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SVC
Forum:
Scripting Help
05-18-2023, 21:57
Replies:
8
Passing relatively long string(s) to native
Views:
637
Posted By
SVC
Re: Passing relatively long string(s) to native
Hi again.
Sorry, but i dont know what this means
Forum:
Scripting Help
05-18-2023, 15:37
Replies:
8
Passing relatively long string(s) to native
Views:
637
Posted By
SVC
Re: Passing relatively long string(s) to native
I've never play with LANG on a plugin, but if i can help...
¿First, what is exactly you want to do?. Sorry if can't understand yet.
//What I've see is, you want do something like this:...
Forum:
Code Snippets/Tutorials
05-18-2023, 01:48
Replies:
37
Some pev_body information
Views:
32,634
Posted By
SVC
Re: Some pev_body information
Each bodygroup have a base param that tell the engine from where it starts (to use for the "pev->body" var).
So, let's say you have a model with 3 bodygroups, like:
bodygroup 1
{
...
Forum:
Scripting Help
04-13-2023, 05:33
Replies:
5
[AMXX/Compiler] Curious thing
Views:
542
Posted By
SVC
Re: [AMXX/Compiler] Curious thing
I did it because I thought that in the previous code I was accessing more than 3 dimensions. But with your answer I was able to understand better what actually happens. It was a confusion
Sorry.
...
Forum:
Scripting Help
04-12-2023, 19:44
Replies:
5
[AMXX/Compiler] Curious thing
Views:
542
Posted By
SVC
Re: [AMXX/Compiler] Curious thing
Really I've never thought it was an issue. Sorry if it sounded like that.
It's just that from my perspective it seemed like I could "access" more than 3 dimensions.
This sounds much more...
Forum:
Scripting Help
04-12-2023, 11:34
Replies:
5
[AMXX/Compiler] Curious thing
Views:
542
Posted By
SVC
Re: [AMXX/Compiler] Curious thing
For example, for the following pluggin ejecution
#include <amxmodx>
enum dim_5
{
dim5_int,
Float:dim5_float,
bool:dim5_bool,
dim5_string[65],
Forum:
Scripting Help
04-12-2023, 11:31
Replies:
5
[AMXX/Compiler] Curious thing
Views:
542
Posted By
SVC
[AMXX/Compiler] Curious thing
Hi again; sorry but I can't think of a better title to describe the following.
Recently i've working on a code, and I got the idea of do something like this:
/*=========================*/
...
Forum:
Code Snippets/Tutorials
04-04-2023, 23:13
Replies:
9
[TUT] Properly Detect Weapon Shot (Every Shot) [UPDATED]
Views:
2,416
Posted By
SVC
Re: [TUT] Properly Detect Weapon Shot (Every Shot)
No problem, I like help when i can.
Also, can you tell me what is offset 220? I dont remember in this moment.
On the other hand:
Completely agree with you, always trying to keep the less CPU...
Forum:
Code Snippets/Tutorials
04-04-2023, 20:16
Replies:
9
[TUT] Properly Detect Weapon Shot (Every Shot) [UPDATED]
Views:
2,416
Posted By
SVC
Re: [TUT] Properly Detect Weapon Shot (Every Shot)
I'm from phone now.
But, his is not enough?
new g_iShots[33]
public plugin_init()
{
Forum:
Code Snippets/Tutorials
04-03-2023, 13:23
Replies:
1
[STOCK] Custom Data Entities
Views:
1,406
Posted By
SVC
Re: [STOCK] Custom Data Entities
EXAMPLE #1
#include <AMXMODX>
#include <ENGINE>
#include CUSTOM_ENTITIES_DATA
public plugin_init()
{
register_clcmd("test_entity", "OnClientCommand_TestEntity");
Forum:
Code Snippets/Tutorials
04-03-2023, 11:23
Replies:
1
[STOCK] Custom Data Entities
Views:
1,406
Posted By
SVC
[STOCK] Custom Data Entities
Hello again!. This time I come to share this series of functions that I created a while ago for the dynamic handling of data in entities.
_______________________________________
CUSTOM ENTITIES...
Forum:
Scripting Help
09-06-2022, 17:08
Replies:
6
Fix attach_view issue please
Views:
699
Posted By
SVC
Re: Fix attach_view issue please
I'm currently on work, but when i get home will test it.
Respect to AddToFullPack, i've 90% sure this is a problem from client-side view handlement. But unfortunately i don't have any open-source...
Forum:
Scripting Help
09-06-2022, 15:47
Replies:
6
Fix attach_view issue please
Views:
699
Posted By
SVC
Re: Fix attach_view issue please
Can you give me an example?
I remember i've done some similar thing with AddToFullPack but problem persists. Or maybe what you say is another way?.
One last thing I think i can do, is hide...
Forum:
Scripting Help
09-06-2022, 10:21
Replies:
6
Fix attach_view issue please
Views:
699
Posted By
SVC
Re: Fix attach_view issue please
Hi!.
Yeah, that fix is good. Even before i made above code i've think on that fix. But, originally i was trying to using the less entities possible.
And there is one issue with that:...
Forum:
Scripting Help
09-04-2022, 18:44
Replies:
6
Fix attach_view issue please
Views:
699
Posted By
SVC
Fix attach_view issue please
Hi, can someboy help me with the next code:
#include AMXMODX
#include ENGINE
new bool:g_bInvertYaw;
public plugin_init()
{
Forum:
Scripting Help
03-02-2022, 14:52
Replies:
2
attach_view issue (model is inverted when aiming up/down)
Views:
855
Posted By
SVC
Re: attach_view (maybe an issue)
Hello again, after a long time I have come back to ask you for help with this. I recently opened a thread on the official GitHub page (https://github.com/ValveSoftware/halflife/issues/3248) but I...
Forum:
Scripting Help
03-30-2021, 17:17
Replies:
2
attach_view issue (model is inverted when aiming up/down)
Views:
855
Posted By
SVC
Re: attach_view (maybe an issue)
Hello again!.
In order to explain much better this issue, I will show the code I'm actually using:
#include AMXMODX
#include ENGINE
new bool:g_bInvertYaw;
Forum:
Scripting Help
03-30-2021, 09:06
Replies:
2
attach_view issue (model is inverted when aiming up/down)
Views:
855
Posted By
SVC
attach_view issue (model is inverted when aiming up/down)
Hello all, i'm new here, but i've been visit this forum from a long time ago.
Either way, i'm written this thread because i'm start having some problems with attach_view native (pfnSetView). In...
Showing results 1 to 18 of 18
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