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Posts Made By:
SchlumPF*
Forum:
Module Coding
10-26-2009, 17:09
Replies:
172
Module: Orpheu (added Monster Mod support)
Views:
74,096
Posted By
SchlumPF*
Re: Module: Orpheu (added Monster Mod support)
no problem then but lots of -:crab:s for swearing!!!
Forum:
Module Coding
10-26-2009, 10:41
Replies:
172
Module: Orpheu (added Monster Mod support)
Views:
74,096
Posted By
SchlumPF*
Re: Module: Orpheu (added Monster Mod support)
get this module working along with windows!
i would really like to try out a few things with this but i dont want to install linux just for this...
joachim <3
Forum:
Code Snippets/Tutorials
10-20-2009, 01:56
Replies:
135
New Semiclip Method
Views:
132,104
Posted By
SchlumPF*
Re: New Semiclip Method
dont even dare to use my plugin since it has an even worse performance since i added a distance check whether a player really needs to be transparent. furthermore ive added a cvar to enable/disable...
Forum:
Approved Plugins
08-23-2009, 14:59
Replies:
1,718
Block Wallhack v8 [CS & CZ]
Views:
13,967,644
Posted By
SchlumPF*
Re: Block Wallhack v1.5
ive never seen a c++ programmer who didnt indent his code :O
Forum:
Approved Plugins
08-20-2009, 11:17
Replies:
1,718
Block Wallhack v8 [CS & CZ]
Views:
13,967,644
Posted By
SchlumPF*
Re: Block Wallhack
i once tested es_origin and if i remember correctly it seems to not only move the player, it had some problems with hitting thorugh the wall. i dont know what happend but either i hit the enemy...
Forum:
Approved Plugins
08-19-2009, 16:14
Replies:
1,718
Block Wallhack v8 [CS & CZ]
Views:
13,967,644
Posted By
SchlumPF*
Re: Block Wallhack
if you really want to have wallhackers have a harder time, cancel AddToFullPack always and create one ent per player which moves as the player does. by this way you dont have the unfixable problems...
Forum:
Approved Plugins
08-19-2009, 01:07
Replies:
1,718
Block Wallhack v8 [CS & CZ]
Views:
13,967,644
Posted By
SchlumPF*
Re: Block Wallhack
found two things you really should optimize :/
anyway, as long as you do not detect whether a player can see another one more accurately this plugin is worthless + did you check whether this plugin...
Forum:
Approved Plugins
08-17-2009, 09:27
Replies:
1,733
JumpStats v1.7.3 (unfinished!)
Views:
989,960
Posted By
SchlumPF*
Re: JumpStats by Exolent (unfinished!)
@gmtx
>> When you make the Surf longjumps
id like to answer this question for exolent: its done when its done :) just be patient, spamming that question is rather annoying than pushing the...
Forum:
Approved Plugins
08-10-2009, 00:05
Replies:
1,733
JumpStats v1.7.3 (unfinished!)
Views:
989,960
Posted By
SchlumPF*
Re: JumpStats by Exolent (unfinished!)
why do you care whether the plugin gets approved or not? its already working, approval is just some prove to the author that the plugin either covers a unique idea and/or is well made.
Forum:
Approved Plugins
07-27-2009, 21:29
Replies:
22
HNS Danger Meter
Views:
65,689
Posted By
SchlumPF*
Re: HNS Danger Meter
// reindexing wil ltake less performance than using iPlayers[i] all the time
static iPlayers[32], iNum;
get_players(iPlayers, iNum, "ae", "TERRORIST");
static id;
while( ... )
{
id...
Forum:
Code Snippets/Tutorials
07-27-2009, 09:48
Replies:
15
No Clip - Stuck
Views:
11,352
Posted By
SchlumPF*
Re: No Clip - Stuck
omg we post improvements, TraceHull way to check it (more efficient then you did or do now) and youre crying.
i just posted the idea about using tracehull which works great and connor put it in an...
Forum:
Code Snippets/Tutorials
07-26-2009, 16:50
Replies:
15
No Clip - Stuck
Views:
11,352
Posted By
SchlumPF*
Re: No Clip - Stuck
tested and works
#include <amxmodx>
#include <fakemeta>
#include <fun>
public plugin_init( )
{
register_clcmd( "say noclip", "Cmd_Noclip" );
Forum:
Code Snippets/Tutorials
07-26-2009, 14:36
Replies:
15
No Clip - Stuck
Views:
11,352
Posted By
SchlumPF*
Re: No Clip - Stuck
what about a tracehull using HULL_HUMAN / HULL_HEAD from pev_origin to pev_origin? idk whether that works but if it would return results it could be checked easily whetehr the player stucks.
Forum:
Approved Plugins
07-23-2009, 22:30
Replies:
1,733
JumpStats v1.7.3 (unfinished!)
Views:
989,960
Posted By
SchlumPF*
Re: JumpStats by Exolent (unfinished!)
i guess there was some thread about this were ppl said "%%" works, else try sth like this:
client_print( client, print_console, "%s", "%" );
Forum:
Approved Plugins
07-23-2009, 15:26
Replies:
1,733
JumpStats v1.7.3 (unfinished!)
Views:
989,960
Posted By
SchlumPF*
Re: JumpStats by Exolent (unfinished!)
thats not a bug, that a typo! anyway, it should be exolents choice to add that % or just leave it out... or make some cvar for it :E
Forum:
Scripting Help
07-23-2009, 15:25
Replies:
5
collision between two entitys?
Views:
1,728
Posted By
SchlumPF*
Re: collision between two entitys?
either that use a var or w/e to check the amount of healing.
Forum:
Unapproved/Old Plugins
07-23-2009, 08:56
Replies:
387
Half Life Media Player III (3.1.1 07-24-2009)
Views:
219,024
Posted By
SchlumPF*
Re: Half Life Media Player III (3.1.0 07-22-2009)
HLMP_LISTENING = [HLMP] %s is now listening to %s
[de]
HLMP_LISTENING = [HLMP] %s hoert jetzt %s
Forum:
German
07-22-2009, 23:04
Replies:
9
kugeln vorbei fliegen
Views:
2,250
Posted By
SchlumPF*
Re: kugeln vorbei fliegen
es is theoretisch und praktisch nicht möglich ein plugin zu schreiben bei dem man sieht dass die kugeln angefolgen kommen (was ja beinhaltet dass man noch ausweichen könnte da man sie anfleigen sieht...
Forum:
Scripting Help
07-22-2009, 22:56
Replies:
16
Send Ent to Origin with Gravity
Views:
5,075
Posted By
SchlumPF*
Re: Send Ent to Origin with Gravity
this may help
#include <amxmodx>
#include <engine>
#define PLUGIN_NAME "jumpit"
#define PLUGIN_VERSION "v.1.2"
#define PLUGIN_AUTHOR "dajrokan"
Forum:
Approved Plugins
07-22-2009, 12:46
Replies:
1,733
JumpStats v1.7.3 (unfinished!)
Views:
989,960
Posted By
SchlumPF*
Re: JumpStats by Exolent (unfinished!)
for the edge distances plugin i made, i posted in the plugins thread that i published it because lt.rat didnt publish his so far, but i made it for exolent to easily add it or w/e. i know exolent...
Forum:
Scripting Help
07-19-2009, 17:14
Replies:
8
case 0-100: (?)
Views:
1,785
Posted By
SchlumPF*
Re: case 0-100: (?)
this question is already answered in the documentary.
Forum:
Approved Plugins
07-19-2009, 14:04
Replies:
1,733
JumpStats v1.7.3 (unfinished!)
Views:
989,960
Posted By
SchlumPF*
Re: JumpStats by Exolent (unfinished!)
EDGEDISTANCES!!!!!111
gogo exolent :D
Forum:
Scripting Help
07-18-2009, 21:36
Replies:
5
Dynamic native always giving 1 as return
Views:
2,170
Posted By
SchlumPF*
Re: Dynamic native always giving 1 as return
i just asked this because i cant see any mistake in this either but using the var without incrementing jsut works fine while returning it with a post incremental doesnt.
thats exactly why i had...
Forum:
Scripting Help
07-18-2009, 20:48
Replies:
5
Dynamic native always giving 1 as return
Views:
2,170
Posted By
SchlumPF*
Re: Dynamic native always giving 1 as return
prefix[8] ... i already told you its neither a prefix nor a suffix :D it should be abbreviation
ab·bre·vi·a·tion
-The act or product of shortening.
-A shortened form of a word or phrase used...
Forum:
Approved Plugins
07-17-2009, 15:00
Replies:
42
Auto Language v1.1
Views:
30,112
Posted By
SchlumPF*
Re: Auto Language
since he is the author, he should be allowed to add that in the menu. im also doing that in my plugins, at least for the mainmenu. also, ppl can still delete that part easily if they dont like it.
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