I bet he will retaliate at some point. Did you find a way to protect from the attacks?
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CS2D Scripts [RELEASED] Achievements and Statistics ScriptPoll
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No, it is nothing new | 4.17% (3) | |
Yes | 95.83% (69) |
72 votes cast
I bet he will retaliate at some point. Did you find a way to protect from the attacks?
- - ==== Download ==== --
Dynamic Achievements and Statistics Script (2.0) (80)
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edited 2×, last 29.11.15 01:36:34 am
like:
lelu (sergeant IIV): hi
or something like that?
@ lelu I don't see any point for this feature. Thus I don't want my script to interrupt with other admin scripts.
increased 5 to 6
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GAMEMODE_ALL = 6
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AddAchievement("M4A1 Expert", GAMEMODE_ALL,"gfx/stats/a/m4a1_expert.jpg",{"Kill 2 enemies", "with the M4A1"},"M4A1 Expert",kill_m4a1_process)
I've set low values just for testing
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-- ==== M4A1 Expert function kill_m4a1(killer,victim,w) 	if (w == 32) then -- m4a1 		IncreaseUserValue(killer,"M4A1",1) 	end 	if GetUserValue(killer,"M4A1") > 1 then 		OpenUnlockAchievement(killer,"M4A1Expert") 	end end function kill_m4a1_process(id) 	return(GetUserValue(id,"M4A1") / 2) end
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GAMEMODE_ALL = 6
It's a constant, you may not change it. It must be 5.
Also you have forgot to initialize user value.
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AddValue("M4A1")
Also I suggest having code like this, it requires less performance.
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-- ==== M4A1 Expert function kill_m4a1(killer,victim,w) 	if (w == 32) then 		IncreaseUserValue(killer,"M4A1",1) 		if GetUserValue(killer,"M4A1") > 1 then 			OpenUnlockAchievement(killer,"M4A1Expert") 		end 	end end
some boxes are very small for many values, as kills, deaths, round wins, rounds played, total damage, etc.
So if you have 1 001 000 units, it will display 1001k
gotya2 has written
Are these native cs2d menus or rendered menus?
Lua Image menus
Well you you can get current map name with lua. It's really easy to implement such achievement