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Posts Made By:
MasterOfTheXP
Forum:
General
03-21-2015, 10:12
Replies:
7
Players can bypass server max player limit
Views:
2,544
Posted By
MasterOfTheXP
Re: Players can bypass server max player limit
Huh, there's an issue I've not seen before. CS:GO(?) continues to amaze me.
Have you tried the plugin (https://forums.alliedmods.net/showthread.php?p=2250539#post2250539) on page 2 of that thread?
Forum:
Plugins
03-08-2015, 18:19
Replies:
391
[TF2] Be the Horsemann (06/11/2013, v1.4)
Views:
177,311
Posted By
MasterOfTheXP
Re: [TF2] Be the Horsemann (06/11/2013, v1.4)
Downloads aren't fun.
It's fairly easy (http://tf2.gamebanana.com/tuts/11121) to merge models into a single model, but all of your players will have to download this new model. Whoever doesn't...
Forum:
Plugins
03-03-2015, 11:19
Replies:
1,224
[TF2] Model Manager 1.0.4 (08/03/2013)
Views:
643,901
Posted By
MasterOfTheXP
Re: [TF2] Model Manager 1.0.4 (08/03/2013)
Seems like the .smx didn't upload, or it's named something else. Make sure it's in the plugins directory on the server.
Forum:
Plugins
03-01-2015, 00:18
Replies:
1,224
[TF2] Model Manager 1.0.4 (08/03/2013)
Views:
643,901
Posted By
MasterOfTheXP
Re: [TF2] Model Manager 1.0.4 (08/03/2013)
Try sm plugins load instead of sm plugins reload.
Forum:
Plugin/Gameplay Ideas and Requests
02-15-2015, 21:03
Replies:
3
question: Stamm plugin on compile time error, autuexecconfig
Views:
779
Posted By
MasterOfTheXP
Re: question: Stamm plugin on compile time error, autuexecconfig
This (https://github.com/Impact123/AutoExecConfig/archive/master.zip) should be it, I think. Strange how it doesn't seem to be mentioned anywhere by Stamm...
Forum:
General
02-06-2015, 00:59
Replies:
3
Sourcemod on a tf2 offline server
Views:
4,258
Posted By
MasterOfTheXP
Re: Sourcemod on a tf2 offline server
It might work if you put -insecure in your launch parameters (to disable VAC and thus allow plugins to be loaded) but it's usually easier to just use a dedicated server. Plus, there are apparently...
Forum:
Scripting
02-03-2015, 15:05
Replies:
17
2048 Max Edict Change
Views:
4,488
Posted By
MasterOfTheXP
Re: 2048 Max Edict Change
...Right, that. I actually don't believe I've used GetMaxEntities()...nor have I done anything cool in SourcePawn for quite some time.
GetEntityCount() is also what I meant. My bad. :oops:
Forum:
Scripting
02-03-2015, 01:16
Replies:
17
CreateEntityByName - Creating flat blocks?
Views:
2,921
Posted By
MasterOfTheXP
Re: CreateEntityByName - Creating flat blocks?
prop_dynamic is probably your best bet for creating traversable objects. Just spawn a flat model with collisions (such as models/props_lab/blastdoor001c.mdl), and rotate it if need be.
If you must...
Forum:
Scripting
02-03-2015, 01:07
Replies:
17
2048 Max Edict Change
Views:
4,488
Posted By
MasterOfTheXP
Re: 2048 Max Edict Change
I believe GetMaxEntities() GetEntityCount() actually returns the highest edict slot that the server has used so far. To get the actual number of active entities, you'll have to do something not fun,...
Forum:
Scripting
02-03-2015, 01:02
Replies:
13
Editing entity locations (info_player_teamspawn)
Views:
3,295
Posted By
MasterOfTheXP
Re: Editing entity locations (info_player_teamspawn)
...gg.
You could possibly use Stripper:Source to change where the info_player_teamspawn entities are, or a plugin could be made which checks if players are actually stuck in the world, and then...
Forum:
Plugins
12-10-2014, 16:04
Replies:
926
[TF2] Custom Weapons 2 (Beta 2, Mar 12 2014)
Views:
357,517
Posted By
MasterOfTheXP
Re: [TF2] Custom Weapons 2 (Beta 2, Mar 12 2014)
If interest remains in TF2 community servers (recent events like the EotL update, and community reactions to them, have left me a bit uncertain) as well as plugins like this one, then I'll definitely...
Forum:
Plugins
12-08-2014, 23:41
Replies:
105
[TF2]Killstreak
Views:
78,377
Posted By
MasterOfTheXP
Re: [TF2]Killstreak
It's been replaced with m_nStreaks (https://forums.alliedmods.net/showpost.php?p=2232764&postcount=4) because reasons/ducks.
Forum:
Source Servers (SRCDS)
12-08-2014, 23:05
Replies:
5
[TF2]Killstreaks
Views:
2,789
Posted By
MasterOfTheXP
Re: [TF2]Killstreaks
Looks like Valve removed the m_iKillStreak netprop and added m_nStreaks - an array of three integers, with the first one (element 0) being the killstreak count.
Code that was like this before:new...
Forum:
Plugins
11-09-2014, 15:15
Replies:
664
[TF2] Be the Robot (1.3, December 22 2012)
Views:
431,670
Posted By
MasterOfTheXP
Re: [TF2] Be the Robot (1.3, December 22 2012)
Mmm, I've been neglecting all my plugins. Great fun.
Have you tried sm_betherobot_wearables_kill 1? (alongside sm_betherobot_wearables 0, I believe)
Forum:
Plugins
10-16-2014, 04:25
Replies:
34
[TF2] BROFIST (1.2.1, June 20 2014)
Views:
35,176
Posted By
MasterOfTheXP
Re: [TF2] BROFIST (1.2.1, June 20 2014)
Oh yeah...GHOFIST happened when at least one of the players was dead, 'cause of Ghost Mode. Good times.
Forum:
Plugins
10-16-2014, 02:53
Replies:
34
[TF2] BROFIST (1.2.1, June 20 2014)
Views:
35,176
Posted By
MasterOfTheXP
Re: [TF2] BROFIST (1.2.1, June 20 2014)
Sounds like sv_pure...I've been hearing about a lot of weird things happening with it today. :?
I don't know any more than that, sorry. My server seems to be unaffected.
Wait...have you got the...
Forum:
Plugins
10-15-2014, 17:34
Replies:
696
[TF2Items] Randomizer (v1.591, 08/11/2013)
Views:
412,518
Posted By
MasterOfTheXP
Re: [TF2Items] Randomizer (v1.591, 08/11/2013)
You have to download the pre-compiled tf2items_randomizer.smx instead of clicking Get Plugin.
Forum:
Scripting
09-25-2014, 09:38
Replies:
5
Invis viewmodel?
Views:
1,645
Posted By
MasterOfTheXP
Re: Invis viewmodel?
In TF2, adding 32 to a viewmodel's m_fEffects works to make it invisible.
Forum:
Scripting
09-24-2014, 22:40
Replies:
5
menu item *click* sound
Views:
1,542
Posted By
MasterOfTheXP
Re: menu item *click* sound
Add MENUFLAG_NO_SOUND by using SetMenuOptionFlags().
Forum:
VSH / Freak Fortress
09-22-2014, 06:07
Replies:
12
FF2
Followed installation instructions, got lots of errors
Views:
2,721
Posted By
MasterOfTheXP
Re: Followed installation instructions, got lots of errors
It looks like you have a really old version of...Wait...FF2, or VSH? Which are you trying to install?
Either way, Cowardly refusing to add invalid attribute index "0" to an item should have been...
Forum:
Plugins
09-15-2014, 20:33
Replies:
926
[TF2] Custom Weapons 2 (Beta 2, Mar 12 2014)
Views:
357,517
Posted By
MasterOfTheXP
Re: [TF2] Custom Weapons 2 (Beta 2, Mar 12 2014)
Nope, sorry. At least, I have no plans to do anything like that at the moment.
Forum:
Plugins
09-15-2014, 19:00
Replies:
926
[TF2] Custom Weapons 2 (Beta 2, Mar 12 2014)
Views:
357,517
Posted By
MasterOfTheXP
Re: [TF2] Custom Weapons 2 (Beta 2, Mar 12 2014)
Are those the only (random) errors you've gotten? If so, let's just hope that the next version fixes them :P
Which, by the way, isn't yet done...just as I announced that I was making great...
Forum:
Scripting
09-12-2014, 14:38
Replies:
13
Tf2 object_deflected changed after last update
Views:
3,634
Posted By
MasterOfTheXP
Re: Tf2 object_deflected changed after last update
Wow...so that's why people were apparently "able to airblast people" on my server. Nice.
I'm thinking, as a hacky method, that event could still be hooked, and in that frame or the next few...
Forum:
Plugins
09-11-2014, 13:01
Replies:
36
[CS:GO] Hitsounds
Views:
75,806
Posted By
MasterOfTheXP
Re: [CS:GO] Hitsounds
Drag and drop (https://www.youtube.com/watch?v=1Nyn0k1Btns) the .smx into addons/sourcemod/plugins, then restart the server or type sm plugins load hitsounds in the server's console.
The bell...
Forum:
General
09-10-2014, 17:19
Replies:
178
[TF2] 9/10/2014 Update Crash Issue
Views:
52,226
Posted By
MasterOfTheXP
Re: [TF2] 9/10/2014 Update Crash Issue
Hmm...I think this is code for something. :wink:
Showing results 1 to 25 of 500
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