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Posts Made By:
Bad_Bud
Forum:
Scripting Help
09-02-2016, 22:42
Replies:
4
Touching SOLID_BBOX with SOLID_TRIGGER
Views:
2,373
Posted By
Bad_Bud
Re: Touching SOLID_BBOX with SOLID_TRIGGER
This is solved. Apparently the way to do it is to drop an item as a SOLID_BBOX with a mins/maxs of {0.0, 0.0, 0.0}. It will register a single touch when it lands on a surface, then it will be...
Forum:
Scripting Help
09-02-2016, 17:53
Replies:
4
Touching SOLID_BBOX with SOLID_TRIGGER
Views:
2,373
Posted By
Bad_Bud
Re: Touching SOLID_BBOX with SOLID_TRIGGER
Yes, it works. The complete function actually looks like this. I am adding the second condition where Toucher is not a player. The first part has always worked, regardless of whether or not Ent was a...
Forum:
Scripting Help
09-02-2016, 17:45
Replies:
5
[HELP] Players touching through thin walls
Views:
1,585
Posted By
Bad_Bud
Re: [HELP] Players touching through thin walls
It looks like is_wall_between_points should work in the picture you have provided. In your case was ignore_entities true or false? It looks like is_wall_between_points already ignores monsters...
Forum:
Scripting Help
09-02-2016, 16:23
Replies:
19
set max ammunition endless?
Views:
3,688
Posted By
Bad_Bud
Re: set max ammunition endless?
I think you will need to scan either the pdata of the player or the weapon and see if you can determine a value that represents the max ammunition reserve, then change that value to what you want....
Forum:
Scripting Help
09-02-2016, 16:15
Replies:
4
Touching SOLID_BBOX with SOLID_TRIGGER
Views:
2,373
Posted By
Bad_Bud
Re: Touching SOLID_BBOX with SOLID_TRIGGER
RegisterHam(Ham_Touch, "info_target", "Touch_Misc")
public Touch_Misc(Ent, Toucher)
{
//If an item collides with a SOLID_BBOX entity, cause it to stop moving
if(pev(Toucher,...
Forum:
Scripting Help
09-02-2016, 16:10
Replies:
4
Touching SOLID_BBOX with SOLID_TRIGGER
Views:
2,373
Posted By
Bad_Bud
Touching SOLID_BBOX with SOLID_TRIGGER
I am trying to drop a SOLID_TRIGGER with MOVETYPE_TOSS on top of a SOLID_BBOX so that it comes to rest there. When the entities touch I want to set the movetype of the trigger to MOVETYPE_NONE. But...
Forum:
Scripting Help
09-02-2016, 15:10
Replies:
5
The Specialists: Modifying Kill Weapon
Views:
931
Posted By
Bad_Bud
Re: The Specialists: Modifying Kill Weapon
I'm talking about original bugs in the game.
Forum:
Scripting Help
09-02-2016, 06:26
Replies:
2
Hooking Entity Spawn/Entities Created Through Other Plugins
Views:
1,065
Posted By
Bad_Bud
Re: Hooking Entity Spawn/Entities Created Through Other Plugins
It might work if you capture one of the entities and use RegisterHamFromEntity. If that's still not working, then I would guess the entities are not necessarily calling DLLFunc_Spawn. I'm not sure if...
Forum:
Scripting Help
09-02-2016, 06:15
Replies:
10
set_task
Views:
1,608
Posted By
Bad_Bud
Re: set_task
It should look something like this, I think:
new Float:SafeTime[33]
RegisterHam(Ham_Spawn, "player", "FwPlayerSpawnPost", 1)
RegisterHam(Ham_TakeDamage, "player", "FwPlayerTakeDamagePre", 0)...
Forum:
Scripting Help
09-02-2016, 05:42
Replies:
9
What are the constants returned by Ham_Classify?
Views:
1,777
Posted By
Bad_Bud
Re: What are the constants returned by Ham_Classify?
I guess I should mention I found it useful to RegisterHam a Ham_Classify for all the entity classnames I care about, and always call the ExecuteHamB version.
Forum:
Scripting Help
08-31-2016, 15:03
Replies:
5
The Specialists: Modifying Kill Weapon
Views:
931
Posted By
Bad_Bud
Re: The Specialists: Modifying Kill Weapon
I had a theory that deaths caused by non-player inflictors would sometimes cause the server to crash. So I was experimenting with rerouting damage from non-player inflictors to player sources, which...
Forum:
Scripting Help
08-30-2016, 17:15
Replies:
5
The Specialists: Modifying Kill Weapon
Views:
931
Posted By
Bad_Bud
Re: The Specialists: Modifying Kill Weapon
Here's some data I collected...
46: 0, 47: 0, 48: 0
46: 1, 47: 141894108, 48: 147064828
46: 2, 47: 141894164, 48: 147065816
46: 3, 47: 141894220, 48: 147066804
46: 4, 47:...
Forum:
Scripting Help
08-30-2016, 14:48
Replies:
6
x seconds after round start
Views:
1,476
Posted By
Bad_Bud
Re: x seconds after round start
You need to block out your if statements if they include multiple lines. You are only executing set_user_health for team==1 and team==2. Everything else is executed every time regardless of team. I...
Forum:
Scripting Help
08-30-2016, 14:31
Replies:
5
Passing handle and buffer together
Views:
1,422
Posted By
Bad_Bud
Re: Passing handle and buffer together
Is the data in the buffer valid though? What is the some_value? Have you tried to use copy instead of add?
Forum:
Scripting Help
08-30-2016, 03:09
Replies:
5
The Specialists: Modifying Kill Weapon
Views:
931
Posted By
Bad_Bud
The Specialists: Modifying Kill Weapon
I do not expect anyone will be able to help me with this, but I figured I would ask anyway.
Working in The Specialists, I have an issue where I need to modify which weapon a kill is attributed to....
Forum:
Scripting Help
08-28-2016, 17:13
Replies:
9
What are the constants returned by Ham_Classify?
Views:
1,777
Posted By
Bad_Bud
Re: What are the constants returned by Ham_Classify?
Would they potentially be different on a mod to mod basis as KliPPy suggests? I don't think I would be able to view this for TS.
Forum:
Scripting Help
08-28-2016, 17:07
Replies:
9
What are the constants returned by Ham_Classify?
Views:
1,777
Posted By
Bad_Bud
Re: What are the constants returned by Ham_Classify?
Where did you get this from, or did you have to guess?
Forum:
Scripting Help
08-28-2016, 17:05
Replies:
9
What are the constants returned by Ham_Classify?
Views:
1,777
Posted By
Bad_Bud
Re: What are the constants returned by Ham_Classify?
This is for The Specialists in particular.
I check a lot of entities from time to time and I was wondering if there was a useful application of Ham_Classify rather than checking classnames. I was...
Forum:
Scripting Help
08-28-2016, 14:58
Replies:
9
What are the constants returned by Ham_Classify?
Views:
1,777
Posted By
Bad_Bud
What are the constants returned by Ham_Classify?
Hi friends, I am wondering if there are constants (or at least an explanation) for the values returned by Ham_Classify. I haven't been able to find it. As far as I can tell, 0 is some non-player...
Forum:
New Plugin Submissions
08-27-2016, 20:12
Replies:
2
TS_Stability
Views:
1,775
Posted By
Bad_Bud
Re: TS_Stability
Okay, thanks.
Forum:
Unapproved/Old Plugins
08-27-2016, 19:20
Replies:
15
Owner connected info
Views:
3,962
Posted By
Bad_Bud
Re: Owner connected info
That's definitely the source he uploaded. Why does the web compiler give back an amxx file as if it compiled? Also the amxx it returns is massive.
Forum:
Unapproved/Old Plugins
08-27-2016, 14:38
Replies:
15
Owner connected info
Views:
3,962
Posted By
Bad_Bud
Re: Owner connected info
I don't know jack about amxx admin, because I've never used it, but this part doesn't look correct:
public adminHUD(id)
{
if (get_user_flags && ADMIN_RCON(id))
{
...
Forum:
New Plugin Submissions
08-27-2016, 13:59
Replies:
2
TS_Stability
Views:
1,775
Posted By
Bad_Bud
TS_Stability
This plugin aims to prevent a number of common crashes in The Specialists 3.0
Additional Features
The server owner can specify whether or not powerups will appear in the map, using the cvar...
Forum:
Scripting Help
08-27-2016, 13:04
Replies:
8
new i ... or for( new i ...?
Views:
1,943
Posted By
Bad_Bud
Re: new i ... or for( new i ...?
Or if you really want
static i
for( i = 0 ; ... )
Forum:
Scripting Help
08-20-2016, 13:59
Replies:
32
Stupid question: "const" vs "#define"
Views:
12,024
Posted By
Bad_Bud
Re: Stupid question: "const" vs "#define"
I was going for a more practical scenario...
Replacing every reference with MYSTRING1 (so that MYSTRING1 appears 30 times within the loop) and then deleting the other 9 definitions at the top, the...
Showing results 1 to 25 of 493
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