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Posts Made By:
T(+)rget
Forum:
(OLD) Bug Reports
04-24-2006, 09:34
Replies:
3
[FakeMeta] pev floats problem?
Views:
1,609
Posted By
T(+)rget
Thanks BAILOPAN, you can lock this thread now. ...
Thanks BAILOPAN, you can lock this thread now.
Thanks for the prompt response,
Targ
Forum:
Scripting Help
04-16-2006, 20:20
Replies:
16
attach_view error
Views:
3,537
Posted By
T(+)rget
Perhaps I'm blind Twilight Suzuka but I don't see...
Perhaps I'm blind Twilight Suzuka but I don't see the use of a DispatchKeyValue in the above code, which is when DispatchSpawn is mean't to be called!
Do you, or are you on drugs :shock:
Forum:
Scripting Help
04-16-2006, 10:45
Replies:
16
attach_view error
Views:
3,537
Posted By
T(+)rget
You shouldn't be using this native: ...
You shouldn't be using this native:
DispatchSpawn(camera)
^ the camera is created and spawned so why are you using this? Besides its mainly for normal HL entities, not customised ones.
You...
Forum:
Scripting Help
04-03-2006, 07:26
Replies:
1
Float stuff
Views:
894
Posted By
T(+)rget
%0.2f
%0.2f
Forum:
Approved Plugins
03-28-2006, 22:07
Replies:
83
Fake Team Bot (Blocks Round Ending)
Views:
86,041
Posted By
T(+)rget
Well unless something is broke with...
Well unless something is broke with engclient_cmd, it works fine in AMX.
I have working bots that move around (AMX Bot) which use engclient_cmd to select a team + skin, will also be for weapon...
Forum:
Approved Plugins
03-28-2006, 21:55
Replies:
83
Fake Team Bot (Blocks Round Ending)
Views:
86,041
Posted By
T(+)rget
3 problems: 1) This is enforcing bots to a...
3 problems:
1) This is enforcing bots to a team, best way would be using engclient_cmd.
2) Not all the bot parameters are setup like a player, and VGUI should be disable on bots.
3) I don't see no...
Forum:
Approved Plugins
03-21-2006, 18:32
Replies:
692
Laser/TripMine Entity
Views:
642,123
Posted By
T(+)rget
It was a conversion of what I released on AMX...
It was a conversion of what I released on AMX Mod, and no its not a simple conversion since I had written damage natives into VexdUM module which AMXX currently doesn't support without using FakeMeta...
Forum:
Unapproved/Old Plugins
03-20-2006, 11:51
Replies:
10
Remove any entities at startup
Views:
3,913
Posted By
T(+)rget
You won't be able to remove hostage_entity with...
You won't be able to remove hostage_entity with that it'll cause the server to crash.
Forum:
Approved Plugins
03-19-2006, 06:58
Replies:
79
Halo Style Respawning
Views:
60,056
Posted By
T(+)rget
CSDM uses the old spawn points, but just move...
CSDM uses the old spawn points, but just move there location. Which is a more consuming task in a module/script IMHO. I just destroy old points and create fresh.
AFAIK its not possible, however...
Forum:
(OLD) Bug Reports
03-19-2006, 06:53
Replies:
5
[REQ] New Section
Views:
1,747
Posted By
T(+)rget
Yeah I was thinking about the wiki, but then I...
Yeah I was thinking about the wiki, but then I thought well people use the forums more, so it'll be better resources for other scripters etc if housed on the forums.
Forum:
(OLD) Bug Reports
03-18-2006, 08:51
Replies:
5
[REQ] New Section
Views:
1,747
Posted By
T(+)rget
[REQ] New Section
Which would contain:
snippets
examples
script interfaces (using library/native system)
None of the other sections cover anything like this.
Sorry, cant think of a name for this section.
Forum:
Approved Plugins
03-18-2006, 08:35
Replies:
79
Halo Style Respawning
Views:
60,056
Posted By
T(+)rget
It should be fine, my tests was with my upcoming...
It should be fine, my tests was with my upcoming new mod. However in this I actually create new spawn points not fake points like CSDM, so the old 1's get removed.
Forum:
Approved Plugins
03-18-2006, 02:33
Replies:
79
Halo Style Respawning
Views:
60,056
Posted By
T(+)rget
EMP': I'll export my respawn script as an...
EMP':
I'll export my respawn script as an interface, I'll need to speak to bailopan for clarification where to post this. Basic Respawn 1.3 I declare as stable and safe to use now.
Forum:
Approved Plugins
03-16-2006, 07:54
Replies:
79
Halo Style Respawning
Views:
60,056
Posted By
T(+)rget
Actually I've updated Basic Respawn to v1.3 now...
Actually I've updated Basic Respawn to v1.3 now v3x (I edited top post), seems that if spectators moved the respawn messed up again.
I've tested it ranging from 0 - 30 secs and it worked fine...
Forum:
Approved Plugins
03-16-2006, 06:26
Replies:
79
Halo Style Respawning
Views:
60,056
Posted By
T(+)rget
Check out Basic Respawn 1.2 updating it now,...
Check out Basic Respawn 1.2 updating it now, works 100% flawlessly we are all going to feel like dicks now btw :lol:
Forum:
Module Coding
03-14-2006, 19:05
Replies:
44
Metamod Plugin - Counter-Strike 1.3 in 1.6 (version 0.14)
Views:
37,260
Posted By
T(+)rget
Wasn't just me then, who noticed that :lol:
Wasn't just me then, who noticed that :lol:
Forum:
Module Coding
03-13-2006, 20:15
Replies:
94
Module: WTF Dynamic weapons
Views:
45,761
Posted By
T(+)rget
I fixed a few things in the source file as well...
I fixed a few things in the source file as well as obviously updating to AMXX 1.70 SDK.
Anyhow, I ain't releasing what I have at present. Since I have found a few problems which need fixing with...
Forum:
Scripting Help
03-13-2006, 17:42
Replies:
8
Register entity removing
Views:
2,041
Posted By
T(+)rget
Why don't you hook pfnThink? Then check the...
Why don't you hook pfnThink?
Then check the damage when its thinking, none done set the think inside itself of 0.1 or something, else create effects and remove the entity.
Note on Creation:...
Forum:
Module Coding
03-13-2006, 11:07
Replies:
94
Module: WTF Dynamic weapons
Views:
45,761
Posted By
T(+)rget
I'm actually reviewing this module, got it...
I'm actually reviewing this module, got it compiling with AMXX 1.70, I just tried compiling the source supplied on this thread and it won't compile under MSVC++! It doesn't even look like you changed...
Forum:
Unapproved/Old Plugins
03-13-2006, 07:38
Replies:
20
Client Respawn v1.6
Views:
7,593
Posted By
T(+)rget
I've been using this method for ages, seen no lag...
I've been using this method for ages, seen no lag or glitch. The glitch though I have a fast task, but I believe its tied to DEAD_RESPAWNABLE something in the engine more than likely checks if this...
Forum:
Unapproved/Old Plugins
03-13-2006, 07:29
Replies:
20
Client Respawn v1.6
Views:
7,593
Posted By
T(+)rget
Ok try this: set a task of 0.5 to set the...
Ok try this:
set a task of 0.5 to set the RESPAWNABLE flag, then your new task for spawning the client with DispatchSpawn and the iuser1 = 0.
Forum:
Unapproved/Old Plugins
03-12-2006, 22:23
Replies:
20
Client Respawn v1.6
Views:
7,593
Posted By
T(+)rget
oO you on about that proper method? If so what...
oO you on about that proper method? If so what was the delay time you put in?
Forum:
Suggestions / Requests
03-12-2006, 17:12
Replies:
8
[REQUEST] soccer
Views:
2,470
Posted By
T(+)rget
SoccerMod does this, more than likely abit buggy...
SoccerMod does this, more than likely abit buggy using the newest AMX/X, I know the actual code could do with a overhaul, sadly it never got ported to AMXX.
Forum:
Unapproved/Old Plugins
03-12-2006, 09:57
Replies:
20
Client Respawn v1.6
Views:
7,593
Posted By
T(+)rget
Check this out: Basic Respawn...
Check this out: Basic Respawn (http://ghw-amxx.com/viewtopic.php?p=95#95)
I gave an example how to do it correctly until AMXX fixes the user_spawn native.
Forum:
Unapproved/Old Plugins
03-12-2006, 00:19
Replies:
20
Client Respawn v1.6
Views:
7,593
Posted By
T(+)rget
AMXX spawn function is very bugged then, if you...
AMXX spawn function is very bugged then, if you need to give weapons to the clients as well oO
^ will be fixed in next AMXX release, if it ain't everyone can slap bailopan around with a wet trout...
Showing results 1 to 25 of 175
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