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Posts Made By:
Greyscale
Forum:
Scripting
10-28-2014, 11:48
Replies:
16
Throw error in calling plugin if call origin is a native
Views:
4,515
Posted By
Greyscale
Re: Throw error in calling plugin if call origin is a native
Why do you need to validate your internal methods? I think that's the root cause of your issue here. If you just move all validation to the outer API then problem solved. If you want to do...
Forum:
Scripting
10-27-2014, 17:12
Replies:
16
Throw error in calling plugin if call origin is a native
Views:
4,515
Posted By
Greyscale
Re: Throw error in calling plugin if call origin is a native
Validation only need be done in the external API (because it's not guaranteed that your consumers will provide valid inputs). The internal implementation shouldn't need validation as all its usages...
Forum:
Plugins
08-12-2011, 02:37
Replies:
1,201
Zombie Riot V1.9.1b
Views:
770,276
Posted By
Greyscale
Re: Zombie Riot V1.9.1b
This isn't crashing your server. It's something that happens when the plugin is unloading for whatever reason.
No you can set respawn to 0 and then if you have 1 boss it will only spawn 1.
Forum:
Zombie:Reloaded
08-12-2011, 02:11
Replies:
10
Players have to download all maps when join
Views:
2,729
Posted By
Greyscale
Re: Players have to download all maps when join
If you use fastdl right, it shouldn't be forcing download of all maps. Are you sure you have the map files both on the fastdl server and the game server?
Forum:
Zombie:Reloaded
08-08-2011, 22:13
Replies:
3
Unloading Problem
Views:
1,253
Posted By
Greyscale
Re: Unloading Problem
This is a bug in SM if ZR is not fully disabling. Though, if you don't configure your SM settings correctly, map changes could be reloading ZR.
Forum:
Zombie:Reloaded
07-30-2011, 06:23
Replies:
4
zombiemod with rpg
Views:
2,030
Posted By
Greyscale
Re: zombiemod with rpg
Well seeing as last time I checked 75+ servers run it.. are you sure you installed it right?
Forum:
Zombie:Reloaded
07-29-2011, 23:16
Replies:
1,145
Zombie:Reloaded V2.5.1
Views:
550,593
Posted By
Greyscale
Re: Zombie:Reloaded V2.5.1
I actually just added this feature for the next version ;) If I understand your question, you are looking to respawn zombies as zombies and humans as humans?
Forum:
Scripting
07-29-2011, 20:57
Replies:
5
Unsticking players
Views:
1,762
Posted By
Greyscale
Re: Unsticking players
Peace-Maker, I will try that out. I'm just skeptical of how safe it is to do that.
Forum:
Scripting
07-28-2011, 15:35
Replies:
5
Unsticking players
Views:
1,762
Posted By
Greyscale
Unsticking players
Methods ruled out:
-Changing collision groups. Reason: Changing collision groups on colliding entities seems to be triggering some weird engine bug in some servers possibly also on certain maps....
Forum:
Extensions
07-28-2011, 14:22
Replies:
28
[EXTENSION ALL] CTX editor (For anything/everything)
Views:
22,152
Posted By
Greyscale
Re: [EXTENSION ALL] CTX editor (For anything/everything)
I'm confused. So.. is it possible to set per-player clip sizes? How do you specify the player? What if I set clip size on m4 with CTX_PLAYER? Can any type be used with any variable?
P.S....
Forum:
Extensions
07-28-2011, 13:56
Replies:
2,726
SDK Hooks 2.1 - Updated 2011-9-10
Views:
2,827,493
Posted By
Greyscale
Re: SDK Hooks 2.0 - It's beta time again!
ello,
Returning false in shouldcollide for a client seems to be blocking damage.. even from bullets. I know this isn't a bug in SDKHooks, but does this make sense? Does a hook exist that would...
Forum:
Scripting
07-27-2011, 15:13
Replies:
7
getplayerhandle
Views:
1,625
Posted By
Greyscale
Re: getplayerhandle
http://wiki.alliedmods.net/KeyValues_(SourceMod_Scripting)
I googled "sourcemod wiki keyvalues"
Use SetEntPropEnt (http://docs.sourcemod.net/api/index.php?fastload=show&id=86&)
Use the...
Forum:
Scripting
07-27-2011, 03:25
Replies:
58
Concept: Project base
Views:
11,816
Posted By
Greyscale
Re: Concept: Project base
I actually debugged a weird memory corruption bug by commenting out every single module in ZR leaving behind the one with the bug. It made it 100x easier to isolate when I'm looking through a single...
Forum:
Scripting
07-26-2011, 14:33
Replies:
7
getplayerhandle
Views:
1,625
Posted By
Greyscale
Re: getplayerhandle
1. http://docs.sourcemod.net/api/index.php?fastload=show&id=934&
2. http://docs.sourcemod.net/api/index.php?fastload=show&id=43&
It looks through all entities starting from where you say. It's...
Forum:
Scripting
07-26-2011, 14:08
Replies:
58
Concept: Project base
Views:
11,816
Posted By
Greyscale
Re: Concept: Project base
I'm not sure how it hurts maintainability and reusability, could you explain more? I agree that you end up with high coupling which is a bitch sometimes, but after hours of discussion with the other...
Forum:
Scripting
07-26-2011, 04:06
Replies:
58
Concept: Project base
Views:
11,816
Posted By
Greyscale
Re: Concept: Project base
I think checking the game at runtime for EVERY game-specific feature would be a bad design choice when it comes to plugins that can be very different between different games.
The good thing about...
Forum:
Zombie:Reloaded
07-13-2011, 23:51
Replies:
172
Engine Bug: "Physical Mayhem" Discussion
Views:
74,844
Posted By
Greyscale
Re: Engine Bug: "Physical Mayhem" Discussion
Antistick is not only now 10000x faster and 100% accurate, but it should no longer trigger bouncing props. Thanks to SDKHooks, strontiumdog although his code was old, and tjdgns9246.
I'm leaving...
Forum:
Plugins
07-13-2011, 23:48
Replies:
82
[CSS&TF2] Red Rover 1.1.1
Views:
32,999
Posted By
Greyscale
Re: [CSS&TF2] Red Rover 1.1.1
// --------------------------------
July 13th 2011 (v1.1.1)
- Fixed some stuff that broke in CS:S.
- Fixed pl_ maps not ending properly in TF2.
- Various other fixes, no additions.
//...
Forum:
Plugins
07-13-2011, 20:40
Replies:
82
[CSS&TF2] Red Rover 1.1.1
Views:
32,999
Posted By
Greyscale
Re: [CSS&TF2] Red Rover 1.1.0
I fixed pl_ maps not ending correctly. And I couldn't reproduce the spy issue.. I was disguised as blue when all of red team got killed and switched and the round didn't end.
Forum:
Snippets and Tutorials
07-13-2011, 18:14
Replies:
458
SMLIB 0.11 BETA (over 300 Function Stocks) | updated 15.07.2011
Views:
322,977
Posted By
Greyscale
Re: SMLIB 0.9.4 BETA (278 Function Stocks) | updated 31.01.2011
ZR uses SDKHooks to block WeaponCanUse. Something like GivePlayerItem just spawns the entity at the client's feet and they will pick it up normally. But ZR stops the pickup of any weapon.
I...
Forum:
Plugins
07-13-2011, 17:22
Replies:
82
[CSS&TF2] Red Rover 1.1.1
Views:
32,999
Posted By
Greyscale
Re: [CSS&TF2] Red Rover 1.1.0
An update with what?
Forum:
Scripting
07-12-2011, 18:24
Replies:
17
a few questions (CS:S)
Views:
3,669
Posted By
Greyscale
Re: a few questions (CS:S)
Look at clientprefs.inc. That uses mysql to store keys per-client. The client sets up their database info in their sourcemod configs.
Forum:
Scripting
07-12-2011, 17:05
Replies:
13
Block pick up weapon
Views:
4,842
Posted By
Greyscale
Re: Block pick up weapon
SDKHooks has become almost a requirement for SM servers these days. I have a feeling it will one day ship with SM.
It is made by the same people that SM is maintained by, so you can trust it.
Forum:
Unapproved Plugins
07-12-2011, 16:42
Replies:
112
DeadChat 1.3
Views:
96,863
Posted By
Greyscale
Re: DeadChat 1.3
I had no idea so many servers were running this. I'll fix double messages. The only solution I can think of is just disabling it when the round ends and re-enabling at round start. Hopefully this...
Forum:
Zombie:Reloaded
07-10-2011, 15:37
Replies:
7
Zombie:Reloaded Class Limit
Views:
1,995
Posted By
Greyscale
Re: Zombie:Reloaded Class Limit
Or dynamic arrays that allow unlimited.
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