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Search: Posts Made By: Natsheh
Forum: New Plugin Submissions Today, 07:01
Replies: 8
Views: 117
Posted By Natsheh
Re: navmesh pathfinding 2.1.0

Without the source code there's no point releasing the module here.
Forum: Scripting Help Yesterday, 16:42
Replies: 13
Views: 357
Posted By Natsheh
Re: Block MSG_ALL SVC_TEMPENTITY for a player

There you go...




enum MESSAGE_DATA(+=1)
{
MSG_DEST = 0,
MSG_TYPE,
MSG_ORIGIN[3],
Forum: Scripting Help Yesterday, 09:12
Replies: 13
Views: 357
Posted By Natsheh
Re: Block MSG_ALL SVC_TEMPENTITY for a player

Because i was checking the machine memory usage and it was higher than usual every time someone plays and disconnect.

Edit:

I'll post the code once i be on my pc.
Forum: Scripting Help Yesterday, 08:27
Replies: 13
Views: 357
Posted By Natsheh
Re: Block MSG_ALL SVC_TEMPENTITY for a player

I know problem solved but now there's a memory leak because i am creating dynamic arrays and destroying them on pfnMessageEnd but i am not sure where is the leak comming from.


If you've a better...
Forum: Scripting Help 10-25-2021, 15:27
Replies: 13
Views: 357
Posted By Natsheh
Re: Block MSG_ALL SVC_TEMPENTITY for a player

Problem solved it worked there was no need for a delay since the message_end & message_begin were blocked.
Forum: Scripting Help 10-23-2021, 11:35
Replies: 13
Views: 357
Posted By Natsheh
Re: Block MSG_ALL SVC_TEMPENTITY for a player

Thanks, ill try it and be back with a feedback!

But adding a delay seems like a bad idea.
Forum: Scripting Help 10-23-2021, 10:27
Replies: 4
Views: 202
Posted By Natsheh
Re: Health, Armor, money

Leaved => left

Grammar committed death.
Forum: Scripting Help 10-23-2021, 08:37
Replies: 13
Views: 357
Posted By Natsheh
Re: Block MSG_ALL SVC_TEMPENTITY for a player

You misunderstood what i really want , i don't want to completely block the message i just want to block it from a couple of players.
Forum: Scripting Help 10-23-2021, 08:12
Replies: 13
Views: 357
Posted By Natsheh
Re: Block MSG_ALL SVC_TEMPENTITY for a player

So basically i need to copy all the message subsequent values and msg type then block the message then send the message to the desired clients, right?
Forum: Scripting Help 10-22-2021, 19:47
Replies: 13
Views: 357
Posted By Natsheh
Block MSG_ALL SVC_TEMPENTITY for a player

Hello, i would like to know if its possible to block SVC_TEMPENTITY Messages from some players, when the dest is MSG_ALL or MSG_BROADCAST.
Forum: Scripting Help 10-22-2021, 06:14
Replies: 8
Views: 312
Posted By Natsheh
Re: How to hook CBaseEntity SetModel using Orpheu

You're amazing thanks for the explanation.
Forum: Scripting Help 10-22-2021, 04:03
Replies: 8
Views: 312
Posted By Natsheh
Forum: Suggestions / Requests 10-22-2021, 00:28
Replies: 3
Views: 216
Posted By Natsheh
Re: Zombie plague jetpack Request

Thats a flame thrower model.
Forum: Scripting Help 10-21-2021, 22:50
Replies: 4
Views: 290
Posted By Natsheh
Re: Detecting walk/run [SHIFT]

No we're not doing that, we will only retrieve the value to check if the player holding the shift walk, then you can change player maxspeed and set it back on release or setting velocity
Forum: Scripting Help 10-21-2021, 17:06
Replies: 8
Views: 312
Posted By Natsheh
Re: How to hook CBaseEntity SetModel using Orpheu

A problem, argument edict_t is not defined in orpheu how i can define it?
Forum: Scripting Help 10-21-2021, 11:04
Replies: 8
Views: 312
Posted By Natsheh
Re: How to hook CBaseEntity SetModel using Orpheu

Thanks alot i didn't know it was an engine function, doesn't engine functions require signatures?

Edit : oh nvm, now i see it needs only function arguments and return definitions



{
...
Forum: Scripting Help 10-21-2021, 09:52
Replies: 8
Views: 312
Posted By Natsheh
How to hook SetModel using Orpheu

As the title says how do i hook setting entity model or FM_SetModel through Orpheu i tried searching for the signature in cs.so but I've failed.
Forum: Scripting Help 10-21-2021, 09:04
Replies: 4
Views: 290
Posted By Natsheh
Re: Detecting walk/run [SHIFT]

You want to catch if the player is holding the shift walking or if the player is walking?

I know they sound similar but they're different because shift walking its the maxspeed times...
Forum: Scripting Help 10-21-2021, 05:34
Replies: 10
Views: 447
Posted By Natsheh
Re: Give the same functionality for the alive players to the dead players

The reason that i don't want to use with this method its because it will interfier with other plugins since the dead players will be counted as alive players.
Forum: Scripting Help 10-21-2021, 05:29
Replies: 10
Views: 447
Posted By Natsheh
Re: Give the same functionality for the alive players to the dead players

Solved, by setting the player dead_flag to dead_no and re-executing the weapon selection then setting back the player to dead_respawn in client_command forward, the same thing for dropping the...
Forum: Suggestions / Requests 10-20-2021, 13:18
Replies: 1
Views: 242
Posted By Natsheh
Forum: Scripting Help 10-20-2021, 09:29
Replies: 10
Views: 447
Posted By Natsheh
Re: Give the same functionality for the alive players to the dead players

New error there's a problem with switching weapons if anyone can post the function of switching weapons or deploying them because i can't find it.

The problem is when switching a weapon the...
Forum: Scripting Help 10-20-2021, 05:04
Replies: 10
Views: 447
Posted By Natsheh
Re: Give the same functionality for the alive players to the dead players

Its because on player think post the player is thought dead and most of the alive functions are ignored.
Forum: Scripting Help 10-19-2021, 10:27
Replies: 7
Views: 334
Posted By Natsheh
Re: Whats Wrong I had Done :(

You can use get_user_attacker(victim, CSW_WPNID); to catch the weapon.
Forum: Scripting Help 10-19-2021, 10:00
Replies: 10
Views: 447
Posted By Natsheh
Re: Give the same functionality for the alive players to the dead players

i managed for it to work using this sequence of code



ExecuteHamB(Ham_CS_RoundRespawn, id);
set_pev(id, pev_deadflag, DEAD_RESPAWNABLE);
set_pev(id, pev_solid, SOLID_SLIDEBOX);...
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