Administrators COSMIN Posted June 3, 2024 Administrators Posted June 3, 2024 View File CS2 Cards Nume: CS2 Card Versiune: v.2.0 Autor: Yvezzaint * Instalare: 1. Fisierul cs2-cards.amxx il puneti in addons/amxmodx/plugins 2. Folderul sprites il puneti in cstrike 3. Intrati in fisierul addons/amxmodx/configs/plugins.ini si adaugati la urma: Quote cs2-cards.amxx Submitter COSMIN Submitted 06/03/2024 Category Plugins Donator: SteamDB Donator: SteamLadder Steam Level Up: https://slvlup.com/r/krrna6 Steam™ Hour Boosting!: https://freehourboost.com/?r=cosminzm
Members Filth Posted May 26, 2025 Members Posted May 26, 2025 The plugin is good, but the cards don't reset after the round changes — they only reset when the player dies, which ends up causing an accumulation of cards from previous rounds. Is it possible to fix it?
Administrators th3#afk Posted May 26, 2025 Administrators Posted May 26, 2025 i dont have source sma but if u find : add this : register_logevent("@RoundStart", 2, "1=Round_Start"); public @RoundStart() { isDef = 0; isPlant = 0; new players[32], pnum; get_players(players, pnum, "ah"); for (new i = 0; i < pnum; i++) { new id = players[i]; kills[id] = 0; isKnife[id] = 0; isGrenade[id] = 0; isHeadshot[id] = 0; @SetSprite(id); } } @ aEEk.# @ @LeX corecteaza ma daca gresesc ! 1 Blog personal : https://www.facebook.com/jurnalulunuivisator/ Canal youtube : https://www.youtube.com/gabytzuspecial Grup muzica : https://www.facebook.com/groups/muzica2025
Administrators COSMIN Posted May 26, 2025 Author Administrators Posted May 26, 2025 4 hours ago, th3#afk said: Uite sursa! DAca stii sa modifici ! Eu nu am timp! Pe respawn merge perfect! Si e acelasi plugin! https://pastebin.com/r71Z2je1 Donator: SteamDB Donator: SteamLadder Steam Level Up: https://slvlup.com/r/krrna6 Steam™ Hour Boosting!: https://freehourboost.com/?r=cosminzm
Administrators th3#afk Posted May 26, 2025 Administrators Posted May 26, 2025 #include < amxmodx > #include < cstrike > #include < reapi > new kills[ 33 ]; enum _:MESSAGES { MSG_wpnlist, MSG_curwpn, MSG_setfov, MSG_hide } new Hooked_Msgs[ MESSAGES ]; new const Hooked_Msgs_Name[ MESSAGES ][ ] = { "WeaponList", "CurWeapon", "SetFOV", "HideWeapon" } new const sprites[ ][ ] = { "kill_1", "kill_2", "kill_3", "kill_4", "kill_5", "kill_6", "kill_7", "kill_8", "kill_9", "kill_10", "kill_knife", "kill_combo", "kill_he", "kill_headshot", "c4_set", "c4_defuse" } new isKnife[ 33 ], isGrenade[ 33 ], isHeadshot[ 33 ], isDef, isPlant; public plugin_init() { register_plugin("CS2: Cards", "1.1", "Yvezzaint + GameLife"); RegisterHookChain( RG_CBasePlayer_Killed, "@PlayerKilled", true ); register_event( "CurWeapon", "@SetSprite", "be", "1=1" ); register_event( "TextMsg", "@BombPlanted", "a", "2&%!MRAD_BOMBPL" ); register_event( "TextMsg", "@BombDefused", "a", "2&%!MRAD_BOMBDEF" ); register_logevent("@RoundStart", 2, "1=Round_Start"); for( new i = 0; i < sizeof Hooked_Msgs; i++ ) Hooked_Msgs[ i ] = get_user_msgid( Hooked_Msgs_Name[ i ] ); } public plugin_precache() { for (new i = 0; i < sizeof sprites; i++) { precache_model( fmt( "sprites/combo_cards/%s.spr", sprites[ i ] ) ); precache_generic( fmt( "sprites/combo_cards/%s.txt", sprites[ i ] ) ); } } public @RoundStart() { isDef = 0; isPlant = 0; new players[32], pnum; get_players(players, pnum, "ach"); for (new i = 0; i < pnum; i++) { new id = players[i]; kills[id] = 0; isKnife[id] = 0; isGrenade[id] = 0; isHeadshot[id] = 0; @SetSprite(id); } } public client_putinserver( id ) { kills[ id ] = 0; isKnife[ id ] = 0; isGrenade[ id ] = 0; isHeadshot[ id ] = 0; } public client_disconnected( id ) { kills[ id ] = 0; isKnife[ id ] = 0; isGrenade[ id ] = 0; isHeadshot[ id ] = 0; } public @PlayerKilled( iVictim, iKiller ) { if( !is_user_connected( iKiller ) ) return HC_CONTINUE; if( iVictim == iKiller ) { kills[ iVictim ] = 0; return HC_CONTINUE; } kills[ iVictim ] = 0; kills[ iKiller ] += 1; if( get_user_weapon( iKiller ) == CSW_KNIFE ) isKnife[ iKiller ] = 1; else if( get_member( iVictim, m_bKilledByGrenade ) ) isGrenade[ iKiller ] = 1; else if( get_member( iVictim, m_bHeadshotKilled ) ) isHeadshot[ iKiller ] = 1; @SetSprite( iKiller ); return HC_CONTINUE; } public @BombPlanted() { isPlant = 1; TrigerAll(); } public @BombDefused() { isDef = 1; TrigerAll(); } public @Reset( id ) { isDef = 0; isPlant = 0; isKnife[ id ] = 0; isGrenade[ id ] = 0; isHeadshot[ id ] = 0; @SetSprite( id ); } public @SetSprite( id ) { if( kills[ id ] == 0 && !isKnife[ id ] && !isGrenade[ id ] && !isHeadshot[ id ] && !isDef && !isPlant ) return PLUGIN_CONTINUE; if( cs_get_user_zoom( id ) != CS_SET_NO_ZOOM ) return PLUGIN_CONTINUE; new wpn = get_user_weapon( id ); if( wpn == CSW_AWP || wpn == CSW_SCOUT || wpn == CSW_G3SG1 || wpn == CSW_SG550 ) { message_begin( MSG_ONE_UNRELIABLE, Hooked_Msgs[ MSG_hide ], _, id ); write_byte( ( 1 << 6 ) ); message_end(); } else { message_begin( MSG_ONE_UNRELIABLE, Hooked_Msgs[ MSG_hide ], _, id ); write_byte( 0 ); message_end(); } new Weapon, ammo, sprtxt[ 80 ]; Weapon = get_user_weapon( id, ammo ); switch( kills[ id ] ) { case 1: formatex( sprtxt, charsmax( sprtxt ), "combo_cards/kill_1"); case 2: formatex( sprtxt, charsmax( sprtxt ), "combo_cards/kill_2"); case 3: formatex( sprtxt, charsmax( sprtxt ), "combo_cards/kill_3"); case 4: formatex( sprtxt, charsmax( sprtxt ), "combo_cards/kill_4" ); case 5: formatex( sprtxt, charsmax( sprtxt ), "combo_cards/kill_5" ); case 6: formatex( sprtxt, charsmax( sprtxt ), "combo_cards/kill_6" ); case 7: formatex( sprtxt, charsmax( sprtxt ), "combo_cards/kill_7" ); case 8: formatex( sprtxt, charsmax( sprtxt ), "combo_cards/kill_8" ); case 9: formatex( sprtxt, charsmax( sprtxt ), "combo_cards/kill_9" ); case 10: formatex( sprtxt, charsmax( sprtxt ), "combo_cards/kill_10" ); default: formatex( sprtxt, charsmax( sprtxt ), "combo_cards/kill_combo" ); } if( isPlant == 1 ) formatex( sprtxt, charsmax( sprtxt ), "combo_cards/c4_set"); else if( isDef == 1 ) formatex( sprtxt, charsmax( sprtxt ), "combo_cards/c4_defuse"); else if( isHeadshot[id] == 1 ) formatex( sprtxt, charsmax( sprtxt ), "combo_cards/kill_headshot"); else if( isGrenade[id] == 1 ) formatex( sprtxt, charsmax( sprtxt ), "combo_cards/kill_he"); else if( isKnife[id] == 1) formatex( sprtxt, charsmax( sprtxt ), "combo_cards/kill_knife"); if( isKnife[ id ] || isGrenade[ id ] || isHeadshot[ id ] || isDef || isPlant ) set_task( 3.0, "@Reset", id ); Msg_SetFOV( id, 89 ); Msg_CurWeapon( id, 1, 2, ammo ); Msg_SetFOV( id, 90 ); return PLUGIN_CONTINUE; } stock TrigerAll() { new iPlayers[ 32 ], iPnum; get_players( iPlayers, iPnum, "achi" ) for(new i = 0; i < iPnum; i++) @SetSprite( iPlayers[ i ] ) } stock Msg_CurWeapon(id, IsActive, WeaponID, ClipAmmo) { message_begin( MSG_ONE_UNRELIABLE, Hooked_Msgs[ MSG_curwpn ], { 0, 0, 0 }, id ); write_byte( IsActive ); write_byte( WeaponID ); write_byte( ClipAmmo ); message_end(); } stock Msg_SetFOV( id, Degrees ) { message_begin( MSG_ONE_UNRELIABLE, Hooked_Msgs[ MSG_setfov ], { 0, 0, 0 }, id ); write_byte( Degrees ); message_end(); } Blog personal : https://www.facebook.com/jurnalulunuivisator/ Canal youtube : https://www.youtube.com/gabytzuspecial Grup muzica : https://www.facebook.com/groups/muzica2025
Members Filth Posted May 26, 2025 Members Posted May 26, 2025 (edited) @ th3#afk Unfortunately, the plugin bugged. After killing the first person, the kill card already shows 2 kills and it stays stuck on the 2-kill card regardless of how many people are killed. Also, the headshot/knife/grenade cards no longer appear. Another bug also occurred: after picking up a dropped weapon from the ground, it comes with 0 reserve ammo. Is it possible for spectators to see the player's kill card progression? Edited May 26, 2025 by Filth 1
Administrators th3#afk Posted May 26, 2025 Administrators Posted May 26, 2025 only if @ @LeX or @ aEEk.# try to make this ! 1 Blog personal : https://www.facebook.com/jurnalulunuivisator/ Canal youtube : https://www.youtube.com/gabytzuspecial Grup muzica : https://www.facebook.com/groups/muzica2025
Administrators COSMIN Posted May 27, 2025 Author Administrators Posted May 27, 2025 17 hours ago, Filth said: Unfortunately, the plugin bugged. After killing the first person, the kill card already shows 2 kills and it stays stuck on the 2-kill card regardless of how many people are killed. Also, the headshot/knife/grenade cards no longer appear. Another bug also occurred: after picking up a dropped weapon from the ground, it comes with 0 reserve ammo. This is not related to the respective plugin! The part with ammo reserve is related to your server! You get full support when you bring your server to our community. The cs2 card plugin now works on my server! Go and test: respawn.gamelife.ro:27015 2 Donator: SteamDB Donator: SteamLadder Steam Level Up: https://slvlup.com/r/krrna6 Steam™ Hour Boosting!: https://freehourboost.com/?r=cosminzm
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