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Posts Made By:
Plaffy46
Forum:
Scripting
03-26-2016, 06:02
Replies:
5
[TF2/All] Record user's actions and let a bot reproducing it.
Views:
1,680
Posted By
Plaffy46
Re: [TF2/All] Record user's actions and let a bot reproducing it.
Thanks! Now my only problem is still about how to save each individual frame for future replay and not just a live one. My guess is making another file affiliated with the cfg file containing every...
Forum:
Scripting
03-24-2016, 15:23
Replies:
5
[TF2/All] Record user's actions and let a bot reproducing it.
Views:
1,680
Posted By
Plaffy46
Re: [TF2/All] Record user's actions and let a bot reproducing it.
Thanks for the replies!
@blaacky, would you mind giving me your code or at least a snippet? I'm not totally sure about how I could retranscript the informations I get into an "executable" cfg file...
Forum:
Scripting
03-24-2016, 14:43
Replies:
5
[TF2/All] Record user's actions and let a bot reproducing it.
Views:
1,680
Posted By
Plaffy46
[TF2/All] Record user's actions and let a bot reproducing it.
So I'm trying to write a plugin allowing users to record their actions and let a bot reproduce them on demand, pretty much like a bot_mimic imitation that works on demand, or that one feature in SFM...
Forum:
Scripting
02-18-2015, 16:53
Replies:
2
[TF2] Dynamically creating a... room?
Views:
487
Posted By
Plaffy46
[TF2] Dynamically creating a... room?
So, I was trying to figure out if we could dynamically create a generic room, (i.e. 4 walls, a ceiling and a floor), at specific coordinates, a room distinct from the "playable" map (like... under...
Forum:
Scripting
01-29-2015, 17:07
Replies:
9
[TF2 MvM] Custom Upgrades Station
Views:
9,346
Posted By
Plaffy46
Re: [TF2 MvM] Custom Upgrades Station
To get their loadout, you have to make a loop to cover all valid clients.
for (new client = 1; client <= MaxClients; ++client)
{
if(IsValidClient(client))
{
...
Forum:
Scripting
12-10-2014, 15:49
Replies:
2
Creating HUD elements
Views:
1,460
Posted By
Plaffy46
Re: Creating HUD elements
Exactly what i needed, thank you!
Forum:
Scripting
12-10-2014, 14:51
Replies:
2
Creating HUD elements
Views:
1,460
Posted By
Plaffy46
Creating HUD elements
So, I was bored using the default ugly text that Sourcemod allow you to display on player's HUD. I saw on several servers that we can actually create hard-coded HUD elements with custom text, see the...
Forum:
Plugins
12-05-2014, 14:19
Replies:
5
[TF2][MvM only] Super sapper
Views:
5,844
Posted By
Plaffy46
Re: [TF2][MvM only] Super sapper
Well, I made a similar plugin a while ago (only for pure personal fun). My plugin would make the robots become your allies for the duration of the sapping and, since it was making the sapper simply...
Forum:
Scripting
12-02-2014, 08:43
Replies:
11
Quick stupid question about global arrays
Views:
2,568
Posted By
Plaffy46
Re: Quick stupid question about global arrays
Well, I knew this was stupid ;_;. Thanks for the help!
Forum:
Scripting
12-02-2014, 07:48
Replies:
11
Quick stupid question about global arrays
Views:
2,568
Posted By
Plaffy46
Quick stupid question about global arrays
So, I ran into a pretty weird problem with these 2 lines (declared just after the includes as global variables).
new iNumSlots = 3;
new gIsGenuineKillstreaked[MaxClients][iNumSlots];My own...
Forum:
Scripting
11-17-2014, 14:31
Replies:
22
TF2 Sprite
Views:
5,377
Posted By
Plaffy46
Re: TF2 Sprite
Well, I'm pretty sure the code used in zombie fortress besides some eventual updates and changes should work.
I often go on a server running this plugin, and zombies still have the particle...
Forum:
Scripting
11-13-2014, 06:12
Replies:
13
[Solved...somewhat] [TF2] Is this at all possible?
Views:
2,955
Posted By
Plaffy46
Re: [TF2] Is this at all possible?
Did you try adding the damage bonus vs buildings on it? I went once on an uber upgrades server and i could destroy buildables with the guillotine
Forum:
Scripting
11-12-2014, 06:14
Replies:
22
TF2 Sprite
Views:
5,377
Posted By
Plaffy46
Re: TF2 Sprite
I found some stock functionsin zombie fortress doing that, I don't know if this method still works though, anyways, here you go :
stock fxCreateSprite(
const String:strSprite[],
target,
...
Forum:
Scripting
11-04-2014, 10:17
Replies:
24
[TF2] Scream Fortress 2 added vehicle (and other) mechanics!
Views:
6,763
Posted By
Plaffy46
Re: [TF2] Scream Fortress 2 added vehicle (and other) mechanics!
If it's a wearable, could I just search for "tf_wearable" entities, and check their current model/owner?
If it's a taunt prop, what are the steps to get the entity (what type of entity would it be...
Forum:
Scripting
11-04-2014, 09:25
Replies:
24
[TF2] Scream Fortress 2 added vehicle (and other) mechanics!
Views:
6,763
Posted By
Plaffy46
Re: [TF2] Scream Fortress 2 added vehicle (and other) mechanics!
Did anyone figure how to dynamically change the model of the kart?
Perhaps I'm wrong, but the kart itself isn't an entity, is it?
Forum:
Scripting
10-10-2014, 02:25
Replies:
12
[TF2] Make flamethrower, sniper, arrows, projectiles, etc work with Friendly Fire?
Views:
5,579
Posted By
Plaffy46
Re: [TF2] Make flamethrower, sniper, arrows, projectiles, etc work with Friendly Fire
There are actually some interesting stuff in this file, I'll take a look at it when I have the time and try to make it a separated pvp plugin...
Forum:
General
10-08-2014, 16:10
Replies:
4
[Help] Sourcemod not working anymore.
Views:
1,079
Posted By
Plaffy46
Re: [Help] Sourcemod not working anymore.
Nevermid, fixed it
Forum:
General
10-07-2014, 17:04
Replies:
4
[Help] Sourcemod not working anymore.
Views:
1,079
Posted By
Plaffy46
[Help] Sourcemod not working anymore.
Sourcemod stopped working for me (10/07/2014 UTC)
I'm running an insecure listen server (which usually don't cause more problems than a standard dedicated server...) and, today, I tried launching...
Forum:
Scripting
10-01-2014, 17:56
Replies:
6
[TF2] Killstreaks in killicons HUD
Views:
1,726
Posted By
Plaffy46
Re: [TF2] Killstreaks in killicons HUD
Yep, I used it with the correct typos, i actually took it from the Tf2 events wiki (forgot underscores on my post only) your code is basically the same as mine. Does it work for you? Maybe I actually...
Forum:
Scripting
09-30-2014, 07:06
Replies:
6
[TF2] Killstreaks in killicons HUD
Views:
1,726
Posted By
Plaffy46
Re: [TF2] Killstreaks in killicons HUD
Ouch, sorry, I just literally had 15 seconds to read your code. So, yeah, this doesn't exactly answer my problem, playing with m_iKillstreak actually gives killstreaks, but what I want exactly is...
Forum:
Scripting
09-30-2014, 05:06
Replies:
6
[TF2] Killstreaks in killicons HUD
Views:
1,726
Posted By
Plaffy46
Re: [TF2] Killstreaks in killicons HUD
Ah, I was missing.the death flags thingy. Thank you!
Forum:
Scripting
09-29-2014, 07:34
Replies:
6
[TF2] Killstreaks in killicons HUD
Views:
1,726
Posted By
Plaffy46
[TF2] Killstreaks in killicons HUD
So, I was wondering how we can add/edit/delete the killstreak value of the current weapon shown in killicons.
I tried messing up with killstreak_wep and killstreak_total things of the "player_death"...
Forum:
Plugins
05-20-2014, 18:22
Replies:
19
[TF2] More Killicons
Views:
14,180
Posted By
Plaffy46
Re: [TF2] More Killicons
Woops, I did something wrong. Here it is. Updated it to v1.02.
Forum:
Plugins
05-12-2014, 06:01
Replies:
19
[TF2] More Killicons
Views:
14,180
Posted By
Plaffy46
Re: [TF2] More Killicons
Hey, sorry for the late reply.
So, yeah, I didn't know the existence of your plugin (and still can't find it using that AM search tool, maybe you didn't release it publicly?...). Also, thanks for...
Forum:
Plugins
04-21-2014, 12:19
Replies:
19
[TF2] More Killicons
Views:
14,180
Posted By
Plaffy46
Re: [TF2] More Killicons
Well, actually, this is why it needs testing. I'm really not sure about that mod_textures.txt.
I think I read something about "priority" of the content in the download folder somewhere in tf2...
Showing results 1 to 25 of 29
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