Re: Break Message and Grenades detector
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https://forums.alliedmods.net/showthread.php?t=347152 . |
Re: Break Message and Grenades detector
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You can take an idea from the code and simply recycle it |
Re: Break Message and Grenades detector
Thank you. I was more less offering to guide how to print everything that is broken as opposed to just generic, something is broken if you wanted or needed.
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Re: Break Message and Grenades detector
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https://forums.alliedmods.net/showthread.php?t=347152 I have the smart version without reapi But don't post it But a question How did you know that I responded to you? Does the notification system work here? |
Re: Break Message and Grenades detector
The notification system does work here. One must be subscribed to thread to get notice, which by default I am not set-up to do that automatically from merely replying to thread per personal preference. Instead of arbitrate name of ent that is broken on admin end, I recommend just using classname, targetname, anything other than that due to convenience. People want the computer to do the stuff for them, not the other way around. Also using preprocessor directives one can make one backwards compatible version to accommodate everybody, instead of dual threads. Simply pev_classname broken ent and print.
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Re: Break Message and Grenades detector
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Do not give us the name of the thing that broke, but rather give us func_breakable And we basically know that func_breakable We don't get a new result here I created a solution, which is to save the names in a json file Check the link https://forums.alliedmods.net/showthread.php?t=347152 |
Re: Break Message and Grenades detector
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The important thing is that I think I misunderstood you and you misunderstood me too. I think I understood that you are talking about reducing libraries. Good. I have a version with few libraries and it works with engine and not fakemeta I can convert it to fakemeta as well, but I will not publish it publicly |
Re: Break Message and Grenades detector
In most cases, it doesn't matter if you use a few or more libraries. Use whatever you need to get the job done, simple. Don't overcomplicate it.
Similarly, in most cases it doesn't matter if you use a engine or fakemeta, so use whatever you are more comfortable with or whatever is easier. There are a few exceptions, but in general, it does not matter. Converting a plugin to use all fakemeta or all engine does not result in any gain, it is a waste of time. |
Re: Break Message and Grenades detector
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The important thing is that I accomplished + reducing libraries is beneficial for efficient work performance and speed |
Re: Break Message and Grenades detector
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eg: Sticky: Plugins, quantity, quality (Multi-page thread 1 2) Johnny got his gun Rules: [All Plugins] Do not post plugins that already exist or have been written already. Reason 2: As stated above, we have a lot of plugins. There really is no need to have badly written plugins around. Too many people that just learned scripting just too often post the first script they ever wrote. If the original author requests that it be put under their control or removed, their request will be honored. Do not post compiled files (.amxx). When the source is uploaded, the forum generates two links: Get Source - Get Plugin. If your plugin has custom include files which must be compiled locally, contact a plugin approver or moderator to compile it and post it for you. Do not post plugins "just for the sake of it". eg. A fulfilled request may have been useful for one or a few people, but that does not necessarily mean that it has a place in the Approved section. Please take the time to expand your knowledge and produce some quality work. Quote:
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Furthermore. The more one adds, the more it takes away. 2 threads, 2 versions, 2 hlds versions as well, plus unnecessary custom libraries. 1 prints the message specifically, other says broke something. This is becoming increasingly convoluted. This whole thing can be accomplished with 1 tiny function/thread and do a lot more including break things that normally aren't like doors. Few maps have anything breakable. The ones that do we know what was broken. DOD maps often announce what is broken specifically already. CS does not have many things that break. I added a function from one of my grenade plugins into scripts like flying crowbar/knife/wrench. Now doors and walls can be taken down. This is not near as fun as that, too much stuff to read and config. People just want to play and have the scripts do the work automatically not admin slaving to make them work. Expected Zombie and Jailbreak maps to be more specific using descriptive targetnames on what is broken since evidently the maps and game plays are centered around these things. What is more interesting here is why the rules don't apply to you but instead to everybody else? |
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