⭐🚀 TkyNET | Blacklist ve Profesyonel DDoS Korumalı TeamSpeak 3 Sunucuları 🚀⭐
🇹🇷 TR Lokasyon | 🛡️ Gelişmiş DDoS Koruması | ⚡ Düşük Ping | 🎧 Kesintisiz TS3 | Hostlar
Webailesi.comWebailesi.com

Konu

#1
Merhaba Bazı jail maplerinde bilindiği üzere silah yok silah odası hariç bu da isyan atmayı çok zorlaştırıyor elinde haritaya silah koyma plugini var mı ve silah koyulduktan sonra o map için hep geçerli olucak  map değişince de silinmeyecek silah.
#3
(13-08-2025, 19:00)Lynchk Adlı Kullanıcıdan Alıntı: Merhaba,
https://www.webailesi.com/konu-cs-1-6-we...wner-34441

Bu eklentiyi kullanabilirsiniz.

Evet güzel oldu ama map değişince gidiyor bunu nasıl sağlayalabilirim.

(13-08-2025, 19:26)BurakBy Adlı Kullanıcıdan Alıntı:
(13-08-2025, 19:00)Lynchk Adlı Kullanıcıdan Alıntı: Merhaba,
https://www.webailesi.com/konu-cs-1-6-we...wner-34441

Bu eklentiyi kullanabilirsiniz.

Evet güzel oldu ama map değişince gidiyor bunu nasıl sağlayalabilirim.

ve sürekli tekrar swapm atıyor 10 saniyede bi ek olarakta ordan geçerken takılıyor karakter
Son Düzenleme: 13-08-2025, 19:28, Düzenleyen: BurakBy.
#4
Cvarlar/komutları paylaşıyorum;
Kod:
Cvars/Cmds
ws_menu - opens the menu
ws_auto_remove 2/1/0 - auto remove weapons when the map have loaded. 1:Removes weapons on those maps you have a configuration file for. 2:removes all, no mather what.
ws_auto_load 1/0 - auto loads configurations
ws_reset_round 1/0 - will reload all guns after a round
ws_reset_gun 1/0 - will allow your guns to respawn on the same round
ws_reset_gun_time - the time it takes for a gun to respawn
ws_reset_gun_amount - the amount that will be respawed each time the time has run out.

Aynı roundda 1 kere spawnlanması için;
Kod:
ws_reset_gun 0
yapın.

Kaydetmek için silahı yerleştirdikten sonra menüden kayıt etmeniz gerekiyor.
Steam:Tıkla • Discord: lynchk
#5
kayıt ediyorum ancak map değişince tekrar gidiyor hocam dizine baktım içinde ws klasörü içine ini dosyası vardı onuda yaptım ancak kaydetmiyor
formatex(config,49,"%s/ws/%s.ini",config,map)
Son Düzenleme: 13-08-2025, 19:43, Düzenleyen: BurakBy.
#6
(13-08-2025, 19:41)BurakBy Adlı Kullanıcıdan Alıntı: kayıt ediyorum ancak map değişince tekrar gidiyor hocam dizine baktım içinde ws klasörü içine ini dosyası vardı onuda yaptım ancak kaydetmiyor
formatex(config,49,"%s/ws/%s.ini",config,map)
Dosya içi dolu mu ? Kayıt etmiş mi verileri ?
Steam:Tıkla • Discord: lynchk
#7
yok hocam dosya içi boş maalesef

https://prnt.sc/ExmgIQgpD1H4
#8
Bu versiyonu deneyin;
PHP Kod:
/* Plugin generated by AMXX-Studio */

#include <amxmodx>
#include <amxmisc>
#include <fakemeta>

//ent name
#define wp_ent "weapon_entity"

//ent values
#define WP_Type pev_iuser4
#define WP_Left pev_iuser3
#define WP_Max  pev_iuser2

//primary and secondary weapons
#define PRIMARY_WEAPONS ((1<<CSW_SCOUT) | (1<<CSW_XM1014) | (1<<CSW_MAC10) | (1<<CSW_AUG) | (1<<CSW_UMP45) | (1<<CSW_SG550) | (1<<CSW_GALIL) | (1<<CSW_FAMAS) | (1<<CSW_AWP) | (1<<CSW_MP5NAVY) | (1<<CSW_M249) | (1<<CSW_M3) | (1<<CSW_M4A1) | (1<<CSW_TMP) | (1<<CSW_G3SG1) | (1<<CSW_SG552) | (1<<CSW_AK47) | (1<<CSW_P90))
#define SECONDARY_WEAPONS ((1<<CSW_P228) | (1<<CSW_ELITE) | (1<<CSW_FIVESEVEN) | (1<<CSW_USP) | (1<<CSW_GLOCK18) | (1<<CSW_DEAGLE))

//offsets
#define OFFSET_AWM_AMMO        377 
#define OFFSET_SCOUT_AMMO    378
#define OFFSET_PARA_AMMO    379
#define OFFSET_FAMAS_AMMO     380
#define OFFSET_M3_AMMO        381
#define OFFSET_USP_AMMO        382
#define OFFSET_FIVESEVEN_AMMO    383
#define OFFSET_DEAGLE_AMMO    384
#define OFFSET_P228_AMMO    385
#define OFFSET_GLOCK_AMMO    386
#define OFFSET_FLASH_AMMO    387
#define OFFSET_HE_AMMO        388
#define OFFSET_SMOKE_AMMO    389
#define OFFSET_C4_AMMO        390
#define linuxdiff        5

//ammo for each gun
#define AMMO_P228    52
#define AMMO_SCOUT    90
#define AMMO_Xm1014    32
#define AMMO_Mac10    100
#define AMMO_Aug    90
#define AMMO_Elite    120
#define AMMO_Fiveseven    100
#define AMMO_Ump45    100
#define AMMO_Sg550    90
#define AMMO_Galil    90
#define AMMO_Famas    90
#define AMMO_Usp    100
#define AMMO_Glock18    120
#define AMMO_Awp    30
#define AMMO_Mp5navy    120
#define AMMO_M249    200
#define AMMO_M3        32
#define AMMO_M4a1     90
#define AMMO_Tmp    120
#define AMMO_G3sg1    90
#define AMMO_Deagle    35
#define AMMO_Sg552    90
#define AMMO_Ak47    90
#define AMMO_P90    100

//array whit primary and secondary weapons
new const Secondary[] = {CSW_P228CSW_ELITECSW_FIVESEVENCSW_USPCSW_GLOCK18CSW_DEAGLE};
new const 
Primary[]={CSW_SCOUT,CSW_XM1014,CSW_MAC10,CSW_AUG,CSW_UMP45,CSW_SG550,CSW_GALIL,CSW_FAMAS,CSW_AWP,CSW_MP5NAVY,CSW_M249,CSW_M3,CSW_M4A1,CSW_TMP,CSW_G3SG1,CSW_SG552,CSW_AK47,CSW_P90}            

//will store the weapon id after picking it on menu
new Selected[33]
new 
pcvar,Float:Time

public plugin_init()
{
    
register_plugin("Weapon Spawner""1.3""Fxfighter")
    
    
register_clcmd("ws_menu","Menu")
    
    
pcvar register_cvar("ws_auto_remove","1")
    if(
get_pcvar_num(pcvar))remove_normal()
    
    
pcvar =    register_cvar("ws_auto_load","1")
    if(
get_pcvar_num(pcvar))load()
    
    
//regisetr reset cvar and get its value
    
pcvar =    register_cvar("ws_reset_round","1")
    if(
get_pcvar_num(pcvar))
    {
        
register_logevent("reset"2"1=Round_End"
        
register_event("TextMsg""reset""a""2=#Game_will_restart_in")
    }
    
pcvar =    register_cvar("ws_reset_gun","1")
    if(
get_pcvar_num(pcvar))
    {
        
register_forward(FM_Think"Forward_Think")
        
        
pcvar register_cvar("ws_reset_gun_time","10")
        
Time get_pcvar_float(pcvar)
        
        
pcvar =    register_cvar("ws_reset_gun_amount","10")
        
pcvar get_pcvar_num(pcvar)
    }
    
    
register_forward(FM_Touch,"Equip")
}
public 
Equip(id,weapon)
{
    if(!
pev_valid(weapon) || !pev_valid(id) )return
    static 
classname[20]
    
pev(weaponpev_classnameclassname,19)    
    if(!
equal(classname,wp_ent))return
    
    static 
left,type,i
    left 
pev(weapon,WP_Left)
    if(!
left)return
    
type pev(weapon,WP_Type)
    
    
//check if its a primary
    
if(PRIMARY_WEAPONS & ( << type))
    {
        for (
0sizeof Primary; ++i)
        {
            
//cant have more then 1 primary
            
if(user_has_weapon(id,Primary[i]))return
        }
    }
    
//check if its secondary
    
else if(SECONDARY_WEAPONS & ( << type))
    {
        for (
0sizeof Secondary; ++i)
        {
            
//cant have more then 2 secondary
            
if(user_has_weapon(id,Secondary[i]))return
        }
    }
    
//if its armor
    
else if(type == 31||type==32)
    {
        
//cant have moret hen 100 in armor
        
if(pev(id,pev_armorvalue) == 100.0)return
    }
    
//if its granade or knife and he already got one
    
else if(user_has_weapon(id,type))return
    
    
//give weapon and ammo
    
switch(type)
    {
        case 
:
        {
            
fm_give_item(id,"weapon_p228")
            
set_pdata_int(id,OFFSET_P228_AMMO,AMMO_P228,linuxdiff)
        }
        case 
:fm_give_item(id,"weapon_shield")
        case 
:
        {
            
fm_give_item(id,"weapon_scout")
            
set_pdata_int(id,OFFSET_SCOUT_AMMO,AMMO_SCOUT,linuxdiff)
        }
        case 
:
        {
            
fm_give_item(id,"weapon_hegrenade")
            
//set_pdata_int(id,OFFSET_HE_AMMO,amount,linuxdiff)
        
}
        case 
:
        {
            
fm_give_item(id,"weapon_xm1014")
            
set_pdata_int(id,OFFSET_M3_AMMO,AMMO_Xm1014,linuxdiff)
        }
        case 
:
        {
            
fm_give_item(id,"weapon_mac10")
            
set_pdata_int(id,OFFSET_USP_AMMO,AMMO_Mac10,linuxdiff)
        }
        case 
:
        {
            
fm_give_item(id,"weapon_aug")
            
set_pdata_int(id,OFFSET_FAMAS_AMMO,AMMO_Aug,linuxdiff)
        }
        case 
:
        {
            
fm_give_item(id,"weapon_smokegrenade")
            
//set_pdata_int(id,OFFSET_SMOKE_AMMO,amount,linuxdiff)
        
}
            
        case 
10:
        {
            
fm_give_item(id,"weapon_elite")
            
set_pdata_int(id,OFFSET_GLOCK_AMMO,AMMO_Elite,linuxdiff)
        }
        case 
11:
        {
            
fm_give_item(id,"weapon_fiveseven")
            
set_pdata_int(id,OFFSET_FIVESEVEN_AMMO,AMMO_Fiveseven,linuxdiff)
        }
        case 
12:
        {
            
fm_give_item(id,"weapon_ump45")
            
set_pdata_int(id,OFFSET_USP_AMMO,AMMO_Ump45,linuxdiff)
        }
        case 
13:
        {
            
fm_give_item(id,"weapon_sg550")
            
set_pdata_int(id,OFFSET_FAMAS_AMMO,AMMO_Sg550,linuxdiff)
        }
        case 
14:
        {
            
fm_give_item(id,"weapon_galil")
            
set_pdata_int(id,OFFSET_FAMAS_AMMO,AMMO_Galil,linuxdiff)
        }
        case 
15:
        {
            
fm_give_item(id,"weapon_famas")
            
set_pdata_int(id,OFFSET_FAMAS_AMMO,AMMO_Famas,linuxdiff)
        }
        case 
16:
        {
            
fm_give_item(id,"weapon_usp")
            
set_pdata_int(id,OFFSET_USP_AMMO,AMMO_Usp,linuxdiff)
        }
        case 
17:
        {
            
fm_give_item(id,"weapon_glock18")
            
set_pdata_int(id,OFFSET_GLOCK_AMMO,AMMO_Glock18,linuxdiff)
        }
        case 
18:
        {
            
fm_give_item(id,"weapon_awp")
            
set_pdata_int(id,OFFSET_AWM_AMMO,AMMO_Awp,linuxdiff)
        }
        case 
19:
        {
            
fm_give_item(id,"weapon_mp5navy")
            
set_pdata_int(id,OFFSET_GLOCK_AMMO,AMMO_Mp5navy,linuxdiff)
        }
        case 
20:
        {
            
fm_give_item(id,"weapon_m249")
            
set_pdata_int(id,OFFSET_PARA_AMMO,AMMO_M249,linuxdiff)
        }
        case 
21:
        {
            
fm_give_item(id,"weapon_m3")
            
set_pdata_int(id,OFFSET_M3_AMMO,AMMO_M3,linuxdiff)
        }
        case 
22:
        {
            
fm_give_item(id,"weapon_m4a1")
            
set_pdata_int(id,OFFSET_FAMAS_AMMO,AMMO_M4a1,linuxdiff)
        }
        case 
23:
        {
            
fm_give_item(id,"weapon_tmp")
            
set_pdata_int(id,OFFSET_GLOCK_AMMO,AMMO_Tmp,linuxdiff)
        }
        case 
24:
        {
            
fm_give_item(id,"weapon_g3sg1")
            
set_pdata_int(id,OFFSET_SCOUT_AMMO,AMMO_G3sg1,linuxdiff)
        }
        case 
25:
        {
            
fm_give_item(id,"weapon_flashbang")
            
//set_pdata_int(id,OFFSET_FLASH_AMMO,amount,linuxdiff)
        
}
        case 
26:
        {
            
fm_give_item(id,"weapon_deagle")
            
set_pdata_int(id,OFFSET_DEAGLE_AMMO,AMMO_Deagle,linuxdiff)
        }
        case 
27:
        {
            
fm_give_item(id,"weapon_sg552")
            
set_pdata_int(id,OFFSET_FAMAS_AMMO,AMMO_Sg552,linuxdiff)
        }
        case 
28:
        {
            
fm_give_item(id,"weapon_ak47")
            
set_pdata_int(id,OFFSET_SCOUT_AMMO,AMMO_Ak47,linuxdiff)
        }
        case 
29:fm_give_item(id,"weapon_knife")
        case 
30:
        {
            
fm_give_item(id,"weapon_p90")
            
set_pdata_int(id,OFFSET_FIVESEVEN_AMMO,AMMO_P90,linuxdiff)
        }
        case 
31:fm_give_item(id,"item_kevlar")
        case 
32:fm_give_item(id,"item_assaultsuit")
    }
    
//lower the weapons number whit 1
    
left-=1
    set_pev
(weapon,WP_Left,left)
    
    
//set refill
    
if(pcvar != 0)set_pev(weaponpev_nextthinkget_gametime() + Time)
    
    
//if nothing left make invisiable
    
if(!left)
    {
        
set_pev(weaponpev_renderfxkRenderFxNone)
        
set_pev(weaponpev_rendercolor, {0.0,0.0,0.0})
        
set_pev(weaponpev_rendermodekRenderTransAlpha)
        
set_pev(weaponpev_renderamt0.0)
    }
}
public 
Forward_Think(ent)
{
    if(!
pev_valid(ent))return
    
    static 
classname[32]
    
pev(entpev_classnameclassname31)
    
    
//not our weapon
    
if(!equal(classnamewp_ent))return
    
    
//get values
    
classname[0] = pev(ent,WP_Max)
    
classname[1] = pev(ent,WP_Left)
    
    
//if its full return
    
if(classname[1] == classname[0])return
    
    
//if invisiable
    
if(!classname[1])
    {
        
set_pev(entpev_renderfxkRenderNormal)
        
set_pev(entpev_rendercolor, {255.0,255.0,255.0})
        
set_pev(entpev_rendermodekRenderTransAlpha)
        
set_pev(entpev_renderamt255.0)
    }
    
    
//add
    
classname[1] +=pcvar
    
    
//set it
    
if(classname[1] > classname[0])set_pev(ent,WP_Left,classname[0])
    else 
set_pev(ent,WP_Left,classname[1])
    
    if(
classname[1] != classname[0])set_pev(entpev_nextthinkget_gametime() + Time)
}
public 
Menu(id,nr)
{
    
//not havign kick flag
    
if(!(get_user_flags(id0) & ADMIN_KICK))return PLUGIN_CONTINUE
    
    
new menu
    
switch(nr)
    {
        
//pages
        
case 1:
        {
            
menu menu_create("\rSpawn A Weapon""handler")
            
menu_additem(menu"Rifles""110" 0)
            
menu_additem(menu"Pistols""111" 0)
            
menu_additem(menu"Others""112" 0)
        }
        case 
2:
        {
            
menu menu_create("\rRifles""handler")
            
menu_additem(menu"Scout","3" 0)
            
menu_additem(menu"Autoshotgun","5" 0)
            
menu_additem(menu"Mac10","7" 0)
            
menu_additem(menu"Bullpup","8" 0)
            
menu_additem(menu"Ump45","12" 0)
            
menu_additem(menu"Krieg550","13" 0)
            
menu_additem(menu"Defender","14" 0)
            
menu_additem(menu"Clarion","15" 0)
            
menu_additem(menu"Awp","18" 0)
            
menu_additem(menu"Mp5","19"0)
            
menu_additem(menu"M249","20" 0)
            
menu_additem(menu"M3","21" 0)
            
menu_additem(menu"M4A1","22" 0)
            
menu_additem(menu"TMP","23"0)
            
menu_additem(menu"G3SG1","24" 0)
            
menu_additem(menu"sg552","27" 0)
            
menu_additem(menu"ak47","28" 0)
            
menu_additem(menu"P90","30"0)
        }
        case 
3:
        {
            
menu menu_create("\rPistols""handler")
            
menu_additem(menu"228compact","1",0)
            
menu_additem(menu"fiveseven""11" 0)
            
menu_additem(menu"usp""16" 0)
            
menu_additem(menu"glock ""17" 0)
            
menu_additem(menu"deagle""26" 0)
            
menu_additem(menu"elite""10" 0)
        }
        case 
4:
        {
            
menu menu_create("\rOthers""handler")
            
menu_additem(menu"hegrenade","4" 0)
            
menu_additem(menu"smokegrenade","9" 0)
            
menu_additem(menu"flashbang","25" 0)
            
menu_additem(menu"knife","29" 0)
            
menu_additem(menu"kevlar","31" 0)
            
menu_additem(menu"assaultsuit","32" 0)
        }
        case 
5:
        {
            
menu menu_create("\rNumber of Weapons""handler")
            
menu_additem(menu"1""105" 0)
            
menu_additem(menu"2""105" 0)
            
menu_additem(menu"3""105" 0)
            
menu_additem(menu"4""105" 0)
            
menu_additem(menu"5""105" 0)
            
menu_additem(menu"10""105" 0)
            
menu_additem(menu"15""105" 0)
            
menu_additem(menu"20""105" 0)
            
menu_additem(menu"30""105" 0)
            
menu_additem(menu"40""105" 0)
            
menu_additem(menu"50""105" 0)
            
menu_additem(menu"75""105" 0)
            
menu_additem(menu"100","105" 0)
            
menu_additem(menu"200","105" 0)
        }
        default:{
            
menu menu_create("\rWeapon Spawner""handler")
            
menu_additem(menu"Create A Spawn","100"0)
            
menu_additem(menu"Save Spawns","101"0)
            
menu_additem(menu"Load Spawns","102"0)
            
menu_additem(menu"Remove all normal Spawns","103"0)
            
menu_additem(menu"Remove all costum Spawns","104"0)
        }
    }
    
//show menu
    
menu_setprop(menu MPROP_EXIT MEXIT_ALL)
    
menu_display(id menu 0)
    return 
PLUGIN_HANDLED
}
public 
handler(idmenuitem)
{
    
//if hes dead or he choiced exit close
    
if(item == MENU_EXIT||!is_user_alive(id))
    {
        
menu_destroy(menu)
        return
    }
    
//get info
    
new data[5], iName[11]
    new 
accesscallback
    menu_item_getinfo
(menuitemaccessdata,4iName10callback)
    
    
data[0] = str_to_num(data)
    switch(
data[0])
    {
        case 
1..32:
        {
            
            
Selected[id] = data[0]
            
Menu(id,5)
        }
        case 
100:Menu(id,1)
        case 
110:Menu(id,2)
        case 
111:Menu(id,3)
        case 
112:Menu(id,4)
        case 
101:
        {
            
save()
            
Menu(id,0)
            
client_print(id,print_chat,"[WS] All costum spawns have been saved")
        }
        case 
102:
        {
            
load()
            
Menu(id,0)
            
client_print(id,print_chat,"[WS] All costum spawns have been loaded")
        }
        case 
103:
        {
            
Menu(id,0)
            
remove_normal()
            
client_print(id,print_chat,"[WS] All normal spawns have been removed")
        }
        case 
104:
        {
            
Menu(id,0)    
            
remove_costum()
            
client_print(id,print_chat,"[WS] All costum spawns have been removed")
        }
        case 
105:
        {
            
Menu(id,0)
            new 
Float:origin[3]
            
pev(id,pev_origin,origin)
            
origin[2]+=30.0
            set_pev
(id,pev_origin,origin)
            
origin[2]-=30.0
            create_weapon
(Selected[id],str_to_num(iName),origin)
            
client_print(id,print_chat,"[WS] You have created a new spawn")
        }
    }
    
menu_destroy(menu)
}
public 
remove_normal()
{
    new 
weapon
    
    
while((weapon engfunc(EngFunc_FindEntityByStringweapon"classname""armoury_entity")) != 0)if(!pev(weapon,WP_Type))engfunc(EngFunc_RemoveEntity,weapon)
}
public 
remove_costum()
{
    new 
weapon
    
while((weapon engfunc(EngFunc_FindEntityByStringweapon"classname"wp_ent)) != 0)if(pev(weapon,WP_Type)!= 0)engfunc(EngFunc_RemoveEntity,weapon)
}
public 
load()
{
    new 
config[50],Info[41],map[30],data[5][11],Float:origin[3]
    
get_configsdir(config,29)
    
get_mapname(map,29)
    
formatex(config,49,"%s/ws/%s.ini",config,map)
    if(!
file_exists(config))return
    
    new 
File fopen(config,"r")
    if(
File)
    {
        while(
fgets(File,Info,40))
        {
            
parse(Infodata[0], 5data[1], 5,data[2], 10data[3], 10data[4], 10)
            
            if(!
data[0][0])data[0][0] = 48
            origin
[0] = str_to_float(data[2])
            
origin[1] = str_to_float(data[3])
            
origin[2] = str_to_float(data[4])
            
            
create_weapon(str_to_num(data[0]),str_to_num(data[1]),origin)
        }
    }
    
fclose(File)
}
public 
reset()
{
    new 
value,weapon
    
while((weapon engfunc(EngFunc_FindEntityByStringweapon"classname"wp_ent)) != 0)
    {
        
value=pev(weapon,WP_Left)
        if(!
value)
        {
            
set_pev(weaponpev_renderfxkRenderNormal)
            
set_pev(weaponpev_rendercolor, {255.0,255.0,255.0})
            
set_pev(weaponpev_rendermodekRenderTransAlpha)
            
set_pev(weaponpev_renderamt255.0)
            
        }
        
value=pev(weapon,WP_Max)
        
set_pev(weapon,WP_Left,value)
        
    }
}

public 
save()
{
    new 
config[50],Info[41],map[30],Float:origin[3]
    
get_configsdir(config,29)
    
get_mapname(map,29)
    
formatex(config,49,"%s/ws/%s.ini",config,map)
    if(
file_exists(config))delete_file(config)
    
    new 
File fopen(config,"w")
    if(
File)
    {
        
        new 
weapon
        
while((weapon engfunc(EngFunc_FindEntityByStringweapon"classname"wp_ent)) != 0)
        {
            
            
pev(weapon,pev_origin,origin)
            
formatex(Info,40,"%i %i %.2f %.2f %.2f",pev(weapon,WP_Type),pev(weapon,WP_Max),origin[0],origin[1],origin[2])
            
write_file(config,Info,-1)
        }    
    }
    
fclose(File)
}
public 
create_weapon(wid,count,Float:origin[])
{
    new 
weapon engfunc(EngFunc_CreateNamedEntityengfunc(EngFunc_AllocString"func_wall"))
    
set_pev(weapon,pev_classnamewp_ent)
    switch(
wid)
    {
        case 
1:engfunc(EngFunc_SetModelweapon"models/w_p228.mdl")
        case 
2:engfunc(EngFunc_SetModelweapon"models/w_shield.mdl")
        case 
3:engfunc(EngFunc_SetModelweapon"models/w_scout.mdl")
        case 
4:engfunc(EngFunc_SetModelweapon"models/w_hegrenade.mdl")
        case 
5:engfunc(EngFunc_SetModelweapon"models/w_xm1014.mdl")
        case 
7:engfunc(EngFunc_SetModelweapon"models/w_mac10.mdl")
        case 
8:engfunc(EngFunc_SetModelweapon"models/w_aug.mdl")
        case 
9:engfunc(EngFunc_SetModelweapon"models/w_smokegrenade.mdl")
        case 
10:engfunc(EngFunc_SetModelweapon"models/w_elite.mdl")
        case 
11:engfunc(EngFunc_SetModelweapon"models/w_fiveseven.mdl")
        case 
12:engfunc(EngFunc_SetModelweapon"models/w_ump45.mdl")
        case 
13:engfunc(EngFunc_SetModelweapon"models/w_sg550.mdl")
        case 
14:engfunc(EngFunc_SetModelweapon"models/w_galil.mdl")
        case 
15:engfunc(EngFunc_SetModelweapon"models/w_famas.mdl")
        case 
16:engfunc(EngFunc_SetModelweapon"models/w_usp.mdl")
        case 
17:engfunc(EngFunc_SetModelweapon"models/w_glock18.mdl")
        case 
18:engfunc(EngFunc_SetModelweapon"models/w_awp.mdl")
        case 
19:engfunc(EngFunc_SetModelweapon"models/w_mp5navy.mdl")
        case 
20:engfunc(EngFunc_SetModelweapon"models/w_m249.mdl")
        case 
21:engfunc(EngFunc_SetModelweapon"models/w_m3.mdl")
        case 
22:engfunc(EngFunc_SetModelweapon"models/w_m4a1.mdl")
        case 
23:engfunc(EngFunc_SetModelweapon"models/w_tmp.mdl")
        case 
24:engfunc(EngFunc_SetModelweapon"models/w_g3sg1.mdl")
        case 
25:engfunc(EngFunc_SetModelweapon"models/w_flashbang.mdl")
        case 
26:engfunc(EngFunc_SetModelweapon"models/w_deagle.mdl")
        case 
27:engfunc(EngFunc_SetModelweapon"models/w_sg552.mdl")
        case 
28:engfunc(EngFunc_SetModelweapon"models/w_ak47.mdl")
        case 
29:engfunc(EngFunc_SetModelweapon"models/w_knife.mdl")
        case 
30:engfunc(EngFunc_SetModelweapon"models/w_p90.mdl")
        case 
31:engfunc(EngFunc_SetModelweapon"models/w_kevlar.mdl")    
        case 
32:engfunc(EngFunc_SetModelweapon"models/w_assault.mdl")
    }
    
engfunc(EngFunc_SetSizeweapon, {-2.0,-2.0,-2.0},{2.0,2.0,2.0})
    
set_pev(weapon,pev_solid,2)
    
set_pev(weapon,pev_origin,origin)
    
    
set_pev(weapon,WP_Type,wid)
    
set_pev(weapon,WP_Left,count)
    
set_pev(weapon,WP_Max,count)
    
engfunc(EngFunc_DropToFloorweapon)
}
// based on Basic-Master's set_keyvalue, upgraded version accepts an optional classname (a bit more efficient if it is passed)
stock fm_set_kvd(entity, const key[], const value[], const classname[] = "")
{
    if (
classname[0])set_kvd(0KV_ClassNameclassname)
    else
    {
        new class[
32]
        
pev(entitypev_classname, class, sizeof class - 1)
        
set_kvd(0KV_ClassName, class)
    }
    
    
set_kvd(0KV_KeyNamekey)
    
set_kvd(0KV_Valuevalue)
    
set_kvd(0KV_fHandled0)
    
    return 
dllfunc(DLLFunc_KeyValueentity0)
}
stock fm_give_item(index, const item[])
{
    
    new 
ent =  engfunc(EngFunc_CreateNamedEntityengfunc(EngFunc_AllocStringitem))
    if (!
pev_valid(ent))return 0;
    
    new 
Float:origin[3];
    
pev(indexpev_originorigin);
    
set_pev(entpev_originorigin);
    
set_pev(entpev_spawnflagspev(entpev_spawnflags) | SF_NORESPAWN);
    
dllfunc(DLLFunc_Spawnent);
    
    new 
save pev(entpev_solid);
    
dllfunc(DLLFunc_Touchentindex);
    if(
pev(entpev_solid) != save)return ent;
    
    
engfunc(EngFunc_RemoveEntityent);
    
    return -
1;

Steam:Tıkla • Discord: lynchk
#9
(13-08-2025, 22:08)Lynchk Adlı Kullanıcıdan Alıntı: Bu versiyonu deneyin;
PHP Kod:
/* Plugin generated by AMXX-Studio */
#include <amxmodx>
#include <amxmisc>
#include <fakemeta>
//ent name
#define wp_ent "weapon_entity"
//ent values
#define WP_Type pev_iuser4
#define WP_Left pev_iuser3
#define WP_Max  pev_iuser2
//primary and secondary weapons
#define PRIMARY_WEAPONS ((1<<CSW_SCOUT) | (1<<CSW_XM1014) | (1<<CSW_MAC10) | (1<<CSW_AUG) | (1<<CSW_UMP45) | (1<<CSW_SG550) | (1<<CSW_GALIL) | (1<<CSW_FAMAS) | (1<<CSW_AWP) | (1<<CSW_MP5NAVY) | (1<<CSW_M249) | (1<<CSW_M3) | (1<<CSW_M4A1) | (1<<CSW_TMP) | (1<<CSW_G3SG1) | (1<<CSW_SG552) | (1<<CSW_AK47) | (1<<CSW_P90))
#define SECONDARY_WEAPONS ((1<<CSW_P228) | (1<<CSW_ELITE) | (1<<CSW_FIVESEVEN) | (1<<CSW_USP) | (1<<CSW_GLOCK18) | (1<<CSW_DEAGLE))
//offsets
#define OFFSET_AWM_AMMO        377 
#define OFFSET_SCOUT_AMMO    378
#define OFFSET_PARA_AMMO    379
#define OFFSET_FAMAS_AMMO     380
#define OFFSET_M3_AMMO        381
#define OFFSET_USP_AMMO        382
#define OFFSET_FIVESEVEN_AMMO    383
#define OFFSET_DEAGLE_AMMO    384
#define OFFSET_P228_AMMO    385
#define OFFSET_GLOCK_AMMO    386
#define OFFSET_FLASH_AMMO    387
#define OFFSET_HE_AMMO        388
#define OFFSET_SMOKE_AMMO    389
#define OFFSET_C4_AMMO        390
#define linuxdiff        5
//ammo for each gun
#define AMMO_P228    52
#define AMMO_SCOUT    90
#define AMMO_Xm1014    32
#define AMMO_Mac10    100
#define AMMO_Aug    90
#define AMMO_Elite    120
#define AMMO_Fiveseven    100
#define AMMO_Ump45    100
#define AMMO_Sg550    90
#define AMMO_Galil    90
#define AMMO_Famas    90
#define AMMO_Usp    100
#define AMMO_Glock18    120
#define AMMO_Awp    30
#define AMMO_Mp5navy    120
#define AMMO_M249    200
#define AMMO_M3        32
#define AMMO_M4a1     90
#define AMMO_Tmp    120
#define AMMO_G3sg1    90
#define AMMO_Deagle    35
#define AMMO_Sg552    90
#define AMMO_Ak47    90
#define AMMO_P90    100
//array whit primary and secondary weapons
new const Secondary[] = {CSW_P228CSW_ELITECSW_FIVESEVENCSW_USPCSW_GLOCK18CSW_DEAGLE};
new const 
Primary[]={CSW_SCOUT,CSW_XM1014,CSW_MAC10,CSW_AUG,CSW_UMP45,CSW_SG550,CSW_GALIL,CSW_FAMAS,CSW_AWP,CSW_MP5NAVY,CSW_M249,CSW_M3,CSW_M4A1,CSW_TMP,CSW_G3SG1,CSW_SG552,CSW_AK47,CSW_P90}            
//will store the weapon id after picking it on menu
new Selected[33]
new 
pcvar,Float:Time
public plugin_init()
{
    
register_plugin("Weapon Spawner""1.3""Fxfighter")
    
    
register_clcmd("ws_menu","Menu")
    
    
pcvar register_cvar("ws_auto_remove","1")
    if(
get_pcvar_num(pcvar))remove_normal()
    
    
pcvar =    register_cvar("ws_auto_load","1")
    if(
get_pcvar_num(pcvar))load()
    
    
//regisetr reset cvar and get its value
    
pcvar =    register_cvar("ws_reset_round","1")
    if(
get_pcvar_num(pcvar))
    {
        
register_logevent("reset"2"1=Round_End"
        
register_event("TextMsg""reset""a""2=#Game_will_restart_in")
    }
    
pcvar =    register_cvar("ws_reset_gun","1")
    if(
get_pcvar_num(pcvar))
    {
        
register_forward(FM_Think"Forward_Think")
        
        
pcvar register_cvar("ws_reset_gun_time","10")
        
Time get_pcvar_float(pcvar)
        
        
pcvar =    register_cvar("ws_reset_gun_amount","10")
        
pcvar get_pcvar_num(pcvar)
    }
    
    
register_forward(FM_Touch,"Equip")
}
public 
Equip(id,weapon)
{
    if(!
pev_valid(weapon) || !pev_valid(id) )return
    static 
classname[20]
    
pev(weaponpev_classnameclassname,19)    
    if(!
equal(classname,wp_ent))return
    
    static 
left,type,i
    left 
pev(weapon,WP_Left)
    if(!
left)return
    
type pev(weapon,WP_Type)
    
    
//check if its a primary
    
if(PRIMARY_WEAPONS & ( << type))
    {
        for (
0sizeof Primary; ++i)
        {
            
//cant have more then 1 primary
            
if(user_has_weapon(id,Primary[i]))return
        }
    }
    
//check if its secondary
    
else if(SECONDARY_WEAPONS & ( << type))
    {
        for (
0sizeof Secondary; ++i)
        {
            
//cant have more then 2 secondary
            
if(user_has_weapon(id,Secondary[i]))return
        }
    }
    
//if its armor
    
else if(type == 31||type==32)
    {
        
//cant have moret hen 100 in armor
        
if(pev(id,pev_armorvalue) == 100.0)return
    }
    
//if its granade or knife and he already got one
    
else if(user_has_weapon(id,type))return
    
    
//give weapon and ammo
    
switch(type)
    {
        case 
:
        {
            
fm_give_item(id,"weapon_p228")
            
set_pdata_int(id,OFFSET_P228_AMMO,AMMO_P228,linuxdiff)
        }
        case 
:fm_give_item(id,"weapon_shield")
        case 
:
        {
            
fm_give_item(id,"weapon_scout")
            
set_pdata_int(id,OFFSET_SCOUT_AMMO,AMMO_SCOUT,linuxdiff)
        }
        case 
:
        {
            
fm_give_item(id,"weapon_hegrenade")
            
//set_pdata_int(id,OFFSET_HE_AMMO,amount,linuxdiff)
        
}
        case 
:
        {
            
fm_give_item(id,"weapon_xm1014")
            
set_pdata_int(id,OFFSET_M3_AMMO,AMMO_Xm1014,linuxdiff)
        }
        case 
:
        {
            
fm_give_item(id,"weapon_mac10")
            
set_pdata_int(id,OFFSET_USP_AMMO,AMMO_Mac10,linuxdiff)
        }
        case 
:
        {
            
fm_give_item(id,"weapon_aug")
            
set_pdata_int(id,OFFSET_FAMAS_AMMO,AMMO_Aug,linuxdiff)
        }
        case 
:
        {
            
fm_give_item(id,"weapon_smokegrenade")
            
//set_pdata_int(id,OFFSET_SMOKE_AMMO,amount,linuxdiff)
        
}
            
        case 
10:
        {
            
fm_give_item(id,"weapon_elite")
            
set_pdata_int(id,OFFSET_GLOCK_AMMO,AMMO_Elite,linuxdiff)
        }
        case 
11:
        {
            
fm_give_item(id,"weapon_fiveseven")
            
set_pdata_int(id,OFFSET_FIVESEVEN_AMMO,AMMO_Fiveseven,linuxdiff)
        }
        case 
12:
        {
            
fm_give_item(id,"weapon_ump45")
            
set_pdata_int(id,OFFSET_USP_AMMO,AMMO_Ump45,linuxdiff)
        }
        case 
13:
        {
            
fm_give_item(id,"weapon_sg550")
            
set_pdata_int(id,OFFSET_FAMAS_AMMO,AMMO_Sg550,linuxdiff)
        }
        case 
14:
        {
            
fm_give_item(id,"weapon_galil")
            
set_pdata_int(id,OFFSET_FAMAS_AMMO,AMMO_Galil,linuxdiff)
        }
        case 
15:
        {
            
fm_give_item(id,"weapon_famas")
            
set_pdata_int(id,OFFSET_FAMAS_AMMO,AMMO_Famas,linuxdiff)
        }
        case 
16:
        {
            
fm_give_item(id,"weapon_usp")
            
set_pdata_int(id,OFFSET_USP_AMMO,AMMO_Usp,linuxdiff)
        }
        case 
17:
        {
            
fm_give_item(id,"weapon_glock18")
            
set_pdata_int(id,OFFSET_GLOCK_AMMO,AMMO_Glock18,linuxdiff)
        }
        case 
18:
        {
            
fm_give_item(id,"weapon_awp")
            
set_pdata_int(id,OFFSET_AWM_AMMO,AMMO_Awp,linuxdiff)
        }
        case 
19:
        {
            
fm_give_item(id,"weapon_mp5navy")
            
set_pdata_int(id,OFFSET_GLOCK_AMMO,AMMO_Mp5navy,linuxdiff)
        }
        case 
20:
        {
            
fm_give_item(id,"weapon_m249")
            
set_pdata_int(id,OFFSET_PARA_AMMO,AMMO_M249,linuxdiff)
        }
        case 
21:
        {
            
fm_give_item(id,"weapon_m3")
            
set_pdata_int(id,OFFSET_M3_AMMO,AMMO_M3,linuxdiff)
        }
        case 
22:
        {
            
fm_give_item(id,"weapon_m4a1")
            
set_pdata_int(id,OFFSET_FAMAS_AMMO,AMMO_M4a1,linuxdiff)
        }
        case 
23:
        {
            
fm_give_item(id,"weapon_tmp")
            
set_pdata_int(id,OFFSET_GLOCK_AMMO,AMMO_Tmp,linuxdiff)
        }
        case 
24:
        {
            
fm_give_item(id,"weapon_g3sg1")
            
set_pdata_int(id,OFFSET_SCOUT_AMMO,AMMO_G3sg1,linuxdiff)
        }
        case 
25:
        {
            
fm_give_item(id,"weapon_flashbang")
            
//set_pdata_int(id,OFFSET_FLASH_AMMO,amount,linuxdiff)
        
}
        case 
26:
        {
            
fm_give_item(id,"weapon_deagle")
            
set_pdata_int(id,OFFSET_DEAGLE_AMMO,AMMO_Deagle,linuxdiff)
        }
        case 
27:
        {
            
fm_give_item(id,"weapon_sg552")
            
set_pdata_int(id,OFFSET_FAMAS_AMMO,AMMO_Sg552,linuxdiff)
        }
        case 
28:
        {
            
fm_give_item(id,"weapon_ak47")
            
set_pdata_int(id,OFFSET_SCOUT_AMMO,AMMO_Ak47,linuxdiff)
        }
        case 
29:fm_give_item(id,"weapon_knife")
        case 
30:
        {
            
fm_give_item(id,"weapon_p90")
            
set_pdata_int(id,OFFSET_FIVESEVEN_AMMO,AMMO_P90,linuxdiff)
        }
        case 
31:fm_give_item(id,"item_kevlar")
        case 
32:fm_give_item(id,"item_assaultsuit")
    }
    
//lower the weapons number whit 1
    
left-=1
    set_pev
(weapon,WP_Left,left)
    
    
//set refill
    
if(pcvar != 0)set_pev(weaponpev_nextthinkget_gametime() + Time)
    
    
//if nothing left make invisiable
    
if(!left)
    {
        
set_pev(weaponpev_renderfxkRenderFxNone)
        
set_pev(weaponpev_rendercolor, {0.0,0.0,0.0})
        
set_pev(weaponpev_rendermodekRenderTransAlpha)
        
set_pev(weaponpev_renderamt0.0)
    }
}
public 
Forward_Think(ent)
{
    if(!
pev_valid(ent))return
    
    static 
classname[32]
    
pev(entpev_classnameclassname31)
    
    
//not our weapon
    
if(!equal(classnamewp_ent))return
    
    
//get values
    
classname[0] = pev(ent,WP_Max)
    
classname[1] = pev(ent,WP_Left)
    
    
//if its full return
    
if(classname[1] == classname[0])return
    
    
//if invisiable
    
if(!classname[1])
    {
        
set_pev(entpev_renderfxkRenderNormal)
        
set_pev(entpev_rendercolor, {255.0,255.0,255.0})
        
set_pev(entpev_rendermodekRenderTransAlpha)
        
set_pev(entpev_renderamt255.0)
    }
    
    
//add
    
classname[1] +=pcvar
    
    
//set it
    
if(classname[1] > classname[0])set_pev(ent,WP_Left,classname[0])
    else 
set_pev(ent,WP_Left,classname[1])
    
    if(
classname[1] != classname[0])set_pev(entpev_nextthinkget_gametime() + Time)
}
public 
Menu(id,nr)
{
    
//not havign kick flag
    
if(!(get_user_flags(id0) & ADMIN_KICK))return PLUGIN_CONTINUE
    
    
new menu
    
switch(nr)
    {
        
//pages
        
case 1:
        {
            
menu menu_create("\rSpawn A Weapon""handler")
            
menu_additem(menu"Rifles""110" 0)
            
menu_additem(menu"Pistols""111" 0)
            
menu_additem(menu"Others""112" 0)
        }
        case 
2:
        {
            
menu menu_create("\rRifles""handler")
            
menu_additem(menu"Scout","3" 0)
            
menu_additem(menu"Autoshotgun","5" 0)
            
menu_additem(menu"Mac10","7" 0)
            
menu_additem(menu"Bullpup","8" 0)
            
menu_additem(menu"Ump45","12" 0)
            
menu_additem(menu"Krieg550","13" 0)
            
menu_additem(menu"Defender","14" 0)
            
menu_additem(menu"Clarion","15" 0)
            
menu_additem(menu"Awp","18" 0)
            
menu_additem(menu"Mp5","19"0)
            
menu_additem(menu"M249","20" 0)
            
menu_additem(menu"M3","21" 0)
            
menu_additem(menu"M4A1","22" 0)
            
menu_additem(menu"TMP","23"0)
            
menu_additem(menu"G3SG1","24" 0)
            
menu_additem(menu"sg552","27" 0)
            
menu_additem(menu"ak47","28" 0)
            
menu_additem(menu"P90","30"0)
        }
        case 
3:
        {
            
menu menu_create("\rPistols""handler")
            
menu_additem(menu"228compact","1",0)
            
menu_additem(menu"fiveseven""11" 0)
            
menu_additem(menu"usp""16" 0)
            
menu_additem(menu"glock ""17" 0)
            
menu_additem(menu"deagle""26" 0)
            
menu_additem(menu"elite""10" 0)
        }
        case 
4:
        {
            
menu menu_create("\rOthers""handler")
            
menu_additem(menu"hegrenade","4" 0)
            
menu_additem(menu"smokegrenade","9" 0)
            
menu_additem(menu"flashbang","25" 0)
            
menu_additem(menu"knife","29" 0)
            
menu_additem(menu"kevlar","31" 0)
            
menu_additem(menu"assaultsuit","32" 0)
        }
        case 
5:
        {
            
menu menu_create("\rNumber of Weapons""handler")
            
menu_additem(menu"1""105" 0)
            
menu_additem(menu"2""105" 0)
            
menu_additem(menu"3""105" 0)
            
menu_additem(menu"4""105" 0)
            
menu_additem(menu"5""105" 0)
            
menu_additem(menu"10""105" 0)
            
menu_additem(menu"15""105" 0)
            
menu_additem(menu"20""105" 0)
            
menu_additem(menu"30""105" 0)
            
menu_additem(menu"40""105" 0)
            
menu_additem(menu"50""105" 0)
            
menu_additem(menu"75""105" 0)
            
menu_additem(menu"100","105" 0)
            
menu_additem(menu"200","105" 0)
        }
        default:{
            
menu menu_create("\rWeapon Spawner""handler")
            
menu_additem(menu"Create A Spawn","100"0)
            
menu_additem(menu"Save Spawns","101"0)
            
menu_additem(menu"Load Spawns","102"0)
            
menu_additem(menu"Remove all normal Spawns","103"0)
            
menu_additem(menu"Remove all costum Spawns","104"0)
        }
    }
    
//show menu
    
menu_setprop(menu MPROP_EXIT MEXIT_ALL)
    
menu_display(id menu 0)
    return 
PLUGIN_HANDLED
}
public 
handler(idmenuitem)
{
    
//if hes dead or he choiced exit close
    
if(item == MENU_EXIT||!is_user_alive(id))
    {
        
menu_destroy(menu)
        return
    }
    
//get info
    
new data[5], iName[11]
    new 
accesscallback
    menu_item_getinfo
(menuitemaccessdata,4iName10callback)
    
    
data[0] = str_to_num(data)
    switch(
data[0])
    {
        case 
1..32:
        {
            
            
Selected[id] = data[0]
            
Menu(id,5)
        }
        case 
100:Menu(id,1)
        case 
110:Menu(id,2)
        case 
111:Menu(id,3)
        case 
112:Menu(id,4)
        case 
101:
        {
            
save()
            
Menu(id,0)
            
client_print(id,print_chat,"[WS] All costum spawns have been saved")
        }
        case 
102:
        {
            
load()
            
Menu(id,0)
            
client_print(id,print_chat,"[WS] All costum spawns have been loaded")
        }
        case 
103:
        {
            
Menu(id,0)
            
remove_normal()
            
client_print(id,print_chat,"[WS] All normal spawns have been removed")
        }
        case 
104:
        {
            
Menu(id,0)    
            
remove_costum()
            
client_print(id,print_chat,"[WS] All costum spawns have been removed")
        }
        case 
105:
        {
            
Menu(id,0)
            new 
Float:origin[3]
            
pev(id,pev_origin,origin)
            
origin[2]+=30.0
            set_pev
(id,pev_origin,origin)
            
origin[2]-=30.0
            create_weapon
(Selected[id],str_to_num(iName),origin)
            
client_print(id,print_chat,"[WS] You have created a new spawn")
        }
    }
    
menu_destroy(menu)
}
public 
remove_normal()
{
    new 
weapon
    
    
while((weapon engfunc(EngFunc_FindEntityByStringweapon"classname""armoury_entity")) != 0)if(!pev(weapon,WP_Type))engfunc(EngFunc_RemoveEntity,weapon)
}
public 
remove_costum()
{
    new 
weapon
    
while((weapon engfunc(EngFunc_FindEntityByStringweapon"classname"wp_ent)) != 0)if(pev(weapon,WP_Type)!= 0)engfunc(EngFunc_RemoveEntity,weapon)
}
public 
load()
{
    new 
config[50],Info[41],map[30],data[5][11],Float:origin[3]
    
get_configsdir(config,29)
    
get_mapname(map,29)
    
formatex(config,49,"%s/ws/%s.ini",config,map)
    if(!
file_exists(config))return
    
    new 
File fopen(config,"r")
    if(
File)
    {
        while(
fgets(File,Info,40))
        {
            
parse(Infodata[0], 5data[1], 5,data[2], 10data[3], 10data[4], 10)
            
            if(!
data[0][0])data[0][0] = 48
            origin
[0] = str_to_float(data[2])
            
origin[1] = str_to_float(data[3])
            
origin[2] = str_to_float(data[4])
            
            
create_weapon(str_to_num(data[0]),str_to_num(data[1]),origin)
        }
    }
    
fclose(File)
}
public 
reset()
{
    new 
value,weapon
    
while((weapon engfunc(EngFunc_FindEntityByStringweapon"classname"wp_ent)) != 0)
    {
        
value=pev(weapon,WP_Left)
        if(!
value)
        {
            
set_pev(weaponpev_renderfxkRenderNormal)
            
set_pev(weaponpev_rendercolor, {255.0,255.0,255.0})
            
set_pev(weaponpev_rendermodekRenderTransAlpha)
            
set_pev(weaponpev_renderamt255.0)
            
        }
        
value=pev(weapon,WP_Max)
        
set_pev(weapon,WP_Left,value)
        
    }
}
public 
save()
{
    new 
config[50],Info[41],map[30],Float:origin[3]
    
get_configsdir(config,29)
    
get_mapname(map,29)
    
formatex(config,49,"%s/ws/%s.ini",config,map)
    if(
file_exists(config))delete_file(config)
    
    new 
File fopen(config,"w")
    if(
File)
    {
        
        new 
weapon
        
while((weapon engfunc(EngFunc_FindEntityByStringweapon"classname"wp_ent)) != 0)
        {
            
            
pev(weapon,pev_origin,origin)
            
formatex(Info,40,"%i %i %.2f %.2f %.2f",pev(weapon,WP_Type),pev(weapon,WP_Max),origin[0],origin[1],origin[2])
            
write_file(config,Info,-1)
        }    
    }
    
fclose(File)
}
public 
create_weapon(wid,count,Float:origin[])
{
    new 
weapon engfunc(EngFunc_CreateNamedEntityengfunc(EngFunc_AllocString"func_wall"))
    
set_pev(weapon,pev_classnamewp_ent)
    switch(
wid)
    {
        case 
1:engfunc(EngFunc_SetModelweapon"models/w_p228.mdl")
        case 
2:engfunc(EngFunc_SetModelweapon"models/w_shield.mdl")
        case 
3:engfunc(EngFunc_SetModelweapon"models/w_scout.mdl")
        case 
4:engfunc(EngFunc_SetModelweapon"models/w_hegrenade.mdl")
        case 
5:engfunc(EngFunc_SetModelweapon"models/w_xm1014.mdl")
        case 
7:engfunc(EngFunc_SetModelweapon"models/w_mac10.mdl")
        case 
8:engfunc(EngFunc_SetModelweapon"models/w_aug.mdl")
        case 
9:engfunc(EngFunc_SetModelweapon"models/w_smokegrenade.mdl")
        case 
10:engfunc(EngFunc_SetModelweapon"models/w_elite.mdl")
        case 
11:engfunc(EngFunc_SetModelweapon"models/w_fiveseven.mdl")
        case 
12:engfunc(EngFunc_SetModelweapon"models/w_ump45.mdl")
        case 
13:engfunc(EngFunc_SetModelweapon"models/w_sg550.mdl")
        case 
14:engfunc(EngFunc_SetModelweapon"models/w_galil.mdl")
        case 
15:engfunc(EngFunc_SetModelweapon"models/w_famas.mdl")
        case 
16:engfunc(EngFunc_SetModelweapon"models/w_usp.mdl")
        case 
17:engfunc(EngFunc_SetModelweapon"models/w_glock18.mdl")
        case 
18:engfunc(EngFunc_SetModelweapon"models/w_awp.mdl")
        case 
19:engfunc(EngFunc_SetModelweapon"models/w_mp5navy.mdl")
        case 
20:engfunc(EngFunc_SetModelweapon"models/w_m249.mdl")
        case 
21:engfunc(EngFunc_SetModelweapon"models/w_m3.mdl")
        case 
22:engfunc(EngFunc_SetModelweapon"models/w_m4a1.mdl")
        case 
23:engfunc(EngFunc_SetModelweapon"models/w_tmp.mdl")
        case 
24:engfunc(EngFunc_SetModelweapon"models/w_g3sg1.mdl")
        case 
25:engfunc(EngFunc_SetModelweapon"models/w_flashbang.mdl")
        case 
26:engfunc(EngFunc_SetModelweapon"models/w_deagle.mdl")
        case 
27:engfunc(EngFunc_SetModelweapon"models/w_sg552.mdl")
        case 
28:engfunc(EngFunc_SetModelweapon"models/w_ak47.mdl")
        case 
29:engfunc(EngFunc_SetModelweapon"models/w_knife.mdl")
        case 
30:engfunc(EngFunc_SetModelweapon"models/w_p90.mdl")
        case 
31:engfunc(EngFunc_SetModelweapon"models/w_kevlar.mdl")    
        case 
32:engfunc(EngFunc_SetModelweapon"models/w_assault.mdl")
    }
    
engfunc(EngFunc_SetSizeweapon, {-2.0,-2.0,-2.0},{2.0,2.0,2.0})
    
set_pev(weapon,pev_solid,2)
    
set_pev(weapon,pev_origin,origin)
    
    
set_pev(weapon,WP_Type,wid)
    
set_pev(weapon,WP_Left,count)
    
set_pev(weapon,WP_Max,count)
    
engfunc(EngFunc_DropToFloorweapon)
}
// based on Basic-Master's set_keyvalue, upgraded version accepts an optional classname (a bit more efficient if it is passed)
stock fm_set_kvd(entity, const key[], const value[], const classname[] = "")
{
    if (
classname[0])set_kvd(0KV_ClassNameclassname)
    else
    {
        new class[
32]
        
pev(entitypev_classname, class, sizeof class - 1)
        
set_kvd(0KV_ClassName, class)
    }
    
    
set_kvd(0KV_KeyNamekey)
    
set_kvd(0KV_Valuevalue)
    
set_kvd(0KV_fHandled0)
    
    return 
dllfunc(DLLFunc_KeyValueentity0)
}
stock fm_give_item(index, const item[])
{
    
    new 
ent =  engfunc(EngFunc_CreateNamedEntityengfunc(EngFunc_AllocStringitem))
    if (!
pev_valid(ent))return 0;
    
    new 
Float:origin[3];
    
pev(indexpev_originorigin);
    
set_pev(entpev_originorigin);
    
set_pev(entpev_spawnflagspev(entpev_spawnflags) | SF_NORESPAWN);
    
dllfunc(DLLFunc_Spawnent);
    
    new 
save pev(entpev_solid);
    
dllfunc(DLLFunc_Touchentindex);
    if(
pev(entpev_solid) != save)return ent;
    
    
engfunc(EngFunc_RemoveEntityent);
    
    return -
1;
}
Yok hocam işe yaramadı maalesef aynı şekilde kaydetmiyor 

Yok hocam işe yaramadı maalesef aynı şekilde kaydetmiyor
Son Düzenleme: 13-08-2025, 22:11, Düzenleyen: BurakBy.
#10
Configs içinde ws klasörünü silip map değiştirin.Daha sonra elinizle manuel ws klasörü oluşturun.
Silahları yerleştirdikten sonra tekrar save atıp deneyin.
Steam:Tıkla • Discord: lynchk

Bir hesap oluşturun veya yorum yapmak için giriş yapın

Yorum yapmak için üye olmanız gerekiyor

ya da