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Posts Made By:
Ef_Deas
Forum:
Scripting Help
04-05-2016, 15:55
Replies:
8
Binding E button, allowing objectives
Views:
1,673
Posted By
Ef_Deas
Re: Binding E button, allowing objectives
Even though the FM_EmitSound method is pretty simple there is a small disadvantage.
The code doesn't execute when weapon reloads or deploys (evidently, there's no "use" sound).
Any idea how can it...
Forum:
Scripting Help
04-02-2016, 14:04
Replies:
8
Binding E button, allowing objectives
Views:
1,673
Posted By
Ef_Deas
Re: Binding E button, allowing objectives
KliPPy, brilliant, thank you :)
Forum:
Scripting Help
04-02-2016, 10:13
Replies:
8
Binding E button, allowing objectives
Views:
1,673
Posted By
Ef_Deas
Re: Binding E button, allowing objectives
So basically, I'm trying to find an easy way to check if players's next use will activate a hostage/button if he presses the E button in that very moment.
Forum:
Scripting Help
04-02-2016, 04:01
Replies:
8
Binding E button, allowing objectives
Views:
1,673
Posted By
Ef_Deas
Re: Binding E button, allowing objectives
FM_Use doesn't seem to do anything at all. Quick forum search (https://forums.alliedmods.net/showthread.php?t=11969) shows that it doesn't work.
This code does the trick with defusing: ("my code"...
Forum:
Scripting Help
04-01-2016, 18:27
Replies:
8
Binding E button, allowing objectives
Views:
1,673
Posted By
Ef_Deas
Binding E button, allowing objectives
I'm trying to execute some code when a player presses E, but doesn't activate anything (defusing, hostages etc);
In other words I want to allow players to use things without my code being executed....
Forum:
Approved Plugins
02-26-2015, 22:57
Replies:
29
Jump Sound Blocker
Views:
21,144
Posted By
Ef_Deas
Re: Jump Sound Blocker
Yes, it almost convinced me the sound was in my head.
Made it work by upgrading hlds build and a few shaman dances.
Still sometimes it makes noises when you land (without losing hp)
And I...
Forum:
Approved Plugins
02-05-2015, 07:41
Replies:
29
Jump Sound Blocker
Views:
21,144
Posted By
Ef_Deas
Re: Jump Sound Blocker
Somehow it works fine on my windows server and blocks all the footsteps on my linux server.
Has anyone encountered that kind of problem?
Forum:
Scripting Help
07-26-2014, 13:37
Replies:
3
Armoury_Entity
Views:
755
Posted By
Ef_Deas
Re: Armoury_Entity
It turned out I just had to set
entity_set_int(iArmoury, EV_INT_effects, EF_NODRAW)
set_pdata_int(iArmoury, m_iCount, 0, XO_CARMOURY)
Forum:
Scripting Help
07-26-2014, 08:27
Replies:
3
Armoury_Entity
Views:
755
Posted By
Ef_Deas
Armoury_Entity
Hello, can anyone tell me how to imitate the "pick up" of armoury_entity, so no one can pick it up again till the next round? Setting nodraw effect just makes it invisible
Forum:
Scripting Help
07-25-2014, 05:52
Replies:
9
Touch armoury_entity
Views:
1,895
Posted By
Ef_Deas
Re: Touch armoury_entity
I'm having trouble with setting nodraw effect
public HAM_Armoury_Touch_Pre(iArmoury, idUser) // The function is called when user touches Armoury entity
{
if(is_user_alive(idUser) ...
Forum:
Scripting Help
04-20-2014, 13:16
Replies:
4
Simple question
Views:
1,227
Posted By
Ef_Deas
Re: Simple question
True. Never thought about it. Thanks )
Forum:
Scripting Help
04-20-2014, 08:56
Replies:
4
Simple question
Views:
1,227
Posted By
Ef_Deas
Re: Simple question
The difference is that with get_players you can specify which players you want to get, like only dead or alive and not bots etc. Read the documentation. And, I guess, you don't need is_user_connected
Forum:
Scripting Help
04-20-2014, 08:35
Replies:
4
Simple question
Views:
1,227
Posted By
Ef_Deas
Re: Simple question
I use
MaxPlayers = get_maxplayers(); // in plugin_init or something
// Player indexes starts with 1. Zero is the server.
// And ends with MaxPlayers, because it's not always 32. You may have...
Forum:
Scripting Help
04-19-2014, 12:56
Replies:
11
Create something in front of me
Views:
1,887
Posted By
Ef_Deas
Re: Create something in front of me
You're welcome, but velocity_by_aim is almost the same.
The pawn equivalent will be something like this:
new /*Float:Location[3],*/ Float:Angles[3]/*, Float:p_Angle[3], Float:ViewOfs[3]*/,...
Forum:
Scripting Help
04-18-2014, 14:15
Replies:
8
[Help] Math problems :3
Views:
1,845
Posted By
Ef_Deas
Re: [Help] Math problems :3
Something like this should do the trick. Not tested
#define RADIUS 100.0
new Float:vEnd[3],Float:vOrigin[3];
pev( i_Ent, pev_origin, vOrigin );
pev( i_Ent, LASERMINE_BEAMENDPOINT, vEnd );...
Forum:
Scripting Help
04-18-2014, 10:54
Replies:
11
Create something in front of me
Views:
1,887
Posted By
Ef_Deas
Re: Create something in front of me
Well I did. And I wrote that stock that was helpful to me. And now I just share it for those who might need it.
If they don't and it's really a big deal to use velocity_by_aim, well, my post won't...
Forum:
Scripting Help
04-18-2014, 08:47
Replies:
11
Create something in front of me
Views:
1,887
Posted By
Ef_Deas
Re: Create something in front of me
velocity_by_aim doesn't use punch_angle and eyes_offset. What if it matters?
Forum:
Scripting Help
04-18-2014, 07:45
Replies:
11
Create something in front of me
Views:
1,887
Posted By
Ef_Deas
Re: Create something in front of me
stock get_aim_origin_distance(idUser, Float:EndLocation[3], Float:Distance)
{
new Float:Location[3], Float:Angles[3], Float:p_Angle[3], Float:ViewOfs[3], Float:vForward[3]
...
Forum:
Scripting Help
04-17-2014, 12:36
Replies:
12
Engine func issues with CS
Views:
2,110
Posted By
Ef_Deas
Re: Engine func issues with CS
The code explains exactly why better than anyone because thats how it works!
You can look into it and find out that both get_user_health and entity_get_float functions get the same v.health value...
Forum:
Scripting Help
04-17-2014, 09:00
Replies:
12
Engine func issues with CS
Views:
2,110
Posted By
Ef_Deas
Re: Engine func issues with CS
I gave you the SDK code, it works exactly like it says
Thats mostly because people try to print float value with %d or vice versa
Forum:
Scripting Help
04-14-2014, 21:42
Replies:
5
Block nades
Views:
1,540
Posted By
Ef_Deas
Re: Block nades
What the hell? I was trying to link this
(https://forums.alliedmods.net/showthread.php?t=214549)
Forum:
Scripting Help
04-14-2014, 20:30
Replies:
12
Engine func issues with CS
Views:
2,110
Posted By
Ef_Deas
Re: Engine func issues with CS
SDK function looks pretty simple and workable,
static cell AMX_NATIVE_CALL is_visible(AMX *amx, cell *params)
{
int src = params[1];
int dest = params[2];
CHECK_ENTITY(src);
...
Forum:
Scripting Help
04-13-2014, 10:00
Replies:
3
DeathMsg
Views:
791
Posted By
Ef_Deas
Re: DeathMsg
Well, I edited lasermine and sentrygun with emessages.
And the deathmsg is now called twice: 1st time with my datas, and 2nd with "world" suicide.
Printing out 4th argument (WeaponName...
Forum:
Scripting Help
04-11-2014, 14:32
Replies:
5
Block nades
Views:
1,540
Posted By
Ef_Deas
Re: Block nades
Hook/Block grenade buy.
(https://forums.alliedmods.net/showthread.php?t=21454)
Forum:
Scripting Help
04-09-2014, 13:42
Replies:
3
DeathMsg
Views:
791
Posted By
Ef_Deas
Re: DeathMsg
It does, yes, but I'm trying to find a proper way to handle all mods.
Besides, you never know what lasermine or sentry or war3ft skill kills you because none of them actually kills, they just make...
Showing results 1 to 25 of 40
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