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Search: Posts Made By: Exolent[jNr]
Forum: Module Coding 07-27-2011, 10:53
Replies: 1,508
Views: 908,353
Posted By Exolent[jNr]
Re: Module: Orpheu2.3a

You could just use get_user_ip(0, ...).
Or you could've searched for other threads on how to get server IP.
Forum: Module Coding 07-26-2011, 17:32
Replies: 1,508
Views: 908,353
Posted By Exolent[jNr]
Re: Module: Orpheu2.3a

Do a debug and print the whole string, like this:


#include <amxmodx>
#include <orpheu>

new Msg[ 100 ];

public plugin_precache()
{
Forum: Module Coding 07-26-2011, 17:07
Replies: 1,508
Views: 908,353
Posted By Exolent[jNr]
Re: Module: Orpheu2.3a

What went wrong?
Forum: Module Coding 07-26-2011, 10:39
Replies: 1,508
Views: 908,353
Posted By Exolent[jNr]
Re: Module: Orpheu2.3a

Look here for an example:
https://forums.alliedmods.net/showthread.php?p=1126226#post1126226
Forum: Module Coding 02-16-2011, 22:50
Replies: 1,508
Views: 908,353
Posted By Exolent[jNr]
Forum: Module Coding 10-04-2010, 20:36
Replies: 1,508
Views: 908,353
Posted By Exolent[jNr]
Re: Module: Orpheu2.3a

Okay, then could I get a memory file so I could patch it to 0?
Where I could do something like:
public plugin_precache( )
{
OrpheuMemorySet( "BUNNYJUMP_MAX_SPEED_FACTOR", 0, 0.0 );
}
Forum: Module Coding 10-04-2010, 17:58
Replies: 1,508
Views: 908,353
Posted By Exolent[jNr]
Re: Module: Orpheu2.3a

Can I get a signature for:
void PM_PreventMegaBunnyJumping( void )
Forum: Module Coding 04-27-2010, 15:01
Replies: 1,508
Views: 908,353
Posted By Exolent[jNr]
Re: Module: Orpheu2.3

You can do that without Orpheu.
Just use the ShowTimer and RoundTime events.
Then you will need a task looping every second to update the RoundTime message.
Forum: Module Coding 04-14-2010, 18:51
Replies: 1,508
Views: 908,353
Posted By Exolent[jNr]
Re: Module: Orpheu2.3

http://forums.alliedmods.net/showthread.php?t=123628
Forum: Module Coding 04-10-2010, 18:37
Replies: 1,508
Views: 908,353
Posted By Exolent[jNr]
Re: Module: Orpheu2.3

http://forums.alliedmods.net/showthread.php?t=123628

Though it is located in gamerules_multiplay.cpp and it is:
BOOL CHalfLifeMultiplay :: FPlayerCanRespawn( CBasePlayer *pPlayer )
{
return...
Forum: Module Coding 03-28-2010, 22:45
Replies: 1,508
Views: 908,353
Posted By Exolent[jNr]
Re: Module: Orpheu2.3

I figured it out now.
Forum: Module Coding 03-28-2010, 21:16
Replies: 1,508
Views: 908,353
Posted By Exolent[jNr]
Forum: Module Coding 03-28-2010, 21:00
Replies: 1,508
Views: 908,353
Posted By Exolent[jNr]
Re: Module: Orpheu2.3

How do you know which signatures go where?
Forum: Module Coding 03-22-2010, 23:57
Replies: 1,508
Views: 908,353
Posted By Exolent[jNr]
Re: Module: Orpheu2.3

I was able to translate the signature except for the identifiers:
{
"name" : "Con_Printf",
"library" : "engine",
"arguments" :
[
{
"type" : "char *"
...
Forum: Module Coding 03-11-2010, 21:39
Replies: 1,508
Views: 908,353
Posted By Exolent[jNr]
Re: Module: Orpheu2.1 (plugin to change weapon's cost in the end of the thread)

Does that also change where the weapon entity is stored in m_rgpPlayerItems for the player?

Example:
If I change the weapon_m3 shotgun to be in slot 2, would it be in the offset...
Forum: Module Coding 02-19-2010, 15:42
Replies: 1,508
Views: 908,353
Posted By Exolent[jNr]
Re: Module: Orpheu2.2

You could maybe do it with string memory replacement (http://forums.alliedmods.net/showthread.php?t=117930).
Forum: Module Coding 02-17-2010, 10:43
Replies: 1,508
Views: 908,353
Posted By Exolent[jNr]
Forum: Module Coding 02-17-2010, 01:29
Replies: 1,508
Views: 908,353
Posted By Exolent[jNr]
Re: Module: Orpheu2.1 (Plugin to change server slots in the end of the thread)

In PM_* functions, there are sometimes use a variable or a struct named cmd.buttons
I'm not too good with this, but I couldn't retrieve cmd.buttons as a struct from ppmove.

(The code is an...
Forum: Module Coding 02-15-2010, 22:27
Replies: 1,508
Views: 908,353
Posted By Exolent[jNr]
Re: Module: Orpheu2.1 (Plugin to change server slots in the end of the thread)

I donated $20 USD yesterday (or maybe 2 days ago) because this module is amazing, and the work put into it is massive.
If you want it to expand with more features and support, please donate.
It's...
Forum: Module Coding 02-09-2010, 20:05
Replies: 1,508
Views: 908,353
Posted By Exolent[jNr]
Re: Module: Orpheu2.1 (Change max money and weapon slots in the end of the thread :D

I don't think something like this should be posting since it could be used to buy a low-slot (eg. 10) game server for less $$ and then use this to increase the slots to 32.
Forum: Module Coding 02-05-2010, 08:06
Replies: 1,508
Views: 908,353
Posted By Exolent[jNr]
Forum: Module Coding 02-03-2010, 13:38
Replies: 1,508
Views: 908,353
Posted By Exolent[jNr]
Forum: Module Coding 01-29-2010, 19:23
Replies: 1,508
Views: 908,353
Posted By Exolent[jNr]
Re: Module: Orpheu2.1 (added memory hacking and virtual functions support)

32-bit processors can only hold 32-bit values.

Binary:
1111 1111 1111 1111 1111 1111 1111 1111
Decimal:
4294967295

Parts of the game like Connor showed use bitsums of player indexes.
int...
Forum: Module Coding 01-27-2010, 12:20
Replies: 1,508
Views: 908,353
Posted By Exolent[jNr]
Re: Module: Orpheu2

It looks like it would be this for the Windows support of the Orpheu module:
?InitThink@CTSEmitter@@QAEXXZ

You would have to do a different thing for Linux.
Forum: Module Coding 01-22-2010, 15:22
Replies: 1,508
Views: 908,353
Posted By Exolent[jNr]
Re: Module: Orpheu2

Great job :up:
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