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-   -   [Any] Knock Back (https://forums.alliedmods.net/showthread.php?t=174649)

Master53 12-23-2011 07:57

[Any] Knock Back
 
2 Attachment(s)
This plugin allows any weapon of any game to have a knockback effect. The more damage a player does the more knockback there will be.

Convar change will take an instant effect.

Requires SDK Hooks 2.0 or later

All work has been released by and from http://unitservers.com/

http://unitservers.com/Banner12.gif

Impact123 12-23-2011 10:11

Re: [Any] Knock Back
 
Didn't you forgot something?

Yours sincerely
Impact

Master53 12-23-2011 10:28

Re: [Any] Knock Back
 
oh shit yeah the actual plugin :D

Master53 12-23-2011 10:40

Re: [Any] Knock Back
 
Thanks for the heads up, this was in a previous game type i had created and forgot to remove some features, thanks anyway.

updated and uploaded

sodafr 07-10-2012 08:41

Re: [Any] Knock Back
 
Hello,
just got the source file and compiled it without trouble.
smx is now into the plugin folder, I restart the server and... plugin seems to be loaded fine but .. is diabled by default. Impossible to start it.

Chaosxk 07-28-2012 16:23

Re: [Any] Knock Back
 
Same here, it's forced disabled when i type "sm plugins list"

MasterOfTheXP 07-28-2012 16:35

Re: [Any] Knock Back
 
...That is a lot of comments. There's really no need to comment everything you do, especially if it's clearly marked on the next line.
PHP Code:

//Return:
return Plugin_Continue

Also, you might be checking for SDKHooks incorrectly, causing the plugin to automatically fail on startup. I'm pretty sure you can just #include <sdkhooks>, and if the server isn't running SDKHooks, the plugin will automatically fail, and log that it's missing the extension.

minimoney1 07-28-2012 16:38

Re: [Any] Knock Back
 
Quote:

Originally Posted by MasterOfTheXP (Post 1760085)
...That is a lot of comments. There's really no need to comment everything you do, especially if it's clearly marked on the next line.
PHP Code:

//Return:
return Plugin_Continue

Also, you might be checking for SDKHooks incorrectly, causing the plugin to automatically fail on startup. I'm pretty sure you can just #include <sdkhooks>, and if the server isn't running SDKHooks, the plugin will automatically fail, and log that it's missing the extension.

That is true. Too many comments aren't a bad thing.
The author (apparently) has the idea in mind that:
  1. AskPluginLoad(2) calls after OnPluginStart(), which is wrong.
  2. And SDKHook's library name is "sdkhooks.ext"


RedSword 07-28-2012 16:38

Re: [Any] Knock Back
 
I came with the same idea long time ago (and programmed one for the nades only), but Javalia's https://forums.alliedmods.net/showthread.php?p=1317079 already does this for every weapons.


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