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Search: Posts Made By: jlyne1234
Forum: Scripting 09-28-2018, 18:53
Replies: 0
Views: 532
Posted By jlyne1234
Calculating rotation relative to entity angles

Hi there.

I'm working on a plugin that needs to parent some sprites to specified entities, using the entity's position and angles, as well as position, scale and rotation offsets from a config...
Forum: Plugins 01-06-2015, 19:01
Replies: 28
Views: 13,673
Posted By jlyne1234
Re: [TF2] Soundscape Fixer (v1.2.4 - 26/12/2014)

If possible could I have the name of the map so I can test it myself. I've had a couple of people report issues like this while I've never experienced them, so it could be a map thing.
Or maybe the...
Forum: Plugins 01-06-2015, 18:59
Replies: 28
Views: 13,673
Posted By jlyne1234
Re: [TF2] Soundscape Fixer (v1.3.0 - 06/01/2014)

Version 1.3.0 has been released

Changes:


Added clientpreferences support for /scpitch and /scvolume
Changed raytrace to filter out prop_dynamic entities

Fixes soundscapes being blocked...
Forum: Plugins 12-26-2014, 18:36
Replies: 28
Views: 13,673
Posted By jlyne1234
Re: [TF2] Soundscape Fixer (v1.2.3 - 24/12/2014)

Version 1.2.4 has been released


Changed /scpitch to accept values between 1-255 (same as the "pitch" keyvalue).


All soundscapes will play with the specified pitch, ignoring any script...
Forum: Plugins 12-24-2014, 18:03
Replies: 28
Views: 13,673
Posted By jlyne1234
Re: [TF2] Soundscape Fixer (v1.2.3 - 24/12/2014)

Version 1.2.3 has been released


Feature request: Added /scpitch command to control pitch of played soundscapes. Didn't use /pitch to avoid possible collisions.

Added /scvolume command to be...
Forum: Plugins 12-14-2014, 13:07
Replies: 28
Views: 13,673
Posted By jlyne1234
Re: [TF2] Soundscape Fixer (v1.2.0 - 12/12/2014)

EDIT: Version 1.2.2 has been released

Removed sm_closest debug command


Version 1.2.1 has been released

Changes:
Forum: Plugins 12-12-2014, 17:15
Replies: 28
Views: 13,673
Posted By jlyne1234
Re: [TF2] Soundscape Fixer

I'll have a look into that.
What I do know is that sounds that begin with a '#' in soundscape scripts can be controlled by the music volume slider, as is the case with hyrule.
Forum: Plugins 12-12-2014, 17:12
Replies: 28
Views: 13,673
Posted By jlyne1234
Re: [TF2] Soundscape Fixer (v1.2.0 - 12/12/2014)

Version 1.2.0 has been released

Changes:


Added support for playrandom sounds
Added support for multiple sounds per soundscape
Fixed soundscapes not playing before the first round starts...
Forum: Plugins 12-10-2014, 17:09
Replies: 28
Views: 13,673
Posted By jlyne1234
Re: [TF2] Soundscape Fixer

Nah theres nothing stopping me from adding it as far as i can tell.
I just originally made this as a quick fix and therefore didnt add anything "fancy" like that.
I'll have a go at implementing...
Forum: Plugins 12-10-2014, 15:44
Replies: 28
Views: 13,673
Posted By jlyne1234
[TF2] Soundscape Fixer (v1.3.0 - 06/01/2014)

[TF2] Soundscape Fixer (1.3.0 06/01/2015)

I got bored of waiting and made this recently. It seems to be working well on the server I admin so I am releasing it to everyone.

Description

A...
Forum: Scripting 11-11-2014, 18:03
Replies: 8
Views: 1,639
Posted By jlyne1234
Re: Vector array assignments crashing server

Apologies for triple-posting, but changing my test case by removing the _: and using [0] like Powerlord suggested seems to work fine. However I am unable to do this in my plugin due to the index...
Forum: Scripting 11-11-2014, 17:55
Replies: 8
Views: 1,639
Posted By jlyne1234
Re: Vector array assignments crashing server

I've just managed to reproduce it with the following, which crashes my server as soon as i spawn.
The is caused by attempting to read the vector that was just put into the global array back into the...
Forum: Scripting 11-11-2014, 17:54
Replies: 8
Views: 1,639
Posted By jlyne1234
Re: Vector array assignments crashing server

If I remove the _: from the Checkpoint enum i get complaints about an index tag mismatches from the same line that causes the crash. Full warning:


checkpointPosition =...
Forum: Scripting 11-09-2014, 12:55
Replies: 8
Views: 1,639
Posted By jlyne1234
Vector array assignments crashing server

Hi,

While developing a plugin, I have been running into a problem recently where my server randomly crashes (srcds.exe has stopped working) with no useful errors logged. Commenting out bits of...
Forum: Scripting 11-09-2014, 12:45
Replies: 6
Views: 1,474
Posted By jlyne1234
Re: Global ADT array in repeating timer has wrong size

Whoops forgot to reply to this.
It turns out the problem was my fault.

When a player left the game it was triggering OnRoundStart for some reason (something to do with player count being 1 i...
Forum: Scripting 11-05-2014, 18:11
Replies: 6
Views: 1,474
Posted By jlyne1234
Re: Global ADT array in repeating timer has wrong size

Here's the console output when the problem occurs.
You can see that the array size goes down from 2 to 1 when the client leaves, but returns to 2 again when sorting before failing due to the client...
Forum: Scripting 11-05-2014, 18:00
Replies: 6
Views: 1,474
Posted By jlyne1234
Re: Global ADT array in repeating timer has wrong size

I pressed submit too early and missed a bunch of stuff out :/. Ive added it in now.
The client is removed from the array in OnClientDisconnect(), which just calls the RemoveFromRace() function....
Forum: Scripting 11-05-2014, 17:52
Replies: 6
Views: 1,474
Posted By jlyne1234
Global ADT array in repeating timer has wrong size

Hi,

I'm working on a plugin that uses a simple global ADTArray of clientids, which is sorted by a repeating timer. Clients who leave the game are removed from the array.

This all seems to...
Forum: Scripting 10-30-2014, 09:38
Replies: 1
Views: 940
Posted By jlyne1234
Forum: Scripting 10-30-2014, 09:26
Replies: 1
Views: 940
Posted By jlyne1234
"Not precached" error on precached model

Hi,

I'm working on a plugin that randomly replaces standard spell pickups with rare pickups.
It's working fine, however if I change the map to plr_hightower_event (the 2013 map that had spells...
Showing results 1 to 20 of 20

 
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