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Search: Posts Made By: mobytoss
Forum: Scripting Help 01-10-2008, 10:02
Replies: 6
Views: 1,546
Posted By mobytoss
Forum: Scripting Help 01-04-2008, 20:23
Replies: 6
Views: 1,546
Posted By mobytoss
Re: Disabling manual respawn in TS3.0

C'mon, there must be someone who can help?

How can I either
a) Disable the fire button
b) Prevent respawning
on TS 3.0?
Forum: Scripting Help 01-02-2008, 12:42
Replies: 6
Views: 1,546
Posted By mobytoss
Disabling manual respawn in TS3.0

Hi guys, I've been trying to find a way to prevent players respawning themselves upon death, but so far, all the apparent convential methods, such as changing the pev_deathflag, removing/ignoring the...
Forum: Scripting Help 07-22-2005, 17:48
Replies: 8
Views: 2,337
Posted By mobytoss
V3x is right. It's just a float value of the...

V3x is right. It's just a float value of the sv_maxspeed value ingame, which defaults at 320 ^^
Forum: Scripting Help 07-15-2005, 11:45
Replies: 3
Views: 2,217
Posted By mobytoss
Though you also need to set the boundaries of the...

Though you also need to set the boundaries of the entity too. You can't just make it "solid" :/

(offtopic: oooh karma, and chronic, your sig is such a bunch o' kiss-ass xD)
Forum: Scripting Help 07-14-2005, 11:43
Replies: 9
Views: 2,369
Posted By mobytoss
Yep, you'd be gobsmacked at the amount it can do...

Yep, you'd be gobsmacked at the amount it can do ^^
Forum: Scripting Help 07-14-2005, 11:42
Replies: 4
Views: 1,248
Posted By mobytoss
You can use the float() function to display an...

You can use the float() function to display an integer as a float, without creating a different, float variable, if thats what you're after?
Forum: Scripting Help 07-14-2005, 11:12
Replies: 12
Views: 2,385
Posted By mobytoss
...NOW (Pwnt || lose)

...NOW (Pwnt || lose)
Forum: Scripting Help 07-14-2005, 11:12
Replies: 18
Views: 3,079
Posted By mobytoss
Cause you dont know about trigonometry and...

Cause you dont know about trigonometry and pythagoras, I guess ^^
Forum: Scripting Help 07-14-2005, 11:10
Replies: 16
Views: 3,911
Posted By mobytoss
and still, correct me if im wrong, but its not...

and still, correct me if im wrong, but its not the ID of the player. It's the ID of the task.
Forum: Scripting Help 07-14-2005, 11:09
Replies: 5
Views: 1,647
Posted By mobytoss
lol, its listed in the engine constants too, if...

lol, its listed in the engine constants too, if anyone payed a look once in a while!
Forum: Scripting Help 07-14-2005, 11:05
Replies: 2
Views: 1,380
Posted By mobytoss
It comes into use when in things like...

It comes into use when in things like "client_kill" or "client_impulse". If you return PLUGIN_HANDLED, it wont let you suicide or use the impulse, where if you use PLUGIN_CONTINUE, it will kill the...
Forum: Scripting Help 07-14-2005, 10:59
Replies: 9
Views: 2,369
Posted By mobytoss
Hmm, so you arent trying to find the...

Hmm, so you arent trying to find the perpendicular line, rather the angle of reflection line? :S
Forum: Scripting Help 07-13-2005, 11:22
Replies: 2
Views: 940
Posted By mobytoss
Could you be more specific? (Otherwise, taking it...

Could you be more specific? (Otherwise, taking it out usually works xD)
Forum: Scripting Help 07-13-2005, 11:21
Replies: 12
Views: 2,385
Posted By mobytoss
yeah, he wanted to so :P:roll: (Had to xD)

yeah, he wanted to so :P:roll: (Had to xD)
Forum: Scripting Help 07-13-2005, 11:17
Replies: 10
Views: 3,327
Posted By mobytoss
Just a sidenote: It's been done before ^^

Just a sidenote: It's been done before ^^
Forum: Scripting Help 07-13-2005, 11:13
Replies: 29
Views: 4,917
Posted By mobytoss
It worked fine when I used it in my time mod :/

It worked fine when I used it in my time mod :/
Forum: Scripting Help 07-13-2005, 11:09
Replies: 18
Views: 3,079
Posted By mobytoss
repeat, loop, stop after finishing, that kinda...

repeat, loop, stop after finishing, that kinda thing, if I remember correct
Forum: Scripting Help 07-12-2005, 17:11
Replies: 12
Views: 2,385
Posted By mobytoss
Ya thats right. If any of the statements return...

Ya thats right. If any of the statements return true, the code will be executed.
Forum: Scripting Help 07-12-2005, 17:04
Replies: 18
Views: 3,079
Posted By mobytoss
Your precache filenames are incorrect, since...

Your precache filenames are incorrect, since you're leaving the filename suffixes out. Also, as you said, I think your emit sound arguements are messed up badly.
Forum: Scripting Help 07-12-2005, 11:09
Replies: 26
Views: 4,595
Posted By mobytoss
Sidenote: if you wonder why not to use...

Sidenote: if you wonder why not to use 'PLUGIN_HANDLED', it's because it blocks whatever the forward would normally handle, eg. using the 'kill' command, using impulses, etc. Returning...
Forum: Scripting Help 07-12-2005, 11:05
Replies: 11
Views: 2,254
Posted By mobytoss
Like i said, it's called before and after a...

Like i said, it's called before and after a 'think'. They're a completely different area of plugin scripting though. All based around making entities doing stuff.
Forum: Scripting Help 07-12-2005, 11:03
Replies: 5
Views: 1,644
Posted By mobytoss
If you dont even know what the funcwiki is, you...

If you dont even know what the funcwiki is, you won't be able to handle an item mod yet :/
Forum: Scripting Help 07-11-2005, 19:01
Replies: 29
Views: 4,917
Posted By mobytoss
yes

yes
Forum: Scripting Help 07-11-2005, 18:59
Replies: 23
Views: 5,764
Posted By mobytoss
you wouldnt need the [1]

you wouldnt need the [1]
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