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Search: Posts Made By: Exino
Forum: Extensions 06-05-2008, 08:23
Replies: 170
Views: 135,753
Posted By Exino
Re: [EXTENSION] Hooker

Thanks Fredd! Update looks great!

Btw Props for doing an extension like this. This is what sourcemod has been needing.
Forum: Plugins 06-03-2008, 03:44
Replies: 38
Views: 44,228
Posted By Exino
Re: SuperNades - Modify HE Damage and Radius

Well... depends on how much energy you want to put into but...
http://wiki.alliedmods.net/Introduction_to_SourcePawn
http://wiki.alliedmods.net/Introduction_to_SourceMod_Plugins

API Reference -...
Forum: Plugin/Gameplay Ideas and Requests 06-02-2008, 20:53
Replies: 9
Views: 2,249
Posted By Exino
Re: 3 Big Plugin Requests - PLEASE HELP! :D

Trip Mines by lduke - http://forums.alliedmods.net/showthread.php?t=70782

I think I've seen some eventscripts like this before... I dont remember any names though. Sorry I cant help more.
...
Forum: Extensions 06-01-2008, 15:38
Replies: 170
Views: 135,753
Posted By Exino
Re: [EXTENSION] Hooker *BETA

Hey Fredd, I was wondering if you could possibly add an Active Weapon Changed hook? Thanks if so man!
Forum: News 06-01-2008, 04:58
Replies: 8
Views: 10,821
Posted By Exino
Re: SourceMod 1.0.2 Released

Entity output hooking sounds awesome, though I'm not sure I fully understand it. Wonderful work pRed and Bail.
Forum: Scripting 05-29-2008, 02:06
Replies: 36
Views: 29,270
Posted By Exino
Re: TF2: weapon_name.ctx file editors

If their are keys for older builds of TF2 than what you could do is just get ahold of an older build of TF2 and decrypt the weapon scripts from it. I imagine there probably hasn't been much changes...
Forum: Plugin/Gameplay Ideas and Requests 05-27-2008, 20:58
Replies: 17
Views: 5,968
Posted By Exino
Re: [REQ] sm version of es_rocketguns

I'd love to see this have a model too.
Forum: Scripting 05-26-2008, 22:37
Replies: 36
Views: 29,270
Posted By Exino
Re: TF2: weapon_name.ctx file editors

I think they encrypt them with a new key every update so those keys might possibly be out of date.
Forum: Plugin/Gameplay Ideas and Requests 05-21-2008, 12:15
Replies: 0
Views: 750
Posted By Exino
Extended Events for SM

Does anyone want to recode this script for Sourcemod?
http://addons.eventscripts.com/addons/view/extendedevents

The forwards/events include:
player_activeweapon
player_air
player_bombzone...
Forum: Scripting 05-19-2008, 04:17
Replies: 13
Views: 6,796
Posted By Exino
Re: Blocking Commands?

So I stumbled upon some console commands today (cl_showents, cl_pdump) that helped me understand entities and entity properties much better.

This seems like it should work but its not... Any...
Forum: Extensions 05-18-2008, 11:03
Replies: 170
Views: 135,753
Posted By Exino
Re: [EXTENSION] Hooker *BETA

Looks awesome man!
Forum: Plugin/Gameplay Ideas and Requests 05-18-2008, 10:19
Replies: 2
Views: 1,166
Posted By Exino
Forum: Scripting 05-18-2008, 10:10
Replies: 13
Views: 6,796
Posted By Exino
Re: Blocking Commands?

I'm somewhat confused about some of the aspects of entities. For instance what entity would the "m_flNextPrimaryAttack" property belong to? Where do I find out the properties for all the standard...
Forum: Scripting 05-16-2008, 07:38
Replies: 13
Views: 6,796
Posted By Exino
Blocking Commands?

Does anyone know of a way to block commands in SourceMod? I, for instance, specifically want to block "+attack" for a set amount of time after the client jumps. I want this to work on bots as well.
Forum: Plugin/Gameplay Ideas and Requests 05-16-2008, 06:51
Replies: 2
Views: 1,243
Posted By Exino
Re: REQUEST: Grenade effect

I was actually already planning on doing this sometime soon. It might be a few weeks before I could finish it because I'm busy with other projects right now.
Forum: Plugin/Gameplay Ideas and Requests 05-15-2008, 00:06
Replies: 2
Views: 1,166
Posted By Exino
Auto Conversion from prop_physics_multi to standard physics

I was thinking of a plugin that would auto-convert props from prop_physics_multiplayer to prop_physics for use over LANs and such where the network overhead isn't an issue. I know hippo did this for...
Forum: Scripting 05-14-2008, 08:56
Replies: 36
Views: 29,270
Posted By Exino
Re: TF2: weapon_name.ctx file editors

Just to let anyone that doesn't know, once you decrypt the files you dont have to encrypt them back into ctx format if you dont want to. Just put them back in your script folder as text files and it...
Forum: Scripting 05-12-2008, 17:57
Replies: 5
Views: 2,570
Posted By Exino
Re: First Plugin - unsure of what exactly is wrong

So I got everything fixed. Turns out the I needed to prefix "weapon_" on the trie keys because the event string returns it like that. Thanks for the help guys.
Forum: Scripting 05-09-2008, 21:07
Replies: 5
Views: 2,570
Posted By Exino
First Plugin - unsure of what exactly is wrong

I'm somewhat new to SM so go easy on me.

I'm doing a rate of fire(selective fire) plugin and I compiled with no errors but it doesn't work at all in game. I did a test to see if the command I...
Forum: Scripting 04-21-2008, 16:11
Replies: 3
Views: 3,572
Posted By Exino
Re: Help Setting A Weapons Zoom FOV

Thanks for the info Bail. :)

So in the last few days I've read up on the docs for sourcepawn and sourcemod and I think Ive got the hang of the basics in coding for it now.

I've been looking for...
Forum: Scripting 04-18-2008, 04:08
Replies: 3
Views: 3,572
Posted By Exino
Help Setting A Weapons Zoom FOV

So what I want to do is essentially change the fov value of weapons that can zoom. I'm not even sure if this is possible since it might be entirely client side but I just thought I'd ask some of the...
Showing results 1 to 21 of 21

 
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