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Posts Made By:
teame06
Forum:
Scripting
08-24-2010, 22:41
Replies:
12
[CSS] How do i hook "Map end"?
Views:
5,381
Posted By
teame06
Re: [CSS] How do i hook "Map end"?
If you need to hook when the scoreboard is shown hook VGUIMenu. Gungame uses this.
Forum:
News
06-13-2010, 01:58
Replies:
16
Metamod:Source 1.8.2, SourceMod OS X Support
Views:
20,593
Posted By
teame06
Re: Metamod:Source 1.8.2, SourceMod OS X Support
WOW. nice.
I havn't been here in a long time.
Forum:
Scripting
07-19-2009, 20:00
Replies:
12
Waiting without creating timers?
Views:
3,094
Posted By
teame06
Re: Waiting without creating timers?
If you need to pass multiple variable through timer use datapacks
Forum:
Plugins
06-26-2009, 21:46
Replies:
48
TF2 Remote Control Sentry Guns
Views:
65,238
Posted By
teame06
Re: TF2 Remote Control Sentry Guns
hawt!
Forum:
Snippets and Tutorials
05-22-2009, 21:48
Replies:
6
[HowTo] Catch Intermission.
Views:
6,095
Posted By
teame06
Re: [HowTo] Catch Intermission.
Ding Ding Ding
Forum:
Trash
05-12-2009, 23:03
Replies:
16
Auto-redirecting from one server to another?
Views:
4,537
Posted By
teame06
Re: Auto-redirecting from one server to another?
You know your talking about Amx Mod X stuff when your in SourceMod Scripting section? How HL1 works and how HL2 stuff are totally different. You can't execute command from the server to the client...
Forum:
Trash
05-09-2009, 15:52
Replies:
16
Auto-redirecting from one server to another?
Views:
4,537
Posted By
teame06
Re: Auto-redirecting from one server to another?
Not possible
Forum:
Scripting
04-07-2009, 16:25
Replies:
9
Block player respawn in CS:S
Views:
3,402
Posted By
teame06
Re: Block player respawn in CS:S
joinclass is a client command.
Forum:
Scripting
11-10-2008, 14:27
Replies:
1
[?] Detect version of Source Engine
Views:
1,038
Posted By
teame06
Re: [?] Detect version of Source Engine
http://docs.sourcemod.net/api/index.php?fastload=show&id=830&
My guess would be this but i'm not 100% sure.
Forum:
Scripting
09-28-2008, 00:33
Replies:
7
FCVAR_* Question
Views:
4,390
Posted By
teame06
Re: FCVAR_* Question
Yes it does. You can check SourceMod core. It in there to not add cvar into the config if that flag exists for the convar.
Forum:
Scripting
09-13-2008, 09:36
Replies:
7
Offset or Flag of Client/Weapon on RoundEnd
Views:
1,860
Posted By
teame06
Re: Offset or Flag of Client/Weapon on RoundEnd
Fire off your own round_end before the HACK_EndMutliplayerGame() yourself. Which means editing gungame.
Forum:
Scripting
09-12-2008, 01:47
Replies:
7
Offset or Flag of Client/Weapon on RoundEnd
Views:
1,860
Posted By
teame06
Re: Offset or Flag of Client/Weapon on RoundEnd
Why is it going to fire round_end when that function just ends the map?
Forum:
Scripting
09-11-2008, 01:25
Replies:
7
Offset or Flag of Client/Weapon on RoundEnd
Views:
1,860
Posted By
teame06
Re: Offset or Flag of Client/Weapon on RoundEnd
Check their prop m_fFlags for FL_FROZEN
Forum:
General
09-08-2008, 15:14
Replies:
4
Getting Error with Latest Stable Release
Views:
2,518
Posted By
teame06
Re: Getting Error with Latest Stable Release
You should get the update the gamedata files from the svn. SM Dev does not push out stable release just to update the gamedata files from being broken from mod updates.
Forum:
Scripting
08-30-2008, 10:27
Replies:
2
Plugin does not load at mapchange
Views:
1,563
Posted By
teame06
Re: Plugin does not load at mapchange
source code? Are you using public bool:AskPluginLoad()?
Forum:
Coding MM:S Plugins & SM Extensions
08-25-2008, 10:13
Replies:
4
pointer offset
Views:
2,171
Posted By
teame06
Re: pointer offset
Look at sdktools ext from sourcemod. It make use of getting g_pGameRules.
Forum:
Scripting
08-15-2008, 09:19
Replies:
6
: is seen as a new argument for commands
Views:
2,040
Posted By
teame06
Re: : is seen as a new argument for commands
Yes, especially with GetCmdArg
Forum:
Scripting
08-14-2008, 09:26
Replies:
2
How to make a timer which then Says to the client something
Views:
1,202
Posted By
teame06
Re: How to make a timer which then Says to the client something
//Insert this somewere in your function, obviously not within another:
public Action:WarnClient(Handle:Timer, any:Client)
{
//Print:
if(IsClientConnected(Client)) // Safety Check just incase...
Forum:
Scripting
08-05-2008, 02:05
Replies:
18
How to remove Hostages and Bomb in one round?
Views:
6,981
Posted By
teame06
Re: How to remove Hostages and Bomb in one round?
Move the hostage to a location where they can't be touch/used. As for bomb You can just remove the bomb from the player and remove that.
Forum:
General
08-04-2008, 10:27
Replies:
2
disconnect:round_end_freeze
Views:
1,100
Posted By
teame06
Re: disconnect:round_end_freeze
check for plugins that use OnClientConnect correctly having a return true in it. You can check by disabling all 3rd party plugins. Then enable it one by one to see if a single plugin causing the...
Forum:
Unapproved Plugins
07-31-2008, 01:01
Replies:
196
GunGame:SM
Views:
138,219
Posted By
teame06
Re: GunGame:SM
Blue Cow.
http://bugs.alliedmods.net/index.php?do=details&task_id=1895
Add your input for features to this bug report. It currently my white board for ideas to add to the offical package of...
Forum:
Plugin/Gameplay Ideas and Requests
07-31-2008, 01:00
Replies:
7
[REQ] Updated SM GG plugin for 4.0 from 3.0
Views:
1,722
Posted By
teame06
Re: [REQ] Updated SM GG plugin for 4.0 from 3.0
http://bugs.alliedmods.net/index.php?do=details&task_id=1895
Add your input for features to this bug report. It currently my white board for ideas to add to the offical package of GunGame:SM
Forum:
Scripting
07-27-2008, 19:23
Replies:
8
Native "IsFakeClient" reported: Client index 0 is invalid
Views:
9,373
Posted By
teame06
Re: Native "IsFakeClient" reported: Client index 0 is invalid
When GetClientOfUserId return 0 it means the client is from the server. player_team event fire off when the client disconnect too.
Check the structure of the event next time. It has a parameter...
Forum:
Scripting
07-27-2008, 18:10
Replies:
8
Native "IsFakeClient" reported: Client index 0 is invalid
Views:
9,373
Posted By
teame06
Re: Native "IsFakeClient" reported: Client index 0 is invalid
new client = GetClientOfUserId(GetEventInt(event, "userid"));
// Means the client not connected.
if(!client)
{
return;
}
Forum:
Scripting
07-26-2008, 10:59
Replies:
8
remove dropped entities
Views:
2,342
Posted By
teame06
Re: remove dropped entities
IIRC weapons are dropped before the death event is sent?
Showing results 1 to 25 of 500
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