Raised This Month: $12 Target: $400
 3% 

Showing results 1 to 25 of 500
Search took 0.02 seconds.
Search: Posts Made By: DarthMan
Forum: Extensions 01-13-2024, 14:57
Replies: 119
Views: 107,710
Posted By DarthMan
Re: VPhysics

Will you please also add the SetInertia function?

https://github.com/ValveSoftware/source-sdk-2013/blob/0d8dceea4310fde5706b3ce1c70609d72a38efdf/mp/src/game/server/hl2/prop_combine_ball.cpp#L348
...
Forum: New Plugin Submissions 01-03-2022, 17:00
Replies: 25
Views: 7,733
Posted By DarthMan
Re: [ReAPI] Advanced slot reservation

Also I guess I know why he used the ip method, although I'm not gonna say it.
He probably wanted a plugin that uses reapi because it's faster, but it really doesn't make any sense at all, there's...
Forum: New Plugin Submissions 01-03-2022, 16:40
Replies: 25
Views: 7,733
Posted By DarthMan
Re: [ReAPI] Advanced slot reservation

Why ip and not steamid? Not many people have static ip's, most have dynamic.
Forum: Scripting Help 12-12-2021, 04:45
Replies: 8
Views: 1,348
Posted By DarthMan
Re: Players collision

Well, if we speak about metamod plugins, then yeah, there are some semiclip modules out there. But the AMXX semiclip plugins simply set the player solidity to SOLID_NOT. And most of the semiclip meta...
Forum: Scripting Help 12-11-2021, 13:40
Replies: 8
Views: 1,348
Posted By DarthMan
Re: Players collision

Yeah, with AMXX this is unfortunately not possible, as u actually want to prevent the collision which is done in PM_Move .
Forum: Scripting Help 12-11-2021, 12:57
Replies: 8
Views: 1,348
Posted By DarthMan
Re: Players collision

It is definitely possible, however, not with AMXX. You would need to hook PM_Move (can be done with orpheu as well), however, I don't think that the module is enough powerful to be able to change the...
Forum: Scripting Help 08-18-2021, 08:03
Replies: 4
Views: 837
Posted By DarthMan
Re: [ precaching ] from model to generic

While this is rare, it is actually possible to precache models as generic in some cases. However, this will only work for player models. For example, on TFC it is possible to set custom player models...
Forum: Module Coding 07-13-2021, 15:37
Replies: 6
Views: 6,487
Posted By DarthMan
Re: AMXX Module: EmitSound2

Use rh_emit_sound2 from ReAPI instead.
Forum: Module Coding 05-12-2021, 16:46
Replies: 20
Views: 14,499
Posted By DarthMan
Re: Module: SemiclipEx

ReHLDS version?
Forum: Scripting Help 04-07-2021, 08:33
Replies: 13
Views: 1,716
Posted By DarthMan
Re: Converting a windows plugin to linux?

When Rage and the plugin both loads. I guess, when the hook is performed.
Forum: Scripting Help 04-07-2021, 07:04
Replies: 13
Views: 1,716
Posted By DarthMan
Re: Converting a windows plugin to linux?

Sadly not, not using it anymore tho. But I know that the tfc bugfixes plugin that hlstriker made caused segfaults, and I was told a possible issue could be the Okapi module, as I inspected the code...
Forum: Scripting Help 04-07-2021, 02:42
Replies: 13
Views: 1,716
Posted By DarthMan
Re: Converting a windows plugin to linux?

Speaking of Rage, I tested it recently and it seems to crash whenever I hook / call a function. About Okapi, it causes segfaults even with non-virtual functions. The only one that seems to work...
Forum: Unapproved/Old Plugins 03-24-2021, 04:29
Replies: 5
...
Views: 2,858
Posted By DarthMan
Re: Weapon Models Changer (By me :D)

Chronic's plugin is also poorly coded, the code itself looks ugly and can be barely readable for some. Even more, it doesn't block the old models from precaching, while it precaches new ones, the old...
Forum: Code Snippets/Tutorials 03-03-2021, 11:25
Replies: 7
Views: 5,214
Posted By DarthMan
Re: [INC] cmd_targetex(): @all, @ct, @t, @me, @view & more!

What I can tell you for now is that TFC supports up to 4 teams, DoD and OP4 2 teams (not sure if spectator is a team on DoD, if it is, then 3), but OP4 is either deathmatch or team-based black mesa...
Forum: Code Snippets/Tutorials 03-03-2021, 07:09
Replies: 7
Views: 5,214
Posted By DarthMan
Re: [INC] cmd_targetex(): @all, @ct, @t, @me, @view & more!

Good job. However, if u want this include to be added to AMXX, it's better if u can provide support for games other than CS 1.6 and CZero, as in CS, for example, spectator is a team, but on HL1 and...
Forum: Scripting Help 08-24-2020, 12:52
Replies: 4
Views: 1,082
Posted By DarthMan
Re: How to lock thirdperson camera?

You may need to hook CBasePlayer::Observer_SetMode using Orpheu and change the camera mode there, using OrpheuSetParam.
But this will only be called when the player is in spectator mode.
Forum: Scripting Help 05-03-2020, 05:51
Replies: 4
Views: 1,022
Posted By DarthMan
Re: Is there any way to use pev_skin on v_* models now?

Ham_Spawn is good method for CS and recommended if a plug-in is CS only.
But just as additional info, and nothing to do with this post, just for more knowledge, there are games such as TFC, DoD I...
Forum: Scripting Help 04-16-2020, 17:59
Replies: 6
Views: 1,757
Posted By DarthMan
Re: Orpheu. Why signature is not working?

You're welcome.
Keep always the first byte. Replace any other bytes with ? then make the signature.
Forum: Scripting Help 04-16-2020, 02:43
Replies: 6
Views: 1,757
Posted By DarthMan
Re: Orpheu. Why signature is not working?

You can't use symbols on ReHLDS.
You have to make a signature.
But bear in mind that the server will crash if you try to hook a function with arguments, even with a correct signature, if you try to...
Forum: Scripting Help 04-07-2020, 05:53
Replies: 2
Views: 1,125
Posted By DarthMan
Re: Changing model (brush) scale.

I do not think that it is possible, at least not with the Half-Life engine.
In Source engine there is a property for changing the size of models, but we are talking about the Half-Life engine now.
Forum: Scripting Help 02-14-2020, 11:29
Replies: 5
Views: 1,352
Posted By DarthMan
Re: [H3LP] StartObserver with Orpheu

Rage is another possibillity, but unfortunately, Rage doesn't work either. When I make a handler, no plug-in is needed, the server simply crashes when Rage is trying to read it. Same thing happens...
Forum: Scripting Help 02-14-2020, 06:27
Replies: 5
Views: 1,352
Posted By DarthMan
Re: [H3LP] StartObserver with Orpheu

I was aware that Orpheu doesn't support Vector, but I was thinking that I could maybe trick Orpheu into successfully parsing the function if no arguments are specified, both on the file and on the...
Forum: Scripting Help 02-13-2020, 17:01
Replies: 5
Views: 1,352
Posted By DarthMan
[H3LP] StartObserver with Orpheu

I want to hook CBasePlayer::ObserverStart with Orpheu, since Okapi is having some issues especially on Linux and with virtual functions mostly, so I don't wanna use it at all anymore, as my server...
Forum: Scripting Help 02-11-2020, 16:55
Replies: 3
Views: 873
Posted By DarthMan
Forum: Scripting Help 02-11-2020, 16:07
Replies: 3
Views: 873
Posted By DarthMan
Re: [TFC] How to disable chat sound ; Ham_Touch problem

You can easely change the sound. Just use the SayText and TextMsg, as post, after the messages were sent, do this:

StopSendSound(const iID)
{
message_begin(MSG_ONE, SVC_STOPSOUND, _, iID);
...
Showing results 1 to 25 of 500

 
Forum Jump

All times are GMT -4. The time now is 22:16.


Powered by vBulletin®
Copyright ©2000 - 2024, vBulletin Solutions, Inc.
Theme made by Freecode