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Search: Posts Made By: FlaminSarge
Forum: Plugins 11-06-2017, 03:04
Replies: 393
Views: 122,445
Posted By FlaminSarge
Re: [TF2] Taunt 'em (v1.0.1, 06/23/2015)

Instead of manually updating the menu every time you should give fakuivan's TF2IDB-based Taunt plugin a go if you really need the menu.

Post your server's OS and as much other information as you...
Forum: Plugins 11-06-2017, 03:03
Replies: 1,623
Views: 821,893
Posted By FlaminSarge
Re: [TF2Items] Give Weapon (v3.14159, 11/29/2013)

Again, I wrote a plugin called 'tf2idb_tf2ii_compat' that basically pretends to be TF2II but instead uses TF2IDB to get its information. It's in that Github repo. See if it works for your use case.
Forum: Plugins 11-05-2017, 00:32
Replies: 1,623
Views: 821,893
Posted By FlaminSarge
Re: [TF2Items] Give Weapon (v3.14159, 11/29/2013)

If you're pressed for time you can take a shot at using TF2IDB and the extra compat plugin from here https://github.com/FlaminSarge/tf2idb/, which basically lets TF2IDB replace TF2II for most things.
Forum: Plugins 11-04-2017, 23:02
Replies: 393
Views: 122,445
Posted By FlaminSarge
Re: [TF2] Taunt 'em (v1.0.1, 06/23/2015)

I was told that Windows gamedata didn't actually need updating; if you're getting any crashes, please post your OS and as much other information about your server as you can.
Forum: Plugins 10-29-2017, 05:07
Replies: 1,623
Views: 821,893
Posted By FlaminSarge
Re: [TF2Items] Give Weapon (v3.14159, 11/29/2013)

@galaxyi Sorry, rather, "slot" must match what the weapon's actual slot is. The point of "slot" is to remove a weapon from the player to make room for the given item. The panic attack shotgun is...
Forum: Plugins 10-25-2017, 15:42
Replies: 531
Views: 173,208
Posted By FlaminSarge
Re: [TF2] TF2Attributes (v1.2.1, 07/02/2015)

Does it definitely only crash due to tf2attributes? If you're using Accelerator (https://forums.alliedmods.net/showthread.php?t=277703), does it have a stack trace?
Forum: Plugins 10-25-2017, 15:40
Replies: 145
Views: 32,212
Posted By FlaminSarge
Re: [TF2] TF2 Item DB (replaces tf2itemsinfo)

I'm pretty sure Bottiger and I made the same changes to tf2idb.py to fix the null field, so you should be fine using the one that matches the version of the plugin you're using.

I haven't been...
Forum: Plugins 10-25-2017, 15:37
Replies: 1,623
Views: 821,893
Posted By FlaminSarge
Re: [TF2Items] Give Weapon (v3.14159, 11/29/2013)

@Galaxyi slots start at 0 for primary and go to 2 for melee, 3 for cloak/build pda, 4 for destroy pda, and 5 for the building box. There's a few others but basically look at the 'slot' key.

I'm...
Forum: Plugins 10-22-2017, 20:32
Replies: 531
Views: 173,208
Posted By FlaminSarge
Re: [TF2] TF2Attributes (v1.2.1, 07/02/2015)

Hey guys, the plugin's been updated at http://github.com/flaminsarge/tf2attributes
Can somebody compile the latest version and try it on Windows and Linux with the gamedata in the repo and see if...
Forum: Plugins 10-20-2017, 22:12
Replies: 531
Views: 173,208
Posted By FlaminSarge
Re: [TF2] TF2Attributes (v1.2.1, 07/02/2015)

Unfortunately not yet. Might need a Windows server to test on sometime.
Forum: Plugins 10-20-2017, 22:04
Replies: 393
Views: 122,445
Posted By FlaminSarge
Re: [TF2] Taunt 'em (v1.0.1, 06/23/2015)

Mac/Linux gamedata updated on the Github. Windows update still pending.

(Added github link next to the downloads)
Forum: Plugins 10-07-2017, 22:11
Replies: 200
Views: 86,736
Posted By FlaminSarge
Re: [TF2] 10vM (Ten Mann vs Machine) (v1.1, 10/29/2012)

You can turn off tenmvm_safety to use 16 players, but if the bot players have already joined the server they'll take up the spots that the extra 6 players would use. You'll have to kick those bots to...
Forum: Plugins 10-07-2017, 22:08
Replies: 6
Views: 1,633
Posted By FlaminSarge
Re: [TF2] MvM 10 Players

So the benefit of this over the older 10vM plugin is... removing the maxplayers cvar spam?
Forum: Plugins 08-15-2017, 01:34
Replies: 8
Views: 516
Posted By FlaminSarge
Re: [TF2] Multiple Buildings with pda & no extension

int client = GetEntPropEnt(object, Prop_Send, "m_hBuilder"); should work...

Some of those safety checks in there don't seem necessary. Why does the player's secondary weapon need to be valid (slot...
Forum: Plugins 08-12-2017, 01:37
Replies: 8
Views: 516
Posted By FlaminSarge
Re: [TF2] Multiple Buildings with pda & no extension

You also need to add the weapon switch hook for all existing clients on plugin start (in the event of plugin reload)

The IsClientInGame safety check in the weapon switch hook should have a !
Forum: Plugins 08-11-2017, 16:04
Replies: 1,623
Views: 821,893
Posted By FlaminSarge
Re: [TF2Items] Give Weapon (v3.14159, 11/29/2013)

rndmodelcrashfix attached to main post.

Golden frying pan probably patched by Valve, I forget if there's a workaround.
Forum: Plugins 08-11-2017, 16:03
Replies: 531
Views: 173,208
Posted By FlaminSarge
Re: [TF2] TF2Attributes (v1.2.1, 07/02/2015)

You might actually just want to use tf2items_manager configs to do that
http://optf2.com/440/attributes#att-58
https://forums.alliedmods.net/showthread.php?t=179352
Forum: Plugins 08-11-2017, 09:11
Replies: 8
Views: 516
Posted By FlaminSarge
Re: [TF2] Multiple Buildings with pda & no extension

GetEntPropEnt?

Should update the inline comments for 'if player is not holding build box' instead of 'if player is holding wrench', etc. Was super confused for a bit there.
Forum: Plugins 08-11-2017, 08:57
Replies: 8
Views: 516
Posted By FlaminSarge
Re: [TF2] Multiple Buildings with pda & no extension

Okay, the sapper trick is really really neat. Nice find.

I don't think you need to cache the offset for m_hBuilder, I believe SM's GetEntProp already does offset caching.

I think you could...
Forum: Plugins 07-14-2017, 18:57
Replies: 57
Views: 4,332
Posted By FlaminSarge
Re: [TF2] Yet Another Dodgeball Plugin (Reborn)

Yeah, you can set the model scale whenever you determine a rocket's a nuke, rather than having to do it on spawn.
Forum: Plugins 07-14-2017, 07:53
Replies: 57
Views: 4,332
Posted By FlaminSarge
Re: [TF2] Yet Another Dodgeball Plugin (Reborn)

I thought you could just do

SetEntPropFloat(rocket, Prop_Send, "m_flModelScale", 2.0);


If that doesn't work, try

SetVariantFloat(2.0);
AcceptEntityInput(rocket, "SetModelScale");
Forum: Plugins 07-09-2017, 21:00
Replies: 57
Views: 4,332
Posted By FlaminSarge
Re: [TF2] Yet Another Dodgeball Plugin (Reborn)

Would also recommend lowercasing the plugin/source filenames just as a convention; case-insensitivity on various OS's can end up being a pain (though usually only for model/material paths and not...
Forum: Plugins 07-09-2017, 20:47
Replies: 1,179
Views: 329,840
Posted By FlaminSarge
Re: [TF2] Model Manager 1.0.4 (08/03/2013)

It's a silly check for whether the flag is present in the 'flags' string, so you can separate them with whatever you want.
Forum: Plugins 07-09-2017, 20:33
Replies: 57
Views: 4,332
Posted By FlaminSarge
Re: [TF2] Yet Another Dodgeball Plugin (Reborn)

Instead of using a separate nuke model, how about using one of the regular rockets (or air strike rockets) and setting m_flModelScale on it? Then clients don't need to download anything extra.
...
Forum: Plugins 07-08-2017, 08:55
Replies: 531
Views: 173,208
Posted By FlaminSarge
Re: [TF2] TF2Attributes (v1.2.1, 07/02/2015)

I pushed an update to the Github repo with a few fixes and new things, mainly:
GetSOCAttribs was crashing, and now it isn't.
Added a iMaxLength parameter to all the natives that return arrays...
Showing results 1 to 25 of 500

 
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