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Search: Posts Made By: Blinx
Forum: VSH / Freak Fortress 08-16-2022, 09:51
Replies: 13
Views: 1,549
Posted By Blinx
Re: Great idea!

Glad to hear! :bee:
Forum: TF2Items 08-12-2022, 06:18
Replies: 3
Views: 798
Posted By Blinx
Re: attempting to make medigun hurt players using tf2items.

It's probably just not going to be possible, it's likely that it's hardcoded in TF2 that the medigun can only provide health, not take it away.

You'd probably have a better chance of hooking the...
Forum: VSH / Freak Fortress 07-26-2022, 17:56
Replies: 13
Views: 1,549
Posted By Blinx
Re: [Subplugin] Taunt Kill Mods

No, this only for mercs against bosses, except for enabling the Shred Alert to Taunt Kill which does work for both sides.
Forum: VSH / Freak Fortress 07-25-2022, 16:32
Replies: 13
Views: 1,549
Posted By Blinx
Re: [Subplugin] Taunt Kill Mods

1.3 update: fixed a weird interaction with the scorch shot which would cause it to deal taunt kill damage all the time at any range. Added "DamageThreshold" to the CFG as a precaution.
Forum: VSH / Freak Fortress 07-23-2022, 05:57
Replies: 13
Views: 1,549
Posted By Blinx
Re: [Subplugin] Taunt Kill Mods

1.2 update: hopefully fixed potential issues related to plugin not being able to find cfg file. If your plugin is running fine and you use the cfg file already there is no urgency to update.
Forum: VSH / Freak Fortress 07-23-2022, 05:47
Replies: 13
Views: 1,549
Posted By Blinx
Re: [Subplugin] Taunt Kill Mods

Ah does it crash when that happens? That error is happening because it can't find the CFG file which is included in the post, and it needs to be placed in "sourcemod/data/freak_fortress_2/" for it to...
Forum: VSH / Freak Fortress 07-22-2022, 11:46
Replies: 13
Views: 1,549
Posted By Blinx
Re: [Subplugin] Taunt Kill Mods

Important Update: fixed some demo weapons causing taunt kill events on normal swings (Thank you valve for calling normal weapon swings "decapitation")
Forum: VSH / Freak Fortress 07-21-2022, 12:37
Replies: 13
Views: 1,549
Posted By Blinx
Re: [Subplugin] Taunt Kill Mods

Thank you!

I haven't tested that, the only FF2 functions this uses are:

FF2_GetBossIndex();
FF2_GetBossMaxHealth();

If those are still the same then it should still work!
Forum: VSH / Freak Fortress 07-21-2022, 11:43
Replies: 13
Views: 1,549
Posted By Blinx
[Subplugin] Taunt Kill Mods

FF2: Taunt Kill Mods

https://wiki.teamfortress.com/w/images/8/8f/Sniperarrowstabtauntkill.PNG

A plugin that provides various functionality around Taunt Kills so they feel more suitable for FF2...
Forum: Scripting 07-14-2022, 16:43
Replies: 4
Views: 300
Posted By Blinx
Re: [Maths] Given 2 points, retrieve a point between them

Hey there, thanks for the pointer, I've made a solution from it that works reasonably well, it only slightly falls short because the distance is a scalevector created from angles, so the distance is...
Forum: Scripting 07-14-2022, 15:40
Replies: 4
Views: 300
Posted By Blinx
[Maths] Given 2 points, retrieve a point between them

Hey there, I'm having trouble with a maths problem that I don't know how to put into code, hopefully this diagram helps explain what I'm looking for.

https://i.imgur.com/5q3byW7.png

I have 2...
Forum: TF2Items 05-06-2022, 09:43
Replies: 0
Views: 1,232
Posted By Blinx
Possible to create new custom attributes just for visual effect?

So TF2/TF2Items reads from items_game to get some of the data used for custom attributes, which holds a "description string" which must point to some other file in order to create the text for custom...
Forum: TF2Items 05-06-2022, 09:41
Replies: 1
Views: 3,811
Posted By Blinx
Re: giving custom projectiles forward velocity

Probably by hooking OnEntityCreated for crossbow bolts, checking to see if the owner is currently using the Sydney Sleep and applying velocity to it from there.
Forum: Scripting 06-24-2021, 10:03
Replies: 4
Views: 670
Posted By Blinx
Re: can players exploit sourcemod with their name?

I'm not very knowledgeable about code injection but I think sm_command is your only worry since it's executing a command without any filtering as far as I know, but stuff like PrintToChat and...
Forum: Scripting 06-20-2021, 13:31
Replies: 3
Views: 539
Posted By Blinx
Re: Setting default cookie value

Thank you for this, looks like an elegant solution.
Forum: Scripting 06-20-2021, 11:21
Replies: 3
Views: 539
Posted By Blinx
Setting default cookie value

Is there a way to set the default cookie value for a player who is joining for the first time/is joining for the first time since this cookie was added? I'd like my cookie value to default to "1" and...
Forum: VSH / Freak Fortress 06-02-2021, 12:06
Replies: 11
Views: 2,977
Posted By Blinx
Re: [Subplugin] Lifeloss Regeneration v1.0.6

This is a really cool idea, would it be possible to add an argument that lets you modify how long it takes to refill the healthbar? I'd prefer it to be quite a bit shorter.
Forum: Plugins 08-14-2019, 17:06
Replies: 0
Views: 1,583
Posted By Blinx
[TF2] Voiceover Randomizer

Description

When your character speaks, this plugin will choose a random class to say it instead. Can also be used to replace your VO with a specific class, or a duck, whatever floats your goat.
...
Forum: Scripting 08-10-2019, 16:41
Replies: 1
Views: 971
Posted By Blinx
Re: [TF2] VO Precaching

Nvm I figured it out, I needed to add "sound/" to the file path for the FileExists check, but I wasn't removing it for the path to the sound in EmitSound so it was looking for "sound/sound/vo/...".
Forum: Scripting 08-10-2019, 12:18
Replies: 1
Views: 971
Posted By Blinx
[TF2] VO Precaching

I'm trying to create a mod for TF2 that switches your class' VO with a different class' (I.e., a Heavy will call out for medic using the scout's audio), and it was all going well until the game was...
Forum: Scripting 03-23-2019, 12:18
Replies: 2
Views: 1,073
Posted By Blinx
Re: Fire a non ConVar command

Thank you for the quick and informative response
Forum: Scripting 03-23-2019, 12:12
Replies: 2
Views: 1,073
Posted By Blinx
Fire a non ConVar command

Is it possible to fire a non ConVar console command via Sourcepawn? I understand there's SetConVar for setting the values of ConVars but what if it's a console command supplied by another plugin that...
Forum: Scripting 03-10-2019, 00:24
Replies: 3
Views: 1,250
Posted By Blinx
Re: [TF2] Directly modify HUD elements

Thanks for the replies. I guess I'll just overly HUD elements on top of them.
Forum: Scripting 03-05-2019, 21:49
Replies: 3
Views: 1,250
Posted By Blinx
[TF2] Directly modify HUD elements

https://i.imgur.com/YamAkL1.png

I was wondering if it's possible to directly modify the two KOTH timers to not display time but just an ordinary int or float without the colon, but I don't know...
Forum: Source Servers (SRCDS) 02-11-2019, 22:02
Replies: 2
Views: 812
Posted By Blinx
Re: My 1 custom plugin isn't loading

Ah, it does appear to be loaded, but it failed due to a missing dependency, thanks.
Showing results 1 to 25 of 114

 
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