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Search: Posts Made By: SpannerSpammer
Forum: Scripting Help 07-10-2017, 00:12
Replies: 11
Views: 2,710
Posted By SpannerSpammer
Re: Change light environment

light, light_spot and light_environment entities are all
removed as soon as they spawn (after their data is recorded
and processed by the server) unless they are part of a light/switch setup.
...
Forum: Scripting Help 07-07-2017, 02:05
Replies: 10
Views: 2,799
Posted By SpannerSpammer
Re: Menu select bind

LOL, it's a client scripting problem...which doesn't really belong here.


You should really Google Half-Life scripting...

This is the format of the alias command:
alias <"scriptname"> ...
Forum: Scripting Help 07-06-2017, 02:30
Replies: 10
Views: 2,799
Posted By SpannerSpammer
Re: Menu select bind

alias "msel5" "menuselect 5"
alias "msel6" "menuselect 6"
alias "6t" "wait; wait; wait; wait; wait; wait"
alias "hns_menu" "say /hns"
alias "hns_invin" "hns_menu; 6t;...
Forum: Scripting Help 07-04-2017, 23:54
Replies: 7
Views: 1,126
Posted By SpannerSpammer
Re: [HELP] Problem with Putting Recoil on Glock

set_pev(id, pev_punchangle, get_pcvar_float(cvar_glock_recoil));
:arrow:

new Float:vAngle[3];
vAngle[0] = get_pcvar_float(cvar_glock_recoil); // punch up/down (pitch)
vAngle[1] = 0.0; // punch...
Forum: Scripting Help 06-29-2017, 00:04
Replies: 4
Views: 995
Posted By SpannerSpammer
Re: Creating Brush entities ( door )

I don't know if this plugin still works, but study it to see how it works:
https://forums.alliedmods.net/showthread.php?t=212653
Forum: Scripting Help 06-28-2017, 00:42
Replies: 4
Views: 995
Posted By SpannerSpammer
Re: Creating Brush entities ( door )

You can't dynamically create brush model entities like that.

I mean you can spawn one, but anything with a SOLID_BSP
solid type created dynamically will be non-solid. Even if you
change the...
Forum: Scripting Help 06-23-2017, 04:05
Replies: 22
Views: 3,265
Posted By SpannerSpammer
Re: Emit sound with exclusion

1. Hook EmitSound.
2. Copy name of sound file you want to mask.
3. Use get_players() for valid list of HUMAN players (no bots or HLTV).
4. Use client_cmd and exec the play command with the...
Forum: Scripting Help 06-20-2017, 01:00
Replies: 7
Views: 1,274
Posted By SpannerSpammer
Re: [ H3LP ] Remvoe Player Connect Message

Darthman, that code will not work for TFC since it
sends a localized string for the connect message.

This has been discussed before, see this thread:...
Forum: Scripting Help 06-15-2017, 01:00
Replies: 9
Views: 1,688
Posted By SpannerSpammer
Re: [Help] Check map sky

To check for skybox:
1. Trace a line vertically from the entity origin 8192.0 units
(not 4096, that's potentially only half of the map height).

2. Get the TR_vecEndPos from the trace and check...
Forum: Scripting Help 06-15-2017, 00:38
Replies: 4
Views: 867
Posted By SpannerSpammer
Re: [ H3LP ] Te beamfollow on player entity?

#define TE_BEAMFOLLOW 22
// write_byte(TE_BEAMFOLLOW)
// write_short(entity:attachment to follow)
// write_short(sprite index)
// write_byte(life in 0.1's)
// write_byte(line...
Forum: Scripting Help 06-07-2017, 00:57
Replies: 27
Views: 3,979
Posted By SpannerSpammer
Re: question about check TEAM

Index 0 is the worldspawn entity.
Forum: Scripting Help 04-28-2017, 18:30
Replies: 16
Views: 2,623
Posted By SpannerSpammer
Re: [H3LP] First Spawn

The KeyValue method works, I tested it myself:

public pfn_keyvalue( id )
{
static szClassName[64], szKeyName[32], szValue[32];
copy_keyvalue( szClassName, charsmax(szClassName),...
Forum: Scripting Help 04-26-2017, 00:40
Replies: 16
Views: 2,623
Posted By SpannerSpammer
Re: [H3LP] First Spawn

^^ You don't need Orpheu for this. If you look up the entity's spawn
code in the HL SDK first, it will give you clues as to what functions are called
when this entity is spawned. Ther are two...
Forum: Scripting Help 03-02-2017, 03:41
Replies: 2
Views: 821
Posted By SpannerSpammer
Re: [TFC] Check if model has skins

There's a reason for that: I don't think anyone has ever needed
to or done anything like that before. It's easy to do in C++:

int GetNumSkins( edict_t *pEntity )
{
void *pmodel =...
Forum: Scripting Help 02-19-2017, 00:19
Replies: 4
Views: 984
Posted By SpannerSpammer
Re: Snowflakes problem

Yes, I believe it is the same effect. The Gauss Gun in HL uses this effect
to make those glowing balls when you shoot at or through a wall.

#define TE_SPRITETRAIL 15 // line of moving glow...
Forum: Scripting Help 02-17-2017, 01:22
Replies: 13
Views: 3,319
Posted By SpannerSpammer
Re: Breakable entity

If you want create the illusion of turning one entity into another,
then use the bait-n-switch method. In this case you copy the
variables (size, model, origin etc. ) of the block entity, destroy...
Forum: Scripting Help 02-14-2017, 17:15
Replies: 4
Views: 984
Posted By SpannerSpammer
Re: Snowflakes problem

Try a TE_SPRITETRAIL effect.
Forum: Scripting Help 02-04-2017, 05:08
Replies: 5
Views: 1,514
Posted By SpannerSpammer
Re: Change Spray Model

1. To disable custom sprays, set individual player's m_nCustomSprayFrames
offset to -1 (Offset 485 | Linux offset 5).

2. I believe that the voice icon sprite is displayed client-side and cannot...
Forum: Scripting Help 02-02-2017, 08:42
Replies: 8
Views: 1,530
Posted By SpannerSpammer
Re: Replacing a SayText message with arguments

You need to rebuild the message being sent by mapping out what the
final message text is being processed by the client. In your example
here, the bomb drop TextMsg #Game_bomb_drop is sent to the...
Forum: Scripting Help 01-28-2017, 01:03
Replies: 4
Views: 1,168
Posted By SpannerSpammer
Re: TE_WORLDDECAL blood ? btw (win | linux )

It could be a corrupt decals.wad file on the Linux server OR
the Linux server precaches the WAD files in a different order from
the windows one, which will screw up the decal index order.

Try...
Forum: Scripting Help 01-26-2017, 02:04
Replies: 18
Views: 2,512
Posted By SpannerSpammer
Re: Kill while flashbanged

ScreenFade user message and flags:

// (HL) Screen Fade type flags
#define FFADE_IN 0x0000 // Just here so we don't pass 0 into the function
#define FFADE_OUT 0x0001 // Fade out (not in)...
Forum: Scripting Help 01-23-2017, 16:33
Replies: 11
Views: 6,996
Posted By SpannerSpammer
Re: Bot Plugin

@PurposeLess

Sorry, I'm not a CS coder, I can't really help you with this.

The code snippet I gave you was just to show you how it's
done, you have to modify it and merge it with your own code.
Forum: Scripting Help 01-23-2017, 00:54
Replies: 11
Views: 6,996
Posted By SpannerSpammer
Re: Bot Plugin

Your Bot creation code is incomplete. Use this code snippet from
the kz_dajrokan plugin as a template to spawn a bot in CS:

public mi_bot_connect()
{
if (!bot_id)
{
bot_id =...
Forum: Scripting Help 01-18-2017, 02:24
Replies: 17
Views: 2,555
Posted By SpannerSpammer
Re: How can i return the whole team money value ?

LOL, I'm curious as to why you both think his looping function won't work.
Forum: Scripting Help 01-12-2017, 17:21
Replies: 3
Views: 648
Posted By SpannerSpammer
Re: Origin of map entity

Use this stock ported from the HLSDK to determine brush model origins:

stock VecBModelOrigin( id, Float:origin[3] )
{
origin[0] = origin[1] = origin[2] = 0.0;
if ( pev_valid( id ) )
...
Showing results 1 to 25 of 84

 
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