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Search: Posts Made By: Peoples Army
Forum: Scripting Help 07-23-2010, 22:32
Replies: 15
Views: 4,542
Posted By Peoples Army
Re: [HELP] remember team

He's banned kind of pointless to answer now lol
Forum: Scripting Help 07-23-2010, 20:09
Replies: 28
Views: 7,527
Posted By Peoples Army
Re: Read data from file

I think it's becuase it's stopping at the new line character try this






An example of reading a file with the new system:
Forum: Scripting Help 07-23-2010, 19:56
Replies: 28
Views: 7,527
Posted By Peoples Army
Re: Read data from file

fopen - Opens and returns a file handle on success.
fclose - Closes a file handle.
feof - Checks for end of file.
fprintf - Writes to a file.
fgets - Reads text from a file.
fseek - Seek to...
Forum: Scripting Help 07-23-2010, 19:47
Replies: 26
Views: 8,403
Posted By Peoples Army
Re: Sql query problem

Good place to learn some MYSQL basics :wink:

http://www.mysqltutorial.org/

Heres another one

http://www.tutorialspoint.com/mysql/mysql-introduction.htm
Forum: Scripting Help 07-23-2010, 19:24
Replies: 5
Views: 1,689
Posted By Peoples Army
Re: No knife footsteps

Yes running a think command to get weapon events is extremely cpu intensive.
Forum: Scripting Help 07-23-2010, 19:20
Replies: 2
Views: 1,593
Posted By Peoples Army
Re: Flamethrower only for CT

Your posting in the wrong forum this forum is amxmodx

But you need to include the cstrike module that contains those definitions



#include <cstrike>
Forum: Scripting Help 07-23-2010, 10:03
Replies: 13
Views: 2,967
Posted By Peoples Army
Re: Giving Weapon After Spawn

Get spawn using this method

http://forums.alliedmods.net/showthread.php?t=42159&highlight=spawn
Forum: Scripting Help 07-23-2010, 09:09
Replies: 13
Views: 2,967
Posted By Peoples Army
Re: Giving Weapon After Spawn

You can save yourself some lines and make your code more readable by using a loop to give ammo over and over




for(i = 1 ; i < 9 ; i++)
{
give_item(id,"ammo_9mm");
}
Forum: Scripting 07-23-2010, 03:42
Replies: 7
Views: 2,401
Posted By Peoples Army
Re: How to modified the damage type of a gun?

If you did use hook event you would use the pre hook




HookEvent("player_hurt",FunctionName, EventHookMode_Pre);
Forum: Scripting Help 07-22-2010, 19:07
Replies: 12
Views: 3,438
Posted By Peoples Army
Re: bullet/grenade tracking

Use the trace route to find the path of a bullet or grenade blast , you can check who is in the trace path , then just check the death message , see if the person that shot or threw the nade was...
Forum: Scripting Help 07-22-2010, 18:17
Replies: 12
Views: 3,438
Posted By Peoples Army
Re: bullet/grenade tracking

Why hook a button? That sounds a little excessive for finding out what weapon was used.

xgam3r1 , can you explain exactly what you want your plugin to accomplish and we will be able to help you...
Forum: Scripting Help 07-22-2010, 07:01
Replies: 1
Views: 1,538
Posted By Peoples Army
Re: Spawn a Info_Target

Ok well first , to make sure that your entity is actually being created , after your create entity code , add something like this




client_print(client ,print_chat, "%i", ent);
Forum: Scripting Help 07-22-2010, 04:33
Replies: 12
Views: 3,438
Posted By Peoples Army
Re: bullet/grenade tracking

Those are the same in cz and in source
Forum: Scripting Help 07-22-2010, 04:15
Replies: 12
Views: 3,438
Posted By Peoples Army
Re: bullet/grenade tracking

Well it gets more complicated because it would all depend on what type of object was in front of the shrapnel , if it was a thin sheet of metal like what ducts are made of , then it would go through...
Forum: Scripting Help 07-22-2010, 03:55
Replies: 12
Views: 3,438
Posted By Peoples Army
Re: bullet/grenade tracking

only problem is he'd have to figure out whether or not there were any objects or walls or anything that might block the path of shrapnel to the victims
Forum: Scripting Help 07-22-2010, 03:37
Replies: 12
Views: 3,438
Posted By Peoples Army
Re: bullet/grenade tracking

Well bullets are harder because there not actually entities , so the only way to determine there path is by using the trace hull functions

Grenades are a little easier because they actually have...
Forum: Scripting 07-17-2010, 17:15
Replies: 15
Views: 3,629
Posted By Peoples Army
Re: I want to write a Earth Quake effect!!!

that doesn't send a death message though , that just shows the damage types to the game, he can use that but then he also still has to send a death message to make sure that some one gets the kill
Forum: Scripting 07-17-2010, 07:00
Replies: 15
Views: 3,629
Posted By Peoples Army
Re: I want to write a Earth Quake effect!!!

you would have to write a death event of the person killed, who they were kiled by , what weapon , etc

http://forums.alliedmods.net/showthread.php?t=94946&highlight=death+event
Forum: Scripting 07-17-2010, 03:37
Replies: 18
Views: 13,745
Posted By Peoples Army
Re: [TF2] Set Player's Weapon & Force Fire

you can try to create your own NPC and control him like that
Forum: Scripting 07-16-2010, 07:25
Replies: 17
Views: 5,807
Posted By Peoples Army
Re: Sending "player_death" event doesn't work

Whats Plugin_Changed do different from continue?
Forum: Scripting 07-16-2010, 07:14
Replies: 10
Views: 3,467
Posted By Peoples Army
Re: [css] What is GetSlot offset?

http://wiki.alliedmods.net/Virtual_Offsets_(Source_Mods)
Forum: Scripting 07-16-2010, 02:09
Replies: 18
Views: 4,726
Posted By Peoples Army
Re: How is this a tag mismatch?

where are these defined?



SourcePawn Compiler 1.3.3
Copyright (c) 1997-2006, ITB CompuPhase, (C)2004-2008 AlliedModders, LLC

E:\game development\sourcemod\sps\test.sp(37) : error 009:...
Forum: Scripting 07-16-2010, 01:47
Replies: 4
Views: 1,489
Posted By Peoples Army
Re: [CS:S] Stopping a bullet

You can hook a Entity Touch function , I haven't done this in source yet but look through the forums I'm sure you'll find it
...
Forum: Scripting 07-16-2010, 01:38
Replies: 18
Views: 4,726
Posted By Peoples Army
Re: How is this a tag mismatch?

lol that compiles fine for me , no warnings or anything




/* Plugin Template generated by Pawn Studio */

#include <sourcemod>
#include <sdktools>
Forum: Plugin/Gameplay Ideas and Requests 07-16-2010, 01:16
Replies: 2
Views: 1,277
Posted By Peoples Army
Re: Bot Play Time

you can already see the bot time through the server info
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