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Posts Made By:
CarlZalph
Forum:
General
08-20-2012, 18:42
Replies:
32
Netchannel: failed reading message net_SetConVar
Views:
16,838
Posted By
CarlZalph
Re: Netchannel: failed reading message net_SetConVar
Afraid not.
Those string table events are there just for showing what was going on.
The last one, dubbed "GameRulesCreation", is fully sent.
The bad stuff happens sometime after stringtables...
Forum:
General
09-09-2010, 21:26
Replies:
18
Paying $ for bugfix in latest snapshot
Views:
3,915
Posted By
CarlZalph
Re: Paying $ for bugfix in latest snapshot
I'm not sure why you'd want to strip SM of it's tag from players using SM.
(Or how it's a bug that there isn't a standard string for the addon's tag..)
Forum:
Scripting
09-08-2010, 23:34
Replies:
7
How to get the angles of a prop_dynamic
Views:
2,062
Posted By
CarlZalph
Re: How to get the angles of a prop_dynamic
Yeah, that was assuming his netprop was properly obtained and is the correct one.
Which is not.
These are the prop_dynamic's netprops:
- m_angAbsRotation (Save)(12 Bytes)
- m_vecOrigin...
Forum:
Scripting
09-07-2010, 17:38
Replies:
7
How to get the angles of a prop_dynamic
Views:
2,062
Posted By
CarlZalph
Re: How to get the angles of a prop_dynamic
GetEntPropVector(Ent, Prop_Data, "m_vecAngles", propAngles);
Forum:
Scripting
07-10-2010, 11:29
Replies:
2
Finding entities within a certain distance of another
Views:
823
Posted By
CarlZalph
Re: Finding entities within a certain distance of another
The_Distance = GetVectorDistance(First_Vector, Second_Vector, false);
Hammer units are very small.
They're roughly around 5 pixels/1Hu.
An estimate you can go by is that it is around 3000 Hu...
Forum:
Scripting
07-07-2010, 00:32
Replies:
22
3rd person view
Views:
5,201
Posted By
CarlZalph
Re: 3rd person view
Then you aren't just in third person.
You have a special attribute on your character, that affects entity logic, with a side-effect of thirdperson.
Forum:
Scripting
07-06-2010, 14:48
Replies:
22
3rd person view
Views:
5,201
Posted By
CarlZalph
Re: 3rd person view
All of the methods that Tf2 can use have to force you to observe yourself.
This WILL cause client-sided prediction on the tracking to be lost.
Forum:
Scripting
07-05-2010, 14:56
Replies:
22
3rd person view
Views:
5,201
Posted By
CarlZalph
Re: 3rd person view
When you observe yourself, you lose client-sided prediction.
Then, all of your commands are delayed by your latency to the server.
Forum:
TF2Items
07-03-2010, 13:54
Replies:
1,524
Sticky:
TF2Items - Items with custom attributes.
Views:
1,246,977
Posted By
CarlZalph
Re: TF2Items - Items with custom attributes.
This extension hooks all resupply events and re-gives the client a new weapon.
Makes me wonder if it is, at all, possible to simply block the resupply from giving the class the weapon it thinks it...
Forum:
Scripting
07-01-2010, 22:22
Replies:
7
[TF2] Can you turn a regular hit into a crit?
Views:
3,780
Posted By
CarlZalph
Re: [TF2] Can you turn a regular hit into a crit?
Fixing a client-sided bug with a server modification isn't going to a cake-walk, unfortunately.
The knife would be allowed to crit through the Plugin_Continue with no alteration to the *result...
Forum:
Scripting
07-01-2010, 15:47
Replies:
7
[TF2] Can you turn a regular hit into a crit?
Views:
3,780
Posted By
CarlZalph
Re: [TF2] Can you turn a regular hit into a crit?
Yeah, I don't think that it'd be feasibly possible with Sourcemod alone.
All animation states are client-sided.
Thus, any crit edits you do after the fact of attack won't play.
Now you could...
Forum:
Scripting
07-01-2010, 12:03
Replies:
7
[TF2] Can you turn a regular hit into a crit?
Views:
3,780
Posted By
CarlZalph
Re: [TF2] Can you turn a regular hit into a crit?
Hey, Kilorat.
Not sure why it'd give you an error/warning about it.
Perhaps posting a snippet of all the associated variables?
I know it'll complain if you use a float when expecting an int.
...
Forum:
Scripting
06-30-2010, 00:40
Replies:
2
I want to ask some events!
Views:
871
Posted By
CarlZalph
Re: I want to ask ome event!
http://wiki.alliedmods.net/Left_4_Dead_2_Events
"ability_use" event will tell you when they vomited/spit.
"player_now_it" event will tell you if someone was boomered.
Not seeing much for...
Forum:
Scripting
06-29-2010, 12:50
Replies:
20
[TF2]Backstab Control
Views:
7,761
Posted By
CarlZalph
Re: [TF2]Backstab Control
I'd really beg to differ on that.
You can, and it's possible.
Not going to argue facts here.
Forum:
Scripting
06-29-2010, 12:10
Replies:
20
[TF2]Backstab Control
Views:
7,761
Posted By
CarlZalph
Re: [TF2]Backstab Control
Just add the health to the victim that the event would have done, and he won't die.
Forum:
Plugin/Gameplay Ideas and Requests
06-29-2010, 11:57
Replies:
28
[TF2] Taunt Attack
Views:
10,514
Posted By
CarlZalph
Re: [TF2] Taunt Attack
Not true.
Any damage amount you provide to that player will not kill him.
Backstabs won't do it.
Depending on your logic, even environmental damage of any amount won't do it.
Perhaps you...
Forum:
Scripting
06-29-2010, 11:55
Replies:
20
[TF2]Backstab Control
Views:
7,761
Posted By
CarlZalph
Re: [TF2]Backstab Control
Or, without that extension:
Hook the player_hurt event.
Check the "damageamount" from the event, and make sure it's over 100.
(Spy knife doesn't do more than 100 on normal swings, ever.)
Get...
Forum:
Plugin/Gameplay Ideas and Requests
06-27-2010, 20:02
Replies:
28
[TF2] Taunt Attack
Views:
10,514
Posted By
CarlZalph
Re: [TF2] Taunt Attack
Or, without an external extension:
Use the player_hurt event.
Get the damage amount.
Add it to the total amount of HP of the hurt victim.
Victim gets no damage, and gets whatever force applied....
Forum:
Extensions
06-27-2010, 16:53
Replies:
404
[TF2] Patch for player attachments (MM:S and SM)
Views:
201,246
Posted By
CarlZalph
Re: Patch for player attachments (MM:S and SM)
Thus, losing people from playing their games.
So it would definitely be a bad move on their part.
Forum:
Extensions
06-27-2010, 12:05
Replies:
404
[TF2] Patch for player attachments (MM:S and SM)
Views:
201,246
Posted By
CarlZalph
Re: Patch for player attachments (MM:S and SM)
Regardless of how many rules will be set, someone, somewhere, will break them.
Then Valve will have to be a big bully about some fake "rarity" among eyecandy models, that are cosmetic and...
Forum:
Snippets and Tutorials
06-16-2010, 12:40
Replies:
67
[Tutorial] Creating brush entities
Views:
72,644
Posted By
CarlZalph
Re: [Tutorial] Creating brush entities
If I recall, the TF2 Engineer building builder has the vector bounds to create them.
Without 'em, collision is not there, or it errors.
Forum:
Source Servers (SRCDS)
05-25-2010, 16:00
Replies:
7
rcon spam server
Views:
3,603
Posted By
CarlZalph
Re: rcon spam server
Couldn't that person doing the attacking be legally forced to stop?
It's a DoS attack.
Forum:
Extensions
05-18-2010, 15:11
Replies:
404
[TF2] Patch for player attachments (MM:S and SM)
Views:
201,246
Posted By
CarlZalph
Re: Patch for player attachments (MM:S and SM)
Let's pretend that this extension can use Valve models.
The pay-to-wear hats would become worthless..
But then again weren't they supposed to be a bonus for getting a game, not get a hat with a...
Showing results 1 to 23 of 23
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