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Forum: Extensions 11-28-2021, 10:11
Replies: 872
Views: 531,126
Posted By nosoop
Re: DHooks (Dynamic Hooks - Dev Preview)

The binaries on the vtable dumper are from October; there was a breaking change in the CBaseEntity vtable in the middle of November.

The correct offsets for CBaseEntity::IsDeflectable() are 155 on...
Forum: General 11-27-2021, 21:22
Replies: 3
Views: 271
Posted By nosoop
Re: GetRandomInt() beeing not random at all

GetRandomInt() uses the game's random stream, which is predictably seeded.

You'll want GetURandomInt() (https://sm.alliedmods.net/new-api/float/GetURandomInt) or GetURandomFloat()...
Forum: Scripting 11-24-2021, 04:42
Replies: 3
Views: 344
Posted By nosoop
Re: Attribute Description Formatting

It sounds like you'll want Powerlord's PrintValveTranslation stock (https://github.com/powerlord/sourcemod-snippets/blob/master/scripting/include/printvalvetranslation.inc) for this (or the raw...
Forum: General 11-13-2021, 07:16
Replies: 4
Views: 560
Posted By nosoop
Re: m_hViewModel is nullptr afer updating sourcemod

Sounds like an unintentional regression from one of the sendprop array changes - can you file an issue (https://github.com/alliedmodders/sourcemod/issues) and provide sample code?
Forum: General 11-02-2021, 01:44
Replies: 4
Views: 554
Posted By nosoop
Re: What part of the SourceMod code causes the map to change to sm_nextmap?

The change level hooks are implemented within SourceMod at core/NextMap.cpp (https://cs.alliedmods.net/sourcemod/source/core/NextMap.cpp). It hooks IVEngineServer::ChangeLevel().
Forum: Source Servers (SRCDS) 10-17-2021, 08:47
Replies: 25
Views: 8,797
Posted By nosoop
Re: [TF2] tf_max_voice_speak_delay not existing

CBaseMultiplayerPlayer::ShouldRunRateLimitedCommand(char*) is probably what you're running into.

CTFPlayer::SpeakConceptIfAllowed() may need to be patched to bypass IsSpeaking() as well.
Forum: General 10-16-2021, 02:00
Replies: 2
Views: 584
Posted By nosoop
Re: [TF2] Looking for info on Toastmaster Boss

They're all packed into koth_synthetic_event.bsp.
Forum: Scripting 10-14-2021, 03:03
Replies: 12
Views: 1,205
Posted By nosoop
Re: TF2 Get weapon generic name

1. Whenever they change something related to items / attributes / qualitites / &c.
2. There are minor quirks related to keys being case-insensitive; see TF2IDB's parsing logic...
Forum: Scripting 10-13-2021, 09:54
Replies: 12
Views: 1,205
Posted By nosoop
Re: TF2 Get weapon generic name

That causes flashbacks to TF2ItemsInfo. 😱



You can check a look at ValvePython/vdf (https://github.com/ValvePython/vdf) since you're working with Python. If you really want absolutely correct...
Forum: Scripting 10-13-2021, 04:33
Replies: 12
Views: 1,205
Posted By nosoop
Re: TF2 Get weapon generic name

You're going to need to introduce dependencies one way or another if you want things to stay up-to-date; that's just how it is.

The page itself is generated based on the result of the...
Forum: Scripting 10-11-2021, 20:51
Replies: 14
Views: 1,103
Posted By nosoop
Re: TF2 Get entity of fired projectile

m_hOriginalLauncher is for the original entity that fired the weapon, while m_hLauncher may be modified in cases of projectile deflects (Pyro's airblast).
Forum: Scripting 10-05-2021, 19:58
Replies: 12
Views: 1,205
Posted By nosoop
Re: TF2 Get weapon generic name

Server operators that use your plugin will need to have those two files installed, yes.
Forum: Scripting 10-05-2021, 07:17
Replies: 12
Views: 1,205
Posted By nosoop
Re: TF2 Get weapon generic name

1. You can use Econ Data (https://forums.alliedmods.net/showthread.php?t=315011) to translate an item definition index to its schema-defined name. Stock items and a few others do not match the name...
Forum: Plugins 09-17-2021, 07:59
Replies: 64
Views: 19,219
Posted By nosoop
Re: [TF2] Resurrection - Respawn in Arena Mode (updated 12-Mar-2015)

holy thread necro, batman

This isn't specific to the plugin; download the newest SourceMod build (6512 for the stable branch, 6745 for the development branch).
Forum: Plugin/Gameplay Ideas and Requests 09-12-2021, 02:16
Replies: 5
Views: 623
Posted By nosoop
Re: Is it possible to replace an entity with Stripper:Source with MULTIPLE entities?

I believe that's not possible with Stripper:Source. If you really want to manipulate entities at level initialization time, you can use a plugin written for either Level KeyValues...
Forum: Plugin/Gameplay Ideas and Requests 07-26-2021, 00:48
Replies: 4
Views: 898
Posted By nosoop
Re: [REQ] Sourcemod scripting plugin Extension

Google's Blockly library (https://developers.google.com/blockly) may be worth looking into if someone is interested in developing this.

I definitely think there's a bit of value for newbies in...
Forum: Coding MM:S Plugins & SM Extensions 07-20-2021, 07:13
Replies: 22
Views: 19,611
Posted By nosoop
Re: THE NEWBIE'S GUIDE TO FUNCTION SIGNATURE SCANNING

The posts from the devlog are available on the Internet Archive:

Oh, you've not hacked yet? (https://web.archive.org/web/20160407163917/http://www.sourcemod.net/devlog/?p=55)
Finding Functions,...
Forum: Source Servers (SRCDS) 07-16-2021, 08:25
Replies: 4
Views: 1,292
Posted By nosoop
Re: CW3 "/custom" command not working

You'll want to check your plugin list (via sm plugins list) and error logs (addons/sourcemod/logs/errors_*.log). It looks like CW3 may have registered the cvars before it fully finished loading;...
Forum: Source Servers (SRCDS) 07-15-2021, 11:25
Replies: 4
Views: 1,292
Posted By nosoop
Re: CW3 "/custom" command not working

Do you have a copy of the TF2 dedicated server software?
Is both Metamod:Source and SourceMod installed, and have you installed the correct version for your server host's operating system? (If you...
Forum: General 07-12-2021, 10:48
Replies: 2
Views: 972
Posted By nosoop
Re: Build Tool : SPSauce

My understanding is that bundling / vendoring dependencies should be fine since the resulting output has to be GPLv3 anyways (so the dependencies have to have a GPLv3 forward-compatible license). Of...
Forum: Extensions 07-12-2021, 09:14
Replies: 3
Views: 8,589
Posted By nosoop
Re: Source Scramble (memory patching and allocation natives)

This is a thread that I've neglected to update.

A feature that was requested a few times was the ability to preserve bytes from memory before it was patched. A preserve key has been introduced in...
Forum: Plugins 07-07-2021, 00:29
Replies: 11
Views: 1,445
Posted By nosoop
Re: [TF2] Building Overhaul

Regarding CTFPlayer::m_aObjects, it still contains every building past the sixth; you should be able to sort the entities in place with the 6 you want networked at the front.

I just casually...
Forum: Scripting 06-27-2021, 22:53
Replies: 3
Views: 519
Posted By nosoop
Re: I think my source code got corrupted... Any help, please?

It looks like your source file is completely hosed; can't recover anything meaningful from a long sequence of null bytes. The most you can do is use the disassembled / decompiled source as a...
Forum: Scripting 06-08-2021, 05:29
Replies: 4
Views: 462
Posted By nosoop
Re: How to use CheckCommandAcces

I did a write up to explain CheckCommandAccess here. (https://wiki.alliedmods.net/User:Nosoop/Guide/How_to_X#Determine_if_a_client_has_access_to_something) The "command name" is intended to describe...
Forum: Scripting 06-05-2021, 03:55
Replies: 1
Views: 481
Posted By nosoop
Re: tf2 block game over scoreboard

Sources suggest it's sent as a VGUIMenu usermessage named "scores".
Showing results 1 to 25 of 500

 
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