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Posts Made By:
rswallen
Forum:
General
08-30-2015, 19:00
Replies:
13
[TF2] What is this HUD message?
Views:
4,159
Posted By
rswallen
Re: [TF2] What is this HUD message?
Or just use GetSteamAccountID(int client)
Forum:
Plugins
06-14-2015, 15:41
Replies:
8
[ANY] BossEngine
Views:
5,920
Posted By
rswallen
Re: [ANY] BossEngine
Update 1.0.4
- [internal] Monster data now stored in an ArrayList (fixes a couple of bugs)
- [internal] Monster.Heartbeat is now destroyed after the destroy forward fires
Forum:
Plugins
06-13-2015, 14:28
Replies:
8
[ANY] BossEngine
Views:
5,920
Posted By
rswallen
Re: [ANY] BossEngine
Update 1.0.1
- Fixed a couple of GCThink errors
- Added locks to create/destroy natives so that they cant be used during create/destroy forwards
- Fixed FindEggByName()
- Changed...
Forum:
Plugins
06-13-2015, 11:01
Replies:
8
[ANY] BossEngine
Views:
5,920
Posted By
rswallen
Re: [ANY] BossEngine
Precisely. The data has meaning only to those that read it. It could be a filepath for a config, a number in string form or an empty string.
It could even be somethng complex like a json result
...
Forum:
Plugins
06-13-2015, 09:28
Replies:
8
[ANY] BossEngine
Views:
5,920
Posted By
rswallen
Re: [ANY] BossEngine
Weird.
Updated download link
Forum:
Plugins
06-13-2015, 02:41
Replies:
8
[ANY] BossEngine
Views:
5,920
Posted By
rswallen
[ANY] BossEngine
An API that lets developers set custom attributes and properties on players such that ANY plugin may view them (and edit them in the case of properties). The core should also work with any game.
...
Forum:
VSH / Freak Fortress
04-02-2015, 06:43
Replies:
664
VSH
Versus Saxton Hale 1.55 - New Saxton Hale + Vagineer Models!
Views:
212,237
Posted By
rswallen
Re: Versus Saxton Hale 1.52 - Updates! (Last updated 2/12/2015 | 10:21PM CDT)
This model is awesome (nipples and all). Been using the original on LZ for almost 8 months now
Forum:
VSH / Freak Fortress
01-25-2015, 19:38
Replies:
5
VSH
VSH Plugin stopped working in mid-round
Views:
1,511
Posted By
rswallen
Re: VSH Plugin stopped working in mid-round
Sequence of events that could lead to this:
Hale disconnected.
Timer fires, throws an error (preventing the variable from being cleared).
During round start, the plugin tries to kill the...
Forum:
Scripting
11-25-2014, 14:23
Replies:
30
Why are define macro function thingies bad?
Views:
9,143
Posted By
rswallen
Re: Why are define macro function thingies bad?
You seem to under the impression that "stock" is synonymous to "inline" of C++ (on compile, replace function prototype with body). It is not.
When you declare a function "stock", it tells the...
Forum:
Snippets and Tutorials
11-22-2014, 17:39
Replies:
6
[TF2] Reorienting a sentry gun
Views:
3,206
Posted By
rswallen
Re: [TF2] Reorienting a sentry gun
beep-beep-beep-beep-beep-beep-beep-beep-beep-beep
Forum:
Scripting
11-22-2014, 15:47
Replies:
3
ChangeClientTeam + TF2_RespawnPlayer not working, latest SM snapshot
Views:
1,410
Posted By
rswallen
Re: ChangeClientTeam + TF2_RespawnPlayer not working, latest SM snapshot
AFAIK, "m_bArenaSpectator" is responsible for causing players to appear as spectators in the scoreboard, regardless of the value of "tf_use_arena_queue"
If the value (of "m_bArenaSpectator") is...
Forum:
VSH / Freak Fortress
11-17-2014, 04:14
Replies:
213
VSH
Introducing VSH Advanced
Views:
36,340
Posted By
rswallen
Re: Introducing VSH Advanced
That's kinda because you NEED to use forwards
Such things are not simple.
What do you mean by "clunkiness of KVs" (you seem to use that word alot)
You going to need to use some "weird...
Forum:
Scripting
11-15-2014, 13:21
Replies:
6
[ANY] Autoindexing Subplugins?
Views:
1,686
Posted By
rswallen
Re: [ANY] Autoindexing Subplugins?
I'm happy with natives/forwards as they are. I can only hope that if/when they are retired, the system that replaces them is just as good.
Forum:
Scripting
11-15-2014, 13:11
Replies:
6
[ANY] Autoindexing Subplugins?
Views:
1,686
Posted By
rswallen
Re: [ANY] Autoindexing Subplugins?
@friagram, I believe the intent is to do it without the use of the library system
@nergal, Its complicated but doable
In the core plugin, you need a native that sub-plugins must call to...
Forum:
General
11-13-2014, 03:00
Replies:
7
SDKHook(entity, SDKHook_Spawn, Spawn);
Views:
4,052
Posted By
rswallen
Re: SDKHook(entity, SDKHook_Spawn, Spawn);
Instead of blocking the spawn, try preventing the actual creation through an SDKHook_OnTakeDamage hook
public Action:SDKHook_ClientOnTakeDamage(victim, &attacker, &inflictor, &Float:damage,...
Forum:
VSH / Freak Fortress
11-12-2014, 18:48
Replies:
3,020
FF2
Freak Fortress 2 1.10.14 Released
Views:
941,622
Posted By
rswallen
Re: Freak Fortress 2 1.10.3 Released
#tryinclude <library>:
optional at compile time
enclose optional code in '#if defined'...'#endif'
#undef REQUIRE_PLUGIN:
optional at runtime
Forum:
VSH / Freak Fortress
11-12-2014, 18:40
Replies:
213
VSH
Introducing VSH Advanced
Views:
36,340
Posted By
rswallen
Re: Introducing VSH Advanced
This is not really an issue with FF2 - it's an issue with the people who publish them. There are loads of ability sub-plugins. If the config creators decide not (lib. "can't be arsed") to use them,...
Forum:
General
11-06-2014, 13:26
Replies:
1
[TF2] Team Manager ?
Views:
707
Posted By
rswallen
Re: [TF2] Team Manager ?
There is a convar you can use to force players to join a certain team:
mp_humans_must_join_team [red|blue|any]
Then use something like this...
Forum:
Scripting
10-22-2014, 09:21
Replies:
30
Why are define macro function thingies bad?
Views:
9,143
Posted By
rswallen
Re: Why are define macro function thingies bad?
Future SM is also getting proper strings (as opposed to the char arrays currently in use)
Forum:
Scripting
10-18-2014, 14:58
Replies:
6
[TF2] Hooking code on flag picked up
Views:
1,581
Posted By
rswallen
Re: [TF2] Hooking code on flag picked up
public OnPluginsStart()
{
HookEvent("teamplay_flag_event", EventHook_FlagStuff);
return;
}
public EventHook_FlagStuff(Handle:event, const String:name[], bool:dontBroadcast)
{
if...
Forum:
VSH / Freak Fortress
10-18-2014, 14:53
Replies:
7
FF2
VTX files will not download...New Freak.
Views:
1,753
Posted By
rswallen
Re: VTX files will not download...New Freak.
Valve broke stuff (https://forums.alliedmods.net/showthread.php?t=250009)
Forum:
Scripting
10-14-2014, 15:20
Replies:
2
[SM] How to make natives talk back and forth?
Views:
924
Posted By
rswallen
Re: [SM] How to make natives talk back and forth?
Make another native (VSH_SetCapEnabled)
Forum:
Scripting
10-13-2014, 12:07
Replies:
2
Animating an entity
Views:
865
Posted By
rswallen
Re: Animating an entity
From Valve Dev Community - prop_dynamic: (https://developer.valvesoftware.com/wiki/Prop_dynamic)
Use "prop_physics_multiplayer (https://developer.valvesoftware.com/wiki/Prop_physics_multiplayer)"...
Forum:
VSH / Freak Fortress
10-12-2014, 11:08
Replies:
3,020
FF2
Freak Fortress 2 1.10.14 Released
Views:
941,622
Posted By
rswallen
Re: Freak Fortress 2 1.10.2 Released
Now it leaks handles.
The point I was trying to make was perhaps Otokiru has another plugin installed that uses the same stock (PrepareItemHandle) and that (against all odds) calling CloseHandle...
Forum:
Plugins
10-12-2014, 10:50
Replies:
16
[TF2] True Spy Cloaking (Anti-Wall-Hacking) [UPDATED 6 Nov 2014]
Views:
14,295
Posted By
rswallen
Re: [TF2] True Spy Cloaking (Anti-Wall-Hacking)
Does this function correctly when a spy is jarated / milked / on fire etc?
Showing results 1 to 25 of 156
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