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Posts Made By:
keyboard1333
Forum:
Scripting
06-01-2016, 11:58
Replies:
7
Ghost Addcond one team only
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
Ghost Addcond one team only
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
Ghost Addcond one team only
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
Ghost Addcond one team only
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
Ghost Addcond one team only
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
tf2 attributes unusual effect not working
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
tf2 attributes unusual effect not working
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
tf2 attributes unusual effect not working
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
Transitional Syntax DonatorMenu
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
Transitional Syntax DonatorMenu
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
tf2 attributes unusual effect not working
Views:
3,284
Posted By
keyboard1333
Re: tf2 attributes unusual effect not working
//Bump
Forum:
Scripting
05-20-2016, 14:06
Replies:
6
Transitional Syntax DonatorMenu
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
Transitional Syntax DonatorMenu
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
tf2 attributes unusual effect not working
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
Looping items produces weird results
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
Looping items produces weird results
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
Looping items produces weird results
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
Looping items produces weird results
Views:
1,451
Posted By
keyboard1333
Re: Looping items produces weird results
What :(
What?!
Forum:
Scripting
04-19-2016, 13:24
Replies:
9
Looping items produces weird results
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
OnNamedItemDestroyed?
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
OnNamedItemDestroyed?
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
TF2Items vs TF2Attributes
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
TF2Items vs TF2Attributes
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
TF2Items vs TF2Attributes
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
Steam Group Admins (updated 2011-09-26)
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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