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Posts Made By:
noob cannon lol
Forum:
News
08-15-2009, 04:05
Replies:
152
SourceMod Fixes for TF/DoD Update
Views:
74,595
Posted By
noob cannon lol
Re: SourceMod Fixes for TF/DoD Update
nice work!
Forum:
Plugin/Gameplay Ideas and Requests
07-11-2009, 18:11
Replies:
3
[REQ] NeoTokyo - Respawn
Views:
1,231
Posted By
noob cannon lol
Re: [REQ] NeoTokyo - Respawn
It'll be possible once they release the Linux server binary so we can find the useful offsets to respawn players... No idea why they wouldn't have that ready by their release time.
Forum:
Plugin/Gameplay Ideas and Requests
04-09-2009, 17:01
Replies:
9
[REQ] AMMOMOD Clone for TF2, most already finished.
Views:
4,223
Posted By
noob cannon lol
Re: [REQ] AMMOMOD Clone for TF2, most already finished.
I've done this awhile ago for thenoid. The ammomod portion of the mod is very easy to re-create since you would only need to decrypt a few scripts, change some values, and then re-encrypt them. The...
Forum:
Scripting
02-08-2009, 15:35
Replies:
10
how make GlowShell
Views:
3,507
Posted By
noob cannon lol
Re: how make GlowShell
Garry coded his own custom effect to do that.
Forum:
General
12-07-2008, 13:09
Replies:
38
Increase Survivor Limit in L4D?
Views:
18,357
Posted By
noob cannon lol
Re: Increase Survivor Limit in L4D?
4 is simply the upper bound for the survivor_limit. Remove it using SetConVarBounds and then it's changeable.
Forum:
News
11-27-2008, 00:45
Replies:
41
Left 4 Dead support, MM:S 1.7 Released!
Views:
41,136
Posted By
noob cannon lol
Re: Left 4 Dead support, MM:S 1.7 Released!
awesam gaems
Forum:
Plugin/Gameplay Ideas and Requests
11-26-2008, 17:26
Replies:
13
[REQ] TF2 Team Players Limit
Views:
6,001
Posted By
noob cannon lol
Re: [REQ] TF2 Team Players Limit
Debugged it myself, it's working for sure now:
Forum:
Plugin/Gameplay Ideas and Requests
11-25-2008, 20:20
Replies:
13
[REQ] TF2 Team Players Limit
Views:
6,001
Posted By
noob cannon lol
Re: [REQ] TF2 Team Players Limit
bah, try this one
btw I might forget to read this forum so if you want instant help just hit me up "noobcannonlol" in IRC
Forum:
Plugin/Gameplay Ideas and Requests
11-25-2008, 18:52
Replies:
13
[REQ] TF2 Team Players Limit
Views:
6,001
Posted By
noob cannon lol
Re: [REQ] TF2 Team Players Limit
oops, made a basic mistake in one of my loops. try this one
Forum:
Plugin/Gameplay Ideas and Requests
11-24-2008, 20:30
Replies:
13
[REQ] TF2 Team Players Limit
Views:
6,001
Posted By
noob cannon lol
Re: [REQ] TF2 Team Players Limit
I've attached an untested plugin with a frag limit and team client limit onto my post. It's untested, so let me know if it works or not.
sidenote: are you the same guy in #tf2.gather.us?
Forum:
General
10-05-2008, 12:35
Replies:
8
zombie panic admin
Views:
2,066
Posted By
noob cannon lol
Re: zombie panic admin
Updated gamedata files:
http://files.filefront.com/sdktoolsgamesep2rar/;11975488;/fileinfo.html
Forum:
Scripting
10-02-2008, 00:09
Replies:
7
Pawn or C++
Views:
2,087
Posted By
noob cannon lol
Re: Pawn or C++
SourceMod does expose a large amount of useful game-related interfaces you can use for extensions, so it does kind of does support coding in C++
Forum:
Coding MM:S Plugins & SM Extensions
09-28-2008, 13:53
Replies:
3
Setting Entity Flags
Views:
2,974
Posted By
noob cannon lol
Re: Setting Entity Flags
Set it in the spawn flags
Forum:
General
09-15-2008, 14:39
Replies:
7
restart server via ftp
Views:
10,660
Posted By
noob cannon lol
Re: restart server via ftp
It might've been copying over the binary (it can be MM:S or a plugin too). I can't remember since it's been months since I've accidentally made my server crash.
Forum:
General
09-15-2008, 11:01
Replies:
7
restart server via ftp
Views:
10,660
Posted By
noob cannon lol
Re: restart server via ftp
You can however make it crash and hopefully restart (depends) by deleting your server.dll :p
Forum:
General
09-14-2008, 17:14
Replies:
7
Servers Crashing
Views:
1,804
Posted By
noob cannon lol
Re: Servers Crashing
It crashes on:
server.dll!223eb261()
> sdktools.ext.dll!SetupGetEyeAngles() Line 170 C++
bintools.ext.dll!CallWrapper::Execute(void * vParamStack=0x0012dcf8, void * retBuffer=0x0012dcf4) ...
Forum:
Scripting
09-13-2008, 21:33
Replies:
6
Modifying the Sniper Rifle
Views:
1,978
Posted By
noob cannon lol
Re: Modifying the Sniper Rifle
You might be able to make sort of a server-side crosshair by using a temp entity for every sniper
Forum:
Extensions
05-26-2008, 13:34
Replies:
170
[EXTENSION] Hooker
Views:
135,708
Posted By
noob cannon lol
Re: [EXTENSION] Hooker *BETA
How were you dumping the contents?
Forum:
Coding MM:S Plugins & SM Extensions
05-12-2008, 23:20
Replies:
8
Crosscompiler
Views:
2,685
Posted By
noob cannon lol
Re: Crosscompiler
Nevermind, I found an old copy I had on my hard disk
Forum:
Coding MM:S Plugins & SM Extensions
05-12-2008, 21:05
Replies:
8
Crosscompiler
Views:
2,685
Posted By
noob cannon lol
Crosscompiler
Anyone happen to have the GCC crosscompiler? All the links on c0ld.net and wiki.alliedmods.net are dead
Forum:
Coding MM:S Plugins & SM Extensions
04-29-2008, 22:06
Replies:
22
THE NEWBIE'S GUIDE TO FUNCTION SIGNATURE SCANNING
Views:
28,232
Posted By
noob cannon lol
Re: THE NEWBIE'S GUIDE TO FUNCTION SIGNATURE SCANNING
In ::Load put
CSigScan::sigscan_dllfunc = &gameServerFactory;
Forum:
Scripting
04-20-2008, 22:52
Replies:
1
Question: m_bPlayerDominatingMe in TF2...
Views:
1,071
Posted By
noob cannon lol
Re: Question: m_bPlayerDominatingMe in TF2...
pretty simple:
dominatingOffset = FindSendPropOffs("CTF2_Player", "m_bPlayerDominatingMe");
new bool:isdominating
for(new i = 0; i < 32; i++)
{
isdominating =...
Forum:
Scripting
04-20-2008, 22:45
Replies:
36
TF2: weapon_name.ctx file editors
Views:
29,250
Posted By
noob cannon lol
Re: TF2: weapon_name.ctx file editors
You need the correct key in order to decrypt it. It should be stored in one of the gamerules classes in an accessor function, so you can probably open the linux binary up in IDA and find it.
Forum:
Scripting
04-07-2008, 20:23
Replies:
9
Weapon Models
Views:
3,364
Posted By
noob cannon lol
Re: Weapon Models
I remember that overriding the the model returned in CBaseCombatWeapon::GetViewModel() did the trick since Valve decided to set the viewmodel every time the weapon was equipped or there was an...
Forum:
Scripting
04-02-2008, 20:31
Replies:
1
Scaling Bones on Ragdolls
Views:
1,210
Posted By
noob cannon lol
Re: Scaling Bones on Ragdolls
Probably not possible since the rendering is done clientside
Showing results 1 to 25 of 97
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