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Search: Posts Made By: xXNewGuyXx
Forum: Scripting 04-29-2020, 00:29
Replies: 4
Views: 990
Posted By xXNewGuyXx
Re: Syntax error in expression || Invalid function call

Updating SM fixed it.

Hadn't thought about that, thank you!
Forum: Scripting 04-29-2020, 00:03
Replies: 4
Views: 990
Posted By xXNewGuyXx
Re: Syntax error in expression || Invalid function call

New code:

public void OnEntityCreated(int entity, const char[] classname)
{
if( strncmp(classname, "env_", 4) == 0 )
{
RequestFrame(Frame_DoTheThing, EntIndexToEntRef(entity));
}
}
Forum: Scripting 04-28-2020, 23:25
Replies: 4
Views: 990
Posted By xXNewGuyXx
Syntax error in expression || Invalid function call

Hello all, with the code below,

public void OnEntityCreated(int index, const char[] classname)
{
if(StrContains(classname, "env_", false)
{
RequestFrame(Frame_DoTheThing,...
Forum: Scripting 05-03-2018, 23:42
Replies: 8
Views: 2,302
Posted By xXNewGuyXx
Re: OnWeaponSwitch Hook + Datapack + Timer = Viewmodel issues

Ahhh, this seems to have done the trick.

I had always thought that timers being handled via datapacks were limited to the use of KillTimer();, I guess I need to take the wiki with a grain of salt...
Forum: Scripting 05-03-2018, 17:22
Replies: 8
Views: 2,302
Posted By xXNewGuyXx
Re: OnWeaponSwitch Hook + Datapack + Timer = Viewmodel issues

Ok, but how exactly do you recommend going about doing that? Everywhere I've tried to kill the timer, it either keeps the timer from firing entirely or continues to throw invalid handle errors-...
Forum: Scripting 05-03-2018, 02:41
Replies: 8
Views: 2,302
Posted By xXNewGuyXx
Re: OnWeaponSwitch Hook + Datapack + Timer = Viewmodel issues

Thank you for the fast reply,

If I kill the timer in the local scope, then the timer won't fire at all, because 0.1 seconds haven't passed yet. I guess I don't fully understand what you mean by...
Forum: Scripting 05-02-2018, 16:52
Replies: 8
Views: 2,302
Posted By xXNewGuyXx
Re: OnWeaponSwitch Hook + Datapack + Timer = Viewmodel issues

Thanks for the reply!

It sounds like the right direction- here's what I attempted:

Handle FireTimer[MAXPLAYERS + 1];

public Action OnWeaponSwitch(int client, int weapon) {
Handle data;...
Forum: Scripting 05-01-2018, 23:03
Replies: 8
Views: 2,302
Posted By xXNewGuyXx
OnWeaponSwitch Hook + Datapack + Timer = Viewmodel issues

Greetings all,

I wrote this code:

public void OnMapStart() {
for (int client = 1; client <= MaxClients; client++) {
if (IsClientInGame(client)) {
SDKHook(client,...
Forum: Scripting 08-14-2017, 22:13
Replies: 4
Views: 1,052
Posted By xXNewGuyXx
Error 100: Prototypes do not match

Hello all, trying to compile but red lines are returning error 100.

void InviteClient(int client, bool silent = false)
{
if (StrEqual(GroupID, "0"))
{
if (!silent)
return;
}
Forum: Trash 04-03-2017, 01:12
Replies: 0
Views: 782
Posted By xXNewGuyXx
FakeClientCommandEx

Delete please.
Forum: Scripting 03-12-2017, 06:32
Replies: 4
Views: 1,256
Posted By xXNewGuyXx
Re: Statistical, text-based, end-of-round output?

If I did, that would be a trip, because I don't believe I do haha

I turned RoundEnd into a stock and called it with a timer. top variable is returning Console and topCount variable is returning 0...
Forum: Scripting 03-12-2017, 06:03
Replies: 4
Views: 1,256
Posted By xXNewGuyXx
Re: Statistical, text-based, end-of-round output?

Thanks for the input EasSidezz,

When I try to compile like this, it's telling me the symbol "RoundEnd" is never used.
Forum: Scripting 03-10-2017, 23:10
Replies: 4
Views: 1,256
Posted By xXNewGuyXx
Statistical, text-based, end-of-round output?

Hello all,

I've done some searching, and everything I came across was either for web-based stats, literal player ranking or AMX.

I'm still quite new to SM- and have no experience with SQL...
Forum: Scripting 03-09-2017, 23:50
Replies: 17
Views: 3,072
Posted By xXNewGuyXx
Re: Timer issue

That seems to have done the trick, Chaos.

Thank you :)
Forum: Scripting 03-09-2017, 20:38
Replies: 17
Views: 3,072
Posted By xXNewGuyXx
Re: Timer issue

Chaos to the rescue again :P

From what I can tell, this works flawlessly and addressed many of the aforementioned bugs I was experiencing- aside from one detail.

When this is fired and no one...
Forum: Scripting 03-09-2017, 17:00
Replies: 17
Views: 3,072
Posted By xXNewGuyXx
Re: Timer issue

Weetabix,

With your example, the ShowHudText isn't being printed to the clients' screens.

There also seems to be some mishaps in the logic we've been using. For example, if there are 2 players...
Forum: Scripting 03-08-2017, 13:41
Replies: 17
Views: 3,072
Posted By xXNewGuyXx
Re: Timer issue

Perfect.

Thanks, you three, I'm making so many silly mistakes today XD
Forum: Scripting 03-08-2017, 12:21
Replies: 17
Views: 3,072
Posted By xXNewGuyXx
Re: Timer issue

After changing "%d" to "%N" in ShowHudText output, the numbers are now showing up in server console stating:
Native "ShowHudText" reported: Client index 2085052749 is invalid

Code:
public...
Forum: Scripting 03-08-2017, 11:32
Replies: 17
Views: 3,072
Posted By xXNewGuyXx
Re: Timer issue

Thanks for the great explanations guys, that makes a lot of sense.

However, now, when I attempt
decl String:ClientName[MAX_NAME_LENGTH];
GetClientName(i, ClientName, sizeof(ClientName));

i...
Forum: Scripting 03-08-2017, 09:38
Replies: 17
Views: 3,072
Posted By xXNewGuyXx
Re: Timer issue

Thanks weetabix, that solved the issue.

Now, how would I go about retrieving the name of that client? Doesn't there need to be some form of userid authentication on the index so it doesn't process...
Forum: Scripting 03-08-2017, 07:59
Replies: 17
Views: 3,072
Posted By xXNewGuyXx
Timer issue

Hello all,

I have a timer being created in OnMapStart() which is calling the public Action timer.

public Action:Timer_Winner(Handle:timer)
{
new MostFrags = 0;
new ClientFrags = 0;
...
Forum: Scripting 03-05-2017, 09:22
Replies: 9
Views: 1,406
Posted By xXNewGuyXx
Re: Disable In_Attack for x seconds on player_spawn?

I have fixed this bug by stripping player weapons in the player_death event as well.

Thanks for the help.
Forum: Scripting 03-04-2017, 21:22
Replies: 9
Views: 1,406
Posted By xXNewGuyXx
Re: Disable In_Attack for x seconds on player_spawn?

@EasSidezz

Would sv_lan 1 still be viable for this? Using Headline's example, I've tested on my server with sv_lan 1, and it's still not negating IN_ATTACK.
Forum: Scripting 03-04-2017, 18:44
Replies: 9
Views: 1,406
Posted By xXNewGuyXx
Re: Disable In_Attack for x seconds on player_spawn?

No Headline,

Unfortunately, this issue was present before EasSidezz recommended the client index loop.

Also, with your recommendation, the issue persists. Once a player is killed, if they hold...
Forum: Scripting 03-04-2017, 16:48
Replies: 9
Views: 1,406
Posted By xXNewGuyXx
Re: Disable In_Attack for x seconds on player_spawn?

Thank you for the reply EasSidezz,

This is what I have:
new Handle:hEnableAutoRespawn;
new Handle:hAutoRespawnTime;
new Handle:hDisableManualRespawn;
bool:g_enableAttack[MAXPLAYERS+1] =...
Showing results 1 to 25 of 46

 
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