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Posts Made By:
Arg!
Forum:
Plugins
05-28-2017, 20:22
Replies:
927
Connect Announce
Views:
659,354
Posted By
Arg!
Re: Connect Announce
sorry, i dont follow the cvar part of that - or why or what your trying to achieve.
This sounds interesting, im not sure how the configuration for that would look like though. Perhaps a...
Forum:
Plugins
04-26-2017, 04:00
Replies:
205
Model Fun
Views:
124,860
Posted By
Arg!
Re: Model Fun
Its been a long while now - from memory i couldnt get actually 'attaching' models to other models to work at all, couldnt find a solid way to get a handle on existing 'stuff' to use a parent for new...
Forum:
Plugins
03-15-2017, 20:50
Replies:
927
Connect Announce
Views:
659,354
Posted By
Arg!
Re: Connect Announce
Oh that makes sense - it shouldnt actually be in includes from what i just read before and should only be stated after the includes as it will apply it to all the following code essentially whats...
Forum:
Plugins
02-13-2017, 18:39
Replies:
927
Connect Announce
Views:
659,354
Posted By
Arg!
Re: Connect Announce
Ok, that makes sense. I still think its out of scope for this particular plugin though. Possible something you could hook up thru the MOTD or theres possible another plugin that already does this?
...
Forum:
Plugins
02-13-2017, 18:23
Replies:
927
Connect Announce
Views:
659,354
Posted By
Arg!
Re: Connect Announce
Im not 100% sure i understand the last 2 questions here but they feel out of scope for this given the intent is to Announce the Connection of players to other players.
Forum:
Plugins
02-12-2017, 19:48
Replies:
927
Connect Announce
Views:
659,354
Posted By
Arg!
Re: Connect Announce
It uses the Generic admin flag and you need to have the message setup in cannounce_settings.txt under messages_admin section. If the message is no different to the regular message then they will be...
Forum:
Plugins
05-16-2016, 21:47
Replies:
205
Model Fun
Views:
124,860
Posted By
Arg!
Re: Model Fun
'data/modelfun.txt' is automatically created on first plugin load if i remember correctly, which is entirely possible i dont!
not sure how much of this plugin will still work given how much valve...
Forum:
Plugins
04-18-2016, 21:43
Replies:
927
Connect Announce
Views:
659,354
Posted By
Arg!
Re: Connect Announce
True - but this should work though and your hardcoded workaround wont account for playername changes.
out of curiostity could you put another character at the start of the 'message' parameter just...
Forum:
Plugins
04-04-2016, 20:46
Replies:
927
Connect Announce
Views:
659,354
Posted By
Arg!
Re: Connect Announce
Cant see how could be port related but definetly sounds like something is wrong with the GeoIP data in your sourcemod installation.
Either that or there is NO data in the GeoIP dat file for your...
Forum:
Plugins
03-21-2016, 19:20
Replies:
927
Connect Announce
Views:
659,354
Posted By
Arg!
Re: Connect Announce
Includes dont work that way - you only need to have them available when compiling the smx. In fact you dont even need the scripting directory on your server when running it.
As for the error, this...
Forum:
Plugins
02-10-2016, 20:26
Replies:
927
Connect Announce
Views:
659,354
Posted By
Arg!
Re: Connect Announce
you've only put the entry point file in, not the whole source!
Forum:
Plugins
11-29-2015, 19:19
Replies:
927
Connect Announce
Views:
659,354
Posted By
Arg!
Re: Connect Announce
Please post source when doing modifications!
it might be worth merging this in but ill probably have to do the game detection stuff - apparently player_connect_client is orangebox and greater only.
Forum:
Plugins
11-25-2015, 16:02
Replies:
527
FuncommandsX
Views:
390,695
Posted By
Arg!
Re: FuncommandsX
I would target @all 'off' then retarget the ones you want back 'on'
https://wiki.alliedmods.net/Admin_Commands_%28SourceMod%29
much easier with the commands than the menu, from memory
Forum:
Plugins
11-22-2015, 18:36
Replies:
527
FuncommandsX
Views:
390,695
Posted By
Arg!
Re: FuncommandsX
Very cool - sounds like something i would have done on purpose if i knew how!
Forum:
Plugins
12-23-2014, 20:02
Replies:
927
Connect Announce
Views:
659,354
Posted By
Arg!
Re: Connect Announce
thats weird - it could still be an engine bug, eg the event fires twice, but ill double check the code anyways.
Please do update us if they patch this in the mean time.
Forum:
Plugins
12-05-2014, 06:30
Replies:
527
FuncommandsX
Views:
390,695
Posted By
Arg!
Re: FuncommandsX
Its been a month since the testing version has been released and we've had no feedback from any users.
Since no news is good news, that means it must be working!
Ive published Spazman0's changes...
Forum:
Plugins
10-30-2014, 20:56
Replies:
527
FuncommandsX
Views:
390,695
Posted By
Arg!
Re: FuncommandsX
So to be conicise - make sure that sm_selfcolorize is 1 when actually in game (eg its not getting unset somewhere) and i also dont know that you can use the override for a console command so try...
Forum:
Plugins
10-30-2014, 01:16
Replies:
527
FuncommandsX
Views:
390,695
Posted By
Arg!
Re: FuncommandsX
you are using it as a console command not a sourcemod command right?
from (distant) memory you can use it in chat by doing
/colorme <color>
Forum:
Plugins
08-30-2014, 20:43
Replies:
527
FuncommandsX
Views:
390,695
Posted By
Arg!
Re: FuncommandsX
What needs to be updated for csgo?
Forum:
Plugins
06-15-2014, 20:36
Replies:
205
Model Fun
Views:
124,860
Posted By
Arg!
Re: Model Fun
After valve introduced offical hats into tf2 this plugin basically became redundant overnight, at least for tf2
Forum:
Plugins
03-23-2014, 19:37
Replies:
927
Connect Announce
Views:
659,354
Posted By
Arg!
Re: Connect Announce
From memory, the sm_ca_autoallowmsg flag will automatically provision the steam id to have a connect message but you will have to manually disallow the connect message when you no longer want the...
Forum:
Plugins
11-29-2012, 21:11
Replies:
527
FuncommandsX
Views:
390,695
Posted By
Arg!
Re: FuncommandsX
Given no reports of issues, ive updated the main version of the plugin - details on the first post.
Forum:
Plugins
11-26-2012, 21:00
Replies:
527
FuncommandsX
Views:
390,695
Posted By
Arg!
Re: FuncommandsX
Excellent - been a looooooong time since i checked the api docs.
Anyway, heres a testing version, can you please make sure it does the right stuff and get back to me with some results before i...
Forum:
Plugins
11-26-2012, 17:24
Replies:
527
FuncommandsX
Views:
390,695
Posted By
Arg!
Re: FuncommandsX
i cant see how i would detect the gagged status of a player in order to prevent their message. Since gag is just a plugin which blocks 'chat' output then i wouldnt know when printing the output of...
Forum:
Plugins
11-13-2012, 19:16
Replies:
927
Connect Announce
Views:
659,354
Posted By
Arg!
Re: Connect Announce
Given 2 weeks without any negative feedback ive release 1.6 on the front page - see there for release notes. This is all thanks to Dont Fear The Reaper...
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