Raised This Month: $60 Target: $400
 15% 

Showing results 1 to 25 of 50
Search took 0.01 seconds.
Search: Posts Made By: alcybery
Forum: Plugin/Gameplay Ideas and Requests 07-18-2018, 17:04
Replies: 3
Views: 119
Posted By alcybery
Re: [Paid] [L4D2] Random ammo amount and laser sight chance

I think this plugin just chages ammo_*_max cvars every 60 seconds.
What I wanted: every weapon to have some of it's ammo spend, like if someone took the weapon, used some ammo and then left it....
Forum: Plugin/Gameplay Ideas and Requests 07-18-2018, 15:38
Replies: 3
Views: 119
Posted By alcybery
[Paid] [L4D2] Random ammo amount and laser sight chance

Hello, can someone make a plugin with this functions:

1. All weapons should have random amount of ammo.
For example: random up to 30% less ammo than its ammo_*_max cvar, for example smg...
Forum: Off-Topic 07-15-2018, 19:48
Replies: 2
Views: 252
Posted By alcybery
Re: [L4D2] VScript help

Thanks, looks like those plugins can be modified to do exactly what I want.

But now I'm just wondering what is the correct way to load vscripts? Because even if I load unmodified version, for...
Forum: Off-Topic 07-12-2018, 12:12
Replies: 2
Views: 252
Posted By alcybery
[L4D2] VScript help

I don't know if it's the correct place to post this, since it is not about sourcemod.
I'm trying to modify VScript to randomly replace weapon spawns, for example this should replace pistols with...
Forum: Scripting 06-29-2018, 11:35
Replies: 15
Views: 515
Posted By alcybery
Re: [L4D2] Constant survivor speed

Thanks, it works, but it seems that character speed when below 40 hp is always 250. If I change it to 220 then it also seems to change adrenaline speed.
Forum: Scripting 06-29-2018, 09:44
Replies: 15
Views: 515
Posted By alcybery
Re: [L4D2] Constant survivor speed

Still not working :(
tEntDev also shows m_flMaxspeed changing to 150 and not changing back:
baseclass->m_iHealth (256) changed from 49 to 34
baseclass->m_flMaxspeed (8216) changed from 220.0000 to...
Forum: Scripting 06-28-2018, 17:09
Replies: 15
Views: 515
Posted By alcybery
Re: [L4D2] Constant survivor speed

I added that line and tried changing the timer to 0.1 sec, still no luck. So then I need Pre/PostThink?
Forum: Scripting 06-28-2018, 15:30
Replies: 15
Views: 515
Posted By alcybery
Re: [L4D2] Constant survivor speed

Also doesn't work.

I tried watching the netprops, that's what I got:

baseclass->m_cellX (912) changed from 555 to 554
baseclass->m_cellY (916) changed from 605 to 606
baseclass->m_vecOrigin...
Forum: Scripting 06-28-2018, 09:36
Replies: 15
Views: 515
Posted By alcybery
Re: [L4D2] Constant survivor speed

Maybe you know some projects I could check? I couldn't find useful examples.



Still not working.
Forum: Scripting 06-27-2018, 18:40
Replies: 15
Views: 515
Posted By alcybery
Re: [L4D2] Constant survivor speed

Something like this?
#include <sourcemod>

#pragma semicolon 1
#pragma newdecls required

public void OnPluginStart()
{
HookEvent("player_hurt", Event_PlayerHurt);
}
Forum: Scripting 06-26-2018, 17:36
Replies: 15
Views: 515
Posted By alcybery
[L4D2] Constant survivor speed

Is there a way to remove slowdown when a survivor has low health?
I know that it can be done witch cvars survivor_limp_health and survivor_limp_walk_speed, but then yellow health would disappear,...
Forum: Scripting 06-21-2018, 10:43
Replies: 12
Views: 504
Posted By alcybery
Re: [L4D2] Witch headshot

Thank you very much, works perfectly.
Forum: Scripting 06-21-2018, 09:23
Replies: 12
Views: 504
Posted By alcybery
Re: [L4D2] Witch headshot

I get error "undefined symbol "SDKHook_TakeDamageAlive" on compilation.
Forum: Scripting 06-20-2018, 17:25
Replies: 12
Views: 504
Posted By alcybery
Re: [L4D2] Witch headshot

Can someone help me with that code? I tried FireEvent, but still no luck.
Forum: Scripting 06-19-2018, 17:27
Replies: 12
Views: 504
Posted By alcybery
Re: [L4D2] Witch headshot

Like this?
#pragma semicolon 1

#include <sourcemod>
#include <sdktools>
#include <sdkhooks>
// #include <smlib>

public OnPluginStart()
{
Forum: Scripting 06-19-2018, 10:22
Replies: 12
Views: 504
Posted By alcybery
Re: [L4D2] Witch headshot

This plugin (https://github.com/Attano/L4D2-Competitive-Framework/blob/master/addons/sourcemod/scripting/witch_announce.sp) says:
Witch has been killed
52826 [26413%]: alcybery

This plugin...
Forum: Scripting 06-18-2018, 19:50
Replies: 12
Views: 504
Posted By alcybery
[L4D2] Witch headshot

I'm trying to make a plugin so the witch would die from a headshot from any weapon. I tried SDKHooks_TakeDamage and Entity_Hurt, both of those methods work, but show incorrect damage amount in witch...
Forum: Scripting 06-14-2018, 18:43
Replies: 14
Views: 590
Posted By alcybery
Re: [L4D2] Hide HUD

Thank you very much, it works great :up:
Forum: Scripting 06-14-2018, 12:11
Replies: 14
Views: 590
Posted By alcybery
Re: [L4D2] Hide HUD

With this code:
#pragma semicolon 1
#include <sourcemod>

public OnClientPutInServer(client)
{
CreateTimer(0.5, Timer_HUD, GetClientUserId(client), TIMER_REPEAT);
}

public...
Forum: Scripting 06-14-2018, 11:09
Replies: 14
Views: 590
Posted By alcybery
Re: [L4D2] Hide HUD

Scrolling seems to be working as usual. It's not supposed to work?
Forum: Scripting 06-14-2018, 02:30
Replies: 14
Views: 590
Posted By alcybery
Re: [L4D2] Hide HUD

Thanks, hooking player_death worked. But HUD still shows up after campaign change, so I did a repeating timer:
#pragma semicolon 1
#include <sourcemod>

public OnClientPutInServer(client)
{...
Forum: Scripting 06-13-2018, 20:45
Replies: 14
Views: 590
Posted By alcybery
[L4D2] Hide HUD

I'm trying to hide HUD in L4D2 with this:
#include <sourcemod>

public OnPluginStart()
{
HookEvent("player_spawn", Event_PlayeSpawn)
}

public Action:Event_PlayeSpawn(Handle:event, const...
Forum: Metamod:Source Plugins 06-13-2018, 19:01
Replies: 1,686
Views: 668,984
Posted By alcybery
Re: Stripper:Source (Updated 2011-04-15)

Is there a way to convert weapon_spawn in L4D2 to physical spawn, like a dropped weapon that can be shoved away or thrown by an explosion?
Forum: Plugins 06-01-2018, 15:56
Replies: 3
Views: 3,166
Posted By alcybery
Re: [L4D1&2] Vocalize Filter

I thought about it, but with plugin I can quickly unload it to restore original behavior. With talker scripts I would need to keep two versions: modified talker with those lines and without them.
Forum: Plugins 06-01-2018, 14:52
Replies: 3
Views: 3,166
Posted By alcybery
Re: [L4D1&2] Vocalize Filter

Is there a way to modify the plugin so it would only stop automatic vocalizations (for example SurvivorSpottedWitch when survivor sees a witch) but still allow manual vocalizations of the same...
Showing results 1 to 25 of 50

 
Forum Jump

All times are GMT -4. The time now is 18:26.


Powered by vBulletin®
Copyright ©2000 - 2018, vBulletin Solutions, Inc.
Theme made by Freecode