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Posts Made By:
thediode
Forum:
Plugins
07-27-2012, 23:48
Replies:
4
[TF2] Auto backstab
Views:
20,871
Posted By
thediode
Re: [TF2] Auto backstab for admins
Thanks for the idea, I'll get on that tomorrow morning :P
Forum:
Plugins
07-27-2012, 23:14
Replies:
4
[TF2] Auto backstab
Views:
20,871
Posted By
thediode
[TF2] Auto backstab
Auto backstab
Description:
Any administrator with the kick flag can force specific players to automatically backstab enemies.
Admin commands:
-autobackstab_set <#userid|name> [on|off]:...
Forum:
Plugins
06-06-2012, 16:12
Replies:
15
Poll:
[TF2] Cow Launcher
Views:
13,726
Posted By
thediode
Re: [TF2] Cow Launcher
Modify scripts/mod_textures.txt, I recommend using keyvalues so you can do so right from the mod.
Forum:
Plugins
06-06-2012, 15:39
Replies:
15
Poll:
[TF2] Cow Launcher
Views:
13,726
Posted By
thediode
Re: [TF2] Cow Launcher
Hahaha, now all you have to do is change all the killicons on the rocket launchers to the one found here (http://wiki.teamfortress.com/wiki/File:Killicon_cow.png) :3
Forum:
Scripting
06-01-2012, 20:49
Replies:
1
[Solved][TF2] Detecting if a player is damaged by fall damage
Views:
1,090
Posted By
thediode
[Solved][TF2] Detecting if a player is damaged by fall damage
Hi everyone,
I have a short question to ask: in TF2 specifically, how does one detect if a player has taken fall damage, and if possible, detect it in the player_hurt event?
Thanks in advanced....
Forum:
Scripting
05-05-2012, 09:17
Replies:
2
[TF2] Tell is a death was fake
Views:
1,167
Posted By
thediode
Re: [TF2] Tell is a death was fake
You could try this:
public OnPluginStart(){
HookEvent("player_death", Player_Death);
}
public Action:PlayerDeath(Handle:Event, const string:Name[], const bool:DontBroadcast){
new...
Forum:
Scripting
04-28-2012, 21:01
Replies:
11
[TF2] Stopping a round from starting
Views:
2,176
Posted By
thediode
Re: [TF2] Stopping a round from starting
I didn't say that this had to be a ConVar, as a matter of fact, you suggested (http://forums.alliedmods.net/showpost.php?p=1697064&postcount=6) that I look for a ConVar that would allow me to do...
Forum:
Scripting
04-28-2012, 10:00
Replies:
11
[TF2] Stopping a round from starting
Views:
2,176
Posted By
thediode
Re: [TF2] Stopping a round from starting
But I'm asking how to stop the round from starting, which starts with any amount of people unless it's arena (I don't wish to create an tf_logic_arena, because that would mess with my current code...
Forum:
Scripting
04-26-2012, 20:12
Replies:
11
[TF2] Stopping a round from starting
Views:
2,176
Posted By
thediode
Re: [TF2] Stopping a round from starting
Yes, the nearest convar I could find was mm_minplayers, which unfortunately defaults to two, and because the game will run with only one player, this command seems to not apply (Maybe it's for use...
Forum:
Scripting
04-26-2012, 13:18
Replies:
11
[TF2] Stopping a round from starting
Views:
2,176
Posted By
thediode
Re: [TF2] Stopping a round from starting
Could you give me a hint as to what it's called? Thanks.
Forum:
Scripting
04-25-2012, 18:33
Replies:
11
[TF2] Stopping a round from starting
Views:
2,176
Posted By
thediode
Re: [TF2] Stopping a round from starting
The condition would be if there are at least two clients in game (Not connecting, if possible).
Forum:
Scripting
04-25-2012, 18:22
Replies:
11
[TF2] Stopping a round from starting
Views:
2,176
Posted By
thediode
[TF2] Stopping a round from starting
Hey all,
I'm making a plugin that has to stop a round from starting if a condition isn't met, and when that condition is met, the round begins. How could I do this?
Thanks in advanced!
Showing results 1 to 12 of 12
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