get private data from entity.
* WARNING: Don't use if you don't know what you're doing!
* Offset MUST be a positive value. */
native get_pdata(entity, offset);
native Float:get_pdata_float(entity, offset);
native get_pdata_char(entity, offset);
native get_pdata_short(entity, offset);
native get_pdata_pointer(ent, offset, pointer[], len)
/* Set private data value. Same warning as with get_pdata!
* WARNING: Don't use if you don't know what you're doing!
* Offset MUST be a positive value. */
native set_pdata(entity, offset, value);
native set_pdata_float(entity, offset, Float:value);
native set_pdata_char(entity, offset, value);
native set_pdata_short(entity, offset, value);
/* Get entity pointer into string pointer[]. If pointer/len is 0 pointer is returned as integer. */
native get_entity_pointer(index, pointer[] = 0, len = 0);
/* Is entity valid? Or has it been removed from game (grenade has exploded, etc).
* Returns 1 when true, and 0 when false. */
native is_ent_valid(id);
/* Get amount of entities. */
native number_of_entities();
/* Use an entity with another entity. "used" could be a hostage, "user" a player. */
native use(used, user);
/* Get globals from server. */
native Float:globals_get_float(variable);
native globals_get_int(variable);
native globals_get_string(variable, string[], maxlen);
native globals_get_vector(variable, Float:vector);
native globals_get_edict(variable);
/* Get maximum amount of entities allowed in game. This value is stored in gpGlobals. */
stock get_max_entities() {
return globals_get_int(GL_maxEntities)
}
// Note: the following two natives might get removed soon if I don't find a use for them (or get them working).
/* (haven't gotten to work yet)
* Test this, test if it returns anything. See what happens if you try to drop ents you aren't holding... */
native drop_to_floor(entity);
/* Free pdata from ent.
* Note: Doesn't seem to work in CS? Crashes server mp.dll. */
native free_pdata(entity);
/* Set entity bounds. */
native jghg2_set_size(index, Float:mins, Float:maxs);
/* These came from tools module by Neo009. */
native precache_event(type, const Name[], {Float,_}:...);
native precache_generic(const Name[], {Float,_}:...);
native get_decal_index(const szDecalName[]);
#endif // INCLUDED_JGHG
Changes:
0.7
- Added jghg2_set_size
0.6
- Removed need for Vexd (made find_sphere_class a native instead of stock)
- Added some natives from tools module.
0.5
- ?
0.4
- Added check for vexd module. If you didn't include that module before this one in your source, you will get assert failed.
- Changed interface for find_ent_by_owner() to jghg_find_ent_by_owner()
- Natives that used to returned -1 when failed, all now return 0 (better script flow).
- Added natives to get global variables from server.
Linux version is posted in two posts below this one.
Windows version is here.
New: Made a jghg_stocks scripters can use. Find it a couple of posts down from here, or click here.
所需MOD-Xtrafun下载
Module: XtraFun v1.2原文(英文不好的朋友就不要看了,直接下载即可,我也懒得翻译了:P)
***VERY IMPORTANT INFO***
(added by moderator)
Don't download this version of xtrafun module if you are running AMX version equal to or newer than 0.9.6j! In that case, go here: http://amxmod.net/forums/viewtopic.php?t=25609 to download updated versions that work with the newer AMXes! The xtrafun version in this post will NOT work for these new AMX versions! (ONLY the earlier ones...)
(if you compile plugins yourself, you still might want to download the xtrafun.inc file from here since you need it for the compile and it's not on kolargol's site...)
***VERY IMPORTANT INFO***
Ok here is a module that is meant to add more fun functions, sorry for the slightly cheesy name
My idea was to start a module where everybody could add to it, rather than having tons of different modules that all have 1 or 2 functions in it. So if anybody wants to add something cool to the module send me a message and i'll put it in with proper credit of course. I donno how this is gonna work out but i think its a good idea.
Here is what is in it so far
native get_entity_velocity(id, velocity);
native set_entity_velocity(id, velocity);
native get_entity_origin(id, origin);
native set_entity_origin(id, origin);
native get_user_velocity(id, velocity);
native set_user_velocity(id, velocity);
native get_user_button(id);
native get_grenade_id(id, model[], len, grenadeid = 0);
native find_entity(start_from_ent, catagory,value[]);
native current_num_ents();
native set_user_footsteps(id, set=1);
I included a plugin to demonstrate how these functions can be used (it will need some modification before it can be used on a public server, because atm anybody can use the slam command).
--- Installation ---
For win32 servers:
- Extract file xtrafun_ms.dll to directory $moddir\addons\amx\dlls
- Open $moddir\addons\amx\modules.ini
- Add a line containing : addons/amx/dlls/xtrafun_ms.dll
- Open $moddir\addons\metamod\plugins.ini
- Add a line containing : win32 addons/amx/dlls/xtrafun_ms.dll
For linux servers:
- Extract file xtrafun_ms_i386.so to directory $moddir\addons\amx\dlls
- Open $moddir\addons\amx\modules.ini
- Add a line containing : addons/amx/dlls/xtrafun_ms_i386.so
- Open $moddir\addons\metamod\plugins.ini
- Add a line containing : linux addons/amx/dlls/xtrafun_ms_i386.so thx 这个,呵呵,有意思,看看 look
look
look 有趣 請問該軟件如何使用?可否詳細一點...我不太懂英語....謝謝