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Sao ko sài MH3.0 ấy. pm tên kakaan96 là có ngay các file của MH3.0

.. Hay là tại em hook cái message #Round_Draw nhỉ !@ Red bác cho tui cái plugin thêm súng vào map được không
có ai biết plugin hand nào làm cho hand nam và nữ trong cso-nst beta 2 hết dựt không
mà muốn có cái radar như CSO-NST beta 3 có cần plugin không nhỉ


Không phải vậy !!!
Em xin mấy cái lệnh ấy (như là MH_Draw gì đó không nhớ)
Để em viết Plugins cho cái CS vụ Dayly Mission
MH_DrawTargaImage(id,szName[],iFunction,iCenter,iR,iG,iB,Float:fX,Float:fY,iMode,iChannel,Float:fDisPlayTime)
// Param:iFunction has no use now. Just ignored it.
MH_IsMetaHookPlayer(iIndex)
MH_SendClientModRunning(iIndex,iModRunning)
MH_DrawImage(iIndex, iCheck = 1, iCenter = 1, const szSprite[], Float:x = 0.5, Float:y = 0.5, r = 255, g = 255, b = 255, iMode = 0, Float:flDisplayTime = 1.0, iChanne = 0, iLength)
MH_DrawAdditiveImage(iIndex, iCheck = 1, iCenter = 1, const szSprite[], Float:x = 0.5, Float:y = 0.5, r = 255, g = 255, b = 255, iMode = 0, Float:flDisplayTime = 1.0, iChanne = 0, iLength)
MH_DrawHolesImage(iIndex, iCheck = 1, iCenter = 1, const szSprite[], Float:x = 0.5, Float:y = 0.5, r = 255, g = 255, b = 255, iMode = 0, Float:flDisplayTime = 1.0, iChanne = 0, iLength)
MH_DrawText(iIndex, iCenter = 1, const szText[], Float:x = 0.5, Float:y = 0.5, r = 255, g = 255, b = 255, Float:flDisplayTime = 1.0, iChanne = 0)
MH_DrawScoreBoard(iIndex,iTopLeftNum, iTopCenterNum, iTopRightNum, iDownLeftNum, iDownRightNum ,iMode)
Mã:MH_DrawTargaImage(id,szName[],iFunction,iCenter,iR,iG,iB,Float:fX,Float:fY,iMode,iChannel,Float:fDisPlayTime) // Param:iFunction has no use now. Just ignored it. MH_IsMetaHookPlayer(iIndex) MH_SendClientModRunning(iIndex,iModRunning) MH_DrawImage(iIndex, iCheck = 1, iCenter = 1, const szSprite[], Float:x = 0.5, Float:y = 0.5, r = 255, g = 255, b = 255, iMode = 0, Float:flDisplayTime = 1.0, iChanne = 0, iLength) MH_DrawAdditiveImage(iIndex, iCheck = 1, iCenter = 1, const szSprite[], Float:x = 0.5, Float:y = 0.5, r = 255, g = 255, b = 255, iMode = 0, Float:flDisplayTime = 1.0, iChanne = 0, iLength) MH_DrawHolesImage(iIndex, iCheck = 1, iCenter = 1, const szSprite[], Float:x = 0.5, Float:y = 0.5, r = 255, g = 255, b = 255, iMode = 0, Float:flDisplayTime = 1.0, iChanne = 0, iLength) MH_DrawText(iIndex, iCenter = 1, const szText[], Float:x = 0.5, Float:y = 0.5, r = 255, g = 255, b = 255, Float:flDisplayTime = 1.0, iChanne = 0) MH_DrawScoreBoard(iIndex,iTopLeftNum, iTopCenterNum, iTopRightNum, iDownLeftNum, iDownRightNum ,iMode)
Không có File .inc hay gì hết hả anh ?
Tại trước giờ thấy đa số Plugins có file inc mới tìm được mấy cái native function

// MetaHook Include
// Version 3.0
// Author: Martin
// Editor: Csoldjb (Thanks to Martin!!!)
#if defined _metahook_included
#endinput
#endif
#define _metahook_included
#if AMXX_VERSION_NUM >= 175
#pragma reqlib metahook
#if !defined AMXMODX_NOAUTOLOAD
#pragma loadlib metahook
#endif
#else
#pragma library metahook
#endif
// »ñµÃÍæ¼ÒÊÇ·ñʹÓà MetaHook
// ×¢Òâ: Èç¹ûÕâ¸öº¯Êý²»ÄÜÕý³£Ê¹ÓÃ, ÇëÔÚ "Putinserver" µÄʱºòÔö¼ÓÖÁÉÙ 0.15 ÃëµÄÑÓ³Ù.
// ÒÔÏÂËùÓк¯Êý¶¼µÃ¾¹ýÕâ¸öÅжϼ´¿É.
//
// iIndex = Íæ¼ÒË÷Òý
//
// ·µ»Ø: ʹÓ÷µ»Ø 1, δʹÓ÷µ»Ø 0.
//
native MH_DrawTargaImage(id,szName[],iFunction,iCenter,iR,iG,iB,Float:fX,Float:fY,iMode,iChannel,Float:fDisPlayTime)
// Param:iFunction has no use now. Just ignored it.
native MH_RespawnBar(id,iDraw,Float:time)
native MH_IsMetaHookPlayer(iIndex)
native MH_SendClientModRunning(iIndex,iModRunning)
native MH_ZbsKill(iIndex)
native MH_ZbsBossHP(iIndex,Float:fHp)
native MH_SpecialEvent(iIndex , iSpecialEvent)
native MH_ZombieEscapeMessage(id,iHuman,iZombie)
native MH_ZENum(id,iTeam,szContent[])
// Éú»¯Ä£Ê½Ò¹ÊÓÒÇ
// [iType 1=Human iType 2=Zombie iType3=Close]
// don't use this , it cause lag!
native MH_ZombieModNV(iIndex,iType)
// Éú»¯Ä£Ê½ÐÂUI½çÃæ
//
native MH_NewZBUI(iIndex,szSprite[],iSlot,iDisplayMod,iChannel,iType,Float:flDisplayTime,iZombieClass)
//»»Ø¸´Í¼±ê
// iIndex = Íæ¼ÒË÷Òý
// szSprite = »Ø¸´Ê±µÄSPR(hud.txt)
// x,y = ÆÁÄ»°Ù·Ö±È×ø±ê
// r,g,b,alpha = ÑÕÉ«²ÎÊý
// flTime = »Ø¸´Ê±¼ä
// iChannel = ÏÔʾƵµÀ
native MH_DrawFadeIcon(iIndex,const szSprite[],Float:x ,Float:y, r, g, b, alpha, Float:flTime, iChannel )
//»´óÔÖ±äµÈ¼¶ÏµÍ³
// iIndex = Íæ¼ÒË÷Òý
// iToggle = ¿ª¹Ø
// iHealth = ѪÁ¿µÈ¼¶
// iDamage = ¹¥»÷Á¦µÈ¼¶
// iPercent = ¹¥»÷Á¦°Ù·Ö±È
native MH_DrawZbsLevel(iIndex,iToggle,iHealth,iDamage,iPercent)
//»½©Ê¬ÅÆø
// iIndex = Íæ¼ÒË÷Òý
// iRageStat = ÅÆø×´Ì¬(1-3) ÆäËûΪ¹Ø±Õ
// iLength (2-219)
native MH_DrawZombieRage(iIndex,iRageStat,iLength);
//¿ª¹Ø¸úËæÍ¼±ê
// iIndex = Íæ¼ÒË÷Òý
// iToggle = ¿ª¹Ø
//
native MH_DrawFollowIconToggle(iIndex,iToggle);
//ÖØÖÃËùÓиúËæÍ¼±ê
//
// iIndex = Íæ¼ÒË÷Òý
//
native MH_DrawFollowIconReset(iIndex);
//¸øÍæ¼ÒÏÔʾ¶¯Ì¬¸úËæÍ¼±ê
//
// iIndex = Íæ¼ÒË÷Òý
// szSprotes = hud.txtÖеÄSPR
// iOrigin.x,y,z = ÎïÌå×ø±ê
// iToggle = ÊÇ·ñÏÔʾ
// iDistance = ÊÇ·ñÏÔʾ¾àÀë
// iChannel = ƵµÀ(1-64)
// r,g,b ÑÕɫֵ
//
native MH_DrawFollowIcon(iIndex, const szSprite[] , iOriginX, iOriginY , iOriginZ, iToggle, iDistance, iChannel , r ,g ,b )
// ¸øÍæ¼ÒÏÔʾ¶îÍⵯҩ
//
// iIndex = Íæ¼ÒË÷Òý
// szAmmotype = HudÖеÄ×Óµ¯ÐͺÅ
// iAmmo = ×Óµ¯ÊýÁ¿(SHORTÀàÐÍ)£¬µ±iAmmoСÓÚ0ʱ²»ÔÙÏÔʾ
//
native MH_DrawExtraAmmo(iIndex,iType,iAmmo)
// ÏÔʾ¸øÍæ¼ÒÒ»ÕÅͼƬ (SPR)
//
// iIndex = Íæ¼ÒË÷Òý
// iCheck = ÊÇ·ñ¶ÁÈ¡hud.txtÖеÄSPR(1ΪhudÖеÄSPR)£¬·´Ö®ÊÇSPRÎļþ
// iCenter = ÊÇ·ñͼƬ¾ÓÖÐ
// szSprite = ͼƬÎļþÃû
// x = ºáÏò×ø±ê (0.5 ΪÆÁÄ»ÖÐÐÄλÖÃ)
// y = ×ÝÏò×ø±ê (0.5 ΪÆÁÄ»ÖÐÐÄλÖÃ)
// r = ͼƬÏûÏ¢µÄºìɫֵ
// g = ͼƬÏûÏ¢µÄÂÌɫֵ
// b = ͼƬÏûÏ¢µÄÀ¶É«Öµ
// iMode = ͼƬÏûÏ¢ÏÔʾģʽ [0 - ½ûÓà // 1 - µÈë // 2 - µ³ö // 3 - µÈëµ³ö]
// flTime = ͼƬÏûÏ¢µÄÏÔʾʱ¼ä
// iChanne = ͼƬÏûÏ¢µÄͨµÀÖµ (СÓÚ 0 »òÕß´óÓÚ 63 ÎªËæ»ú)
// iLength = ͼƬÏÔʾµÄ³¤¶È(Ϊ·½±ãÖ»Ö§³ÖhudÖеÄSPR£¬³¤¶ÈÇëͨ¹ý×ø±ê¼ÆË㣬ÊʺÏÓùý×ö¶¯Ì¬ÑªÌõµÈ)
//
native MH_DrawImage(iIndex, iCheck = 1, iCenter = 1, const szSprite[], Float:x = 0.5, Float:y = 0.5, r = 255, g = 255, b = 255, iMode = 0, Float:flDisplayTime = 1.0, iChanne = 0, iLength)
// ÏÔʾ¸øÍæ¼ÒÒ»ÕÅ Additive ģʽͼƬ (SPR)
//
// iIndex = Íæ¼ÒË÷Òý
// iCheck = ÊÇ·ñ¶ÁÈ¡hud.txtÖеÄSPR(1ΪhudÖеÄSPR)£¬·´Ö®ÊÇSPRÎļþ
// iCenter = ÊÇ·ñͼƬ¾ÓÖÐ
// szSprite = ͼƬÎļþÃû
// x = ºáÏò×ø±ê (0.5 ΪÆÁÄ»ÖÐÐÄλÖÃ)
// y = ×ÝÏò×ø±ê (0.5 ΪÆÁÄ»ÖÐÐÄλÖÃ)
// r = ͼƬÏûÏ¢µÄºìɫֵ
// g = ͼƬÏûÏ¢µÄÂÌɫֵ
// b = ͼƬÏûÏ¢µÄÀ¶É«Öµ
// iMode = ͼƬÏûÏ¢ÏÔʾģʽ [0 - ½ûÓà // 1 - µÈë // 2 - µ³ö // 3 - µÈëµ³ö]
// flTime = ͼƬÏûÏ¢µÄÏÔʾʱ¼ä
// iChanne = ͼƬÏûÏ¢µÄͨµÀÖµ (СÓÚ 0 »òÕß´óÓÚ 63 ÎªËæ»ú)
//
native MH_DrawAdditiveImage(iIndex, iCheck = 1, iCenter = 1, const szSprite[], Float:x = 0.5, Float:y = 0.5, r = 255, g = 255, b = 255, iMode = 0, Float:flDisplayTime = 1.0, iChanne = 0, iLength)
// ÏÔʾ¸øÍæ¼ÒÒ»ÕÅ Holes ģʽͼƬ (SPR)
//
// iIndex = Íæ¼ÒË÷Òý
// iCheck = ÊÇ·ñ¶ÁÈ¡hud.txtÖеÄSPR(1ΪhudÖеÄSPR)£¬·´Ö®ÊÇSPRÎļþ
// iCenter = ÊÇ·ñͼƬ¾ÓÖÐ
// szSprite = ͼƬÎļþÃû
// x = ºáÏò×ø±ê (0.5 ΪÆÁÄ»ÖÐÐÄλÖÃ)
// y = ×ÝÏò×ø±ê (0.5 ΪÆÁÄ»ÖÐÐÄλÖÃ)
// r = ͼƬÏûÏ¢µÄºìɫֵ
// g = ͼƬÏûÏ¢µÄÂÌɫֵ
// b = ͼƬÏûÏ¢µÄÀ¶É«Öµ
// iMode = ͼƬÏûÏ¢ÏÔʾģʽ [0 - ½ûÓà // 1 - µÈë // 2 - µ³ö // 3 - µÈëµ³ö]
// flTime = ͼƬÏûÏ¢µÄÏÔʾʱ¼ä
// iChanne = ͼƬÏûÏ¢µÄͨµÀÖµ (СÓÚ 0 »òÕß´óÓÚ 63 ÎªËæ»ú)
// iLength = ͼƬÏÔʾµÄ³¤¶È(Ϊ·½±ãÖ»Ö§³ÖhudÖеÄSPR£¬³¤¶ÈÇëͨ¹ý×ø±ê¼ÆË㣬ÊʺÏÓùý×ö¶¯Ì¬ÑªÌõµÈ)
//
native MH_DrawHolesImage(iIndex, iCheck = 1, iCenter = 1, const szSprite[], Float:x = 0.5, Float:y = 0.5, r = 255, g = 255, b = 255, iMode = 0, Float:flDisplayTime = 1.0, iChanne = 0, iLength)
// ÏÔʾ¸øÍæ¼ÒÒ»¶ÎÎÄ×Ö
//
// iIndex = Íæ¼ÒË÷Òý
// iCenter = ÊÇ·ñÎÄ×Ö¾ÓÖÐ
// szText = ÐèÒªÏÔʾµÄÎÄ×Ö
// x = ºáÏò×ø±ê (0.5 ΪÆÁÄ»ÖÐÐÄλÖÃ)
// y = ×ÝÏò×ø±ê (0.5 ΪÆÁÄ»ÖÐÐÄλÖÃ)
// r = ÎÄ×ÖÏûÏ¢µÄºìɫֵ
// g = ÎÄ×ÖÏûÏ¢µÄÂÌɫֵ
// b = ÎÄ×ÖÏûÏ¢µÄÀ¶É«Öµ
// flTime = ÎÄ×ÖÏûÏ¢µÄÏÔʾʱ¼ä
// iChanne = ÎÄ×ÖÏûÏ¢µÄͨµÀÖµ (СÓÚ 0 »òÕß´óÓÚ 63 ÎªËæ»ú)
// iLength = ͼƬÏÔʾµÄ³¤¶È(Ϊ·½±ãÖ»Ö§³ÖhudÖеÄSPR£¬³¤¶ÈÇëͨ¹ý×ø±ê¼ÆË㣬ÊʺÏÓùý×ö¶¯Ì¬ÑªÌõµÈ)
//
native MH_DrawText(iIndex, iCenter = 1, const szText[], Float:x = 0.5, Float:y = 0.5, r = 255, g = 255, b = 255, Float:flDisplayTime = 1.0, iChanne = 0)
// ÉèÖÃÍæ¼ÒÊÓ½ÇÄ£Ð͵ÄÉíÌ岿λ
//
// iIndex = Íæ¼ÒË÷Òý
// iBody = ÉíÌ岿λ (-1 ²»×öÈκθıä)
//
native MH_SetViewEntityBody(iIndex, iBody = -1)
// ÉèÖÃÍæ¼ÒÊÓ½ÇÄ£Ð͵ÄäÖȾÊôÐÔ
// äÖȾÊôÐÔ²ÎÊýÇë²ÎÕÕ "amxconst.inc".
//
// iIndex = Íæ¼ÒË÷Òý
// iMode = äÖȾģʽ (-1 ²»×öÈκθıä)
// iEffect = äÖÈ¾ÌØÐ§
// iColorR = äÖȾºìɫֵ
// iColorG = äÖȾÂÌɫֵ
// iColorB = äÖȾÀ¶É«Öµ
// iAmout = äÖȾֵ
//
native MH_SetViewEntityRender(iIndex, iMode = -1, iEffect, iColorR, iColorG, iColorB, iAmout)
// ¸øÍæ¼ÒÌṩһ¸ö¼Ç·ÖÅÆ
//
// iIndex = Íæ¼ÒË÷Òý
// szScoreBoardName = ¼Ç·ÖÅÆSPR
// iTopLeftNum = ¼Ç·ÖÅÆ×óÉÏÊý×Ö (SHORTÖ§³Ö´óÓÚ10000)
// iTopCenterNum = ¼Ç·ÖÅÆÖмäÊý×Ö (BYTE ×î´ó255)
// iTopRightNum = ¼Ç·ÖÅÆÓÒÉÏÊý×Ö (SHORT)
// iDownLeftNum = ¼Ç·ÖÅÆ×óÏÂÊý×Ö (SHORT)
// iDownRightNum = ¼Ç·ÖÅÆÓÒÏÂÊý×Ö (SHORT)
// iMode = ¿ÉÓÃÓڼǼģʽ (SHORT)
// µ±iDownLeftNum µÈÓÚ -1 ʱ£¬¿É¹Ø±ÕÏ·½µÄÊý×ÖÏÔʾ£¬±ÈÈçÓÃÓÚÍŶӸöÈËģʽµÈ
// µ±iMode = -1 ʱ¿ÉÒԹرռǷÖÅÆ :D ¼Ç·ÖÅÆ³õʼ»¯Ê±iModeĬÈÏΪ -1(1ΪÉú»¯ ¾º¼¼Ñùʽ 2 Ϊ´óÔÖ±äÑùʽ 3 Ϊ ÍŶӸöÈËÑùʽ)
//
native MH_DrawScoreBoard(iIndex,iTopLeftNum, iTopCenterNum, iTopRightNum, iDownLeftNum, iDownRightNum ,iMode)
/* AMXX-Studio Notes - DO NOT MODIFY BELOW HERE
*{\\ rtf1\\ ansi\\ deff0{\\ fonttbl{\\ f0\\ fnil Tahoma;}}\n\\ viewkind4\\ uc1\\ pard\\ lang1033\\ f0\\ fs16 \n\\ par }
*/
Thế là xong 1 cái medal quái quỷ
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