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Posts Made By:
hzqst
Forum:
Module Coding
07-15-2015, 07:05
Replies:
20
Module: SemiclipEx
Views:
15,491
Posted By
hzqst
Re: Module: SemiclipEx
Can someone provide me with a newest linux goldsrc engine file(engine.so)? I can't make it a linux version without that
Forum:
Scripting Help
05-15-2015, 01:01
Replies:
8
Dissable shooting when in duck
Views:
1,752
Posted By
hzqst
Re: Dissable shooting when in duck
set player's m_flNextAttack = get_gametime() + 0.1 in PlayerPreThink when player is in duck
Forum:
Scripting Help
05-11-2015, 20:43
Replies:
3
View position roll
Views:
1,136
Posted By
hzqst
Re: View position roll
try pev->v_angle[2]?
Forum:
Scripting Help
05-11-2015, 20:41
Replies:
2
Player think update time
Views:
870
Posted By
hzqst
Re: Player think update time
1.Client sends a message with protocol "clc_move" (#define clc_move 2) to tell server that he has to run movement code.
2.the server-side engine will call SV_ParseMove, SV_ParseMove will call...
Forum:
Module Coding
05-02-2015, 23:14
Replies:
12
[SLVD] Pawn Cell Size
Views:
5,800
Posted By
hzqst
Re: Pawn Cell Size
1."cell" in amxx equal to "int" in c/c++, which means "new var;" = "int var;"
2.there is no need to use static_cast and reinterpret_cast.
Forum:
Scripting Help
04-27-2015, 07:42
Replies:
15
How to search & modify a code from swds.dll?
Views:
2,830
Posted By
hzqst
Re: How to search & modify a code from swds.dll?
hw.dll is encrypted, try this in attach files:
alt+t in IDA text view, search "Overflow %d temporary ents!\n" when analysis is finished and you will find it.
Forum:
Scripting Help
04-25-2015, 05:30
Replies:
15
How to search & modify a code from swds.dll?
Views:
2,830
Posted By
hzqst
Re: How to search & modify a code from swds.dll?
I use IDA Pro, it's very easy to decompile linux version engine.so to procedure code with this.
Forum:
Scripting Help
04-25-2015, 02:06
Replies:
15
How to search & modify a code from swds.dll?
Views:
2,830
Posted By
hzqst
Re: How to search & modify a code from swds.dll?
"Overflow 500 temporary ents!\n"
it's in hw.dll
TEMPENTITY *CL_TempEntAlloc(vec3_t org, model_t *model)
and it's not possible to change this from server.
Forum:
Scripting Help
04-23-2015, 05:48
Replies:
19
Orpheu - catching players say text
Views:
2,819
Posted By
hzqst
Re: Orpheu - catching players say text
ClientCommand is a dllfunc in fakemeta_const.inc, it's server-side
Forum:
Scripting Help
04-22-2015, 22:04
Replies:
19
Orpheu - catching players say text
Views:
2,819
Posted By
hzqst
Re: Orpheu - catching players say text
just hook ClientCommand
Forum:
Scripting Help
04-22-2015, 02:23
Replies:
2
register_touch and set_pev
Views:
844
Posted By
hzqst
Re: register_touch and set_pev
your "touch_wall" is called from engine:
void SV_RunCmd(usercmd_t *ucmd, int random_seed)
{
...
...
if (host_client->edict->v.solid)
{
vec3_t vel;
Forum:
Module Coding
04-22-2015, 01:56
Replies:
20
Module: SemiclipEx
Views:
15,491
Posted By
hzqst
Re: Module: SemiclipEx
AMXX can't make bullet/traceline semiclip because there is a bug on server-side engine phys code and i fixed it.
Forum:
Module Coding
04-22-2015, 00:05
Replies:
20
Module: SemiclipEx
Views:
15,491
Posted By
hzqst
Module: SemiclipEx
SemiclipEx
Author: hzqst
Version: 1.0 (no more update maybe)
Description: this module allows player and bullet (traceline) to pass through any entities in condition that decided by amxx plugin...
Forum:
Scripting Help
04-21-2015, 21:14
Replies:
5
Question about lights
Views:
1,211
Posted By
hzqst
Re: Question about lights
they are the same.
void PF_lightstyle_I(int style, char *val)
{
client_t *client;
int j;
sv.lightstyles[style] = val;
Forum:
Module Coding
04-21-2015, 19:38
Replies:
6
how can i hook void ClientCommand
Views:
2,324
Posted By
hzqst
Re: how can i hook void ClientCommand
Some commands don't go through ClientCommand, like "slot1~10", "screenshot", "quit", "connect","retry"
they are handled client-side,
see claudiuhks's reply.
Forum:
Module Coding
04-20-2015, 22:20
Replies:
28
[HELP] Writing a module hooking CBasePlayer::SetAnimation
Views:
19,549
Posted By
hzqst
Re: [HELP] Writing a module hooking CBasePlayer::SetAnimation
#define MAXSTUDIOTRIANGLES 20000 // TODO: tune this
#define MAXSTUDIOVERTS 2048 // TODO: tune this
#define MAXSTUDIOSEQUENCES 2048 // total animation sequences -- KSH incremented
#define...
Forum:
Module Coding
04-20-2015, 01:24
Replies:
2
Fake Custom Entity (win32)
Views:
2,194
Posted By
hzqst
Fake Custom Entity (win32)
First of all, i'm not a English native speaker so..just don't focous on my bad expression.
MS's Detours library is used.I'm not familiar with linux so no linux version here, but it's easy to make...
Forum:
Module Coding
04-01-2015, 05:00
Replies:
2
how to patch and replace the text "Server is full" with custom?
Views:
1,515
Posted By
hzqst
Re: how to patch and replace the text "Server is full" with custom?
void SV_RejectConnection(netadr_t *adr, char *fmt, ...)
int SV_FindEmptySlot(netadr_t *adr, int *pslot, client_t **ppClient)
{
client_t *client;
int slot;
int clients = 0;
for (slot = 0...
Forum:
Scripting Help
04-01-2015, 04:20
Replies:
3
Team Semiclip
Views:
1,417
Posted By
hzqst
Re: Team Semiclip
the best way to do player semiclip is to Rebuild pmove->physent array in pm_shared.c in server dll.
if you want traceline semiclip, you have to
give engine your pfnShouldCollide function:...
Forum:
Scripting Help
09-22-2014, 08:31
Replies:
6
reading line ( linux & windows line format )
Views:
1,453
Posted By
hzqst
Re: reading line ( linux & windows line format )
why not refer the AMXX source code?
Forum:
Scripting Help
09-22-2014, 00:34
Replies:
7
[Solved] Saving Entity Position - Problem
Views:
1,820
Posted By
hzqst
Re: Server Crash - Create Entity
g_engfuncs.pfnCreateNamedEntity(const char *name) needs a static space of memory as the first parameter.
in mp.dll we usually use
edict_t *pent =...
Forum:
Scripting Help
09-20-2014, 11:40
Replies:
10
[Need Help] Change Player Model
Views:
1,942
Posted By
hzqst
Re: [Need Help] Change Player Model
my code:
public fm_set_user_model(id)
{
new currentmodel[48];
get_user_info(id, "model", currentmodel, sizeof currentmodel - 1);
if(strcmp(currentmodel, g_model[id]))...
Forum:
Scripting Help
09-20-2014, 11:36
Replies:
6
MOVETYPE_FOLLOW and aiment to map entity
Views:
2,418
Posted By
hzqst
Re: MOVETYPE_FOLLOW and aiment to map entity
IDA analyze the engine.so(build 5996) with debug infomation.
Forum:
Scripting Help
09-20-2014, 11:28
Replies:
18
how to assign/change a weapon to a slot or detect slot key press?
Views:
4,191
Posted By
hzqst
Re: how to assign/change a weapon to a slot or detect slot key press?
post your code plz
Forum:
Scripting Help
09-19-2014, 22:39
Replies:
18
how to assign/change a weapon to a slot or detect slot key press?
Views:
4,191
Posted By
hzqst
Re: how to assign/change a weapon to a slot or detect slot key press?
I tried and it worked, my code:
MESSAGE_BEGIN(MSG_ONE, gmsgWeaponList, NULL, pPlayer->pev);
WRITE_STRING(m_II.pszName);
WRITE_BYTE(pPlayer->GetAmmoIndex(m_II.pszAmmo1));//fuck it...
Showing results 1 to 25 of 219
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