
A gamemode where 1 random person is selected as the Hitman and rest are known as 'Targets'
The Hitman will get 1 random target to kill, and after he killed that target, he will get a new one.
Hitman
Objective: Eliminate all his targets
Shooting any nonsilenced weapons will reveal the Hitman to every player through walls (Excluding knife and tripmines)
If the Hitman is seen without a disguise, it will also reveal him to every player through walls
Killing/Hurting targets will backfire depending on the convar hitmancsgo_penalty_type
Hitman features:
Commands:Hold WALK (Shift) to slow down gametime (Focus)
Able to disguise from a assassinated players ragdoll by pressing USE (E)
Able to move props/ragdolls by holding SECONDARY ATTACK (Rightclick)
The Hitmans decoy grenade repositions his glow
The Hitmans C4 acts as tripmines, placed by pressing PRIMARY ATTACK (Leftclick), Shooting them or walking past will trigger them, mine will not get triggered by hitman
The Hitman has no spread on all of his weapons that he is spawned with
Able to see his target through walls
hitmancsgo.smx
sm_hmgorefresh - Refreshes the hitmancsgo_weapons config
sm_help - Prints useful hitman help commands to client
sm_hitmaninfo - Prints hitman info to player
sm_targetinfo - Prints target info to player
sm_hmgonotify - Enables/Disables help notifications
hitmancsgo-mysql.smx
sm_tophitmen - Views the hitmen with best stats (Usage sm_tophitmen <steamid|name|#userid>) or just sm_tophitmen
Hitman Weapons Config:
How the ratio works is that it will give 1 weapon_decoy per 5 players with 1 ammo
Here is a list of all weapon names supported: https://developer.valvesoftware.com/...nsive_Entities
Default example:
Code: Select all
"weapons"
{
"hitman"
{
"weapon_awp"
{
"clip" "10"
"ammo" "30"
}
"weapon_usp_silencer"
{
"clip" "12"
"ammo" "90"
}
"weapon_decoy"
{
"ammo" "3"
}
"weapon_c4"
{
"ammo" "5"
}
}
"targets"
{
"weapon_m4a1"
{
"clip" "30"
"ammo" "90"
}
"weapon_p250"
{
"clip" "13"
"ammo" "65"
}
"random"
{
"weapon_decoy"
{
"ratio" "5"
"ammo" "1"
}
}
}
}
hitmancsgo-mysql.smx is required for stats to work, not needed for base plugin to work though
Insert in addons/sourcemod/configs/databases.cfg
Code: Select all
"hitmancsgo"
{
"driver" "mysql"
"host" "(iptowebserver)"
"database" "sourcemod"
"user" "(username)"
"pass" "(password)"
}
Downloadhitmancsgo.smx
hitmancsgo_time_until_hitman_chosen - 5 - Time in seconds until a hitman is chosen on round start
hitmancsgo_max_slowmode_time - 5 - Maximum time in seconds hitman can use slowmode
hitmancsgo_round_end_timer - 3 - Time in seconds until next round starts after round ends when hitman is killed or targets killed
hitmancsgo_focus_per_kill - 0.20 - Amount of focus to gain in % (percentage) (0.0 - 1.0)
hitmancsgo_focus_activate_cost - 0.10 - Amount of focus to use when walk buttin is first pressed (To prevent from focus spamming)
hitmancsgo_damage_penalty - 25 - Amount of damage to hurt hitman if wrong target was killed
hitmancsgo_penalty_type - 1 - 0 = No punishment, 1 = Punish hitman on wrong target kill using hitmancsgo_damage_penalty, 2 = Reflect the damage onto hitman if wrong target was shot
hitmancsgo_ragdoll_limit - 10 - Amount of server side ragdolls there can be (Lower this if server starts lagging)
hitmancsgo_explosion_radius - 600 - Tripmine explosion radius
hitmancsgo_explosion_damage - 500 - Tripmine explosion damage (magnitude)
hitmancsgo_identity_scan_radius - 400 - Identity scan grenade radius
hitmancsgo_allow_targets_grab_ragdolls - 0 - Allow non hitmen to grab ragdolls (Might cause lag if many players grab ragdolls)
hitmancsgo_notice_timer - 20 - Time in seconds to notify players gamemode information
hitmancsgo_infinite_focus_when_alone - 1 - If theres only 1 player on server, give him infinite focus
hitmancsgo_hitman_armor - 100 - Amount of armor hitman should have
hitmancsgo_hitman_has_helmet - 1 - Should hitman have helmet
hitmancsgo_targets_armor - 100 - Amount of armor targets should have
hitmancsgo_targets_have_helmet - 0 - Should targets have helmets
hitmancsgo_disguise_hitman_on_round_start - 1 - Should the hitman be disguised on round start
hitmancsgo_punish_on_friendly_fire - 1 - Should targets get damaged if they kill another target?
hitmancsgo_punish_on_friendly_fire_damage - 50.0 - Amount of damage to deal if 'hitmancsgo_punish_on_friendly_fire' is set to 1
hitmancsgo_allow_removal_of_silencer - 0 - Should silencers (M4A1 or USP) be removable
hitmancsgo_root_non_punishable - 1 - Should users with flag 'z' not get punished as a target by killing other targets
hitmancsgo-mysql.smx
hitmancsgosql_minimum_players_to_record_stats - 4 - Amount of players there need to be on server to record stats
hitmancsgosql_rows_to_fetch - 5 - Amount of players to show on top hitmen menu
Source