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Posts Made By:
vitorrossi
Forum:
Module Coding
11-30-2018, 08:39
Replies:
10
Delete
Views:
5,407
Posted By
vitorrossi
Re: Delete
It would be helpful instead of deleting the content of your thread, to post the solution you came up with which may help someone in the future.
Forum:
Module Coding
03-21-2018, 15:26
Replies:
1
CBasePlayerItem help
Views:
1,806
Posted By
vitorrossi
CBasePlayerItem help
Working on a Metamod plugin, I am hooking AddPlayerItem in the same way Hamsandwich does.
The function takes three arguments as below
BOOL __fastcall HookAddPlayerItem(void *pthis, int i,...
Forum:
Unapproved/Old Plugins
03-12-2018, 14:55
Replies:
5
PUG Auto Spec on Connect & 5v5 Team lock
Views:
4,644
Posted By
vitorrossi
Re: PUG Auto Spec on Connect & 5v5 Team lock
set_pdata_int( id, m_bHasChangeTeamThisRound, 0, XO_PLAYER )
This offset is a boolean. You should use set_pdata_bool instead
Forum:
Code Snippets/Tutorials
08-10-2017, 07:26
Replies:
107
[TUT] Custom Weapon Hud Sprites + Slot Redirection
Views:
109,581
Posted By
vitorrossi
Re: [TUT] Custom Weapon Hud Sprites + Slot Redirection
Ah yes I see it now. Thank you
Forum:
Code Snippets/Tutorials
08-09-2017, 15:03
Replies:
107
[TUT] Custom Weapon Hud Sprites + Slot Redirection
Views:
109,581
Posted By
vitorrossi
Re: [TUT] Custom Weapon Hud Sprites + Slot Redirection
Instead of using
RegisterHam( Ham_Item_AddToPlayer, "weapon_knife", "OnAddToPlayerKnife", .Post = true );
I just tested
public plugin_precache( )
{
register_message( get_user_msgid(...
Forum:
Code Snippets/Tutorials
07-21-2017, 15:39
Replies:
40
[INC] Beam Entities
Views:
35,295
Posted By
vitorrossi
Re: [INC] Beam Entities
This is a great alternative, especially when only using one beam.
However you need to be careful if using this with multiple beams, i.e. if you have 10 beams and 10 players, you'd have to call this...
Forum:
Code Snippets/Tutorials
07-11-2017, 13:40
Replies:
40
[INC] Beam Entities
Views:
35,295
Posted By
vitorrossi
Re: [INC] Beam Entities
I'm trying to use this stock to create a beam and register_touch with player.
It works fine if the beam is created parallel to two axis (i.e. X and Y, X and Z or Y and Z).
However if the beam is...
Forum:
Scripting Help
05-16-2017, 10:45
Replies:
11
weird errors - invalid return values
Views:
2,124
Posted By
vitorrossi
Re: weird errors - invalid return values
Look at this in case you're still having issues with pev_iuser
https://forums.alliedmods.net/showthread.php?t=294188
Forum:
Scripting Help
05-16-2017, 10:36
Replies:
4
Constants in multiple plugins
Views:
882
Posted By
vitorrossi
Re: Constants in multiple plugins
My understanding is that a macro such as:
#define var 5
new szArray[16];
szArray[var] = 7;
szArray[2] = var;
Uses twice as much memory as the following since #define is done in the...
Forum:
Scripting Help
05-16-2017, 01:05
Replies:
11
weird errors - invalid return values
Views:
2,124
Posted By
vitorrossi
Re: weird errors - invalid return values
Your last %s is not linked to any variable.
i.e.: ( Line 53 ... pev(entity, pev_iuser2), found, classname_string )
Forum:
Scripting Help
05-16-2017, 00:22
Replies:
4
Constants in multiple plugins
Views:
882
Posted By
vitorrossi
Constants in multiple plugins
If I have an include file such as:
#if defined _pdata_offsets_inc
#endinput
#endif
#define _pdata_offsets_inc
const m_pPlayer = 41;
const m_flNextPrimaryAttack = 46;
const...
Forum:
HL1 Servers (HLDS)
06-17-2016, 14:44
Replies:
130
ReHLDS, Reverse-engineered HLDS
Views:
83,155
Posted By
vitorrossi
Re: ReHLDS, Reverse-engineered HLDS
I am attempting to run the ReHLDS with amxmodx 1.8.2 on a local server. Everything works fine except the cstrike module from amxx 1.8.2. When this module is loaded (meta list), the server crashes...
Forum:
New Plugin Submissions
06-11-2016, 15:51
Replies:
1,031
Galileo v5.9.1-925 (a feature rich map voting plugin) | Last Update: 2018-07-16
Views:
325,605
Posted By
vitorrossi
Re: Galileo v2.6 (a feature rich map voting plugin) | Last Update: 09.04.2016
Configuring as you mentioned seems to have kind of the same effect, I guess it's just preference after that. I will likely use these configurations instead of attempting to change the code. Thank you.
Forum:
New Plugin Submissions
06-10-2016, 14:08
Replies:
1,031
Galileo v5.9.1-925 (a feature rich map voting plugin) | Last Update: 2018-07-16
Views:
325,605
Posted By
vitorrossi
Re: Galileo v2.6 (a feature rich map voting plugin) | Last Update: 09.04.2016
No, I had my configurations all messed up.
On a related note, would it be possible to add CVAR control to the number of the options on the menu, i.e. instead of always 1,2,3... if that could be...
Forum:
New Plugin Submissions
06-10-2016, 01:51
Replies:
1,031
Galileo v5.9.1-925 (a feature rich map voting plugin) | Last Update: 2018-07-16
Views:
325,605
Posted By
vitorrossi
Re: Galileo v2.6 (a feature rich map voting plugin) | Last Update: 09.04.2016
nvm
Forum:
Approved Plugins
06-09-2016, 12:12
Replies:
70
Spiderman Mod (Krotal) <Version 1.1>
Views:
111,422
Posted By
vitorrossi
Re: Spiderman Mod (Krotal) <Version 1.1>
This (https://forums.alliedmods.net/showpost.php?p=140034&postcount=26) version works
Forum:
Scripting Help
11-24-2015, 21:14
Replies:
0
[HELP] Func_wall
Views:
346
Posted By
vitorrossi
[HELP] Func_wall
My question: is there a way to make a traceline interact with a plugin created func_wall?
If I create a func_wall as follows:
new iEnt = engfunc(EngFunc_CreateNamedEntity,...
Forum:
Module Coding
11-18-2015, 11:27
Replies:
20
Module: SemiclipEx
Views:
15,080
Posted By
vitorrossi
Re: Module: SemiclipEx
Could you please provide an example on how to use this with traceline?
Also, do you think it would be possible to use this to force a traceline collision with an entity instead of avoiding it?
Forum:
Scripting Help
10-17-2015, 15:17
Replies:
9
change player movements
Views:
1,195
Posted By
vitorrossi
Re: change player movements
You could hook pre-think and pev_buttons within this function. Then do a bit check (&) for IN_FORWARD, IN_BACK, IN_MOVERIGHT, IN_MOVELEFT and set_pev pev_buttons to the opposite of what player is...
Forum:
Scripting Help
10-15-2015, 12:58
Replies:
1
EngFunc_TraceHull and TR_vecPlaneNormal
Views:
918
Posted By
vitorrossi
Re: EngFunc_TraceHull and TR_vecPlaneNormal
After checking the amxmodx sdk and the hlsdk I think trace hull is done by tracing a bunch of tracelines from the origin outwards, representing the size of the hull. I think without accessing these...
Forum:
Scripting Help
10-14-2015, 09:19
Replies:
1
EngFunc_TraceHull and TR_vecPlaneNormal
Views:
918
Posted By
vitorrossi
EngFunc_TraceHull and TR_vecPlaneNormal
I use the following code for when a player is stuck in a wall:
new Float:fOrigin[ 3 ], Float:fNormalVector[ 3 ], trHull;
trHull = create_tr2( );
pev( id, pev_origin, fOrigin );
...
Forum:
Scripting
10-14-2015, 09:14
Replies:
0
EngFunc_TraceHull and TR_vecPlaneNormal
Views:
510
Posted By
vitorrossi
EngFunc_TraceHull and TR_vecPlaneNormal
Wrong section
Forum:
Approved Plugins
09-25-2015, 11:04
Replies:
741
Bad Camper 1.4.239
Views:
684,520
Posted By
vitorrossi
Re: Bad Camper 1.4.239
This fixes the problem for some DE maps where bad camper thinks there aren't bombsites
Forum:
Scripting Help
08-03-2015, 06:51
Replies:
37
About string question
Views:
5,427
Posted By
vitorrossi
Re: About string question
Format your post with PHP tags instead of HTML
Forum:
Scripting Help
08-02-2015, 08:58
Replies:
4
[Help] A good way to temporary block round end.
Views:
737
Posted By
vitorrossi
Re: [Help] A good way to temporary block round end.
Without Orpheu you can do this with a fake client, there are approved plugins that do that.
Showing results 1 to 25 of 190
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