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Posts Made By:
ILikePizza555
Forum:
Scripting
09-08-2013, 17:18
Replies:
2
Do Tf_zombie entities fire any events?
Views:
798
Posted By
ILikePizza555
Re: Do Tf_zombie entities fire any events?
I'm planing on spawning them manually, so I believe I can just modify them before they spawn. I read that they are treated like NPC's by the engine, if that's true, would they fire the same events...
Forum:
Scripting
09-07-2013, 01:43
Replies:
2
Do Tf_zombie entities fire any events?
Views:
798
Posted By
ILikePizza555
Do Tf_zombie entities fire any events?
I have an interesting idea a for a sourcemod plugin, but It'll really rely on the use of events. I don't really understand how they work, or if they call any events, and the wikis I know of don't...
Forum:
General
10-27-2012, 15:37
Replies:
116
TF2 (and DODS/HL2DM) Halloween Update Status
Views:
67,174
Posted By
ILikePizza555
Re: TF2 (and DODS/HL2DM) Halloween Update Status
Trying this right now.
Edit: Works like a charm!
Forum:
General
10-27-2012, 11:07
Replies:
116
TF2 (and DODS/HL2DM) Halloween Update Status
Views:
67,174
Posted By
ILikePizza555
Re: TF2 (and DODS/HL2DM) Halloween Update Status
Okay, I renamed my old addons folder and reinstalled Metamod and SOurcemod using the latest snapshots. Then I loaded up my favorite MvM map. Unfortunatley, it didn't work. A regular round setup...
Forum:
General
10-27-2012, 00:41
Replies:
116
TF2 (and DODS/HL2DM) Halloween Update Status
Views:
67,174
Posted By
ILikePizza555
Re: TF2 (and DODS/HL2DM) Halloween Update Status
The lastest build doesn't seem to work for me on my MvM server.
It displays a regular tf2 setup timer at the start and when I try and join a class, it just hangs. No output or anything.
Forum:
Plugins
10-21-2012, 11:55
Replies:
269
[TF2] The Amplifier
Views:
166,921
Posted By
ILikePizza555
Re: [TF2] The Amplifier
It does, but there's currently a bug that will only allow you to build an amp AFTER the mvm round started
Forum:
Plugin/Gameplay Ideas and Requests
08-26-2012, 16:46
Replies:
30
Man Vs Machine player limit uncapper
Views:
20,531
Posted By
ILikePizza555
Re: Man Vs Machine player limit uncapper
Isn't there a cvar that prevents people from joining certain teams? Could it work on spectator?
Forum:
General
08-14-2012, 13:35
Replies:
6
Where do you put native lists when writing extentions?
Views:
2,036
Posted By
ILikePizza555
Re: Where do you put native lists when writing extentions?
Thanks asherkin, I tried it and it works. Now I can continue with the tutorial. :)
Forum:
General
08-14-2012, 12:44
Replies:
6
Where do you put native lists when writing extentions?
Views:
2,036
Posted By
ILikePizza555
Re: Where do you put native lists when writing extentions?
Not sure what you mean by "code for the natives in natives.cpp."
This is the contents of my natives.h file:
#include "smsdk_ext.h"
cell_t randNum(IPluginContext *pContext, const cell_t...
Forum:
General
08-14-2012, 11:24
Replies:
6
Where do you put native lists when writing extentions?
Views:
2,036
Posted By
ILikePizza555
Re: Where do you put native lists when writing extentions?
I tried what you said: Put the native list in a seperate header file, add the function prototype at the top of the file, include it in extenstion.h, and the load it.
It gets past compiling, but...
Forum:
General
08-13-2012, 23:58
Replies:
6
Where do you put native lists when writing extentions?
Views:
2,036
Posted By
ILikePizza555
Where do you put native lists when writing extentions?
I wasn't sure where to put this, so I settled on here. If it it's the wrong section, please point in the right direction.
Anyways, I've been trying to make a sourcemod exention, and I have been...
Forum:
Plugins
07-28-2012, 12:38
Replies:
24
[TF2] HordeMod (v1.1, 7-11-12)
Views:
16,936
Posted By
ILikePizza555
Re: [TF2] HordeMod (v1.1, 7-11-12)
I think there is a nav file in the zip. If there isn't, I'll upload one today.
Forum:
Plugins
07-26-2012, 22:57
Replies:
24
[TF2] HordeMod (v1.1, 7-11-12)
Views:
16,936
Posted By
ILikePizza555
Re: [TF2] HordeMod (v1.1, 7-11-12)
It should automatically do it by its self
just run nav_generate
The round time is determined by the map.
Forum:
Plugins
07-11-2012, 23:12
Replies:
24
[TF2] HordeMod (v1.1, 7-11-12)
Views:
16,936
Posted By
ILikePizza555
Re: [TF2] HordeMod (v1.1, 7-11-12)
Okay guys, new update!
Check the changelog on the first post
Forum:
Scripting
06-30-2012, 14:38
Replies:
2
[TF2] Detecting when a player changes team
Views:
1,291
Posted By
ILikePizza555
Re: [TF2] Detecting when a player changes team
Huh, I never saw that. I didn't even know there was a generic_events page.
Forum:
Scripting
06-30-2012, 13:29
Replies:
2
[TF2] Detecting when a player changes team
Views:
1,291
Posted By
ILikePizza555
[TF2] Detecting when a player changes team
Currently, I'm going over the sourcecode for my plugin to detect bugs. I found out that it is possible to respawn on the red team if you change classes. This is because I used the player_changeclass...
Forum:
Plugins
06-24-2012, 12:11
Replies:
24
[TF2] HordeMod (v1.1, 7-11-12)
Views:
16,936
Posted By
ILikePizza555
Re: [TF2] HordeMod (v1.0, 6-14-12)
Thanks for that. I wasn't sure why the compiler was giving me that, I'll look into it for future reference
That's very strange because I use the TF2_AddCondition command in the plugin. Now,...
Forum:
Plugins
06-15-2012, 11:53
Replies:
24
[TF2] HordeMod (v1.1, 7-11-12)
Views:
16,936
Posted By
ILikePizza555
Re: [TF2] HordeMod (v1.0, 6-14-12)
No, it was meant for more than once person. I just played by myself in the video because my test server runs on my laptop.
Currently, I'm working on a way for the dead players of the red team...
Forum:
Plugins
06-14-2012, 20:36
Replies:
24
[TF2] HordeMod (v1.1, 7-11-12)
Views:
16,936
Posted By
ILikePizza555
Re: [TF2] HoardMod (v1.0, 6-14-12)
Like I said, I hit the "post thread" button to early. That and the editor did work on firefox.:oops: It's fixed now.
Forum:
Plugins
06-14-2012, 19:58
Replies:
24
[TF2] HordeMod (v1.1, 7-11-12)
Views:
16,936
Posted By
ILikePizza555
Re: [TF2] HoardMod (v1.0, 6-14-12)
Pressed the wrong button while editing -_-
Forum:
Plugins
06-14-2012, 19:51
Replies:
24
[TF2] HordeMod (v1.1, 7-11-12)
Views:
16,936
Posted By
ILikePizza555
[TF2] HordeMod (v1.1, 7-11-12)
[TF2] HordeMod
fXlIzpm5qjk
Description
You and your team(red) must defend a single Control Point from being captured by a horde of bots. Every 30 seconds, another bot gets added to the game....
Forum:
Scripting
04-15-2012, 20:54
Replies:
2
[TF2] Getting an Event's Information
Views:
647
Posted By
ILikePizza555
Re: [TF2] Getting an Event's Information
Thanks, it worked! Now to do all the other stuff...
Forum:
Scripting
04-15-2012, 18:15
Replies:
2
[TF2] Getting an Event's Information
Views:
647
Posted By
ILikePizza555
[TF2] Getting an Event's Information
So I am trying to make a plugin that displays who is capping the point and I made this.
public OnPluginStart()
{
HookEvent("teamplay_point_startcapture", Event_Point_Captured);
}
...
Forum:
Scripting Help
04-15-2012, 17:23
Replies:
0
How to get an Event Information
Views:
447
Posted By
ILikePizza555
How to get an Event Information
I'm trying to make a plugin that displays what people are capping the point.
I made this:
public OnPluginStart()
{
HookEvent("teamplay_point_startcapture", Event_Point_Captured);
}
...
Showing results 1 to 24 of 24
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