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Posts Made By:
Voi
Forum:
Module Coding
04-04-2011, 14:21
Replies:
1,508
Module: Orpheu (v2.6.3)
Views:
934,387
Posted By
Voi
Re: Module: Orpheu2.3a
Oh sorry. I was mistaken. I borrowed your code from prone plugin. The one responsible for accuracy. Damn, this hlbeta mess everything about.
It gives me this now:
L 04/05/2011 - 19:20:33:...
Forum:
Module Coding
04-04-2011, 14:06
Replies:
26
Module: RandomX
Views:
20,226
Posted By
Voi
Re: Module: RandomX
Nothing much, but the author says its more random and lightyears faster than random number generator in amxmodx, so im interested cause I use random_num and random_float VERY often.
Forum:
Module Coding
04-04-2011, 12:07
Replies:
1,508
Module: Orpheu (v2.6.3)
Views:
934,387
Posted By
Voi
Re: Module: Orpheu2.3a
What about "KickBack" ?
Forum:
Module Coding
04-04-2011, 12:04
Replies:
26
Module: RandomX
Views:
20,226
Posted By
Voi
Re: Module: RandomX
Im kindly asking for fix :]
Forum:
Module Coding
04-04-2011, 03:34
Replies:
1,508
Module: Orpheu (v2.6.3)
Views:
934,387
Posted By
Voi
Re: Module: Orpheu2.3a
L 04/04/2011 - 09:31:56: [ORPHEU] Invalid function structure "CP228::P228Fire"
L 04/04/2011 - 09:31:56: [AMXX] Displaying debug trace (plugin "voi_realizm_zombie178.amxx")
L 04/04/2011 - 09:31:56:...
Forum:
Scripting Help
03-19-2011, 19:17
Replies:
2
how to detect using func_tank
Views:
956
Posted By
Voi
how to detect using func_tank
Im asking for the most efficient(in cpu usage) way to detect client starting to use func_tank and stopping using it.
Metamod prints something like "start using tank" and "stopped using tank" on...
Forum:
Code Snippets/Tutorials
02-20-2011, 08:01
Replies:
232
[INC] Director Hud Message
Views:
251,981
Posted By
Voi
Re: [INC] Director Hud Message
I can't get mlang to work properly. Once it displays player language and other time server language.
Forum:
Module Coding
01-14-2011, 20:24
Replies:
1,508
Module: Orpheu (v2.6.3)
Views:
934,387
Posted By
Voi
Re: Module: Orpheu2.3a
I have totally no idea how to do it. Thats why i asked for help.
Forum:
Module Coding
01-14-2011, 19:19
Replies:
1,508
Module: Orpheu (v2.6.3)
Views:
934,387
Posted By
Voi
Re: Module: Orpheu2.3a
So the only solution would be to completely block footsteps and create a new footstep generating system ?
Forum:
Module Coding
01-14-2011, 18:56
Replies:
1,508
Module: Orpheu (v2.6.3)
Views:
934,387
Posted By
Voi
Re: Module: Orpheu2.3a
May I kindly ask for code to disable the minimum speed check for playing footsteps ?
Here's the HLSDK code:
Forum:
Scripting Help
01-14-2011, 18:35
Replies:
26
how to disable automatic reloading in cs guns?
Views:
4,497
Posted By
Voi
Re: how to disable automatic reloading in cs guns?
bump :P
Forum:
Suggestions / Requests
12-07-2010, 01:52
Replies:
4
need smoke grenade for 5000 $ pls
Views:
1,568
Posted By
Voi
Re: need smoke grenade for 5000 $ pls
Why you would want to do that ?
Forum:
Off-Topic
12-07-2010, 01:47
Replies:
5
How can I create sound effects?
Views:
1,588
Posted By
Voi
Re: How can I create sound effects?
Every "big" mike should suffice, even the cheap ones.
You should however be familiar with sound editing, formats, what khz are etc. I mainly use 22khz 8bit wav's. However I would use 16 bits on...
Forum:
HL1 Servers (HLDS)
12-07-2010, 01:39
Replies:
3
Server Crash - Cache_TryAlloc
Views:
5,252
Posted By
Voi
Re: Server Crash - Cache_TryAlloc
You allocated too much memory with zone and num_edicts startup parameters.
Mine are:
-zone 1024
-num edicts 1500
Works even if you use few megabytes for custom sprites.
Forum:
Scripting Help
11-27-2010, 22:32
Replies:
8
[Orpheu] Step Sound
Views:
2,778
Posted By
Voi
Re: [Orpheu] Step Sound
It would be the most accurate version. I know now that server doesn't monitor frames, its just client side, but how about making code that simulates player leg frames on his own ?
The original...
Forum:
HL1 Servers (HLDS)
11-21-2010, 06:56
Replies:
14
Server crashing at the time of map change
Views:
3,739
Posted By
Voi
Re: Server crashing at the time of map change
The map obviously corrupts when you upload it. Be sure to use binary mode on ftp.
Forum:
Scripting Help
11-21-2010, 01:36
Replies:
8
[Orpheu] Step Sound
Views:
2,778
Posted By
Voi
Re: [Orpheu] Step Sound
Monitor leg animation frames.
Forum:
Scripting Help
11-20-2010, 13:29
Replies:
8
[Orpheu] Step Sound
Views:
2,778
Posted By
Voi
Re: [Orpheu] Step Sound
The best option would be monitoring player model and play a sound on frame which he hits the ground.
Forum:
Off-Topic
11-09-2010, 11:48
Replies:
15
Pulse sound
Views:
3,389
Posted By
Voi
Re: Pulse sound
What for ? You're doing doctor mod or something ?
Forum:
Scripting Help
11-08-2010, 06:53
Replies:
15
A cool 'spk' feature?
Views:
4,210
Posted By
Voi
Re: A cool 'spk' feature?
Damn, using tasks for that would be much inefficient.
I was thinking cause, npc's use sentences.txt. And it must be the same on server and client to work, right ?
Forum:
Off-Topic
11-08-2010, 06:52
Replies:
29
Mindless "AlliedModders" Pictures
Views:
6,534
Posted By
Voi
Re: Mindless "AlliedModders" Pictures
As I allready noticed, he is banned for that. ^^
http://imgur.com/8BYYZ.png
Forum:
Scripting Help
11-07-2010, 23:04
Replies:
15
A cool 'spk' feature?
Views:
4,210
Posted By
Voi
Re: A cool 'spk' feature?
This is very nice.
I don't wanna start similar thread so i'll ask here.
How to emit a sound from an entity with a custom sentence ?
Forum:
Off-Topic
11-07-2010, 19:58
Replies:
29
Mindless "AlliedModders" Pictures
Views:
6,534
Posted By
Voi
Re: Mindless "AlliedModders" Pictures
http://imgur.com/zb7gj.png
Forum:
Scripting Help
11-07-2010, 19:40
Replies:
9
Get Random TerroristId via get_players()
Views:
2,735
Posted By
Voi
Re: Get Random TerroristId via get_players()
This is doing the same, yet random() is faster ?
Forum:
HL1 Servers (HLDS)
11-06-2010, 21:45
Replies:
11
Sound blocked
Views:
3,443
Posted By
Voi
Re: Sound blocked
Look, the stopsound command isn't send by the server itself. It has to be a plugin that do this. I see that you don't have any sma's containing stopsound, so you must pause/disable all of your...
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