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Posts Made By:
Spazman0
Forum:
Plugins
01-14-2015, 21:39
Replies:
527
FuncommandsX
Views:
384,632
Posted By
Spazman0
Re: FuncommandsX
I think that error comes up when you haven't installed the translations properly - check that you copied the funcommandsX.phrases.txt into your translations folder.
Forum:
Plugins
11-03-2014, 04:48
Replies:
527
FuncommandsX
Views:
384,632
Posted By
Spazman0
Re: FuncommandsX
Alright guys, I've got a beta version for CS:GO up and running - nothing much changed here but should support CS:GO now! I've also changed colors.inc to be morecolors.inc so if you want to compile...
Forum:
Plugins
10-30-2014, 22:11
Replies:
527
FuncommandsX
Views:
384,632
Posted By
Spazman0
Re: FuncommandsX
I believe as of Sourcemod 1.5 you can override a console command, so it might be a simple matter of recompiling. I'll have a test of it when I do my updates.
Also I may just switch it to an Admin...
Forum:
Plugins
10-29-2014, 19:38
Replies:
527
FuncommandsX
Views:
384,632
Posted By
Spazman0
Re: FuncommandsX
Hi guys,
I know it's been forever since there's been an update here, but I'm going to take a look at the CS:GO compatibility when I get some spare time - probably some time in the next few weeks,...
Forum:
Plugins
04-30-2010, 10:08
Replies:
30
Allow HLSS
Views:
29,155
Posted By
Spazman0
Re: Allow HLSS
Note: Due to the engine updates, this plugin is currently BROKEN for tf2.
All server admins running this plugin, please disable it until a new version of sourcemod is released.
Forum:
Plugins
04-29-2010, 04:15
Replies:
527
FuncommandsX
Views:
384,632
Posted By
Spazman0
Re: FuncommandsX
You must make sure you are authorized as an admin on your lan server (have your permissions set up properly)
and then bind a key to "say /tele @me"
The reason for this is that if you type it...
Forum:
Plugins
04-01-2010, 23:34
Replies:
37
[TF2] Targeted Crits
Views:
36,257
Posted By
Spazman0
Re: [TF2] Targeted Crits
Thanks :)
Forum:
Plugins
11-19-2009, 16:45
Replies:
50
Blink (Self-Teleport) v1.1
Views:
32,380
Posted By
Spazman0
Re: Blink (Self-Teleport) v1.1 by Pinkfairie
Yeah, a comment in the .sp is fine, thankyou.
Forum:
Plugins
11-05-2009, 00:22
Replies:
37
[TF2] Targeted Crits
Views:
36,257
Posted By
Spazman0
Re: [TF2] Targeted Crits
You can also change your sourcemod cfg found in cfg/sourcemod/sourcemod.cfg. Change sm_show_activity to 12, this will only show the message to other admins.
Forum:
Plugins
10-10-2009, 00:24
Replies:
9
[TF2] Fix spy broken radio messages
Views:
19,422
Posted By
Spazman0
Re: [TF2] Fix spy broken radio messages
Ooooh, looks good. I took a look at the source and looks like it should work, I'll get Arg! to implement this on his server, and then maybe he'll want to talk to you about implementing this in...
Forum:
Plugins
10-10-2009, 00:14
Replies:
50
Blink (Self-Teleport) v1.1
Views:
32,380
Posted By
Spazman0
Re: Blink (Self-Teleport) v1.1 by Pinkfairie
Sorry, was a bit annoyed at my mum when I wrote that. I meant Ask/give credit next time. Sorry for being so blunt/aggressive.
Forum:
Plugins
10-09-2009, 22:34
Replies:
50
Blink (Self-Teleport) v1.1
Views:
32,380
Posted By
Spazman0
Re: Blink (Self-Teleport) v1.1 by Pinkfairie
Yeah. Thanks for ripping it out of our plugin without our permission. Ask next time -.-'
Forum:
Plugins
10-09-2009, 22:26
Replies:
24
[TF2] It's Raining Men 0.1 (07/10)
Views:
38,743
Posted By
Spazman0
Re: [TF2] It's Raining Men 0.1 (07/10)
I think what noodleboy meant was that there is no way to stop it spawning on a certain person, unless the command is a toggle command, in which case can you specify? I'm gonna try to convince the...
Forum:
Plugins
09-27-2009, 23:39
Replies:
37
[TF2] Targeted Crits
Views:
36,257
Posted By
Spazman0
[TF2] Targeted Crits
Targeted Crits - By Spazman0.
I've had this sitting around for ages, but didn't release it as I didn't really think it fit in with any of my other plugins. Decided to release it, as AFAIK there...
Forum:
Scripting
06-01-2009, 05:04
Replies:
3
Custom text
Views:
1,186
Posted By
Spazman0
Re: Custom text
It's on CSS, so not Orange Box unfortunately.
Forum:
Scripting
06-01-2009, 04:17
Replies:
3
Custom text
Views:
1,186
Posted By
Spazman0
Custom text
Is there any way for me to show a custom text I.E have the Center text message, but not in the center and maybe a different colour?
Forum:
Scripting
06-01-2009, 01:28
Replies:
8
TF2: Make razorback invisible?
Views:
3,077
Posted By
Spazman0
Re: TF2: Make razorback invisible?
I believe this is caused as Razorback doesn't actually have it's own slot, and therefore isn't included. You'd have to find a way to add a seperate check for Razorback and make it invisible.
Forum:
Plugins
05-31-2009, 05:04
Replies:
11
Healme Plugin for subscribers!
Views:
15,611
Posted By
Spazman0
Re: Healme Plugin for subscribers!
I can confirm that it works on CSS.
Forum:
Scripting
09-26-2008, 21:06
Replies:
13
Spawning a prop_physics and making it follow a player.
Views:
6,456
Posted By
Spazman0
Re: Spawning a prop_physics and making it follow a player.
Okay, I have figured out how to offset it and everything, the problem wasn't with offsetting, just my model wasn't in the centre of the grid. I am happy with how it is, although it still obstructs...
Forum:
Scripting
09-22-2008, 05:08
Replies:
0
Moving the endpoint of a traceray back along it slightly?
Views:
819
Posted By
Spazman0
Moving the endpoint of a traceray back along it slightly?
Alright so this is for my teleport command, which a few people are running.
I am trying to implement the ability to not get stuck in walls when you are aiming at one, but I'm not sure how to go...
Forum:
Scripting
09-22-2008, 02:40
Replies:
13
Spawning a prop_physics and making it follow a player.
Views:
6,456
Posted By
Spazman0
Re: Spawning a prop_physics and making it follow a player.
Ok, so it is the whole obstructing view thing. But also, when I spawn it it spawns infront of the player and stays in front of them as they walk around. Is there any way to offset the parent back a...
Forum:
Scripting
09-21-2008, 20:02
Replies:
13
Spawning a prop_physics and making it follow a player.
Views:
6,456
Posted By
Spazman0
Re: Spawning a prop_physics and making it follow a player.
Sorry to bump, but I wasn't sure people realised I have edited the last post with more details and a new request.
Forum:
Scripting
09-20-2008, 06:28
Replies:
13
Spawning a prop_physics and making it follow a player.
Views:
6,456
Posted By
Spazman0
Re: Spawning a prop_physics and making it follow a player.
EDIT: Got it to work.
Now, I have it spawning as a prop_dynamic_override.
How would I go about parenting it to the player? (assuming the player is defined by "target")
At the moment this...
Forum:
Scripting
09-19-2008, 03:07
Replies:
13
Spawning a prop_physics and making it follow a player.
Views:
6,456
Posted By
Spazman0
Re: Spawning a prop_physics and making it follow a player.
I read the whole article, and couldn't see anywhere that it can't be parented. Unless you are saying this from your own experience, in which case I apologize.
For the moment I am doing away with...
Forum:
Scripting
09-19-2008, 00:21
Replies:
13
Spawning a prop_physics and making it follow a player.
Views:
6,456
Posted By
Spazman0
Re: Spawning a prop_physics and parenting it to a player.
Ok, so reading that article Kigen sent, I might be better off going with prop_physics_multiplayer. Still doesn't solve the issue of how to spawn it and make it follow the player. Any help?
Showing results 1 to 25 of 46
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