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Search: Posts Made By: Bugsy
Forum: Suggestions / Requests Yesterday, 22:41
Replies: 8
Views: 143
Posted By Bugsy
Re: Revive a player in a certain radius

Only one at a time, starting with the closest. The chances of them being at an exact distance away is slim.
Forum: Suggestions / Requests Yesterday, 20:10
Replies: 8
Views: 143
Posted By Bugsy
Re: Revive a player in a certain radius

I made edits, look above
Forum: Suggestions / Requests Yesterday, 19:19
Replies: 8
Views: 143
Posted By Bugsy
Re: Revive a player in a certain radius

Not thoroughly tested

Added cvars
Code cleanup
Made a little smarter

It finds closest if multiple players are close enough for revive.
Stops revive if you move too far away while reviving...
Forum: Code Snippets/Tutorials Yesterday, 16:31
Replies: 9
Views: 3,974
Posted By Bugsy
Re: [INC] nVault Array

I guess, but it looks sloppy being inconsistent.


I think you did the complete opposite. It's much more uniform to have an enumerator define all of your constants instead of having multiple...
Forum: Code Snippets/Tutorials 05-26-2020, 16:47
Replies: 9
Views: 3,974
Posted By Bugsy
Re: [INC] nVault Array

Shouldn't these codes:

playerCases[i][id] = userDATA[id][pdCases][i];
sttNumber = stattrak[i][id];
killsNumber = kill[i][id];
skinSelected = UsingWeapon[i][id];

be...
Forum: Suggestions / Requests 05-25-2020, 22:47
Replies: 59
Views: 679
Posted By Bugsy
Re: Remaining CT = slay

Not sure, I don't think it's possible since the code shows HUD OR kills. Are you running anything else that would slay a player?

if ( --g_iSeconds >= 1 )
{
set_hudmessage( 0 ,...
Forum: Off-Topic 05-25-2020, 22:00
Replies: 7
Views: 288
Posted By Bugsy
Re: Add some new BBCodes and improve old ones

Dark Reader is nearly perfect, only issue I've noticed so far is I cannot see some of the moderator/plugin-approver buttons unless I disable the dark theme.
Forum: Scripting Help 05-25-2020, 21:38
Replies: 9
Views: 354
Posted By Bugsy
Re: Problem with AFK Detection

Do some debugging. This involves adding logs/server_prints() in places in your code to help determine why conditions/values are not what you expect.

public DeathMsg()
{
new iKiller =...
Forum: Suggestions / Requests 05-25-2020, 18:55
Replies: 59
Views: 679
Posted By Bugsy
Re: Remaining CT = slay

https://forums.alliedmods.net/showpost.php?p=2702251&postcount=49
Forum: Suggestions / Requests 05-25-2020, 13:40
Replies: 59
Views: 679
Posted By Bugsy
Re: Remaining CT = slay

Here's what I think you are suggesting:


#include <amxmodx>

new const Version[] = "0.5";

new g_pSlayNoBots , g_pSlayWithBots , g_pSlayDelay , g_pPluginStartDelay;
new g_Bots , g_iSeconds ,...
Forum: Suggestions / Requests 05-25-2020, 13:20
Replies: 59
Views: 679
Posted By Bugsy
Re: Remaining CT = slay

Suppose slay should only occur if 90 or more seconds have passed in the round.
Suppose all other conditions for HUD/slay are met at 5 seconds into the round.

I now need to trigger the HUD/slay...
Forum: Suggestions / Requests 05-25-2020, 12:55
Replies: 59
Views: 679
Posted By Bugsy
Re: Remaining CT = slay

1. I was doing that, but he then decided he wants the slay to only occur after X seconds have passed in a round. If I only check on death and the round seconds have not yet reached the desired...
Forum: Scripting Help 05-25-2020, 12:49
Replies: 9
Views: 354
Posted By Bugsy
Re: Problem with AFK Detection

Do this at spawn:
g_IsAFK[id] = false

And remove this at spawn, since you are already checking alive on the next line of code:
if(!is_user_alive(id))
return HAM_IGNORED

Did a minor...
Forum: Suggestions / Requests 05-25-2020, 12:19
Replies: 59
Views: 679
Posted By Bugsy
Re: Remaining CT = slay

I added logging. When it doesn't work, I need the logs for that time frame.


#include <amxmodx>

new const Version[] = "0.5";

new g_pSlayNoBots , g_pSlayWithBots , g_pSlayDelay ,...
Forum: Suggestions / Requests 05-25-2020, 01:17
Replies: 5
Views: 94
Posted By Bugsy
Re: I can't compile this plugin

You can't download just the compiler, you need to update your entire AMX-X version

https://www.amxmodx.org/downloads-new.php
Forum: Off-Topic 05-24-2020, 22:59
Replies: 7
Views: 288
Posted By Bugsy
Re: Add some new BBCodes and improve old ones

For now I use a Chrome plugin/add-on that provides dark mode on all sites. I was thinking more along the lines of an option within the forum suite that can be added and then enabled by users.
Forum: Suggestions / Requests 05-24-2020, 21:00
Replies: 5
Views: 94
Posted By Bugsy
Re: I can't compile this plugin

Compiled fine on 1.9

AMX Mod X Compiler 1.9.0.5229
Copyright (c) 1997-2006 ITB CompuPhase
Copyright (c) 2004-2013 AMX Mod X Team

Header size: 3672 bytes
Code size: 60696...
Forum: Suggestions / Requests 05-24-2020, 18:23
Replies: 5
Views: 154
Posted By Bugsy
Re: Force Team via steam ID

This only sets the team, you will need to adjust team balancing accordingly.
Forum: Suggestions / Requests 05-24-2020, 16:54
Replies: 5
Views: 154
Posted By Bugsy
Re: Force Team via steam ID

Not sure how you are storing the steam-id for these players. Hard-coded for now.


#include <amxmodx>
#include <cstrike>

new const Version[] = "0.1";

new const ForceToCT[][] =
{
Forum: Off-Topic 05-24-2020, 13:58
Replies: 7
Views: 288
Posted By Bugsy
Re: Add some new BBCodes and improve old ones

Maybe off topic, but I'd like a dark-mode option if available.
Forum: Suggestions / Requests 05-24-2020, 11:09
Replies: 59
Views: 679
Posted By Bugsy
Re: Remaining CT = slay

Please re-test, it's working fine for me.
Forum: Suggestions / Requests 05-23-2020, 22:25
Replies: 59
Views: 679
Posted By Bugsy
Re: Remaining CT = slay

Code updated for CT slay

You can make it allow deagle, look at the code for other allowed weapons and figure it out
Forum: Suggestions / Requests 05-23-2020, 21:57
Replies: 59
Views: 679
Posted By Bugsy
Re: Remaining CT = slay

Try above code
Forum: Suggestions / Requests 05-23-2020, 21:56
Replies: 59
Views: 679
Posted By Bugsy
Forum: Suggestions / Requests 05-23-2020, 21:52
Replies: 59
Views: 679
Posted By Bugsy
Re: Remaining CT = slay

I just told you, the HUD and slay is triggered when a player dies. So it has to be 90 seconds into a round AND a death has to happen. I've already made a bunch of updates for you and you keep...
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