Re: [EXTENSION] Dukehacks (CSS)
Progress bar for what?
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Re: [EXTENSION] Dukehacks (CSS)
bl4nk: its something similar to the BarTime usermessage, the one that is sent when you start defusing...LDuke uses a sig for sending ti not a usermessage.
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Re: [EXTENSION] Dukehacks (CSS)
LDuke: instead of using "engine->GetGameDir(..)" you could use the ISourceMod class pointer which is declare in smsdk files, you could simply go
Code:
smutils->GetGameFolderName() kthxbai dukey! |
Re: [EXTENSION] Dukehacks (CSS)
Quote:
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Re: [EXTENSION] Dukehacks (CSS)
Quote:
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Re: [EXTENSION] Dukehacks (CSS)
We need to know when entities are touching. Start, Current and End if possible.
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Re: [EXTENSION] Dukehacks (CSS)
I'm at a loss about where I should run dhRoundEnd(true) to stop the round from ending. I tried it on plugin start, on round start and when the bomb explodes, but the round still restarted. This was on de_dust.
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Re: [EXTENSION] Dukehacks (CSS)
It should start blocking rounds from ending as soon as it is called. Can you post your source (or PM it to me if you don't want it released until you're done) and I'll take a look.
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Re: [EXTENSION] Dukehacks (CSS)
I've posted an updated version that should fix your issue as well as a possible crash bug in the round end blocker.
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Re: [EXTENSION] Dukehacks (CSS)
First of all (yeah, I'm sure you know what's coming :)), thanks again for the update. Blocking the round from ending works fine now. However, now dhTerminateRound doesn't work anymore? It was working fine before, printing to server console that it was terminating the round, with which delay and reason. But now, nothing :( Also, where would we be able to find a list of reasons and their corresponding numbers to use for dhTerminateRound? Thanks in advance.
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