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Posts Made By:
N1ghtmr1
Forum:
Approved Plugins
09-03-2010, 06:37
Replies:
225
Diablo Mod v8.0
Views:
230,732
Posted By
N1ghtmr1
Re: Diablo Mod v8.0
Hi Spider_hip.
You have my permission to release a version of the mod with save xp - but perhaps you should test it more exhaustive first :)
Forum:
Scripting Help
04-30-2009, 18:45
Replies:
10
Find boxes in Dust2
Views:
2,206
Posted By
N1ghtmr1
Re: Find boxes in Dust2
You're right, thanks. Too bad I have to find the error somewhere else then ;)
This works.
public Test(id)
{
new Float:vecStart[3]
new Float:vecEnd[3]
new pHit
Forum:
Scripting Help
04-30-2009, 18:29
Replies:
10
Find boxes in Dust2
Views:
2,206
Posted By
N1ghtmr1
Re: Find boxes in Dust2
Sorry for not showing much code, it's rather complex. Anyways i'll try to setup a scenario which a traceline between two static points going through the box and see the result.
Forum:
Scripting Help
04-30-2009, 18:17
Replies:
10
Find boxes in Dust2
Views:
2,206
Posted By
N1ghtmr1
Re: Find boxes in Dust2
It's from an entity, entTest, walking a distance between two points. Lastorigin is the origin before move, and entOrigin is the origin after move.
Forum:
Scripting Help
04-30-2009, 18:07
Replies:
10
Find boxes in Dust2
Views:
2,206
Posted By
N1ghtmr1
Re: Find boxes in Dust2
This is what i try so far. It renders players when hit, but not the box. It's verified that the line passes through the box graphically.
engfunc(EngFunc_TraceLine,lastorigin,entOrigin,0,testEnt,0)...
Forum:
Scripting Help
04-30-2009, 17:59
Replies:
10
Find boxes in Dust2
Views:
2,206
Posted By
N1ghtmr1
Re: Find boxes in Dust2
Example:
http://www.mortengryning.dk/box.JPG
I would like to avoid find_entity_sphere as it would be too slow for my purpose
Forum:
Scripting Help
04-30-2009, 17:47
Replies:
10
Find boxes in Dust2
Views:
2,206
Posted By
N1ghtmr1
Find boxes in Dust2
Hello.
I was wondering if anyone knew, if it was possible to find the boxes not included in the map (not FL_WORLDBRUSH) in dust_2 by using traceline or at another method? Example the box at the...
Forum:
Scripting Help
06-20-2008, 15:43
Replies:
14
Don't display blood on damage
Views:
3,917
Posted By
N1ghtmr1
Re: Don't display blood on damage
Thanks, that works very well. I'm not sure if the method I manipulate set_tr2 is the best, but atleast it works ;)
Code for people trying to achieve the same
public plugin_init()
{...
Forum:
Scripting Help
06-20-2008, 12:44
Replies:
14
Don't display blood on damage
Views:
3,917
Posted By
N1ghtmr1
Re: Don't display blood on damage
The problem is, it's only on some shots there should be no blood/damage. Setting godmode would be the same as setting hitzones to 0, but that would apply for everyone hitting that player, and not...
Forum:
Scripting Help
06-20-2008, 12:23
Replies:
14
Don't display blood on damage
Views:
3,917
Posted By
N1ghtmr1
Don't display blood on damage
Hello :)
I would like to make a player miss the opponent in x% of the times. This means when a player misses an opponent there should:
1) Not be inflicted any damage
2) Not be any slowdown
3)...
Forum:
Approved Plugins
01-10-2008, 03:27
Replies:
225
Diablo Mod v8.0
Views:
230,732
Posted By
N1ghtmr1
Re: Diablo Mod v7.0
Thanks for the bug reporting and especially the bug-fixing :)
I don't check this thread too often although it happens from time to time. I'll update the code with the bug-fixes mentioned as quick...
Forum:
Approved Plugins
06-25-2007, 10:32
Replies:
225
Diablo Mod v8.0
Views:
230,732
Posted By
N1ghtmr1
Re: Diablo Mod v7.0
For those of you who had troubles with items not showing what items was problematic?
Also about /iteminfo not working what were your server configuration? It could be an issue with the GUI browser...
Forum:
Approved Plugins
06-19-2007, 14:36
Replies:
225
Diablo Mod v8.0
Views:
230,732
Posted By
N1ghtmr1
Re: Diablo Mod v7.0
Added a CVAR and registrered the plugin in the monitored plugin section. diablomod_version as requested :)
frankieyim: It's works fine here with the 1.76-300 compiler. Try reinstalling amxmodx or...
Forum:
Approved Plugins
06-19-2007, 06:15
Replies:
225
Diablo Mod v8.0
Views:
230,732
Posted By
N1ghtmr1
Re: Diablo Mod v6.9
I noticed that item no.25 doesn't have a name.
-Fixed
Is it possible to have endless levels (if you put in that savexp), or do you have to write in the xp needed for every single level?
-It's...
Forum:
Approved Plugins
04-11-2007, 04:15
Replies:
225
Diablo Mod v8.0
Views:
230,732
Posted By
N1ghtmr1
Re: Diablo Mod v6.0
Increasing your agility will increase chance to find more rare items, so magic finding is implemented. About runes, is not really something you find (however that could be made) but something you buy...
Forum:
Approved Plugins
04-10-2007, 10:49
Replies:
225
Diablo Mod v8.0
Views:
230,732
Posted By
N1ghtmr1
Re: Diablo Mod v6.0
Experience isn't saved for this mod. Your items is saved when the map change however. The items are pretty powerful already thus allowing the players to safe their stats would results in a nerf to...
Forum:
Approved Plugins
04-05-2007, 13:18
Replies:
225
Diablo Mod v8.0
Views:
230,732
Posted By
N1ghtmr1
Re: Diablo Mod
*updated*
Forum:
Scripting Help
07-06-2006, 12:05
Replies:
5
Return vector from forward
Views:
1,427
Posted By
N1ghtmr1
Re: Return vector from forward
OK, thanks alot for your help :)
Another thing, I noticed that pawn always pass vectors as reference, is this correct?
Forum:
Scripting Help
07-06-2006, 11:37
Replies:
5
Return vector from forward
Views:
1,427
Posted By
N1ghtmr1
Re: Return vector from forward
"If not you'll just have to pass each cell of the vector as one parameter."
Yeah that was my "bad" solution, but it would be ok if i could pass a non fixed number of arguments to the function. Is...
Forum:
Scripting Help
07-06-2006, 11:02
Replies:
5
Return vector from forward
Views:
1,427
Posted By
N1ghtmr1
Return vector from forward
Hi all.
If i have 2 plugins, pla and plb, and I want to get a vector a[1..n] as a return value from plb calling the function from pla, how would I do?
Right now i've seen that you can pass both...
Forum:
Approved Plugins
06-13-2006, 12:30
Replies:
225
Diablo Mod v8.0
Views:
230,732
Posted By
N1ghtmr1
1. Like said above, Sql will open up the...
1. Like said above, Sql will open up the possibility to have GUI menus. But that adds extra traffic and I might implement it as a test feature
2. Ofcourse - I've added a resource system so should...
Forum:
Approved Plugins
06-10-2006, 07:15
Replies:
225
Diablo Mod v8.0
Views:
230,732
Posted By
N1ghtmr1
Double player kill? Could you specify that? ...
Double player kill? Could you specify that?
And yes, the deagle model will be removed, don't worry about that :)
Forum:
Approved Plugins
06-08-2006, 09:44
Replies:
225
Diablo Mod v8.0
Views:
230,732
Posted By
N1ghtmr1
Yes, the "player-is-getting too strong" is one of...
Yes, the "player-is-getting too strong" is one of the main reasons i have never implemented savexp. However i'll give it a shoot now and see how it is. My idea is:
People who gain higher level...
Forum:
Approved Plugins
06-08-2006, 08:35
Replies:
225
Diablo Mod v8.0
Views:
230,732
Posted By
N1ghtmr1
Ok, thanks for the suggestions. So far I have...
Ok, thanks for the suggestions. So far I have though about the following:
I manged to implement a grafical Talent tree, like in wow, where you could click on the talent and you would get it for...
Forum:
Approved Plugins
06-06-2006, 15:58
Replies:
225
Diablo Mod v8.0
Views:
230,732
Posted By
N1ghtmr1
I've started working on the next version,...
I've started working on the next version, although I have to change quite a bit now because the savexp will destoy the fast gameplay.
I'm thinking about making it more wow like with set items,...
Showing results 1 to 25 of 40
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