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Posts Made By:
spunkster21
Forum:
Scripting
12-19-2011, 08:17
Replies:
15
TF2 No self damage
Views:
4,369
Posted By
spunkster21
Re: TF2 No self damage
The only way I got this working was to use sdkhooks to set damage to zero then obtain the client's velocity and origin, manipulate them and use teleport entity. This method takes a little bit of...
Forum:
Scripting
09-02-2011, 06:00
Replies:
7
TF2 - Jump with Huntsman
Views:
1,995
Posted By
spunkster21
TF2 - Jump with Huntsman
I've been searching for a way to allow the sniper in TF2 to jump while using the huntsman, but I've not found anything yet.
I did find an excellent extension to allow the huntsman to be fired in...
Forum:
Scripting
06-05-2011, 17:45
Replies:
6
Paginating Menus without Numbers
Views:
2,623
Posted By
spunkster21
Re: Paginating Menus without Numbers
Very interesting, I hadn't thought of that.
I'll go try that now. Thanks for the help.
Forum:
Scripting
06-05-2011, 16:37
Replies:
6
Paginating Menus without Numbers
Views:
2,623
Posted By
spunkster21
Re: Paginating Menus without Numbers
Is there an easy way to get panels to paginate?
Forum:
Scripting
06-05-2011, 13:43
Replies:
6
Paginating Menus without Numbers
Views:
2,623
Posted By
spunkster21
Re: Paginating Menus without Numbers
Unfortunately ITEMDRAW_RAWLINE does not appear to work for menus the way it does for panels. In fact, I can't get it to show up at all in the menu, see screen shot below.
...
Forum:
Scripting
06-05-2011, 08:40
Replies:
6
Paginating Menus without Numbers
Views:
2,623
Posted By
spunkster21
Paginating Menus without Numbers
Hi,
I've built ranking plugin and I want to display all ranked players via a top command. Currently I'm using menus to build a paginated menu, unfortunately this results in the default numbering....
Forum:
Zombie:Reloaded
05-17-2011, 15:40
Replies:
9
NoBlock Question & Sourcemod V.I.P Group
Views:
5,596
Posted By
spunkster21
Re: NoBlock Question & Sourcemod V.I.P Group
Here's a quick plugin I wrote which should do the no blocking for humans only. It's very basic and has no CVARs.
On spawn it checks if a player is a human, if so it enables no blocking. If the...
Forum:
Zombie:Reloaded
04-22-2011, 08:36
Replies:
3
Zombification Event to Detect Mother Zombies [SOLVED]
Views:
1,616
Posted By
spunkster21
Re: Zombification Event to Detect Mother Zombies [SOLVED]
Thank you very much for the exceptionally fast response. That is exactly what I'm looking for, I just suck at searching :oops:
Forum:
Zombie:Reloaded
04-22-2011, 08:13
Replies:
3
Zombification Event to Detect Mother Zombies [SOLVED]
Views:
1,616
Posted By
spunkster21
Zombification Event to Detect Mother Zombies [SOLVED]
Hi guys,
Is there a zombification event for Zombie:Reloaded?
I did a search and found a few requests for this dating back to 2010 with a note that it would be included into Zombie:Reloaded at...
Forum:
Plugins
04-17-2011, 04:09
Replies:
1,201
Zombie Riot V1.9.1b
Views:
750,467
Posted By
spunkster21
Re: Zombie Riot V1.9.1
Thanks. This appears to have fixed Zombie:Riot on my Linux server.
This is why I love SM so much - the Source Mod developers get SM updated so quickly and plugin makers get their scripts updated...
Forum:
Plugins
04-16-2011, 08:32
Replies:
1,201
Zombie Riot V1.9.1b
Views:
750,467
Posted By
spunkster21
Re: Zombie Riot V1.9.1
I too have a Linux server and cannot get this to run. I'll try and spend some time debugging it later today.
Forum:
News
04-16-2011, 08:31
Replies:
25
SourceMod 1.3.7, Metamod:Source 1.8.6 Released
Views:
31,944
Posted By
spunkster21
Re: SourceMod 1.3.7, Metamod:Source 1.8.6 Released
As usual a phenomenally quick update by the MM/SM teams. Just one of the many reasons I use MM/SM over other server tools.
Thanks.
Forum:
Scripting
02-27-2011, 05:13
Replies:
22
Making a player invisible? (CS:S)
Views:
7,704
Posted By
spunkster21
Re: Making a player invisible? (CS:S)
I don't believe there is any way to do this without changing the model to one without any attachable items. If you do find a way, please post your results.
Forum:
Scripting
02-20-2011, 04:16
Replies:
2
TF2 - Prevent map from changing at game over
Views:
966
Posted By
spunkster21
Re: TF2 - Prevent map from changing at game over
Are you trying to achieve this for a server running a single map? If so, setting mp_timelimit to 0 will remove the time limit entirely. It may also be useful to set the following:
mp_winlimit 0...
Forum:
Zombie:Reloaded
01-25-2011, 05:59
Replies:
8
change length of the knife?
Views:
3,428
Posted By
spunkster21
Re: change length of the knife?
While I know it isn't possible to change knife length, many players on my server also complain about this. Could custom zombie models actually increase the knife range?
Forum:
General
01-03-2011, 07:52
Replies:
2
TF2 - Increasing player speeds beyond 400 via CTX Files
Views:
1,397
Posted By
spunkster21
TF2 - Increasing player speeds beyond 400 via CTX Files
I've been trying to increase player class speeds on TF2 using a variety of methods, so far none have worked.
I've seen a number of topics posted here that suggest editing the .ctx files will allow...
Forum:
Metamod:Source Questions
12-18-2010, 05:57
Replies:
6
Metamod:source not working
Views:
4,072
Posted By
spunkster21
Re: Metamod:source not working
Bah, just updated all my servers and now they're all broken, well they're running Vanilla. Hopefully a fix will be available soon.
Forum:
Trash
10-15-2010, 04:46
Replies:
17
[TF2] REQ bot ping
Views:
7,273
Posted By
spunkster21
Re: [TF2] REQ bot ping
Unfortunately I don't know how to do this, but I'd suggest contacting one of the various server operators that have a working method and ask if they will share with you.
Forum:
Scripting
10-06-2010, 06:09
Replies:
4
Need a script updated!
Views:
963
Posted By
spunkster21
Re: Need a script updated!
Sure, I'll need about tree fiddy.
Forum:
Scripting
09-15-2010, 07:28
Replies:
6
Prevent weapon pickup... almost working but
Views:
2,337
Posted By
spunkster21
Re: Prevent weapon pickup... almost working but
I had this problem as well. I got around it by using SDKHook_WeaponCanUse, which prevents the weapon from being used but doesn't remove it.
SDKHook(client, SDKHook_WeaponCanUse, OnWeaponCanUse);
...
Forum:
Scripting
09-11-2010, 08:15
Replies:
7
[CS:S] Late spawn question
Views:
2,156
Posted By
spunkster21
Re: [CS:S] Late spawn question
It's a shame there isn't a CVAR controlling this. It seems like an obvious thing server owners would want to manipulate, I know I certainly do.
Forum:
Scripting
09-03-2010, 11:47
Replies:
7
Help a beginner - Entities and such
Views:
1,288
Posted By
spunkster21
Re: Help a beginner - Entities and such
Additionally, it would be very beneficial to go through the various tutorials here (http://wiki.alliedmods.net/Category:SourceMod_Scripting).
Once you do that, I'd suggest thinking up some basic...
Forum:
Scripting
08-20-2010, 04:39
Replies:
5
Trigger Volumes
Views:
1,197
Posted By
spunkster21
Re: Trigger Volumes
Yes, I know :wink:
The difficulty I'm having is when I have a non-rectangular shape, e.g. a trapezoid, I'm not sure how to determine when someone is in the volume. Currently I check if they're...
Forum:
Scripting
08-19-2010, 07:43
Replies:
5
Trigger Volumes
Views:
1,197
Posted By
spunkster21
Re: Trigger Volumes
Thanks, that's awesome.
I did search, I just didn't see this topic.
Forum:
Scripting
08-19-2010, 03:37
Replies:
5
Trigger Volumes
Views:
1,197
Posted By
spunkster21
Trigger Volumes
I'm attempting to define a cuboid trigger volume and I'd like the know the best way to determine when it's been activated, i.e. when a player enters the volume.
I was originally hoping I could...
Showing results 1 to 25 of 105
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