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This plugin adds 18 unique power-ups to CS 1.6, giving players temporary abilities, boosts, and special effects while tracking weapons, ammo, and player states.


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Power-Ups

This plugin adds 18 unique power-ups to CS 1.6, giving players temporary abilities, boosts, and special effects while tracking weapons, ammo, and player states.


Просмотров : 20 ( +10 )
Прислал / (а) : RedSMURF
Дата создания : 03.01.2026 21:51:36
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Сведения
Разработчик / (и) : RedSMURF
Дата выхода : 2.01.2026


Имеются следующие переводы : | русский |

Description
This plugin adds 18 unique power-ups to CS 1.6, giving players temporary abilities, boosts, and special effects while tracking weapons, ammo, and player states.
All power-ups are fully dynamic and configurable, allowing their effects, duration, and behavior to be changed during gameplay.
Power-ups are stackable, so using multiple instances combines their effects.
All power-up settings are stored in the configuration file configs/PowerUps.ini.

  • Ammo - Adds ammo to the clip and backpack of the current weapon.
  • Ammo2 - Adds ammo to the clip and backpack of all weapons.
  • Bomb - Adds any combination of bombs to the player’s inventory.
  • Clock - Increases reload speed temporarily.
  • Health - Restores player health.
  • Health2 - Regenerates health temporarily.
  • Lightning - Boosts player speed temporarily.
  • Lightning2 - Gives an instant forward speed boost.
  • Mask - Reduces player visibility temporarily.
  • Mask2 - Swaps the player’s model to the enemy team temporarily.
  • Rocket - Rockets the player sky-high with explosive impact.
  • Shield - Grants a shield that absorbs and reflects damage temporarily, and adds armor.
  • Skull - Increases damage, steals life, and turns the player into a skeleton temporarily.
  • Stun - Makes the player see wobbly, colorful, and dizzy temporarily.
  • Stun2 - Grants the player a shower of constant slaps temporarily.
  • Up - Launches the player upward instantly, like a trampoline.
  • Up2 - Grants extra jumps and modifies gravity temporarily.
  • Wings - Brings spectators back to life.



Commands

*    Commands:
*       say /pu                         "Opens the Power Ups menu."
*       say_team /pu                    "Opens the Power Ups menu."
*       say /power                      "Opens the Power Ups menu."
*       say_team /power                 "Opens the Power Ups menu."
*       pu_reload                       "Reloads the configuration file."
*       power_reload                    "Reloads the configuration file." 

 

Adding Power-Ups
Power-Ups can be added in the config file "configs/PowerUps.ini" by placing the power-up name in square brackets on a new line.
Example: [Ammo]

To add a new Power, follow the example below
 

# [Power Name]
# POWER_MODEL                   = Path of power's model
# POWER_FLAGS                   = a - Sparkle,      b - Sound,          c - Message
# POWER_TEAM                    = 0 - Disabled      1 - Terrorist Only, 2 - CT Only,       3 - Both Teams
# POWER_SPAWN_MODE              = 0 - Never         1 - Delay,          2 - Round Start
# POWER_SPAWN_MIN               = Minimum respawn time in seconds (used if SPAWN_DELAY)
# POWER_SPAWN_MAX               = Maximum respawn time in seconds (used if SPAWN_DELAY)
# POWER_SPAWN_CHANCE            = Power's respawn probability (0.0 = never, 1.0 = always)
# POWER_SPAWN_ANIMATION         = 0 - Idle          1 - Spin            2 - Float          3 - Spin-Float
# POWER_SPAWN_FRAME             = Starting frame of the animation sequence
# POWER_SPAWN_FRAMERATE         = Power's respawn probability (0.0 = never, 1.0 = always)
# POWER_SPAWN_CLASS             = Used to allocate extra data per power-up:
#                                 0 = Ammo
#                                 1 = Ammo2
#                                 2 = Bomb
#                                 3 = Clock
#                                 4 = Health
#                                 5 = Health2
#                                 6 = Lightning
#                                 7 = Lightning2
#                                 8 = Mask
#                                 9 = Mask2
#                                 10 = Rocket
#                                 11 = Shield
#                                 12 = Skull
#                                 13 = Stun
#                                 14 = Stun2
#                                 15 = Up
#                                 16 = Up2
#                                 17 = Wings

# --- CLASS_AMMO:
# AMMO_CLIP                 = Amount of ammo to add to the current weapon’s clip
# AMMO_AMMO                 = Amount of ammo to add to the weapon’s backpack
# AMMO_MODE                 = 0 - Relative to the max  1 - Absolute value
# AMMO_OVERFLOW             = If true, allows ammo to exceed the weapon’s normal max capacity

# --- CLASS_AMMO2:
# AMMO2_CLIP                = Amount of ammo to add to the current weapon’s clip
# AMMO2_AMMO                = Amount of ammo to add to the weapon’s backpack
# AMMO2_MODE                = 0 - Relative to the max  1 - Absolute value
# AMMO2_OVERFLOW            = If true, allows ammo to exceed the weapon’s normal max capacity

# --- CLASS_BOMB:
# BOMB_HE_SUPPLY            = Amount of HE grenades to give
# BOMB_FB_SUPPLY            = Amount of Flashbangs to give
# BOMB_SMOKE_SUPPLY         = Amount of Smoke grenades to give
# BOMB_HE_LIMIT             = Maximum HE grenades the player can hold
# BOMB_FB_LIMIT             = Maximum Flashbangs the player can hold
# BOMB_SMOKE_LIMIT          = Maximum Smoke grenades the player can hold
# BOMB_OVERFLOW             = If true, allows grenade counts to exceed the normal maximum

# --- CLASS_CLOCK:
# CLOCK_SPEED               = Weapon reload speed to set
# CLOCK_DURATION_MIN        = Minimum duration of the speed boost
# CLOCK_DURATION_MAX        = Maximum duration of the speed boost
# CLOCK_STACK               = If true, multiple Clock power-ups can stack their effects

# --- CLASS_HEALTH:
# HEALTH_MIN                = Minimum amount of health restored
# HEALTH_MAX                = Maximum amount of health restored
# HEALTH_LIMIT              = Maximum health the player can reach with this power-up
# HEALTH_SCREEN_FADE        = If true, triggers screen fade effect when healing
# HEALTH_OVERFLOW           = If true, allows health to exceed the normal maximum

# --- CLASS_HEALTH2:
# HEALTH2_MIN               = Minimum amount of health restored per tick
# HEALTH2_MAX               = Maximum amount of health restored per tick
# HEALTH2_FREQ              = Frequency of health regeneration (seconds per tick)
# HEALTH2_DURATION_MIN      = Minimum total duration of the regeneration effect
# HEALTH2_DURATION_MAX      = Maximum total duration of the regeneration effect
# HEALTH2_LIMIT             = Maximum health the player can reach with this power-up
# HEALTH2_SCREEN_FADE       = If true, triggers screen fade effect when regenerating
# HEALTH2_OVERFLOW          = If true, allows health to exceed the normal maximum
# HEALTH2_STACK             = If true, multiple Health2 power-ups can stack their effects

# --- CLASS_LIGHTNING:
# LIGHTNING_MIN             = Minimum speed set while the power-up is active
# LIGHTNING_MAX             = Maximum speed set while the power-up is active
# LIGHTNING_DURATION_MIN    = Minimum duration of the speed effect
# LIGHTNING_DURATION_MAX    = Maximum duration of the speed effect
# LIGHTNING_MODE            = 0 - Relative              1 - Absolute
# LIGHTNING_STACK           = If true, multiple Lightning power-ups can stack their effects

# --- CLASS_LIGHTNING2:
# LIGHTNING2_MIN            = Minimum forward speed applied instantly
# LIGHTNING2_MAX            = Maximum forward speed applied instantly
# LIGHTNING2_DELAY_MIN      = Minimum delay before applying the effect
# LIGHTNING2_DELAY_MAX      = Maximum delay before applying the effect
# LIGHTNING2_DELAY_SPEED    = Speed during the delay before the effect activates
# LIGHTNING2_TRAIL_COLOR[4] = RGBA color of the lightning trail effect
# LIGHTNING2_STACK          = If true, multiple Lightning2 power-ups can stack their effects

# --- CLASS_MASK:
# MASK_ALPHA_MIN            = Minimum alpha (transparency) of the player
# MASK_ALPHA_MAX            = Maximum alpha of the player
# MASK_DURATION_MIN         = Minimum duration of the effect
# MASK_DURATION_MAX         = Maximum duration of the effect
# MASK_FOOTSTEP             = If true, footsteps are silenced while masked
# MASK_STACK                = If true, multiple Mask power-ups can stack their effect

# --- CLASS_MASK2:
# MASK2_DURATION_MIN        = Minimum duration of the enemy model effect
# MASK2_DURATION_MAX        = Maximum duration of the enemy model effect
# MASK2_MODEL_FLAG          = a - First model,  b - Second model,  c - Third model,  d - Forth model
# MASK2_OVERRIDE            = If true, overrides existing Mask2 effects

# --- CLASS_ROCKET:
# ROCKET_DAMAGE             = Damage dealt on explosion
# ROCKET_PUSH               = Push force applied to the player
# ROCKET_GAP_PUSH           = Delay between each push applied to the player
# ROCKET_GAP_SMOKE          = Delay between each smoke effect triggered during push
# ROCKET_DURATION_MIN       = Minimum duration of rocket flight effect
# ROCKET_DURATION_MAX       = Maximum duration of rocket flight effect
# ROCKET_SPEED              = Movement speed of player when lauched (0.01 to freeze in place)
# ROCKET_GIB                = If true, the player is gibbed upon explosion

# --- CLASS_SHIELD:
# SHIELD_ARMOR_MIN          = Minimum armor added
# SHIELD_ARMOR_MAX          = Maximum armor added
# SHIELD_ARMOR_LIMIT        = Maximum armor the player can have
# SHIELD_ARMOR_OVERFLOW     = If true, allows armor to exceed the normal max
# SHIELD_ARMOR_TYPE         = 1 - Kevlar,    2 - Vesthelm
# SHIELD_FACTOR_ABSORB      = Fraction of incoming damage absorbed
# SHIELD_FACTOR_REFLECT     = Fraction of damage reflected to attackers
# SHIELD_DURATION_MIN       = Minimum duration of the shield effect
# SHIELD_DURATION_MAX       = Maximum duration of the shield effect
# SHIELD_SIZE               = 0 - Small,     1 - Medium,      3 - Large
# SHIELD_COLOR[4]           = RGBA color of the shield
# SHIELD_STACK              = If true, multiple Shield power-ups can stack

# --- CLASS_SKULL:
# SKULL_FACTOR_DAMAGE       = Fraction applied to player damage
# SKULL_FACTOR_BLOOD        = Fraction of life stolen from targets
# SKULL_DURATION_MIN        = Minimum duration of the effect
# SKULL_DURATION_MAX        = Maximum duration of the effect
# SKULL_STACK               = If true, multiple Skull power-ups can stack

# --- CLASS_STUN:
# STUN_AMPLITUDE            = Magnitude of screen shake
# STUN_FREQUENCY            = Frequency of screen shake
# STUN_DURATION_MIN         = Minimum duration of the effect
# STUN_DURATION_MAX         = Maximum duration of the effect
# STUN_FOV                  = If true, FOV is affected
# STUN_FADE                 = If true, screen fades during effect
# STUN_SHAKE                = If true, camera shake is applied
# STUN_STACK                = If true, multiple Stun power-ups can stack

# --- CLASS_STUN2:
# STUN2_FREQ_MIN            = Minimum time between consecutive slaps
# STUN2_FREQ_MAX            = Maximum time between consecutive slaps
# STUN2_DAMAGE_MIN          = Minimum damage per slap
# STUN2_DAMAGE_MAX          = Maximum damage per slap
# STUN2_DURATION_MIN        = Minimum duration of the effect
# STUN2_DURATION_MAX        = Maximum duration of the effect
# STUN2_DIRECTION           = 0 - Forward,   1 - Random
# STUN2_KILL                = If true, slaps can kill the player
# STUN2_STACK               = If true, multiple Stun2 power-ups can stack

# --- CLASS_UP:
# UP_MIN                    = Minimum upward push applied
# UP_MAX                    = Maximum upward push applied
# UP_TRAIL_COLOR[4]         = RGBA color of the upward effect trail

# --- CLASS_UP2:
# UP2_JUMP_MIN              = Minimum number of extra jumps granted
# UP2_JUMP_MAX              = Maximum number of extra jumps granted
# UP2_DURATION_MIN          = Minimum duration of the effect
# UP2_DURATION_MAX          = Maximum duration of the effect
# UP2_GRAVITY               = Gravity applied while effect is active
# UP2_STACK                 = If true, multiple Up2 power-ups can stack

# --- CLASS_WINGS:
# WINGS_ORIGIN              = 0 - Spawn,     1 - Self
# WINGS_HEALTH              = Health assigned to the revived player
# WINGS_SAVE_WEAPONS        = If true, player’s weapons are restored on revival
# WINGS_SAVE_AMMO           = If true, player’s ammo is restored on revival
# WINGS_LIGHTNING           = If true, shows a lightning strike effect on the player during revival

# To make an Power available in the menu, you must defined at least it's name like this [Ammo]
# When creating a new power-up, first define the common properties such as model and flags.
# Then, set the power-up’s class, and then specify any extra properties associated with that class. 

 

 

https://github.com/RedSMURF16/Power-Ups/archive/refs/heads/PowerUps1.0.zip][size=3][b]DOWNLOAD Power-Ups v1.0

 

Changelog

*       v1.0: Initial release. 



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