PrintToChat(client, "You currently have %d credits!", tempCredits) Public Action : Command_Credits(client, args) G_CvarYellChance = GetConVarFloat(convar) G_integrityDegrade = GetConVarInt(convar) G_integrityRepair = GetConVarInt(convar) Public OnConVarChanged( Handle :convar, const String :oldValue, const String :newValue) CreateTimer(2.0, Timer_Monitor_Props,_, TIMER_REPEAT | TIMER_FLAG_NO_MAPCHANGE) Public Action : Timer_MapStart( Handle : Timer) PrecacheSound( "soundscape/emitters/loop/military_radio_01.wav") ĬreateTimer( 16.0, Timer_MonitorAntennas,_, TIMER_REPEAT | TIMER_FLAG_NO_MAPCHANGE) PrecacheSound( "player/voice/security/command/subordinate/cover3.ogg") PrecacheSound( "player/voice/security/command/subordinate/cover2.ogg") PrecacheSound( "player/voice/security/command/subordinate/cover1.ogg") G_iBeaconHalo = PrecacheModel( "sprites/halo01.vmt") G_iBeaconBeam = PrecacheModel( "sprites/laserbeam.vmt") On map starts, call initalizing function RegConsoleCmd(sPropCommand, PropCommand) ĪutoExecConfig( true, "sernix_prop_spawn") RegAdminCmd( "om_remove_prop", AdminRemovePropAim, ADMFLAG_SLAY, "Admin Prop Removal by aim")
RegAdminCmd( "om_admin_credits", AdminCreditControl, ADMFLAG_SLAY, "Admin Credit Control Command for OM PropSpawn") Register the admin command to add credits (or remove if a minus number is used) HookConVarChange(hCvarYellChance, OnConVarChanged)
HookConVarChange(hIntegRepair, OnConVarChanged) HookConVarChange(hIntegDegrade, OnConVarChanged) HookConVarChange(hDeathCreditNo, OnConVarChanged) HookConVarChange(hCreditsOnDeath, OnConVarChanged) HookConVarChange(hRemoveProps, OnConVarChanged) HookConVarChange(hCredits, OnConVarChanged) HookConVarChange(hAdminOnly, OnConVarChanged) HookConVarChange(hTeamOnly, OnConVarChanged) #define INS_ATTACK1 ( 1 0.0]", FCVAR_NOTIFY | FCVAR_PLUGIN, true, 0.0, false) Make it neccesary to have semicolons at the end of each line SDKHook(client, SDKHook_PreThink, OnPreThink) SDKHook(g_iPlayerTempProp, SDKHook_Touch, SHook_OnTouch) \models\static_afghan\prop_panj_stairs.mdl models/sernix/ammo_cache/ammo_cache_small.mdl //New Cache
models/sernix/ied_jammer/ied_jammer.mdl //New jammer models/static_props/wcache_crate_01.mdl //Old Ammo cache models/static_fittings/antenna02b.mdl //Old jammer insurgency2\insurgency\insurgency_models.vpk\models\iraq\ir_hesco_basket_01_row.mdl Large 4 Hesco (need to engineers 10 points each)
models/iraq/ir_hesco_basket_01.mdl Hesco single like large 4 models\structures\overhang_01.mdl // slight overhand model ramp insurgency\insurgency_models.vpk\models\fortifications\sandbag_wall_short.mdl // Same sandbag short \insurgency_models.vpk\models\static_military\sandbag_wall_short_b.mdl snow short sandbag insurgency_models.vpk\models\static_fittings\overhang_03.mdl ramp for walls? models\props\crate01.mdl if small enough good to climb models\fortifications\barbed_wire_03a.mdl even, slightly less noticeable edge bars. models\fortifications\barbed_wire_04.mdl even, slightly less noticeable edge bars. models\fortifications\barbed_wire_04.mdl same as above, slight less dip. models\fortifications\barbed_wire_04a.mdl (barb wire with low center dip in collision mesh)