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Posts Made By:
turtsmcgurts
Forum:
Scripting
07-20-2015, 19:32
Replies:
4
spawn tf2 player entity (NEW aimbot detection idea)
Views:
1,033
Posted By
turtsmcgurts
Re: spawn tf2 player entity (NEW aimbot detection idea)
I remember seeig something like this although I can't remember the name or game of it. Right before the suspect kills a person, it spawns some invisible playermodel above the head of his victim with...
Forum:
Scripting
07-15-2015, 16:12
Replies:
3
Detect of headshot added question
Views:
865
Posted By
turtsmcgurts
Re: Detect of headshot
Any plugin uploaded on this website must have the source included, so you can look at any of those results to see how they track headshots.
Forum:
Scripting
07-12-2015, 16:18
Replies:
12
[SOLVED][SDKHooks] Remove damage without removing push force?
Views:
2,751
Posted By
turtsmcgurts
Re: [SDKHooks] Remove damage without removing push force?
A hacky workaround I used to accomplish this was to simply add the damage amount to the victims health to negate the incoming damage. If I remember correctly though, OnTakeDamage doesn't report the...
Forum:
General
03-26-2015, 14:05
Replies:
276
RELEASE | SPEdit - a lightweight sourcepawn editor - NEW: Object-Browser/Translations
Views:
210,095
Posted By
turtsmcgurts
Re: RELEASE | SPEdit - a lightweight sourcepawn editor - NEW: Lysis & Dissassembler
Any chances you could add in something like #region (https://msdn.microsoft.com/en-us/library/9a1ybwek.aspx)?
//region Variables
your variables
//endregion
would be very convenient....
Forum:
Snippets and Tutorials
03-19-2015, 03:12
Replies:
3
[TOOLS] Server UpTime Restarter
Views:
2,073
Posted By
turtsmcgurts
Re: [TOOLS] Server UpTime Restarter
Are regular restarts necessary with the source engine? I always found map changes to be sufficient.
Forum:
SourceMod Anti-Cheat
03-04-2015, 01:07
Replies:
47
[ANTIHACK] Developing SMAC Wrapper (no longer public)
Views:
15,012
Posted By
turtsmcgurts
Re: [ANTIHACK] Developing SMAC Wrapper (Information has Changed 9 FEB 2015)
I'm not sure if you're specifically referencing the aimbot module or whatever else, but I would say their antiwallhack is the best they've done. There isn't a reliable way to bypass it. Currently...
Forum:
Scripting
02-20-2015, 15:43
Replies:
3
Get Ceiling Origin (Trace Ray)
Views:
1,326
Posted By
turtsmcgurts
Re: Get Ceiling Origin (Trace Ray)
decl Float:vecOrigin[3], Float:vecPos[3];
GetClientAbsOrigin(client, vecOrigin);
new Handle:trace = TR_TraceRay(vecOrigin, {-90.0, 0.0, 0.0}, MASK_SHOT_HULL, RayType_Infinite); ...
Forum:
Scripting
02-20-2015, 15:37
Replies:
3
Velocity by aim
Views:
1,625
Posted By
turtsmcgurts
Re: Velocity by aim
https://sm.alliedmods.net/api/index.php?fastload=show&id=40&
new Float: velocity = 80.0;
TeleportEntity(client, NULL_VECTOR, NULL_VECTOR, velocity);
Forum:
Scripting
12-28-2014, 04:46
Replies:
36
[Help] Spawning Rocket (TF2)
Views:
11,751
Posted By
turtsmcgurts
Re: [Help] Spawning Rocket, Setting Entity Properties(TF2)
new String:rocket_entity_name[32] = "tf_projectile_rocket";
public FireRocket (client, Float: attack_direction[3], team, Float: speed) {
new Float: origin[3];
GetClientAbsOrigin(client,...
Forum:
Scripting
12-18-2014, 05:25
Replies:
36
[Help] Spawning Rocket (TF2)
Views:
11,751
Posted By
turtsmcgurts
Re: [Help] Spawning Rocket (TF2)
SpawnRocket()
{
rocket_entity = CreateEntityByName(rocket_entity_name); //"tf_projectile_rocket"
//1100 is the velocity of a normal rocket
//1980 is the velocity of a...
Forum:
Scripting
12-15-2014, 04:09
Replies:
5
Check for Tournament Team Name & State Change
Views:
1,240
Posted By
turtsmcgurts
Re: Check for Tournament Team Name & State Change
the SOAP DM (https://github.com/Langeh/SOAP-TF2DM/blob/master/addons/sourcemod/scripting/soap_tournament.sp) plugin has a way to monitor when teams ready up, find it and make it return...
Forum:
Scripting
12-12-2014, 01:08
Replies:
5
TF2 Allot of questions
Views:
725
Posted By
turtsmcgurts
Re: TF2 Allot of questions
the SOAP DM (https://github.com/Langeh/SOAP-TF2DM/blob/master/addons/sourcemod/scripting/soap_tournament.sp) plugin has a way to monitor when teams ready up, find it and make it return...
Forum:
Scripting
12-09-2014, 22:55
Replies:
6
Detonate rocket/sticky/pipe on proximity?
Views:
2,125
Posted By
turtsmcgurts
Re: Detonate rocket/sticky/pipe on proximity?
this looks exactly like what you're trying to do, should show you how sdkcalls work as well.
(https://forums.alliedmods.net/showthread.php?p=1519663)
Forum:
Scripting
12-08-2014, 19:45
Replies:
9
[MENU] Spacer
Views:
2,826
Posted By
turtsmcgurts
Re: [MENU] Spacer
Just taking a guess, have you tried using the newline character \n?
edit: i wouldn't say i'm expecting it to work in this scenario, just throwing it out there on the off chance.
Forum:
Scripting
12-08-2014, 18:18
Replies:
17
[Help] Trace Ray Functions
Views:
10,242
Posted By
turtsmcgurts
Re: [Help] Trace Ray Functions
public bool:rayhitplayer(entity,mask,any:data)
{
if(entity==data) //did the trace hit the player?
{
return false;
}
else //nope, it did not.
{
return true;
}
Forum:
Scripting
12-06-2014, 00:37
Replies:
5
Calculating DPM / DPS / DOT?
Views:
1,221
Posted By
turtsmcgurts
Re: Calculating DPM / DPS / DOT?
i would approach it like this
new player_start_times[MAXPLAYERS+1];
new player_damage[MAXPLAYERS+1];
public Player_Join_Team(client, team) {
if(team != spectator)...
Forum:
Scripting
12-05-2014, 17:13
Replies:
17
[Help] Trace Ray Functions
Views:
10,242
Posted By
turtsmcgurts
Re: [Help] Trace Ray Functions
it's a box going from one position to the other. you can adjust the minimum and maximum sizes so it could be really thin or something though.
you set the starting position and size, then you set...
Forum:
Scripting
12-05-2014, 17:09
Replies:
1
CS:GO Calculating Statistics For Each Weapon
Views:
718
Posted By
turtsmcgurts
Re: CS:GO Calculating Statistics For Each Weapon
you want to look into enums and arrays.
it would end up looking something like this
enum weapons {
ak47,
m4a1,
awp;
}
Forum:
Scripting
12-05-2014, 04:55
Replies:
17
[Help] Trace Ray Functions
Views:
10,242
Posted By
turtsmcgurts
Re: [Help] Trace Ray Functions
pseudocode. probably won't compile.
Float: Get_Hit_Point_Forward(client) {
new Float: origin[3]; //where we store the players position
new Float:angles[3]; //where we store where the player is...
Forum:
Scripting
11-30-2014, 05:53
Replies:
7
[Help] Tracking projectiles (TF2)
Views:
2,285
Posted By
turtsmcgurts
Re: [Help] Tracking projectiles (TF2)
It shows the different properties for the entity. It's useful for a lot of different situations.
SpawnRocket()
{
rocket_entity = CreateEntityByName(rocket_entity_name); //creates a new...
Forum:
Scripting
11-30-2014, 04:54
Replies:
7
[Help] Tracking projectiles (TF2)
Views:
2,285
Posted By
turtsmcgurts
Re: [Help] Tracking projectiles (TF2)
I imagine that tf_projectile_pipe doesn't use "m_hOwnerEntity".
Using the sm_dump_datamaps command and searching for "tf_projectile_pipe", I found this (http://pastebin.com/LRFSAxtG).
Try...
Forum:
Scripting
11-30-2014, 00:57
Replies:
7
[Help] Tracking projectiles (TF2)
Views:
2,285
Posted By
turtsmcgurts
Re: [Help] Tracking projectiles (TF2)
You should be able to use GetEdictClassName (https://sm.alliedmods.net/api/index.php?fastload=show&id=65&).
Add that into OnEntityCreated and have it print the classname out, then fire the pipe.
Forum:
Scripting
11-29-2014, 15:57
Replies:
7
[Help] Tracking projectiles (TF2)
Views:
2,285
Posted By
turtsmcgurts
Re: [Help] Tracking projectiles (TF2)
#define rocket_name "tf_projectile_rocket"
new players_rocket[MAXPLAYERS+1]; //this only tracks the latest rocket fired by each client
public OnEntityCreated (entity, const String:classname[]) {...
Forum:
Scripting
11-29-2014, 15:45
Replies:
5
Teleport Client Flat on ground
Views:
1,870
Posted By
turtsmcgurts
Re: Teleport Client Flat on ground
What is the problem exactly? Since you're saying they're frozen it makes me think that "The client will spawn a little bit above the floor." is no longer the issue. If they're getting stuck on uneven...
Forum:
Scripting
11-29-2014, 06:30
Replies:
5
Show number alive on enemy team
Views:
1,559
Posted By
turtsmcgurts
Re: Show number alive on enemy team
There's a way to do it indirectly, but at a great cost. We did this a long time ago so the details will be a bit fuzzy, but I think we made a couple custom fonts that were green/red squares and...
Showing results 1 to 25 of 51
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