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Search: Posts Made By: EFFx
Forum: Code Snippets/Tutorials 08-10-2022, 00:49
Replies: 1
Views: 73
Posted By EFFx
Re: Is it okay to copy snippets of code and tweak them?

I do this everytime. I'm too lazy to write the same stock or menu build everytime, so I copy everytime from the samples I already have and just edit them. Guess it's a common sense between coders, it...
Forum: Scripting Help 08-09-2022, 23:50
Replies: 11
Views: 222
Posted By EFFx
Re: distance between players

Your last statement is exactly my point. Short is indeed easy to fix, read and edit. The real problem is HOW the short code is written, doesn't mean what I said is false.
Forum: Scripting Help 08-09-2022, 23:18
Replies: 11
Views: 222
Posted By EFFx
Re: distance between players

What makes you say that? Why would I write a large code to do something easy, if I can use a smaller one which is faster and easy to understand, but with the same end goal?
Forum: Scripting Help 08-09-2022, 21:47
Replies: 10
Views: 238
Posted By EFFx
Re: Check if Attack has recieved damage from Victim

g_Victim[__int_Victim] = __int_Attacker

As soon as you damage someone, the victim will catch your id.
And then, when damaging again, use


if(g_Damage[__int_Attacker] == __int_Victim)

...
Forum: New Plugin Submissions 08-09-2022, 06:11
Replies: 46
Views: 4,359
Posted By EFFx
Re: Show Teammates Armament

Skipping spectators should be the quickest way. It happens as soon as you change players? Like everytime? First person view only or any camera mode it happens?
Forum: New Plugin Submissions 08-09-2022, 05:36
Replies: 46
Views: 4,359
Posted By EFFx
Re: Show Teammates Armament

So it is better than before? I wasn't able to test since I wasn't getting any overflow whatsoever. I will take a look about the icon issue.
Forum: Scripting Help 08-09-2022, 05:14
Replies: 10
Views: 238
Posted By EFFx
Re: Check if Attack has recieved damage from Victim

This triggers when you damage someone. The parameters are who took damage, who received and how much damage was taken (the last parameter is barely used). You cannot detect both at the same time.
...
Forum: Scripting Help 08-09-2022, 03:31
Replies: 11
Views: 222
Posted By EFFx
Re: distance between players

There's a lot of informations about how natives looks like inside github. The engine.cpp (https://github.com/alliedmodders/amxmodx/blob/master/modules/engine/entity.cpp) is the one that you should...
Forum: Scripting Help 08-09-2022, 01:30
Replies: 11
Views: 222
Posted By EFFx
Re: distance between players

If you are interested, here's this native you've used inside engine.cpp:


static cell AMX_NATIVE_CALL entity_range(AMX *amx, cell *params)
{
int idxa = params[1];
int idxb = params[2];
...
Forum: Scripting Help 08-09-2022, 01:26
Replies: 14
Views: 376
Posted By EFFx
Re: Switch Player to Spectator

Changing the teams multiple times in a round for example, whereas CS only lets once, by forcing jointeam command. Also, it'll force the kill event on the player, whereas cs_set_user_team() won't....
Forum: Scripting Help 08-07-2022, 22:12
Replies: 8
Views: 186
Posted By EFFx
Re: Loop Task or Flag B

This is what Natshed just told you about. But since we cannot change the variable size mid-game, we create them with the maximum value of players ID avaliable by the game, which is 32 players. Stick...
Forum: Suggestions / Requests 08-05-2022, 13:55
Replies: 9
Views: 220
Posted By EFFx
Re: Slay with max 3 warns

So the issue is probably using a compiler which does not have the colorchat included by default.
Forum: Scripting Help 08-05-2022, 03:23
Replies: 14
Views: 376
Posted By EFFx
Re: Switch Player to Spectator

This is Scripting Help, we ARE allowed to discuss what's better for you to use. Using fakemeta will be another way of changing teams, but requires more code to update the scoreboard info, which as...
Forum: New Plugin Submissions 08-05-2022, 01:02
Replies: 46
Views: 4,359
Posted By EFFx
Re: Show Teammates Armament

Which mistake are you talking about? The weapon icon?

About the proximity idea for rendering, it can be added as another feature to help with the overflow when there are loads of players as well....
Forum: New Plugin Submissions 08-05-2022, 00:58
Replies: 118
Views: 28,067
Posted By EFFx
Re: Round End Events - FINAL VERSION RELEASED

Then that should be it. I'm not sure about support for others games rather than CS1.6.
Forum: New Plugin Submissions 08-05-2022, 00:55
Replies: 516
Views: 101,674
Posted By EFFx
Forum: Scripting Help 07-26-2022, 17:21
Replies: 27
Views: 854
Posted By EFFx
Re: Can I store information in player entity?

This shouldn't be started anyway, the difference is too small to care about.
Forum: New Plugin Submissions 07-19-2022, 20:22
Replies: 516
Views: 101,674
Posted By EFFx
Re: PUBNite: BattleRoyale MOD - FINAL VERSION RELEASED!!!

Even tho he turns one on, we would need more maps anyways.
Forum: New Plugin Submissions 07-19-2022, 20:21
Replies: 35
Views: 14,150
Posted By EFFx
Re: Thor Weapon Pickup

Here... Added also a rotation effect for the weapon. Also you'd need the real Mjolnir sound since I added one just as an example.
Forum: New Plugin Submissions 07-19-2022, 20:06
Replies: 57
Views: 14,323
Posted By EFFx
Re: Realistic Bullet: Real-Life Bullet physics to CS - FINAL VERSION

You got the second part right, but as I said a lot of times before, the main goal was achieved successfuly.
Forum: Scripting Help 07-16-2022, 14:45
Replies: 27
Views: 854
Posted By EFFx
Re: Can I store information in player entity?

In my Realistic Bullet Physics there are a lot of examples and a LOT informations using what Jimaway said. Not only pev_iuser*, but pev_euser*, and also pev_fuser* (for floats). They are so helpful,...
Forum: Code Snippets/Tutorials 07-12-2022, 23:28
Replies: 1
Views: 408
Posted By EFFx
Circular Weapon Selection

First off, I was not sure where to post it. I did not think it was needed to be inside the New Plugins Submissions either, in the end, I posted here.

This is just another code I had for a very...
Forum: New Plugin Submissions 07-05-2022, 21:34
Replies: 17
Views: 3,497
Posted By EFFx
Re: Emojis v1.1

Thank you for your words ^-^
Forum: New Plugin Submissions 07-05-2022, 18:41
Replies: 43
Views: 4,021
Posted By EFFx
Re: Third Person View (actually)

The // just makes the plugin NOT force the 'spk' command for the default deploy sounds of weapons. Thats why if you have another plugin that makes another deploy sound, it'll not override it with the...
Forum: New Plugin Submissions 07-05-2022, 02:19
Replies: 43
Views: 4,021
Posted By EFFx
Re: Third Person View (actually)

I could write a better support for that, but for users that have custom deploy sounds, simply do this:


//RegisterHam(Ham_Item_Deploy, szWeaponName, "FwdHamWeaponDeploy", 1)
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