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Search: Posts Made By: redivcram
Forum: Suggestions / Requests 02-28-2020, 13:12
Replies: 9
Views: 764
Posted By redivcram
Re: first death Game Commencing

Post in that Deathrun Manager plugin's thread, besides, there are many of them for us to know which one you are using.
Forum: General 02-21-2020, 14:05
Replies: 5
Views: 774
Posted By redivcram
Re: [Issue] Balance Team

He didn't request any plugin. He specifically reports the game's vanilla configurations not working properly and asks for a solution to fix them.
Forum: Scripting Help 02-17-2020, 13:22
Replies: 4
Views: 596
Posted By redivcram
Re: Hammer Animation

Then set your p_* model in your code as such:
set_pev(id, pev_weaponmodel2, "models/p_hammer.mdl");
Forum: Scripting Help 02-16-2020, 11:30
Replies: 7
Views: 1,166
Posted By redivcram
Forum: Scripting Help 02-15-2020, 16:45
Replies: 7
Views: 1,166
Posted By redivcram
Re: How to initialize dynamic array in enum

So, basically:
zHit = ArrayCreate(n);

? That's completely 'legal' to do in plugin_init for instance despite it being an enum member?

EDIT: Wait, I'm supposed to use ArrayGet for zombie_classes...
Forum: Scripting Help 02-15-2020, 13:27
Replies: 7
Views: 1,166
Posted By redivcram
Re: How to initialize dynamic array in enum

Wtf? How do you initialize them?
Forum: Scripting Help 02-15-2020, 13:02
Replies: 4
Views: 490
Posted By redivcram
Re: get_array_byref?

Thanks! All seems to be working well for me.
Forum: Scripting Help 02-12-2020, 19:56
Replies: 4
Views: 426
Posted By redivcram
Re: why String formatted incorrectly

Second parameter should be print_team_* (default, red, etc.)
Forum: General 02-11-2020, 15:29
Replies: 45
Views: 6,856
Posted By redivcram
Re: Web Compiler 2020 release!

WTF
You don't need to be an expert to setup a bunch of settings in your IDE you don't even need to remember for until you decide to reinstall your system.
Forum: Scripting Help 02-10-2020, 19:13
Replies: 4
Views: 490
Posted By redivcram
Re: get_array_byref?

// Plugin 1
public plugin_natives()
{
register_library("fakenatives");

register_native("FakeNative", "_FakeNative");
}

public _FakeNative(iPlugin, iParams) {
Forum: Scripting Help 02-10-2020, 16:44
Replies: 4
Views: 490
Posted By redivcram
get_array_byref?

This is a bit mind-boggling and I cannot find anything related to my issue. Is it even possible to refer arrays in dynamic/fake natives?
Forum: Scripting Help 02-09-2020, 06:19
Replies: 8
Views: 376
Posted By redivcram
Re: Crash Server

ReUnion is for no-steam servers and clients. We don't support that here.
Forum: Scripting Help 02-08-2020, 09:03
Replies: 8
Views: 376
Posted By redivcram
Re: Crash Server

I see no error there. Did you install ReGameDLL?
Forum: Off-Topic 02-08-2020, 09:01
Replies: 2
Views: 1,303
Posted By redivcram
Re: Sprites

What did you try? What sprite? What program did you use?
Forum: General 02-07-2020, 13:08
Replies: 5
Views: 608
Posted By redivcram
Re: jailbreak csgo server problem

Too many the floor is made out of floor philosophy. You posted in the AMX Mod X section, which is for Half-Life 1 based games. You should post in the Sourcemod section, instead.
Forum: Scripting Help 02-06-2020, 19:06
Replies: 5
Views: 388
Posted By redivcram
Forum: Scripting Help 02-06-2020, 08:28
Replies: 5
Views: 388
Posted By redivcram
Benefits of using a thinking entity?

What is the key difference between registering a thinking entity and calling a function with set_task repeatedly in intervals? Separate threads? Interrupts? Why would one (or whether would one)...
Forum: Scripting Help 02-06-2020, 07:39
Replies: 9
Views: 362
Posted By redivcram
Re: VI.Problems with compiling files .sma

Can't remember which thread you posted that in, previously. :P
Forum: Scripting Help 02-06-2020, 07:07
Replies: 9
Views: 362
Posted By redivcram
Re: VI.Problems with compiling files .sma

Go to your addons/amxmodx/scripting folder, you will start from there.

You will see two executables with a blue icon identical to the one of AMX Mod X studio if you've used it, if not, then it...
Forum: Scripting Help 02-05-2020, 18:54
Replies: 9
Views: 362
Posted By redivcram
Re: VI.Problems with compiling files .sma

I dont think opening 500 threads for 500 plugins working through the same library and same error would require different solutions. You are missing "biohazard.inc or biohazard.sma" depending on where...
Forum: Scripting Help 02-05-2020, 17:26
Replies: 8
Views: 314
Posted By redivcram
Re: Question about nVault Timestamps

#include <amxmodx>
#include <nvault>

new gVault;

public plugin_init() {

register_plugin("nVault Update Test", "1.0", "Cram");

gVault = nvault_open("nvault_update-test");
Forum: Scripting Help 02-05-2020, 14:15
Replies: 8
Views: 314
Posted By redivcram
Re: Question about nVault Timestamps

Jeez, all this time no one really bothered turning all of that improvisation into one nvault_update ish method? Confusing at first glance, let alone never came to mind. As long as It's possible to...
Forum: Scripting Help 02-05-2020, 13:52
Replies: 8
Views: 314
Posted By redivcram
Re: Question about nVault Timestamps

I don't believe I've made myself clear enough. I want to update the key's data without changing its current timestamp. I assumed nvault_pset would not touch the key's timestamp at all instead of...
Forum: Scripting Help 02-05-2020, 13:36
Replies: 8
Views: 314
Posted By redivcram
Re: Question about nVault Timestamps

Really? Pity you couldn't do the opposite of nvault_touch; Updating the key's data without touching its timestamp...
Forum: Scripting Help 02-05-2020, 13:29
Replies: 8
Views: 314
Posted By redivcram
Question about nVault Timestamps

Does nvault_pset literally update a key without a timestamp or does it still set a timestamp but a permanent one? I want to know whether I can update a key with nvault_pset which has been created...
Showing results 1 to 25 of 500

 
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