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Search: Posts Made By: turtsmcgurts
Forum: Scripting 07-20-2015, 19:32
Replies: 4
Views: 1,032
Posted By turtsmcgurts
Re: spawn tf2 player entity (NEW aimbot detection idea)

I remember seeig something like this although I can't remember the name or game of it. Right before the suspect kills a person, it spawns some invisible playermodel above the head of his victim with...
Forum: Scripting 07-15-2015, 16:12
Replies: 3
Views: 865
Posted By turtsmcgurts
Re: Detect of headshot

Any plugin uploaded on this website must have the source included, so you can look at any of those results to see how they track headshots.
Forum: Scripting 07-12-2015, 16:18
Replies: 12
Views: 2,750
Posted By turtsmcgurts
Re: [SDKHooks] Remove damage without removing push force?

A hacky workaround I used to accomplish this was to simply add the damage amount to the victims health to negate the incoming damage. If I remember correctly though, OnTakeDamage doesn't report the...
Forum: General 03-26-2015, 14:05
Replies: 276
Views: 210,035
Posted By turtsmcgurts
Re: RELEASE | SPEdit - a lightweight sourcepawn editor - NEW: Lysis & Dissassembler

Any chances you could add in something like #region (https://msdn.microsoft.com/en-us/library/9a1ybwek.aspx)?

//region Variables

your variables

//endregion


would be very convenient....
Forum: Snippets and Tutorials 03-19-2015, 03:12
Replies: 3
Views: 2,073
Posted By turtsmcgurts
Re: [TOOLS] Server UpTime Restarter

Are regular restarts necessary with the source engine? I always found map changes to be sufficient.
Forum: SourceMod Anti-Cheat 03-04-2015, 01:07
Replies: 47
Views: 15,011
Posted By turtsmcgurts
Re: [ANTIHACK] Developing SMAC Wrapper (Information has Changed 9 FEB 2015)

I'm not sure if you're specifically referencing the aimbot module or whatever else, but I would say their antiwallhack is the best they've done. There isn't a reliable way to bypass it. Currently...
Forum: Scripting 02-20-2015, 15:43
Replies: 3
Views: 1,325
Posted By turtsmcgurts
Re: Get Ceiling Origin (Trace Ray)

decl Float:vecOrigin[3], Float:vecPos[3];
GetClientAbsOrigin(client, vecOrigin);
new Handle:trace = TR_TraceRay(vecOrigin, {-90.0, 0.0, 0.0}, MASK_SHOT_HULL, RayType_Infinite); ...
Forum: Scripting 02-20-2015, 15:37
Replies: 3
Views: 1,625
Posted By turtsmcgurts
Re: Velocity by aim

https://sm.alliedmods.net/api/index.php?fastload=show&id=40&

new Float: velocity = 80.0;
TeleportEntity(client, NULL_VECTOR, NULL_VECTOR, velocity);
Forum: Scripting 12-28-2014, 04:46
Replies: 36
Views: 11,750
Posted By turtsmcgurts
Re: [Help] Spawning Rocket, Setting Entity Properties(TF2)

new String:rocket_entity_name[32] = "tf_projectile_rocket";
public FireRocket (client, Float: attack_direction[3], team, Float: speed) {
new Float: origin[3];
GetClientAbsOrigin(client,...
Forum: Scripting 12-18-2014, 05:25
Replies: 36
Views: 11,750
Posted By turtsmcgurts
Re: [Help] Spawning Rocket (TF2)

SpawnRocket()
{
rocket_entity = CreateEntityByName(rocket_entity_name); //"tf_projectile_rocket"

//1100 is the velocity of a normal rocket
//1980 is the velocity of a...
Forum: Scripting 12-15-2014, 04:09
Replies: 5
Views: 1,240
Posted By turtsmcgurts
Re: Check for Tournament Team Name & State Change

the SOAP DM (https://github.com/Langeh/SOAP-TF2DM/blob/master/addons/sourcemod/scripting/soap_tournament.sp) plugin has a way to monitor when teams ready up, find it and make it return...
Forum: Scripting 12-12-2014, 01:08
Replies: 5
Views: 725
Posted By turtsmcgurts
Re: TF2 Allot of questions

the SOAP DM (https://github.com/Langeh/SOAP-TF2DM/blob/master/addons/sourcemod/scripting/soap_tournament.sp) plugin has a way to monitor when teams ready up, find it and make it return...
Forum: Scripting 12-09-2014, 22:55
Replies: 6
Views: 2,124
Posted By turtsmcgurts
Re: Detonate rocket/sticky/pipe on proximity?

this looks exactly like what you're trying to do, should show you how sdkcalls work as well.
(https://forums.alliedmods.net/showthread.php?p=1519663)
Forum: Scripting 12-08-2014, 19:45
Replies: 9
Views: 2,825
Posted By turtsmcgurts
Re: [MENU] Spacer

Just taking a guess, have you tried using the newline character \n?

edit: i wouldn't say i'm expecting it to work in this scenario, just throwing it out there on the off chance.
Forum: Scripting 12-08-2014, 18:18
Replies: 17
Views: 10,241
Posted By turtsmcgurts
Re: [Help] Trace Ray Functions

public bool:rayhitplayer(entity,mask,any:data)
{
if(entity==data) //did the trace hit the player?
{
return false;
}
else //nope, it did not.
{
return true;
}
Forum: Scripting 12-06-2014, 00:37
Replies: 5
Views: 1,221
Posted By turtsmcgurts
Re: Calculating DPM / DPS / DOT?

i would approach it like this

new player_start_times[MAXPLAYERS+1];
new player_damage[MAXPLAYERS+1];

public Player_Join_Team(client, team) {
if(team != spectator)...
Forum: Scripting 12-05-2014, 17:13
Replies: 17
Views: 10,241
Posted By turtsmcgurts
Re: [Help] Trace Ray Functions

it's a box going from one position to the other. you can adjust the minimum and maximum sizes so it could be really thin or something though.

you set the starting position and size, then you set...
Forum: Scripting 12-05-2014, 17:09
Replies: 1
Views: 718
Posted By turtsmcgurts
Re: CS:GO Calculating Statistics For Each Weapon

you want to look into enums and arrays.

it would end up looking something like this

enum weapons {
ak47,
m4a1,
awp;
}
Forum: Scripting 12-05-2014, 04:55
Replies: 17
Views: 10,241
Posted By turtsmcgurts
Re: [Help] Trace Ray Functions

pseudocode. probably won't compile.

Float: Get_Hit_Point_Forward(client) {
new Float: origin[3]; //where we store the players position
new Float:angles[3]; //where we store where the player is...
Forum: Scripting 11-30-2014, 05:53
Replies: 7
Views: 2,285
Posted By turtsmcgurts
Re: [Help] Tracking projectiles (TF2)

It shows the different properties for the entity. It's useful for a lot of different situations.

SpawnRocket()
{
rocket_entity = CreateEntityByName(rocket_entity_name); //creates a new...
Forum: Scripting 11-30-2014, 04:54
Replies: 7
Views: 2,285
Posted By turtsmcgurts
Re: [Help] Tracking projectiles (TF2)

I imagine that tf_projectile_pipe doesn't use "m_hOwnerEntity".

Using the sm_dump_datamaps command and searching for "tf_projectile_pipe", I found this (http://pastebin.com/LRFSAxtG).

Try...
Forum: Scripting 11-30-2014, 00:57
Replies: 7
Views: 2,285
Posted By turtsmcgurts
Re: [Help] Tracking projectiles (TF2)

You should be able to use GetEdictClassName (https://sm.alliedmods.net/api/index.php?fastload=show&id=65&).

Add that into OnEntityCreated and have it print the classname out, then fire the pipe.
Forum: Scripting 11-29-2014, 15:57
Replies: 7
Views: 2,285
Posted By turtsmcgurts
Re: [Help] Tracking projectiles (TF2)

#define rocket_name "tf_projectile_rocket"
new players_rocket[MAXPLAYERS+1]; //this only tracks the latest rocket fired by each client

public OnEntityCreated (entity, const String:classname[]) {...
Forum: Scripting 11-29-2014, 15:45
Replies: 5
Views: 1,870
Posted By turtsmcgurts
Re: Teleport Client Flat on ground

What is the problem exactly? Since you're saying they're frozen it makes me think that "The client will spawn a little bit above the floor." is no longer the issue. If they're getting stuck on uneven...
Forum: Scripting 11-29-2014, 06:30
Replies: 5
Views: 1,559
Posted By turtsmcgurts
Re: Show number alive on enemy team

There's a way to do it indirectly, but at a great cost. We did this a long time ago so the details will be a bit fuzzy, but I think we made a couple custom fonts that were green/red squares and...
Showing results 1 to 25 of 51

 
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