Raised This Month: $90 Target: $400
 22% 

Showing results 1 to 25 of 500
Search took 0.14 seconds.
Search: Posts Made By: KliPPy
Forum: Scripting Help 03-22-2019, 07:41
Replies: 14
Views: 556
Posted By KliPPy
Re: Messagemode Doesn't work anymore

Aye, it's crappy that they fixed a remote code execution vulnerability.
Forum: Off-Topic 03-21-2019, 11:09
Replies: 10
Views: 681
Posted By KliPPy
Re: CS 1.6 Update

They fixed it now when the problem got huge and it even reached the news. I mean I'm very happy that it's finally fixed and that I can safely play on any server now, but that bug has been reported...
Forum: General 03-13-2019, 08:04
Replies: 136
Views: 13,547
Posted By KliPPy
Re: [Editor] AMXXPawn for Visual Studio Code

How would that work? amxxpc compiles to a single .amxx file.
Forum: Scripting Help 03-12-2019, 07:28
Replies: 13
Views: 668
Posted By KliPPy
Re: How to remove specmenu?

That doesn't work.
Forum: General 02-27-2019, 04:45
Replies: 3
Views: 400
Posted By KliPPy
Re: How to create a link on my website that changes my server password ?Help

Oh sorry, my bad, I meant "Source RCON Protocol", here's a page on Valve Developer Community: https://developer.valvesoftware.com/wiki/Source_RCON_Protocol. You can find implementations for many...
Forum: General 02-26-2019, 05:24
Replies: 3
Views: 400
Posted By KliPPy
Re: How to create a link on my website that changes my server password ?Help

Search "Source Query Protocol". There are already libraries for many languages that implement the protocol specification for you.
Forum: Off-Topic 02-23-2019, 05:38
Replies: 8
Views: 627
Posted By KliPPy
Re: Web Half-Life Model Viewer

This is nice, good job.
Forum: Scripting Help 02-13-2019, 04:42
Replies: 24
Views: 944
Posted By KliPPy
Re: [NOT SOLVED] GameName Issue.

You can probably use Fake Server Queries as well to change the game name.
Forum: Scripting Help 02-12-2019, 04:06
Replies: 13
Views: 723
Posted By KliPPy
Re: Help with anti-retry plugin not working as expected

You should only mark the client as "disconnected and will be kicked next time they enter" only after client_putinserver, i.e. if they are fully connected. client_disconnect can be called before...
Forum: Scripting Help 02-08-2019, 12:33
Replies: 3
Views: 343
Posted By KliPPy
Re: DispatchClass

Why not create an entity that's linked to CBasePlayerWeapon instead of "info_target" in the first place?
Forum: Suggestions / Requests 02-05-2019, 11:04
Replies: 6
Views: 380
Posted By KliPPy
Re: if connection to mysql failed, skip function

It says exactly what it does in the doc: http://amxmodx.org/api/sqlx/SQL_MakeDbTuple
Forum: Suggestions / Requests 02-05-2019, 10:23
Replies: 6
Views: 380
Posted By KliPPy
Re: if connection to mysql failed, skip function

SQL_MakeDbTuple never fails and doesn't establish a connection either.
Forum: Scripting Help 02-05-2019, 08:26
Replies: 4
Views: 340
Posted By KliPPy
Re: calling function by its name from string

Really doesn't matter, those are command handlers, use whichever one is more intuitive to you.
Forum: Scripting Help 02-05-2019, 05:52
Replies: 4
Views: 340
Posted By KliPPy
Re: calling function by its name from string

Callfunc or private forwards (CreateOneForward).
Forum: Scripting Help 02-03-2019, 06:32
Replies: 1
Views: 297
Posted By KliPPy
Re: create new thread

You can't. Although you can carry the calculation in parts across multiple game frames.
Forum: Scripting Help 02-01-2019, 12:39
Replies: 14
Views: 568
Posted By KliPPy
Re: Change player size?

Hitboxes are not used for collision, and $scale probably scales them as well anyway. Player bounding boxes are constant. There may exist a hacky way to do it but I am not aware of it.
Forum: Scripting Help 02-01-2019, 05:21
Replies: 14
Views: 602
Posted By KliPPy
Re: [SOLVED] Array sizes do not match, or destination array is too small

This actually still exists in SourcePawn as well, and Dvander says it's not an easy fix: https://github.com/alliedmodders/sourcepawn/issues/301
Forum: Scripting Help 01-25-2019, 07:43
Replies: 6
Views: 437
Posted By KliPPy
Re: get_user_origin() and trace_line() incompatibility

Or just call get_user_origin and do the conversion, which is the right thing to do.
Forum: Suggestions / Requests 01-25-2019, 07:25
Replies: 10
Views: 516
Posted By KliPPy
Re: CS_InternalCommand not working?

If I understood ReHLDS code correctly, you can't hook most (I know "fullupdate" is an exception because it purposely notifies the game DLL) of these commands because they are not even forwarded to...
Forum: Scripting Help 01-25-2019, 05:38
Replies: 6
Views: 437
Posted By KliPPy
Re: get_user_origin() and trace_line() incompatibility

It's probably a bad design left over from AMX days. Use http://amxmodx.org/api/vector/IVecFVec if you have to use get_user_origin(), there's no other way.
Forum: Scripting Help 01-23-2019, 07:59
Replies: 4
Views: 373
Posted By KliPPy
Re: Sorting spawning points

Untested. This is pretty much a direct translation of the original Python code. Requires 1.8.3 (1.9) though. If you need it for 1.8.2, you can replace ArrayClone(x) with CellArraySlice(x, 0,...
Forum: Scripting Help 01-22-2019, 17:40
Replies: 6
Views: 444
Posted By KliPPy
Re: Forcing a player with a different groupinfo to render (AddToFullPack)

g_iGroupInfoBuffer doesn't have to be an array (that is probably 33 long?), it can be a single cell because no other player will get processed between pre and post hook. I don't really know how to...
Forum: Scripting Help 01-22-2019, 13:36
Replies: 6
Views: 444
Posted By KliPPy
Re: Forcing a player with a different groupinfo to render (AddToFullPack)

You will change it only for a single call (AddToFullPack), it won't affect any other code. Collision is not processed in AddToFullPack so it won't matter for collision. At least give it a try and see...
Forum: Suggestions / Requests 01-22-2019, 10:20
Replies: 18
Views: 629
Posted By KliPPy
Re: cl filterstuff check

That was alright before commands were blocked on the client-side (Feb 2013). Now it's impossible, even if you do that.
Forum: Scripting Help 01-22-2019, 06:48
Replies: 6
Views: 444
Posted By KliPPy
Re: Forcing a player with a different groupinfo to render (AddToFullPack)

The state probably doesn't get filled. The game code will take THIS (https://github.com/alliedmodders/hlsdk/blob/a0edb7792a96998d349325bebab8ea41ec5cb239/dlls/client.cpp#L1126) path and not continue...
Showing results 1 to 25 of 500

 
Forum Jump

All times are GMT -4. The time now is 02:33.


Powered by vBulletin®
Copyright ©2000 - 2019, vBulletin Solutions, Inc.
Theme made by Freecode