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Posts Made By:
SamuraiBarbi
Forum:
Off-Topic
12-15-2009, 19:23
Replies:
7
New FoxBot "v0.701 Remix"
Views:
3,369
Posted By
SamuraiBarbi
Re: New FoxBot "v0.701 Remix"
Nvrmind, I was appearantly being a knob. Had to register on his site and look around a little bit.
Forum:
Off-Topic
12-15-2009, 19:20
Replies:
7
New FoxBot "v0.701 Remix"
Views:
3,369
Posted By
SamuraiBarbi
Re: New FoxBot "v0.701 Remix"
Hey where can I download this to try it out? The link in the OP's siggy doesn't work anymore :(
Forum:
Scripting Help
11-03-2009, 16:22
Replies:
4
How to tell if a player is holding the fire button
Views:
1,450
Posted By
SamuraiBarbi
Re: How to tell if a player is holding the fire button
Thank you so much! There's still only one problem I can think of in order to prevent it from being 'buggy' How can I be sure that the player never released the fire button?
For example, a buggy...
Forum:
Scripting Help
11-03-2009, 15:47
Replies:
4
How to tell if a player is holding the fire button
Views:
1,450
Posted By
SamuraiBarbi
How to tell if a player is holding the fire button
Hello,
I found code someone posted here for Team Fortress Classic which turned the demoman's green pipes into sticky pipes that stick to players and walls. While the feature is neat, I would like to...
Forum:
Scripting
07-28-2009, 17:03
Replies:
9
Hide/Disable Hud Player Names
Views:
3,044
Posted By
SamuraiBarbi
Re: Hide/Disable Hud Player Names
Is there a way to modify the information that is displayed, if for example you don't want to remove it but just change what it says?
Forum:
Scripting
07-27-2009, 23:24
Replies:
9
Hide/Disable Hud Player Names
Views:
3,044
Posted By
SamuraiBarbi
Re: Hide/Disable Hud Player Names
i too am interested in this
Forum:
Scripting
07-24-2009, 10:51
Replies:
11
How Can I Prevent Death Messages?
Views:
2,545
Posted By
SamuraiBarbi
Re: How Can I Prevent Death Messages?
Nevermind, I was doing it wrong. Thx guys, works like a charm!
Forum:
Scripting
07-24-2009, 10:29
Replies:
11
How Can I Prevent Death Messages?
Views:
2,545
Posted By
SamuraiBarbi
Re: How Can I Prevent Death Messages?
Unfortunately neither of those seem to block the death message from popping up in the top right corner of the screen.
Forum:
Scripting
07-24-2009, 09:43
Replies:
11
How Can I Prevent Death Messages?
Views:
2,545
Posted By
SamuraiBarbi
How Can I Prevent Death Messages?
Hello,
I was wondering if there's a way that I can prevent the death messages from popping up in the top right corner ( in Counter Strike Source ). Is this a usermessage or something that I can hook...
Forum:
Scripting
07-20-2009, 04:04
Replies:
12
Extinguish offset broken for CSS?
Views:
4,874
Posted By
SamuraiBarbi
Re: Extinguish offset broken for CSS?
I've checked to verify in CSS using SM 1.2.1 and indeed, EntinguishEntity is not functioning.
Forum:
Scripting
07-18-2009, 11:56
Replies:
4
Remove Projectile Entity!?!?
Views:
1,408
Posted By
SamuraiBarbi
Re: Remove Projectile Entity!?!?
I can't think of any reason why you wouldn't be able to remove it using the method you described. Should work in theory. Try it out and let us know.
Forum:
Scripting
07-17-2009, 22:29
Replies:
2
Check if player is standing in smoke
Views:
1,475
Posted By
SamuraiBarbi
Check if player is standing in smoke
Hey, is there a way to verify if a player is standing in smoke? Example ( I'm using CSS ), someone throws a smoke grenades and another player walks through the smoke. Thx!
Forum:
Scripting
07-17-2009, 22:27
Replies:
4
Remove Projectile Entity!?!?
Views:
1,408
Posted By
SamuraiBarbi
Re: Remove Projectile Entity!?!?
You might be able to use Hooker to check when the smokegrenade_projectile is created by using HookerOnEntityCreated and remove the entity there.
Alternatively, unless you have other reasons why...
Forum:
Scripting
07-15-2009, 11:23
Replies:
2
A way to force round start
Views:
1,242
Posted By
SamuraiBarbi
A way to force round start
Is there a way to force round start in CSS?
Forum:
Scripting
07-08-2009, 10:41
Replies:
0
Captions?
Views:
743
Posted By
SamuraiBarbi
Captions?
Hey I was wondering 2 things.
How do you send a closed caption to a client? I see there's some option to enable it in Options->Audio->Captioning while in Counter Strike Source.
Does a client...
Forum:
Scripting
06-29-2009, 18:52
Replies:
4
How to tell if props were hit with a grenade explosion
Views:
1,250
Posted By
SamuraiBarbi
Re: How to tell if props were hit with a grenade explosion
I've found OnTakeDamage doesn't seem to work with props, for whatever reason. I'll give TraceAttack a go. :)
Forum:
Scripting
06-29-2009, 17:42
Replies:
4
How to tell if props were hit with a grenade explosion
Views:
1,250
Posted By
SamuraiBarbi
Re: How to tell if props were hit with a grenade explosion
I figure the only way I'll be able to get this working is if I can hook some event that will tell me what weapon was used on the prop. Any ideas on being able to tell if a prop was hit by a grenade...
Forum:
Scripting
06-29-2009, 17:38
Replies:
5
QUESTION: Loading Sound on Connect
Views:
2,729
Posted By
SamuraiBarbi
Re: QUESTION: Loading Sound on Connect
Specifically impossible in any Source games?
Forum:
Scripting
06-29-2009, 11:35
Replies:
3
Changing impulse back to 0
Views:
1,060
Posted By
SamuraiBarbi
Re: Changing impulse back to 0
Thank you very much for your helpful suggestion. I am still hoping there is another way I can actually change the impulse for a player back to 0 instead of having to rely on a workaround. I read a...
Forum:
Scripting
06-29-2009, 01:44
Replies:
4
How to tell if props were hit with a grenade explosion
Views:
1,250
Posted By
SamuraiBarbi
How to tell if props were hit with a grenade explosion
Hello,
I'm trying to figure out a way to tell if a prop_physics / prop_physics_multiplayer was hit by an explosion. I'm currently doing HookEntityOutput on OnHealthChanged but I can't seem to think...
Forum:
Scripting
06-26-2009, 11:48
Replies:
3
Changing impulse back to 0
Views:
1,060
Posted By
SamuraiBarbi
Changing impulse back to 0
Hello there,
I used Hacks to hook when a player attempts to turn on their flashlight ( impulse 100 ), prevent the flashlight from coming on, and print a message to their screen. My problem is that...
Forum:
Scripting
06-24-2009, 11:39
Replies:
5
enabling infected collision in l4d
Views:
1,886
Posted By
SamuraiBarbi
Re: enabling infected collision in l4d
Some code like this probably? There's a list of collision groups here http://developer.valvesoftware.com/wiki/Physics_Entities_on_Server_&_Client
If you want to make it so players can't walk...
Forum:
Scripting
06-23-2009, 23:43
Replies:
5
enabling infected collision in l4d
Views:
1,886
Posted By
SamuraiBarbi
Re: enabling infected collision in l4d
Maybe you can use m_CollisionGroup?
Forum:
Scripting
06-21-2009, 21:19
Replies:
3
Respawning a player
Views:
923
Posted By
SamuraiBarbi
Re: Respawning a player
Nevermind, lol. Forgot I needed to have
#include <cstrike>
Forum:
Scripting
06-21-2009, 19:40
Replies:
3
Respawning a player
Views:
923
Posted By
SamuraiBarbi
Re: Respawning a player
For some reason when I tried that earlier it didn't work. Is there something I need in order to make that work?
Showing results 1 to 25 of 287
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