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Posts Made By:
pokemonmaster
Forum:
Plugins
06-27-2020, 09:42
Replies:
55
[CSGO] Panorama Map Crash Fix (v1.4.0 30/03/2019)
Views:
31,615
Posted By
pokemonmaster
Re: [CSGO] Panorama Map Crash Fix (v1.4.0 30/03/2019)
Wouldn't something like this be sufficient and better than timers? player_disconnect is only called once a player fully disconnects and is not called on map changes.
Only issue I can think of so...
Forum:
Plugins
06-11-2020, 15:13
Replies:
108
[CS:GO] SoccerJam: Source (v2.1.4) [28-Dec-2020]
Views:
74,546
Posted By
pokemonmaster
Re: [CS:GO] SoccerJam: Source (v2.1.3) [2014-02-01]
In case anybody needs this: I converted everything into the new syntax which allows the plugin to finally compile. The code should be mainly identical except a couple of replacements where necessary....
Forum:
General
02-17-2018, 13:03
Replies:
9
Preventing server IP exposure
Views:
2,356
Posted By
pokemonmaster
Re: Preventing server IP exposure
I still want to know if there is a way to hide the connecting message when you connect to a server (connecting to <ip> in console). I believe it is possible as I was told ESEA actually does it.
Forum:
General
02-15-2018, 23:44
Replies:
9
Preventing server IP exposure
Views:
2,356
Posted By
pokemonmaster
Re: Preventing server IP exposure
I do realize that, but my point is if there is a possible way to to lessen the amount of attacks then I'm all up for it.
Forum:
General
02-13-2018, 21:52
Replies:
9
Preventing server IP exposure
Views:
2,356
Posted By
pokemonmaster
Re: Preventing server IP exposure
Is it possible to suppress the "connecting to (ip:port)" output in the client's console then?
Forum:
General
02-13-2018, 20:26
Replies:
9
Preventing server IP exposure
Views:
2,356
Posted By
pokemonmaster
Preventing server IP exposure
Hi all,
The latest big CSGO update includes the following:
Does anyone have any idea how this exactly works? And is it only for official servers or can community servers utilize this feature?...
Forum:
Scripting
04-10-2017, 15:16
Replies:
3
Solved
Problem with Natives related to plugin loading order
Views:
1,408
Posted By
pokemonmaster
Re: Problem with Natives related to plugin loading order
Thanks. I didn't even thinking about using OnAllPluginsLoaded in the first place. seems like I'm still stuck to habits from AMXX.
Got it. Thank again.
Forum:
Scripting
04-10-2017, 02:02
Replies:
3
Solved
Problem with Natives related to plugin loading order
Views:
1,408
Posted By
pokemonmaster
Problem with Natives related to plugin loading order
Been hitting my head on the wall for a while now and I finally figured it out.
To start off:
* I have two plugins, called Plugin1 and Plugin2 with filenames Plugin1.smx and Plugin2.smx...
Forum:
Snippets and Tutorials
07-15-2016, 17:10
Replies:
358
Convert STEAMID to Steam Community ID
Views:
551,015
Posted By
pokemonmaster
Re: Convert STEAMID to Steam Community ID
This is a snippet I wrote for sourcepawn, but I won't use anymore.
Will convert Steam64 string to steam32 int
Don't even know if this will be of use for anyone.
This was built based on this...
Forum:
Store
07-11-2016, 22:12
Replies:
0
Issue
Wrong field name for native Store_GetClientUserID
Views:
594
Posted By
pokemonmaster
Wrong field name for native Store_GetClientUserID
in store-backend.sp:
char sQuery_GetClientUserID[] = "SELECT user_id FROM store_users WHERE auth = %d;";
It should be
char sQuery_GetClientUserID[] = "SELECT id FROM store_users WHERE auth...
Forum:
Store
06-22-2016, 18:59
Replies:
10
Issue
Memory Leak: store-loadouts.smx
Views:
3,485
Posted By
pokemonmaster
Re: Memory Leak: store-loadouts.smx
That is not what I meant:
* To use it, set it to a trie with some or all of the above properties.
* IMPORTANT You are *not* resposible for closing the filter trie's handle,
* the...
Forum:
Store
06-19-2016, 16:01
Replies:
10
Issue
Memory Leak: store-loadouts.smx
Views:
3,485
Posted By
pokemonmaster
Re: Memory Leak: store-loadouts.smx
I'm not sure why, but according to my findings, SourceMod doesn't properly close handles that were made in other plugins.
An easy fix:
Look for this in store-loadouts.sp
// Line 138
void...
Forum:
Store
06-19-2016, 15:06
Replies:
469
Sticky:
Release
Sourcemod Store (Includes Download - Patch 1.2.7)
Views:
279,054
Posted By
pokemonmaster
Re: Store Release [1.2.6] [Sourcemod 1.7/1.8] (Last updated: 05/06/2016)
Is it possible to create shop items that won't go into the inventory and would be used immediately after buying them?
I am trying to create an item shop, and those items are to be used the instant...
Forum:
General
06-18-2016, 16:03
Replies:
276
RELEASE | SPEdit - a lightweight sourcepawn editor - NEW: Object-Browser/Translations
Views:
210,907
Posted By
pokemonmaster
Re: RELEASE | SPEdit - a lightweight sourcepawn editor - NEW: Dynamic Autocomplete/Is
Thank you for the hard work.
Forum:
General
06-16-2016, 12:45
Replies:
276
RELEASE | SPEdit - a lightweight sourcepawn editor - NEW: Object-Browser/Translations
Views:
210,907
Posted By
pokemonmaster
Re: RELEASE | SPEdit - a lightweight sourcepawn editor - NEW: Dynamic Autocomplete/Is
Bug: Close all option from file menu no longer works since last update. Same for the buttons on the toolbar too.
Forum:
Off-Topic
06-09-2016, 22:48
Replies:
1
About 1.8.3 (to Server Operators)
Views:
885
Posted By
pokemonmaster
Re: About 1.8.3 (to Server Operators)
been using it for about a month now, no problems so far
Forum:
New Plugin Submissions
06-09-2016, 06:37
Replies:
111
Played Time: Extended (Last Update: 7th June 2016)
Views:
59,790
Posted By
pokemonmaster
Re: Played Time: Extended (Last Update: 7th June 2016)
You probably have done something wrong. Works fine for me on AMXX 1.8.3 dev5057
Forum:
New Plugin Submissions
06-05-2016, 08:29
Replies:
111
Played Time: Extended (Last Update: 7th June 2016)
Views:
59,790
Posted By
pokemonmaster
Re: Played Time: Extended v1.0
I've fixed the plugin, try now. Sorry for the trouble. Apparently I used the include from the main post and not the stock version as a reference. The stock version should be working now so don't...
Forum:
New Plugin Submissions
06-05-2016, 07:51
Replies:
111
Played Time: Extended (Last Update: 7th June 2016)
Views:
59,790
Posted By
pokemonmaster
Re: Played Time: Extended v1.0
I did mention in the requirements that you'll need the colorchat include. Please read that part
Forum:
New Plugin Submissions
06-02-2016, 06:49
Replies:
111
Played Time: Extended (Last Update: 7th June 2016)
Views:
59,790
Posted By
pokemonmaster
Re: Played Time: Extended v0.1
I've updated the plugin (only took 4 year). This will probably be the last update. Thanks guys for everything :)
Forum:
Scripting
02-16-2016, 22:08
Replies:
3
env_beam fires HookSingleEntityOutput callback only once
Views:
1,302
Posted By
pokemonmaster
Re: env_beam fires HookSingleEntityOutput callback only once
For some reason, I the callback is not even fired.
This is what I have tried:
SDKHook(ent_laser, SDKHook_Touch, SDKCallback_TouchPost);
public void SDKCallback_TouchPost(int iEnt, int...
Forum:
Off-Topic
02-14-2016, 23:51
Replies:
10
Can AMX MOD X run only on client side?
Views:
1,919
Posted By
pokemonmaster
Re: Can AMX MOD X run only on client side?
uhhh
You simply cant, Metamod and AMX Mod x was made server sided only, you cant edit your client (because valve will ban you anyway).
Forum:
Off-Topic
02-14-2016, 20:36
Replies:
10
Can AMX MOD X run only on client side?
Views:
1,919
Posted By
pokemonmaster
Re: Can AMX MOD X run only on client side?
That is what I meant.
Forum:
Scripting
02-14-2016, 20:28
Replies:
3
env_beam fires HookSingleEntityOutput callback only once
Views:
1,302
Posted By
pokemonmaster
env_beam fires HookSingleEntityOutput callback only once
So basiclly, my problem is that the callback in this code is only fired once. I need it to be called for every frame for every touch in order to play a sound when a player touches the 'beam'.
...
Forum:
Off-Topic
02-12-2016, 20:14
Replies:
10
Can AMX MOD X run only on client side?
Views:
1,919
Posted By
pokemonmaster
Re: Can AMX MOD X run only on client side?
Running amxx on the client, and not the server. But that was a long time ago
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