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Posts Made By:
DarkSynergy
Forum:
Plugins
04-21-2012, 13:33
Replies:
345
[L4D2] Super Tanks
Views:
339,894
Posted By
DarkSynergy
Re: [L4D2] Super Tanks
There would have to be changes to give human players control over some of the special tank abilities (jump, warp, cobalt charge, etc.) instead of them being automatically activated periodically. That...
Forum:
Plugins
04-21-2012, 12:45
Replies:
612
[TF2Items] Bot Weapon Randomizer v2.2.15 (08 Oct 2013)
Views:
286,870
Posted By
DarkSynergy
Re: [TF2Items] Bot Weapon Randomizer v2.1.0 (19.04.12)
So TF2Items isnt recognizing the Haunted quality index?
Forum:
Plugins
04-20-2012, 21:29
Replies:
612
[TF2Items] Bot Weapon Randomizer v2.2.15 (08 Oct 2013)
Views:
286,870
Posted By
DarkSynergy
Re: [TF2Items] Bot Weapon Randomizer v2.1.0 (19.04.12)
Done.
I did notice, however, that this error doesnt occur with version 2.0.9. Perhaps its an issue with version 2.1.0 of the plugin and/or TF2ItemsInfo?
Forum:
TF2Items
04-20-2012, 03:26
Replies:
1,524
Sticky:
TF2Items - Items with custom attributes.
Views:
1,275,054
Posted By
DarkSynergy
Re: TF2Items - Items with custom attributes.
L 04/20/2012 - 00:05:50: SourceMod error session started
L 04/20/2012 - 00:05:50: Info (map "cp_gorge") (file "errors_20120420.log")
L 04/20/2012 - 00:05:50: [SM] Native "TF2Items_SetQuality"...
Forum:
Plugins
04-20-2012, 03:08
Replies:
612
[TF2Items] Bot Weapon Randomizer v2.2.15 (08 Oct 2013)
Views:
286,870
Posted By
DarkSynergy
Re: [TF2Items] Bot Weapon Randomizer v2.1.0 (19.04.12)
L 04/20/2012 - 00:05:50: SourceMod error session started
L 04/20/2012 - 00:05:50: Info (map "cp_gorge") (file "errors_20120420.log")
L 04/20/2012 - 00:05:50: [SM] Native "TF2Items_SetQuality"...
Forum:
Unapproved Plugins
04-18-2012, 03:05
Replies:
138
Auto Swap Team
Views:
83,675
Posted By
DarkSynergy
Re: Auto Swap Team
I would suggest also removing players' armor (or at least giving an option to do so) along with their weapons if said option is enabled.
Forum:
Plugins
04-17-2012, 01:38
Replies:
612
[TF2Items] Bot Weapon Randomizer v2.2.15 (08 Oct 2013)
Views:
286,870
Posted By
DarkSynergy
Re: [TF2Items] Bot Weapon Randomizer v2.0.8 (09.04.12)
Ah that would explain why nobody else has run into that problem lol. Still seems kinda odd that it cant access the game files though. Also, inb4 somebody says "dont run sourcemod on a listen server"
Forum:
Plugins
04-16-2012, 21:08
Replies:
612
[TF2Items] Bot Weapon Randomizer v2.2.15 (08 Oct 2013)
Views:
286,870
Posted By
DarkSynergy
Re: [TF2Items] Bot Weapon Randomizer v2.0.8 (09.04.12)
Im having a problem where the plugin cannot load items_game.txt unless I extract it from the gcf.
L 04/16/2012 - 17:50:34: SourceMod error session started
L 04/16/2012 - 17:50:34: Info (map...
Forum:
Plugins
04-07-2012, 18:12
Replies:
41
Team Only Noblock
Views:
47,722
Posted By
DarkSynergy
Re: Team Only Noblock
Plugins that modify collision groups seem to cause odd physics behavior after a while: http://forums.alliedmods.net/showthread.php?t=99819
Forum:
Plugins
04-05-2012, 17:38
Replies:
345
[L4D2] Super Tanks
Views:
339,894
Posted By
DarkSynergy
Re: [L4D2] Super Tanks
I was thinking perhaps so plugins like this one would be able to spawn lots of SI in certain situations (Jockey Tank throwing a whole bunch of jockeys onto the battlefield), but still only having the...
Forum:
Zombie:Reloaded
04-04-2012, 22:41
Replies:
1
How to add ARMOR to !zmarket
Views:
1,157
Posted By
DarkSynergy
Re: How to add ARMOR to !zmarket
I added these to weapons.txt and it seems to work. When viewing current saved loadout though, it shows up as "NVGs: Yes" probably because it was never intended to handle armor.
"Kevlar Vest"
{...
Forum:
Plugins
04-04-2012, 22:35
Replies:
345
[L4D2] Super Tanks
Views:
339,894
Posted By
DarkSynergy
Re: [L4D2] Super Tanks
Is there a way to make the director only spawn the normal amount of SI, but allow plugins such as this one to spawn additional ones?
He said that was for making sure the jockey tank could...
Forum:
Plugins
04-04-2012, 13:29
Replies:
345
[L4D2] Super Tanks
Views:
339,894
Posted By
DarkSynergy
Re: [L4D2] Super Tanks
Hmm what is this Infected Limit Remover youre talking about? Will it impact SI automatically spawned by the director?
Forum:
Zombie:Reloaded
04-04-2012, 00:58
Replies:
0
Round-ending kill counts as TK?
Views:
901
Posted By
DarkSynergy
Round-ending kill counts as TK?
Im having a problem where killing the last zombie (as a human) or killing the last human (as a zombie) counts as a teamkill. I think its probably related to the teams being re-balanced after the...
Forum:
Plugins
04-03-2012, 18:08
Replies:
345
[L4D2] Super Tanks
Views:
339,894
Posted By
DarkSynergy
Re: [L4D2] Super Tanks
I think its a problem with the map itself that causes tanks to sometimes spawn stuck in the dark carnival finale. Even with 1 tank per wave, the tank sometimes gets stuck.
Forum:
Plugins
03-31-2012, 18:10
Replies:
416
[L4D & L4D2] Gear Transfer (2.33) [28-Jan-2024]
Views:
278,514
Posted By
DarkSynergy
Re: [L4D & L4D2] Gear Transfer (1.5.8) [30-Mar-2012]
The bots were standing right on top of the items and just wouldnt pick them up. They also stopped automatically transferring me items they were carrying. I rolled back to 1.5.7 and everything is...
Forum:
Plugins
03-30-2012, 23:36
Replies:
416
[L4D & L4D2] Gear Transfer (2.33) [28-Jan-2024]
Views:
278,514
Posted By
DarkSynergy
Re: [L4D & L4D2] Gear Transfer (1.5.8) [30-Mar-2012]
In 1.5.8, the bot auto-give and auto-pickup functionality seems to sometimes stop working in the middle of a game.
All bot transferring settings are default except I enabled it in versus (whereas...
Forum:
Plugins
03-30-2012, 23:05
Replies:
612
[TF2Items] Bot Weapon Randomizer v2.2.15 (08 Oct 2013)
Views:
286,870
Posted By
DarkSynergy
Re: [TF2Items] Bot Weapon Randomizer v1.2.0 (30.03.12)
Is there any way to forbid bots from using certain items, like perhaps making it an option to have a config files of items to exclude?
Forum:
Plugins
03-30-2012, 23:02
Replies:
345
[L4D2] Super Tanks
Views:
339,894
Posted By
DarkSynergy
Re: [L4D2] Super Tanks
Ah I see. It seems that the specific SI limits arent enforced for forcibly-spawned SI, as I can "z_spawn" up to 3 of one type of SI when the limit is set to 1. As for why I can only spawn 3 of them,...
Forum:
Plugins
03-30-2012, 20:30
Replies:
345
[L4D2] Super Tanks
Views:
339,894
Posted By
DarkSynergy
Re: [L4D2] Super Tanks
Seems like you made a lot of improvements to this :). Ill test and report errors if I find any.
Btw, the plugin sets a bunch of cvars regarding SI limits to 32, which was causing some side-effects...
Forum:
Plugin/Gameplay Ideas and Requests
03-20-2012, 01:40
Replies:
4
L4D2 Change Attributes
Views:
2,190
Posted By
DarkSynergy
Re: L4D2 Change Attributes
A lot of attributes can be changed by modifying the values existing l4d2 cvars (mainly the "survivor_" and "z_" cvars), so you might look at those to see what you can do already:...
Forum:
Plugin/Gameplay Ideas and Requests
03-19-2012, 18:52
Replies:
4
L4D2 load/unload plugins based on player count
Views:
2,391
Posted By
DarkSynergy
Re: L4D2 load/unload plugins based on player count
You could check the number of players every time a player replaces a survivor bot or a survivor bot replaces a player (there are game events for that), and change other plugins' cvars based on the...
Forum:
Plugins
03-18-2012, 22:58
Replies:
34
[L4D2] Versus handicap/Aggressive Director
Views:
21,780
Posted By
DarkSynergy
Re: [L4D2] Versus balancer
It's just a more direct way of doing it. If you do decide to change it, you should probably save the handles to a variable instead of doing FindConVar every time though.
Forum:
Plugins
03-18-2012, 18:50
Replies:
34
[L4D2] Versus handicap/Aggressive Director
Views:
21,780
Posted By
DarkSynergy
Re: [L4D2] Versus balancer
Is there a reason why you used ServerCommand to change the spawn times instead of just using SetConVarInt? All sm_cvar does is check a bunch of things and then set the cvar to the specified value.
Forum:
Plugin/Gameplay Ideas and Requests
03-18-2012, 18:07
Replies:
4
L4D2 load/unload plugins based on player count
Views:
2,391
Posted By
DarkSynergy
Re: L4D2 load/unload plugins based on player count
You could probably edit the plugin itself to enable/disable features based on a player count:
new humansurvivors = 0;
for (new i = 1; i <= MaxClients; i++)
{
if (IsClientInGame(i) &&...
Showing results 1 to 25 of 47
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