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Search: Posts Made By: aes
Forum: Scripting Help 12-23-2009, 19:27
Replies: 53
Views: 5,675
Posted By aes
Re: new berserker == berserker

No working perfectly only the sound didn't play.
Forum: Scripting Help 12-22-2009, 14:50
Replies: 53
Views: 5,675
Posted By aes
Forum: Scripting Help 12-21-2009, 20:51
Replies: 53
Views: 5,675
Posted By aes
Re: new berserker == berserker

Does it really matter ? beside it didn't work.
Forum: Scripting Help 12-21-2009, 19:37
Replies: 53
Views: 5,675
Posted By aes
Re: new berserker == berserker

Didn't work. Sound still didn't play.
Forum: Scripting Help 12-20-2009, 01:57
Replies: 53
Views: 5,675
Posted By aes
Re: new berserker == berserker

#include <amxmodx>
#include <fakemeta>
#include <cstrike>
#include <amxmisc>
#include <hamsandwich>
#include <fun>

#define HEALTH 700
#define ARMOR 700
#define GRAVITY 0.7
Forum: Scripting Help 12-19-2009, 23:54
Replies: 53
Views: 5,675
Posted By aes
Re: new berserker == berserker

Doesn't work. When berserker die the sound didn't play.
Forum: Scripting Help 12-19-2009, 18:13
Replies: 20
Views: 3,559
Posted By aes
Re: Remove-ing Dead Body.

If i use #12 i can't seem to remove bodys like in 1 second.
Forum: Scripting Help 12-19-2009, 18:10
Replies: 53
Views: 5,675
Posted By aes
Re: new berserker == berserker

No, this is not what i mean. What i mean was i can't figure out where or how should i get if the user is a berserker and he die, it will play a sound global "0". new BerserkerDown

if ( read_data(...
Forum: Scripting Help 12-18-2009, 15:09
Replies: 53
Views: 5,675
Posted By aes
Forum: Scripting Help 12-18-2009, 13:53
Replies: 20
Views: 3,559
Posted By aes
Re: Remove-ing Dead Body.

No, it's not working.

public Event_DeathMsg( )
{
new id = read_data( 2 )

engfunc( EngFunc_SetOrigin, id, Float:{ -4800.0,-4800.0,-4800.0 } )
set_pev( id,...
Forum: Scripting Help 12-18-2009, 12:54
Replies: 53
Views: 5,675
Posted By aes
Re: new berserker == berserker

Thanks, I trying play the BerserkerDown sound when a berserker die but didn't work.

if ( read_data( 2 ) == new_berserker )
{
emit_sound( new_berserker, CHAN_STREAM, BerserkerFound,...
Forum: Scripting Help 12-18-2009, 12:50
Replies: 20
Views: 3,559
Posted By aes
Re: Remove-ing Dead Body.

public Event_DeathMsg( )
{
engfunc( EngFunc_SetOrigin, id, Float:{ -4800.0,-4800.0,-4800.0 } )
}

The view still stuck with the body, not with the attacker.
Forum: Scripting Help 12-18-2009, 02:05
Replies: 20
Views: 3,559
Posted By aes
Re: Remove-ing Dead Body.

There a bug, you can't see the attacker body only he is moving.
Forum: Scripting Help 12-17-2009, 22:15
Replies: 53
Views: 5,675
Posted By aes
Re: new berserker == berserker

New round no berserker only.
Forum: Scripting Help 12-17-2009, 20:06
Replies: 3
Views: 974
Posted By aes
Remove-ing Weapon Right Away.

Does anyone know how to remove weapon right away when client is dead. ?

Just like remove-ing dead bodies very fast.
Forum: Scripting Help 12-17-2009, 18:39
Replies: 53
Views: 5,675
Posted By aes
Re: new berserker == berserker

Thanks it works. But there 1 problem, the problem is during the round start there no berserker, how can i find the new berserker again ?

If i'm not wrong using the round start event function and...
Forum: Scripting Help 12-16-2009, 16:20
Replies: 53
Views: 5,675
Posted By aes
Re: new berserker == berserker

Doesn't work. When i kill the berserker, i did not become berserker.
Forum: Scripting Help 12-16-2009, 13:27
Replies: 20
Views: 3,559
Posted By aes
Re: Remove-ing Dead Body.

I try this but still i won't see the attacker screen.


new id = read_data( 2 )
new killer = read_data( 1 )

attach_view( id, killer )
engfunc( EngFunc_SetOrigin, read_data( 2 ), Float:{...
Forum: Scripting Help 12-16-2009, 09:22
Replies: 20
Views: 3,559
Posted By aes
Re: Remove-ing Dead Body.

attach_view( iddead, idkiller )

undefined symbol "attach_view", "idkiller"
Forum: Scripting Help 12-16-2009, 05:34
Replies: 53
Views: 5,675
Posted By aes
Re: new berserker == berserker

Please help me. :(
Forum: Scripting Help 12-15-2009, 12:14
Replies: 10
Views: 2,050
Posted By aes
Re: Random Spot Spawn

I checked if i not wrong it should be:

csdm_addstyle("preset", "spawn_Preset")

But i don't know where to put it.
Forum: Scripting Help 12-15-2009, 11:24
Replies: 10
Views: 2,050
Posted By aes
Re: Random Spot Spawn

Thanks console print out this:


L 12/15/2009 - 23:21:49: [Berserker-Mod.amxx] Loaded 32 spawn points for map de_dust2 SPAM

But they still spawning in Tbase or CTbase
Forum: Scripting Help 12-15-2009, 10:10
Replies: 10
Views: 2,050
Posted By aes
Re: Random Spot Spawn

I try this:

#include <amxmodx>
#include <fakemeta>
#include <cstrike>
#include <amxmisc>
#include <fun>

new Float:g_SpawnVecs[ MAX_SPAWNS ][ 3 ]
new Float:g_SpawnAngles[ MAX_SPAWNS ][ 3 ]
Forum: Scripting Help 12-15-2009, 09:30
Replies: 53
Views: 5,675
Posted By aes
Re: new berserker == berserker

This is my currently codes. Please help with this: If a user kill a berserker, he will become a berserker too, the old berserker will become a normal player.

#include <amxmodx>
#include...
Forum: Scripting Help 12-14-2009, 23:41
Replies: 53
Views: 5,675
Posted By aes
Re: new berserker == berserker

I did, at first page.
Showing results 1 to 25 of 294

 
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