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Posts Made By:
AlexALX
Forum:
Approved Plugins
10-06-2013, 10:05
Replies:
105
LongJump Enabler
Views:
93,214
Posted By
AlexALX
Re: LongJump Enabler
not working...
i replaced content from zip correct and uploaded SetAnimation_Part47 file.
Forum:
Approved Plugins
10-05-2013, 13:27
Replies:
105
LongJump Enabler
Views:
93,214
Posted By
AlexALX
Re: LongJump Enabler
thank you, code for orpheu works but plugin not. after testing some things i added to function "OrpheuHookReturn:CBasePlayer_SetAnimation ( const player, const currentAnimation )" this:
and...
Forum:
Approved Plugins
10-05-2013, 07:47
Replies:
105
LongJump Enabler
Views:
93,214
Posted By
AlexALX
Re: LongJump Enabler
hello, can someone help me? idk whats wrong, but orpheu somewhy not seen function "CBasePlayer::SetAnimation". i have placed everything correctly.
is this something wrong in latest hlds build...
Forum:
Suggestions / Requests
04-03-2013, 17:26
Replies:
8
OpenGL Detector
Views:
10,804
Posted By
AlexALX
Re: OpenGL Detector
And how to do it via orpheu? I know thereis engine function "SV_ParseConsistencyResponse", but i have no ideas how to use it with amxmodx.
Forum:
Scripting Help
09-10-2011, 15:17
Replies:
4
Set user weapon rendering
Views:
2,668
Posted By
AlexALX
Re: Set user weapon rendering
bibu yes... But maybe this possible with some amxmodx module?
Forum:
Scripting Help
09-10-2011, 13:02
Replies:
4
Set user weapon rendering
Views:
2,668
Posted By
AlexALX
Set user weapon rendering
Hello all, I have tried many times set weapon rendering for user, but always fail. Sorry for my english.
So what i have:
For user player model (example):
Enable cloaking:
set_user_rendering(...
Forum:
New Plugin Submissions
05-09-2011, 14:39
Replies:
92
[DeathRun] Triggers & Entities Fix v1.4.1 [UPDATE 21/03/11]
Views:
65,880
Posted By
AlexALX
Re: [DeathRun] Triggers & Entities Fix v1.4.1 [UPDATE 21/03/11]
contact with mapper and say this:
Forum:
New Plugin Submissions
03-25-2011, 23:55
Replies:
92
[DeathRun] Triggers & Entities Fix v1.4.1 [UPDATE 21/03/11]
Views:
65,880
Posted By
AlexALX
Re: [DeathRun] Triggers & Entities Fix v1.4.1 [UPDATE 26/03/11]
Released v1.4.1.
Forum:
New Plugin Submissions
03-24-2011, 18:43
Replies:
92
[DeathRun] Triggers & Entities Fix v1.4.1 [UPDATE 21/03/11]
Views:
65,880
Posted By
AlexALX
Re: [DeathRun] Triggers & Entities Fix v1.4 [UPDATE 30/09/10]
waiting for an answer) because preparing a new version for release.
Forum:
New Plugin Submissions
03-22-2011, 20:25
Replies:
92
[DeathRun] Triggers & Entities Fix v1.4.1 [UPDATE 21/03/11]
Views:
65,880
Posted By
AlexALX
Re: [DeathRun] Triggers & Entities Fix v1.4 [UPDATE 30/09/10]
set values to higher
#define MAX_ENTS 512
#define MAX_ITEMS 256
#define MAX_BUTTONS 192
like
#define MAX_ENTS 1024
#define MAX_ITEMS 512
Forum:
New Plugin Submissions
03-22-2011, 13:08
Replies:
92
[DeathRun] Triggers & Entities Fix v1.4.1 [UPDATE 21/03/11]
Views:
65,880
Posted By
AlexALX
Re: [DeathRun] Triggers & Entities Fix v1.4 [UPDATE 30/09/10]
when? what people doing in that moment?
Forum:
New Plugin Submissions
03-20-2011, 08:33
Replies:
92
[DeathRun] Triggers & Entities Fix v1.4.1 [UPDATE 21/03/11]
Views:
65,880
Posted By
AlexALX
Re: [DeathRun] Triggers & Entities Fix v1.4 [UPDATE 30/09/10]
So help or not? Why not tell?
Forum:
New Plugin Submissions
03-17-2011, 07:15
Replies:
92
[DeathRun] Triggers & Entities Fix v1.4.1 [UPDATE 21/03/11]
Views:
65,880
Posted By
AlexALX
Re: [DeathRun] Triggers & Entities Fix v1.4 [UPDATE 30/09/10]
then maybe plugin conflict. i can't help, because for me all work fine.
Forum:
New Plugin Submissions
03-15-2011, 19:07
Replies:
92
[DeathRun] Triggers & Entities Fix v1.4.1 [UPDATE 21/03/11]
Views:
65,880
Posted By
AlexALX
Re: [DeathRun] Triggers & Entities Fix v1.4 [UPDATE 30/09/10]
what map name (or in all maps?)? For the second time I ask, and what plugins installed?
Forum:
New Plugin Submissions
03-14-2011, 10:04
Replies:
92
[DeathRun] Triggers & Entities Fix v1.4.1 [UPDATE 21/03/11]
Views:
65,880
Posted By
AlexALX
Re: [DeathRun] Triggers & Entities Fix v1.4 [UPDATE 30/09/10]
what map and what plugins you have?
Forum:
New Plugin Submissions
03-07-2011, 10:27
Replies:
92
[DeathRun] Triggers & Entities Fix v1.4.1 [UPDATE 21/03/11]
Views:
65,880
Posted By
AlexALX
Re: [DeathRun] Triggers & Entities Fix v1.4 [UPDATE 30/09/10]
What update? plugin work fine, there are some bugs, but they can fix just disable some checks on some maps. Read:
And set higher value for:
if have some errors.
Forum:
Approved Plugins
12-26-2010, 10:26
Replies:
42
Linux func_rotating bug fixer
Views:
41,577
Posted By
AlexALX
Re: Linux func_rotating bug fixer
Martz456 you installed my DRM: Triggers & Entities fix, and this plugin not needed (and automatic stopped, and "DRM: trigger_hurt fix" no needed too and auto-stopped). read file readme. And read this...
Forum:
New Plugin Submissions
12-24-2010, 14:10
Replies:
92
[DeathRun] Triggers & Entities Fix v1.4.1 [UPDATE 21/03/11]
Views:
65,880
Posted By
AlexALX
Re: [DeathRun] Triggers & Entities Fix v1.4 [UPDATE 30/09/10]
I missed something?
BR@IN make greater
#define MAX_ENTS 512
and maybe this
#define MAX_ITEMS 192
#define MAX_BUTTONS 192
I used on server this values:
Forum:
New Plugin Submissions
10-09-2010, 06:57
Replies:
92
[DeathRun] Triggers & Entities Fix v1.4.1 [UPDATE 21/03/11]
Views:
65,880
Posted By
AlexALX
Re: [DeathRun] Triggers & Entites Fix v1.0 beta
i use 1.8.2 and all works fine. check you modules. etc...
Forum:
New Plugin Submissions
10-05-2010, 16:45
Replies:
92
[DeathRun] Triggers & Entities Fix v1.4.1 [UPDATE 21/03/11]
Views:
65,880
Posted By
AlexALX
Re: [DeathRun] Triggers & Entities Fix v1.4 [UPDATE 30/09/10]
I looked at this map - it's an bug in map. It looks like that the door can open only 1 time for some time. Because I turned off my plugin and bug is still observed. It also observed for the normal...
Forum:
New Plugin Submissions
09-29-2010, 18:18
Replies:
92
[DeathRun] Triggers & Entities Fix v1.4.1 [UPDATE 21/03/11]
Views:
65,880
Posted By
AlexALX
Re: [DeathRun] Triggers & Entities Fix v1.4 [UPDATE 30/09/10]
Released v1.4. First post updated.
Forum:
Scripting Help
09-29-2010, 10:29
Replies:
8
Which of these methods creates less load for CPU?
Views:
2,134
Posted By
AlexALX
Re: Which of these methods creates less load for CPU?
i need get absmin absmax from armoury_entity (and item_*) and when armoury_entity moved update it. armoury_entity can lie on func_door and func_door moved with armoury_entity (and item_*).
Forum:
New Plugin Submissions
09-29-2010, 03:38
Replies:
92
[DeathRun] Triggers & Entities Fix v1.4.1 [UPDATE 21/03/11]
Views:
65,880
Posted By
AlexALX
Re: [DeathRun] Triggers & Entities Fix v1.4 BETA3 [UPDATE 28/09/10]
So help or not?
Forum:
Scripting Help
09-29-2010, 03:37
Replies:
8
Which of these methods creates less load for CPU?
Views:
2,134
Posted By
AlexALX
Re: Which of these methods creates less load for CPU?
Example?
Forum:
New Plugin Submissions
09-28-2010, 15:07
Replies:
92
[DeathRun] Triggers & Entities Fix v1.4.1 [UPDATE 21/03/11]
Views:
65,880
Posted By
AlexALX
Re: [DeathRun] Triggers & Entities Fix v1.4 BETA3 [UPDATE 28/09/10]
What version of plugin you use? And what version of amxmodx and admin.amxx plugin?
Showing results 1 to 25 of 117
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