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Search: Posts Made By: KORD_12.7
Forum: Module Coding 07-19-2018, 10:15
Replies: 45
Views: 21,722
Posted By KORD_12.7
Forum: Module Coding 07-19-2018, 10:14
Replies: 125
Views: 44,649
Posted By KORD_12.7
Re: Module: Okapi

Arkshine :D

Working on : CS Weapon Mod (72%) , MonsterAI (PAUSED), - old good Arkshine.
Forum: Module Coding 07-19-2018, 10:12
Replies: 181
Views: 138,991
Posted By KORD_12.7
Re: Module: Half-Life Weapon Mod (v0.8)

Source code link is alive again.
Forum: Module Coding 07-19-2018, 10:10
Replies: 125
Views: 44,649
Posted By KORD_12.7
Re: Module: Okapi

I see... Still dead. Lol.
Forum: Code Snippets/Tutorials 09-07-2016, 11:12
Replies: 35
Views: 9,247
Posted By KORD_12.7
Re: Viewmodel bodygroup switch example

Lol. What a mess, your style is some kind of shit.
Forum: Module Coding 08-29-2016, 17:19
Replies: 181
Views: 138,991
Posted By KORD_12.7
Re: Module: Half-Life Weapon Mod (v0.8)

https://forums.alliedmods.net/showpost.php?p=1693431&postcount=2
Forum: Module Coding 07-07-2016, 05:07
Replies: 181
Views: 138,991
Posted By KORD_12.7
Re: Module: Half-Life Weapon Mod (v0.8)

hasanmerkit, try this version: http://aghl.ru/forum/download/file.php?id=2752
Forum: Approved Plugins 04-22-2016, 09:36
Replies: 8
Views: 6,421
Posted By KORD_12.7
Re: [HL] Weapon Spawn Effects

Wow, 4 years for review :crab:
Forum: Scripting Help 04-09-2016, 19:38
Replies: 4
Views: 847
Posted By KORD_12.7
Re: ExecuteHamB(Ham_Spawn, id)

And solution is here: http://aghl.ru/forum/viewtopic.php?f=28&t=2428#p26380
Forum: Off-Topic 04-03-2016, 20:13
Replies: 11
Views: 1,120
Posted By KORD_12.7
Re: Scripting for HL 1

WISHEXEC, many plugins for HL1 you can find here: http://aghl.ru/forum/
Forum: Code Snippets/Tutorials 04-01-2016, 06:44
Replies: 16
Views: 4,949
Posted By KORD_12.7
Re: [Code Snippet] Method to change "fire" sound of any weapon

Nax0ne, your code is redundant and have typo error in UTIL_weapon_anim.
Forum: Code Snippets/Tutorials 03-30-2016, 03:04
Replies: 16
Views: 4,949
Posted By KORD_12.7
Forum: Scripting Help 02-09-2016, 02:16
Replies: 4
Views: 734
Posted By KORD_12.7
Re: Dynamic beampoints

https://forums.alliedmods.net/showthread.php?t=184780
Forum: Module Coding 02-05-2016, 21:38
Replies: 181
Views: 138,991
Posted By KORD_12.7
Forum: Scripting Help 01-08-2016, 22:04
Replies: 4
Views: 649
Posted By KORD_12.7
Re: [183] GameConfigs parser

GordonFreeman (RU),
Long time no see. Решил от доты передохнуть? :D
Forum: Module Coding 01-07-2016, 08:05
Replies: 125
Views: 44,649
Posted By KORD_12.7
Re: Module: Okapi

Is Okapi still alive? Any updates?
Forum: Trash 01-05-2016, 22:38
Replies: 14
Views: 3,006
Posted By KORD_12.7
Re: [CS] Weapon Mod Beta 0.7

Omg, this code is one big switch o_O
Forum: Module Coding 01-04-2016, 21:20
Replies: 15
Views: 6,616
Posted By KORD_12.7
Re: Natives can return arrays in PAWN!

http://static1.squarespace.com/static/5391148de4b011988e2d3356/t/54930adae4b0579469cd87a0/1418922714887/
Forum: Module Coding 11-07-2015, 10:08
Replies: 15
Views: 3,533
Posted By KORD_12.7
Re: limit rcon server access

HamletEagle, dear plugin approver, pls sorry, i'm just a newbie.
Forum: Module Coding 11-07-2015, 05:33
Replies: 125
Views: 44,649
Posted By KORD_12.7
Re: Module: Okapi

Is Okapi still alive? Any updates?
Forum: Module Coding 11-07-2015, 05:25
Replies: 15
Views: 3,533
Posted By KORD_12.7
Re: limit rcon server access

HamletEagle, dear plugin approver, there is no need to destroy arrays/tries on plugin end :D
Forum: Code Snippets/Tutorials 10-18-2015, 05:26
Replies: 40
Views: 21,831
Posted By KORD_12.7
Re: [INC] Beam Entities

It's not related to this include, problem in yokomo's New Tripmine plugin for sure.
Forum: HL1 Servers (HLDS) 07-16-2015, 17:32
Replies: 130
Views: 57,197
Posted By KORD_12.7
Re: ReHLDS, Reverse-engineered HLDS

Wow, dreamstalker, GJ! :D
Forum: Code Snippets/Tutorials 06-20-2015, 13:46
Replies: 12
Views: 3,807
Posted By KORD_12.7
Re: Dynamically sized arrays in Pawn

Here is simple code to check this:
#include <amxmodx>

public plugin_init()
{
new HEA;

#emit LCTRL 2
#emit STOR.S.pri HEA
Forum: Code Snippets/Tutorials 06-20-2015, 13:26
Replies: 12
Views: 3,807
Posted By KORD_12.7
Re: Dynamically sized arrays in Pawn

Good job.

Upd:
Not sure that your code will work properly:
#emit SCTRL 2 // Allocate memory by moving the heap pointer
AMXX will restore original value for heap in next "frame", look amx_Exec...
Showing results 1 to 25 of 269

 
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