Raised This Month: $256 Target: $400
 64% 

Showing results 1 to 25 of 500
Search took 0.13 seconds.
Search: Posts Made By: KliPPy
Forum: HL1 Servers (HLDS) 06-22-2018, 15:47
Replies: 7
Views: 199
Posted By KliPPy
Re: AMX 1.8.3 Modules Not Loading

There was some tampering with module loading in a recent PR, it should be investigated.
Forum: Scripting Help 06-22-2018, 08:40
Replies: 4
Views: 55
Posted By KliPPy
Re: Include xs

It's exactly the same whether you include it or copy the code in your plugin. So, logically, you should always just include xs.
Forum: Suggestions / Requests 06-22-2018, 08:31
Replies: 65
Views: 757
Posted By KliPPy
Re: CS 1.6 SteamID Kicker

Yes, we all get that. What everbody is telling you is that it's pointless and your admins shouldn't unban people so easily. This is the first time I'm hearing someone has this problem so I'm certain...
Forum: Suggestions / Requests 06-22-2018, 08:25
Replies: 65
Views: 757
Posted By KliPPy
Re: CS 1.6 SteamID Kicker

The difference is only in the message, they do the exact same thing (yes, a ban just kicks the player). And Advanced Bans bans by Steam ID so it's the exact same thing you are asking for.
Forum: Suggestions / Requests 06-22-2018, 07:49
Replies: 65
Views: 757
Posted By KliPPy
Re: CS 1.6 SteamID Kicker

At that point it becomes "ban by name". It was created because there isn't such functionality in the game. When you ban a player it's exactly what you are describing - kicks the player when they join...
Forum: General 06-21-2018, 11:05
Replies: 5
Views: 110
Posted By KliPPy
Re: AMX 1.8.3 Problem

I'm sure the process not being able to read a file has nothing to do with the update.
Forum: Scripting Help 06-21-2018, 09:24
Replies: 5
Views: 113
Posted By KliPPy
Re: [ H3LP ] Rotate angle vector

So it's always the opposite? Then just negate the direction vector before converting to angles.

xs_vec_neg(vPlane, vPlane);
Forum: Off-Topic 06-20-2018, 14:29
Replies: 4
Views: 327
Posted By KliPPy
Re: Syntax highlight for [code] blocks

C is good enough for it, I didn't want to add many languages because then hl.js has harder time deciding what language it actually is in the [code] block.
Forum: General 06-20-2018, 08:21
Replies: 5
Views: 110
Posted By KliPPy
Re: AMX 1.8.3 Problem

Do you have SSH access to the server? If so, can you ls -l addons/amxmodx/configs and/or stat addons/amxmodx/configs/modules.ini and post output?
Forum: Scripting Help 06-19-2018, 08:16
Replies: 8
Views: 139
Posted By KliPPy
Re: Expiration Date in default admin plugin

Actually what 1.8.3 is mostly lacking to be released is features for end users, plugin writes did get a lot of new features. This would be welcome, actually all first party plugins should receive...
Forum: Scripting Help 06-19-2018, 06:13
Replies: 18
Views: 125
Posted By KliPPy
Re: Get Time

Ask your game server provider support then.

If you are unsure and it takes you a few seconds to think about it go for new, most of the time it doesn't matter and you won't notice any difference....
Forum: Scripting Help 06-19-2018, 06:03
Replies: 18
Views: 125
Posted By KliPPy
Re: Get Time

Yes, that is correct and is probably the best way to retrieve the current time in h/m/s as integers.
Forum: Scripting Help 06-19-2018, 05:50
Replies: 18
Views: 125
Posted By KliPPy
Re: Get Time

Use time() (http://amxmodx.org/api/core/time) so you don't have to work with strings. I don't know why people keep doing that, I've seen it many times over the years.
Forum: Module Coding 06-18-2018, 20:15
Replies: 11
Views: 202
Posted By KliPPy
Re: Module bad load

Try -debug and +log on, look at the pic I posted. Metamod should be printing a lot more info.
Forum: Module Coding 06-18-2018, 15:38
Replies: 11
Views: 202
Posted By KliPPy
Re: Module bad load

It's done by the SDK and configured in moduleconfig.h, you don't have to explicitly register it like in AMXX plugins.
Also @OP, you don't have to include "sdk/moduleconfig.h", it's done by...
Forum: Scripting Help 06-18-2018, 15:36
Replies: 3
Views: 81
Posted By KliPPy
Re: bind_pcvar_string

amx_nextmap is already created by some AMXX plugin (mapchooser perhaps), isn't it? If you want to just retrieve it use get_cvar_pointer. Also is the amx_nextmap variable global? Show its definition.
Forum: Scripting Help 06-18-2018, 15:34
Replies: 13
Views: 208
Posted By KliPPy
Re: Weird Bug in Deathrun

I think there's something fiddling with the WeaponList message because that's where the data is gathered from. That was introduced more than 2 years ago so there's definitely something wrong with...
Forum: Scripting Help 06-18-2018, 11:05
Replies: 13
Views: 208
Posted By KliPPy
Re: Weird Bug in Deathrun

Do you have a plugin blocking the "WeaponList" message? This is happening because the module can't retrieve weapon information that it collects from that user message.
Forum: Module Coding 06-18-2018, 10:03
Replies: 11
Views: 202
Posted By KliPPy
Re: Module bad load

developer 1 is a cvar so you should prepend it with + instead of -. However -dev will work as well. Here's the command I use for starting my dev server:
https://i.imgur.com/2r7XJfx.png
Forum: Module Coding 06-18-2018, 04:41
Replies: 11
Views: 202
Posted By KliPPy
Re: Module bad load

Watch the console/logs, it says why the module can't be loaded when it fails. Also set 'developer 1'.
Forum: Scripting Help 06-15-2018, 02:40
Replies: 11
Views: 195
Posted By KliPPy
Re: [SOLVED] IF Performance (Yeah, IF)

I believe this is considered the best practice - check your cases early and return, makes it easy to follow the "main" path of the code and keeps the indentation low.
Forum: Scripting Help 06-14-2018, 14:06
Replies: 11
Views: 195
Posted By KliPPy
Re: IF Performance (Yeah, IF)

They will probably compile to same bytecode (or with little differences that won't matter to performance). What Maqi said is true and that phenomenon is called "short-circuit evaluation".
Forum: Module Coding 06-14-2018, 09:36
Replies: 8
Views: 193
Posted By KliPPy
Re: [HELP] How To Start Module Code

You need to know C++. If you don't, then don't start with modules because it's an awful codebase to start learning, it's ancient and will teach you bad practices which are mostly gone from the modern...
Forum: General 06-14-2018, 05:55
Replies: 24
Views: 629
Posted By KliPPy
Re: Is more than 32 players possible ?

I don't think lag compensation will work for those, so gunplay will be awful.
Forum: General 06-13-2018, 09:29
Replies: 7
Views: 290
Posted By KliPPy
Re: ONE OF YOUR CODERS CANT BE TRUSTED! (CraZy)

And even then, I believe a user won't be banned for their actions outside the forum.
Showing results 1 to 25 of 500

 
Forum Jump

All times are GMT -4. The time now is 10:33.


Powered by vBulletin®
Copyright ©2000 - 2018, vBulletin Solutions, Inc.
Theme made by Freecode