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Posts Made By:
LukeyB
Forum:
Scripting Help
04-11-2014, 20:43
Replies:
1
Call/Execute GameEventType?
Views:
429
Posted By
LukeyB
Re: Call/Execute GameEventType?
So no one has any idea how to do this? I just want the bots to know where the bomb is when it's planted and if someone is defusing it. I'd be very grateful for any ideas. Thanks!
Forum:
Scripting Help
03-25-2014, 18:17
Replies:
4
Block IN_JUMP when player hold another button
Views:
1,297
Posted By
LukeyB
Re: Block IN_JUMP when player hold another button
This should work:
#include <amxmodx>
#include <fakemeta>
#include <orpheu>
#include <orpheu_advanced>
#include <orpheu_memory>
public plugin_init()
{
register_plugin( "BlockJump",...
Forum:
Scripting Help
03-25-2014, 17:57
Replies:
1
Call/Execute GameEventType?
Views:
429
Posted By
LukeyB
Call/Execute GameEventType?
Does anyone know how to call/execute a GameEventType? These ones in particular?
enum GameEventType_t
{
GameEventType_BOMB_BEEP,
GameEventType_BOMB_DEFUSING
}
const IsDefusing =...
Forum:
Suggestions / Requests
06-01-2012, 23:50
Replies:
3
Tell cz bots where bomb has been planted
Views:
1,275
Posted By
LukeyB
Plugin that tells cz bots where the bomb has been planted right after planting
It would be great to automatically tell the CT bots where the bomb is planted as soon as it gets planted.
It seems like this is set for the T bots as they usually rotate to the planted site.
...
Forum:
Suggestions / Requests
05-10-2012, 00:30
Replies:
3
Tell cz bots where bomb has been planted
Views:
1,275
Posted By
LukeyB
Re: Tell cz bots where bomb has been planted
Anyone have any clue where to start?
Forum:
Suggestions / Requests
04-13-2012, 13:16
Replies:
3
Tell cz bots where bomb has been planted
Views:
1,275
Posted By
LukeyB
Tell cz bots where bomb has been planted
Anyone have an idea where to start to automatically let all bots know where the bomb is planted?
It seems like this is set for the Ts as they usually rotate to the planted site.
CTs are able...
Forum:
Scripting Help
02-20-2012, 09:52
Replies:
3
CZ Bot Nade Programming
Views:
1,496
Posted By
LukeyB
Re: CZ Bot Nade Programming
Working well...
#include <amxmodx>
#include <cstrike>
#include <engine>
#include <fakemeta>
#include <fun>
#include <hamsandwich>
#define m_pActiveItem 373
Forum:
Scripting Help
02-20-2012, 09:41
Replies:
1
Bot counter-flash help
Views:
679
Posted By
LukeyB
Re: Bot counter-flash help
Working now without Hamsandwich update...
#include <amxmodx>
#include <cstrike>
#include <engine>
#include <fakemeta>
#include <fun>
#include <hamsandwich>
#define m_iFlashAlpha 518
Forum:
Scripting Help
02-20-2012, 09:34
Replies:
10
trying to resolve bot defuse bug
Views:
2,431
Posted By
LukeyB
Re: trying to resolve bot defuse bug
Resolved with Orpheu...
#include <amxmodx>
#include <cstrike>
#include <engine>
#include <fakemeta>
#include <orpheu>
#include <orpheu_advanced>
#include <orpheu_memory>
Forum:
Scripting Help
02-14-2012, 16:37
Replies:
1
Bot counter-flash help
Views:
679
Posted By
LukeyB
Bot counter-flash help
Any ideas how to make this more efficient? It works, but not as well as I would like.
This requires Hamsandwich update to function:...
Forum:
Scripting Help
02-12-2012, 20:25
Replies:
6
Blinded by the flash
Views:
1,232
Posted By
LukeyB
Re: Blinded by the flash
Working with FM_CmdStart...if you have a better way, I am all for it.
#include <amxmodx>
#include <cstrike>
#include <engine>
#include <fakemeta>
#include <fun>
#include <hamsandwich>...
Forum:
Scripting Help
02-12-2012, 15:33
Replies:
6
Blinded by the flash
Views:
1,232
Posted By
LukeyB
Re: Blinded by the flash
How can I get a bot to do something when flashed?
#include <amxmodx>
#include <cstrike>
#include <fakemeta>
#include <fun>
#include <hamsandwich>
new const ActiveItemOffset = 373;
new...
Forum:
Scripting Help
02-12-2012, 03:19
Replies:
10
trying to resolve bot defuse bug
Views:
2,431
Posted By
LukeyB
Re: trying to resolve bot defuse bug
video of bug: http://www.dailymotion.com/video/x590vq_bug-bot-cz_videogames
Forum:
Scripting Help
02-12-2012, 00:58
Replies:
10
trying to resolve bot defuse bug
Views:
2,431
Posted By
LukeyB
Re: trying to resolve bot defuse bug
Is there a way to just stop the bot from standing up when defusing? Hoping this will fix bug.
Forcing them to hold down use key may also work.
Forum:
Scripting Help
02-10-2012, 16:23
Replies:
10
trying to resolve bot defuse bug
Views:
2,431
Posted By
LukeyB
Re: trying to resolve bot defuse bug
...this explains it better. it's not just moving the crosshair causing the bug as was able to get them not to move their crosshair and they still stand up and stop defusing.
Forum:
Scripting Help
02-10-2012, 14:56
Replies:
10
trying to resolve bot defuse bug
Views:
2,431
Posted By
LukeyB
Re: trying to resolve bot defuse bug
Thanks, but it doesn't work. They still stand up when crouched and cancel defusing.
Forum:
Scripting Help
02-10-2012, 13:57
Replies:
10
trying to resolve bot defuse bug
Views:
2,431
Posted By
LukeyB
Re: trying to resolve bot defuse bug
I'm not sure the best way to go about resolving the bug. Maybe when they press IN_USE, stop them from standing up or moving crosshair.
they seem to press in_use before they crouch then crouch and...
Forum:
Scripting Help
02-10-2012, 08:39
Replies:
10
trying to resolve bot defuse bug
Views:
2,431
Posted By
LukeyB
trying to resolve bot defuse bug
sometimes when a bot starts defusing, they will look up and press the use button again to cancel the defuse and will keep doing this until the bomb explodes. I am trying to block them from moving...
Forum:
Scripting Help
02-04-2012, 04:34
Replies:
3
CZ Bot Nade Programming
Views:
1,496
Posted By
LukeyB
Re: CZ Bot Nade Programming
Instead of throwing the nade at the enemy they will switch back to lastinv sometimes. I know this is due to target distance, but not sure how to fix. I have the lastinv programmed so they don't leave...
Forum:
Scripting Help
02-04-2012, 04:26
Replies:
3
CZ Bot Nade Programming
Views:
1,496
Posted By
LukeyB
CZ Bot Nade Programming
Can anyone think of a better way to do this? I would like them to throw the nade at or near the enemy. This is close, but kind of buggy.
#include <amxmodx>
#include <cstrike>
#include...
Forum:
Scripting Help
01-31-2012, 04:27
Replies:
11
get enemy distance
Views:
3,369
Posted By
LukeyB
Re: get enemy distance
This looks great and works, but after the first round, I recieve this error:
L 01/31/2012 - 04:24:33: [AMXX] [0] float.inc::operator>(Float:,_:) (line 141)
L 01/31/2012 - 04:24:33: [AMXX] ...
Forum:
Scripting Help
01-31-2012, 03:10
Replies:
11
get enemy distance
Views:
3,369
Posted By
LukeyB
Re: get enemy distance
finally figured it out...
#include <amxmodx>
#include <amxmisc>
#include <cstrike>
#include <engine>
#include <hamsandwich>
#include <fakemeta>
#include <fun>
Forum:
Scripting Help
01-30-2012, 00:31
Replies:
11
get enemy distance
Views:
3,369
Posted By
LukeyB
Re: get enemy distance
Why is this not working? I am struggling here. Just want the bots to switch to burst when looking at an enemy within a certain distance...
#include <amxmodx>
#include <amxmisc>
#include...
Forum:
Scripting Help
01-26-2012, 18:16
Replies:
11
get enemy distance
Views:
3,369
Posted By
LukeyB
Re: get enemy distance
Exolent[jNr] (https://forums.alliedmods.net/member.php?u=25165) : Unfortunately, they never switch to burst with this.
Emp` (https://forums.alliedmods.net/member.php?u=6687) : Can you give an...
Forum:
Scripting Help
01-26-2012, 17:32
Replies:
11
get enemy distance
Views:
3,369
Posted By
LukeyB
Re: get enemy distance
something like this maybe...but it doesn't work.
#include <amxmodx>
#include <amxmisc>
#include <cstrike>
#include <engine>
#include <hamsandwich>
#include <fakemeta>
#include <fun>
Showing results 1 to 25 of 74
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