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Search: Posts Made By: solano
Forum: Code Snippets/Tutorials 12-06-2009, 16:44
Replies: 193
Views: 223,417
Posted By solano
Re: [INFO] Fakemeta & Ham detailed function descriptions and examples

see thats why im telling you it should be added
Forum: Code Snippets/Tutorials 12-06-2009, 10:57
Replies: 193
Views: 223,417
Posted By solano
Re: [INFO] Fakemeta & Ham detailed function descriptions and examples

Originally Posted by hleV https://forums.alliedmods.net/images/buttons/viewpost.gif (https://forums.alliedmods.net/showthread.php?p=805471#post805471)
...
Forum: Scripting Help 12-06-2009, 10:39
Replies: 2
Views: 1,200
Posted By solano
Re: Explode Ring green!

so is it working or does it give an error
Forum: Scripting Help 12-06-2009, 08:49
Replies: 1
Views: 3,165
Posted By solano
SVC_TEMPENTITY

public MH_CreateMonster()
{
for(new i=0;i<3;i++)
{
Zombie = create_entity( "monster_zombie" );
set_pev(Zombie, pev_origin, MonsterSpawns[i])
...
Forum: Scripting Help 12-06-2009, 07:59
Replies: 13
Views: 3,662
Posted By solano
Re: remove_entity

public plugin_init()
{
set_task(15.0,"MH_CheckTheDead")
}

public MH_CheckTheDead()
{
new ent=-1;
while((ent=find_ent_by_class(-1,"Monster"))!=0)
{
Forum: Scripting Help 12-06-2009, 03:44
Replies: 13
Views: 3,662
Posted By solano
Re: remove_entity

no no the player isnt getting two points its just that when the entity dies it should be removed because the plugin im writing is survival.

there are 10 waves of monster and after each wave is...
Forum: Scripting Help 12-05-2009, 17:16
Replies: 13
Views: 3,662
Posted By solano
Re: remove_entity

yeah perfect now it doesnt update the score guess there will be no death animation >.<
aa and the server crushed after i killed 8 monsters( i shoot it in the head with max charged gauss )
Forum: Scripting Help 12-05-2009, 16:57
Replies: 13
Views: 3,662
Posted By solano
Re: remove_entity

cause it doesnt


public Monster_Killed ( const Monster, const Attacker )
{
if ( is_user_alive( Attacker ) && pev( Monster, pev_deadflag )==0)
{
Frags=get_user_frags(...
Forum: Scripting Help 12-05-2009, 16:36
Replies: 13
Views: 3,662
Posted By solano
Re: remove_entity

how to see if it contains the first
if (get_pdata_int( Monster, m_afMemory)==bits_MEMORY_KILLED) ? gives error
Forum: Scripting Help 12-05-2009, 13:26
Replies: 13
Views: 3,662
Posted By solano
Re: remove_entity

if i change the max_health then i have to check for the new value right
pev( zombie,pev_max_health,50)
if ( is_user_alive( Attacker ) && pev( Monster, pev_max_health ) != 50 )
Forum: Scripting Help 12-05-2009, 12:53
Replies: 13
Views: 3,662
Posted By solano
remove_entity

when i create/spawn an entity even if it dies it isnt removed right?
how can i destroy it after it is dead.

RegisterHam( Ham_Killed, "monster_zombie", "Monster_Killed", 1 );

this is how i...
Forum: Scripting Help 12-04-2009, 11:38
Replies: 1
Views: 810
Posted By solano
half life team

how can i force all the player to be on one team?
i have set up the server so it allows that and have set the default teams to gordon
Forum: Scripting Help 12-04-2009, 02:31
Replies: 17
Views: 4,528
Posted By solano
Re: trace_hull

thank you arkshine you could have just told me what i did wrong


engfunc(EngFunc_TraceHull, PlayerSpawns[z], PlayerSpawns[z], 0, 1, id, tr)

(>.<)
Forum: Scripting Help 12-03-2009, 14:32
Replies: 12
Views: 4,654
Posted By solano
Re: Sank sounds

why edit the code when it clearly says you can add sound while server is running

amx_sound_add <keyword> <dir/sound>
not to mention amx_sound_help

arkshine dont be angry at me
(Q_0)
Forum: Scripting Help 12-03-2009, 14:23
Replies: 89
Views: 19,487
Posted By solano
Re: Monster Mod

dont be mad
<( ̄ω ̄)>
Forum: Scripting Help 12-03-2009, 14:13
Replies: 17
Views: 4,528
Posted By solano
Re: trace_hull

oh no i made arkshine angry
again ;(

dont be angry
<(^3^)>
Forum: Scripting Help 12-03-2009, 14:02
Replies: 17
Views: 4,528
Posted By solano
Re: trace_hull

well i read that from https://forums.alliedmods.net/showthread.php?t=66669
and why didnt you quote the except part :D

and why do you give up i just asked what to use you told my i tried it didnt...
Forum: Scripting Help 12-03-2009, 13:40
Replies: 17
Views: 4,528
Posted By solano
Re: trace_hull

yeah i read and from what i understood trace_hull does exactly the same as findentity in sphere but with trace_hood you could get more information.well i dont need more info if there is something...
Forum: Scripting Help 12-03-2009, 13:09
Replies: 17
Views: 4,528
Posted By solano
Re: trace_hull

whats ignore dent for?
engfunc(EngFunc_TraceHull, PlayerSpawns[z], PlayerSpawns[z], 0, 1, 0, tr)
first is ignoremonster(0 dont ignore)
second hull(1-human? what about the others what are they for)...
Forum: Scripting Help 12-03-2009, 10:51
Replies: 17
Views: 4,528
Posted By solano
Re: trace_hull

And why does trace_hull take only 3 arguments where EngFunc_TraceHull need triple the arguments
Forum: Scripting Help 12-03-2009, 10:42
Replies: 17
Views: 4,528
Posted By solano
Re: trace_hull

but thats line i want hull
or did you just show me what tr_startsolid and etc mean
Forum: Scripting Help 12-03-2009, 10:24
Replies: 17
Views: 4,528
Posted By solano
Re: trace_hull

so TR_InOpen should mean that there is nothing there right?



And why does trace_hull take only 3 arguments where EngFunc_TraceHull need triple the arguments
Forum: Scripting Help 12-03-2009, 09:53
Replies: 17
Views: 4,528
Posted By solano
Re: trace_hull

ok trace_hull - Traces a hull.
what the hell is a hull
and why trace it
i just want to see if there is something at a specific origin is that so hard
cant i just say if(!place_empty(Origin)){do...
Forum: Scripting Help 12-03-2009, 07:37
Replies: 17
Views: 4,528
Posted By solano
trace_hull

running half life server
ive been trying to check if there is something at a specific origin with trace_hull

public client_putinserver ( id )
{
if(is_user_alive(id))
{
new...
Forum: Scripting Help 12-03-2009, 07:09
Replies: 8
Views: 2,810
Posted By solano
Re: Half life Player Spawn

haha :D
well i found out my problem
the ns i included dont need it but the funny thing is that i didnt enable ns in the modules resulting in the plugin not loading and thats why it didnt work :D...
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