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Suggestion: ACME Port-Nades


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imported_Hawk
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Join Date: Oct 2004
Location: Texas
Old 11-14-2006 , 20:26   Re: Suggestion: ACME Port-Nades
Reply With Quote #11

what i mean is that if your able to go out of bounds by a glitch in the map you can do that here but if it goes past the area that will let you b in it wont let you teleport there which is good since that means you will not get stuck in nowhere
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Dread Pirate
Junior Member
Join Date: Nov 2006
Old 11-14-2006 , 20:39   Re: Suggestion: ACME Port-Nades
Reply With Quote #12

So effectively it won't let you teleport into a no-clip area?
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imported_Hawk
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Join Date: Oct 2004
Location: Texas
Old 11-14-2006 , 21:06   Re: Suggestion: ACME Port-Nades
Reply With Quote #13

yes besides ones that have space to let you run around in
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Dread Pirate
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Join Date: Nov 2006
Old 11-14-2006 , 21:15   Re: Suggestion: ACME Port-Nades
Reply With Quote #14

Awesome, now i just need a plugin
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imported_Hawk
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Join Date: Oct 2004
Location: Texas
Old 11-14-2006 , 21:48   Re: Suggestion: ACME Port-Nades
Reply With Quote #15

hmm? what do u mean by you need a plugin?
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Dread Pirate
Junior Member
Join Date: Nov 2006
Old 11-14-2006 , 22:23   Re: Suggestion: ACME Port-Nades
Reply With Quote #16

The "Get Plugin" link doesn't work, and i have no idea how to compile
*Insert "Omg noob" here"*
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imported_Hawk
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Join Date: Oct 2004
Location: Texas
Old 11-14-2006 , 23:17   Re: Suggestion: ACME Port-Nades
Reply With Quote #17

did u click on the .sma well alright ill post it as a zip also im hoping someone can fix the smoke grenade smoke glitch thats happening with it
Attached Files
File Type: zip sh_wilecoyote.zip (12.6 KB, 118 views)
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VEN
Veteran Member
Join Date: Jan 2005
Old 11-15-2006 , 09:51   Re: Suggestion: ACME Port-Nades
Reply With Quote #18

You've shouldn't put the part where we retrieved the indexes of the sprite and event into the plugin_precache. We do not want to precache them but only retrieve the indexes after the game itself precached them. This is a trick to avoid server/client event system desynchronization which will cause the unexpected things like incorrect weapon sounds, etc. I've mentioned about this in the AMX Mod X Scipting Help section not a long time ago.

As for you smoke problem - it will be a bit tricky because no grenade index is passed to the PlaybackEvent hook so you can't get the owner/entity easily. You can try to use the passed origin though, see the fakemeta_const.inc for PlaybackEvent hook prototype.

Last edited by VEN; 11-15-2006 at 10:00.
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imported_Hawk
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Join Date: Oct 2004
Location: Texas
Old 11-15-2006 , 10:46   Re: Suggestion: ACME Port-Nades
Reply With Quote #19

ok thx i changed the precache bit ill look into the smoke part and see what i can do
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VEN
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Join Date: Jan 2005
Old 11-15-2006 , 15:09   Re: Suggestion: ACME Port-Nades
Reply With Quote #20

I've looked into that also, yes you can use the origin that is passed to the Playback hook, it's equal to grenade entity origin.
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