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Search: Posts Made By: keyboard1333
Forum: Scripting 06-01-2016, 11:58
Replies: 7
Views: 1,074
Posted By keyboard1333
Re: Ghost Addcond one team only

Ah ok. It also (obviously) doesn't block suicide. But I'm ok with it as it is.
Forum: Scripting 05-30-2016, 09:23
Replies: 7
Views: 1,074
Posted By keyboard1333
Re: Ghost Addcond one team only

public Action TakeDamage(int victim, int &attacker, int &inflictor, float &damage, int &damagetype)
{
if(IsValidClient(victim) && damage >= GetClientHealth(victim))
{
...
Forum: Scripting 05-28-2016, 08:19
Replies: 7
Views: 1,074
Posted By keyboard1333
Re: Ghost Addcond one team only

So I tried applying it on death. That doesn't work (EventHookMode_Pre).
Also tried SetEntProp(client, Prop_Send, "m_isGhost", 1);
Forum: Scripting 05-28-2016, 08:04
Replies: 7
Views: 1,074
Posted By keyboard1333
Re: Ghost Addcond one team only

#1 For some of the conds -1.0 wouldn't work so it just became a habit. Changed it now.
#2 Done
#3 That actually works. I guess I'll just hook death and apply it then.
Forum: Scripting 05-27-2016, 23:01
Replies: 7
Views: 1,074
Posted By keyboard1333
Ghost Addcond one team only

TF2_AddCondition(client, TFCond_HalloweenInHell, 99999999.0, client);

is only working for players on red team. If you're on blue team and die the hud message pops up but you will not become a...
Forum: Scripting 05-26-2016, 19:41
Replies: 7
Views: 3,284
Posted By keyboard1333
Re: tf2 attributes unusual effect not working

Final bump just in-case someone has a solution.
Forum: Scripting 05-21-2016, 06:50
Replies: 7
Views: 3,284
Posted By keyboard1333
Re: tf2 attributes unusual effect not working

The value is just the index of the particle?
Forum: Scripting 05-20-2016, 15:38
Replies: 7
Views: 3,284
Posted By keyboard1333
Re: tf2 attributes unusual effect not working

Tried that. Same result. (Is visible in the preview at bottom left but not on the actual player in either first person or third person mode.)



How's that any different from my original code...
Forum: Scripting 05-20-2016, 15:31
Replies: 6
Views: 1,031
Posted By keyboard1333
Re: Transitional Syntax DonatorMenu

Ok thanks. I'll just leave it as old syntax for now.
Forum: Scripting 05-20-2016, 14:34
Replies: 6
Views: 1,031
Posted By keyboard1333
Re: Transitional Syntax DonatorMenu

the full .inc is just

#if defined _donator_included_
#endinput
#endif
#define _donator_included_

#define DONATOR_API_VERSON 1.1

functag DonatorMenuCallback DonatorMenu:public(client);
Forum: Scripting 05-20-2016, 14:09
Replies: 7
Views: 3,284
Posted By keyboard1333
Forum: Scripting 05-20-2016, 14:06
Replies: 6
Views: 1,031
Posted By keyboard1333
Re: Transitional Syntax DonatorMenu

But then I get
error 139: could not find type DonatorMenu
So I was assuming there's something else I needed to change.
Sorry for the lack of clarity.
Forum: Scripting 05-20-2016, 12:42
Replies: 6
Views: 1,031
Posted By keyboard1333
Transitional Syntax DonatorMenu

Hey everyone,

test.smx
public void OnAllPluginsLoaded()
{
if(!LibraryExists("donator.core")) SetFailState("Unabled to find plugin: Donator");
Donator_RegisterMenuItem("Test",...
Forum: Scripting 05-08-2016, 20:34
Replies: 7
Views: 3,284
Posted By keyboard1333
tf2 attributes unusual effect not working

Trying to set an unusual effect on a weapon.
The effect shows in the preview bottom left corner but not in game.

Noone else can see it either.

public void OnPluginStart()
{
...
Forum: Scripting 04-20-2016, 10:36
Replies: 9
Views: 1,451
Posted By keyboard1333
Re: Looping items produces weird results

Yeah I suppose that would've fixed it, but it still doesn't explain why it was happening.
Forum: Scripting 04-20-2016, 06:51
Replies: 9
Views: 1,451
Posted By keyboard1333
Re: Looping items produces weird results

While converting to transitional syntax I accidentally fixed it.
Still got no clue what was wrong.
Forum: Scripting 04-19-2016, 20:53
Replies: 9
Views: 1,451
Posted By keyboard1333
Re: Looping items produces weird results

Thanks for the responses.

I changed my testing code to this -
decl String:sWeaponTitle[100];

//Loop weapons
for(new i = 0; i < 6; i++)
{
new weapon = GetPlayerWeaponSlot(client, i);
...
Forum: Scripting 04-19-2016, 14:24
Replies: 9
Views: 1,451
Posted By keyboard1333
Forum: Scripting 04-19-2016, 13:24
Replies: 9
Views: 1,451
Posted By keyboard1333
Looping items produces weird results

I wrote this code -


new Handle:hMenu = CreateMenu(MenuSelected);
SetMenuTitle(hMenu, "Menu");

new defIndex = -1;

decl String:sEquipableName[100],
String:sItem[8];
Forum: Scripting 04-19-2016, 05:08
Replies: 1
Views: 544
Posted By keyboard1333
Re: OnNamedItemDestroyed?

In the end I did the sensible thing and just looped through FindEntityByClassname + GetPlayerWeaponSlot to get the info as needed.
Forum: Scripting 04-18-2016, 12:55
Replies: 1
Views: 544
Posted By keyboard1333
OnNamedItemDestroyed?

I have something like this public Action:TF2Items_OnGiveNamedItem(client, String:classname[], iItemDefinitionIndex, &Handle:hItem)
{
if(CheckCommandAccess(client, "", ADMFLAG_ROOT, true))
...
Forum: Scripting 04-17-2016, 13:59
Replies: 6
Views: 1,392
Posted By keyboard1333
Re: TF2Items vs TF2Attributes

*pulls down sunglasses*
Mother of god..


Thanks for all the help.
Forum: Scripting 04-17-2016, 13:33
Replies: 6
Views: 1,392
Posted By keyboard1333
Re: TF2Items vs TF2Attributes

Derp yeah. My bad.

One more question. How can you get the weapon equip slot in a TF2Items_OnGiveNamedItem forward?
Forum: Scripting 04-17-2016, 13:19
Replies: 6
Views: 1,392
Posted By keyboard1333
TF2Items vs TF2Attributes

For modifying weapon attributes, which is best?

Also.

Why does #include <sourcemod>
#include <tf2items>

new Handle:g_hGoldenItem = INVALID_HANDLE;

public OnPluginStart()
Forum: Plugins 04-17-2016, 09:47
Replies: 204
Views: 125,447
Posted By keyboard1333
Re: Steam Group Admins (updated 2011-09-26)

Is there a better way to handle the interactions with plugins that check admin on connection than refreshing them (or reloading caches or w/e) every few seconds?
I've got a few plugins (Convar...
Showing results 1 to 25 of 122

 
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