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Posts Made By:
doomy
Forum:
Approved Plugins
01-07-2005, 17:44
Replies:
47
Cluster Grenades
Views:
65,490
Posted By
doomy
i think i kno wats causing these errors...the...
i think i kno wats causing these errors...the problem is that the engine is not completly syncronized so some things might be out of place. I'm going to go ahead and work on some methods to...
Forum:
Approved Plugins
01-06-2005, 23:57
Replies:
47
Cluster Grenades
Views:
65,490
Posted By
doomy
ok. um... with the first error i'm not sure...
ok. um...
with the first error i'm not sure wat caused it, but i went ahead and added in a fail-safe that basically checks to make sure that there are at least 2 parameters in the message (there...
Forum:
Approved Plugins
01-05-2005, 23:38
Replies:
90
Bad Clan Cleaner
Views:
38,081
Posted By
doomy
u kno wat would be an even better idea (and a...
u kno wat would be an even better idea (and a practical one) you should use an initialization file that contains all the banned tags and just uses the bytes 10 and 13 as seperators (AKA LINE SPACE)....
Forum:
Approved Plugins
01-05-2005, 23:30
Replies:
47
Cluster Grenades
Views:
65,490
Posted By
doomy
bad load is generic u gotta tell me wat it says....
bad load is generic u gotta tell me wat it says. Most likely ur engine module is not activated. To activate open your modules.ini and remove the ' ; ' before engine.dll (for windows) or the 2 .so...
Forum:
Scripting Help
01-05-2005, 23:28
Replies:
7
engine module not finding take_damage function!!!
Views:
2,611
Posted By
doomy
um ur a little late...i used set_user_health,...
um ur a little late...i used set_user_health, set_user_kills, user_kill, and i also mimiced a message to display the killer correctly (and the weapon used) so there's not a problem. All those...
Forum:
Scripting Help
12-28-2004, 00:02
Replies:
4
tutorial to make custom weapons please
Views:
1,937
Posted By
doomy
tutorial to make custom weapons please
Okay, ive got some experience with amxx and iv made som plugins, but i have no clue as to assign a weapon index to a custom weapon, nor do i kno how to create that custom weapon. I tried using the...
Forum:
Scripting Help
12-27-2004, 23:59
Replies:
8
Sprites in Maps
Views:
2,344
Posted By
doomy
ok one problem is that i dont have a config file...
ok one problem is that i dont have a config file for it. If you could possibly tell me wats happening i mit be able to figure out the problem. That would really help, thanks.
Forum:
Scripting Help
12-27-2004, 18:02
Replies:
8
Sprites in Maps
Views:
2,344
Posted By
doomy
Okay, I updated the code so that as each new...
Okay, I updated the code so that as each new round starts the sprite will be displayed again. Here you go:
#include <amxmodx>
#include <engine>
new map_cors_origin[3]
new map_cors_pre
...
Forum:
Scripting Help
12-27-2004, 15:04
Replies:
8
Sprites in Maps
Views:
2,344
Posted By
doomy
Ok i think i understand wat ur saying...sorry i...
Ok i think i understand wat ur saying...sorry i dont speak German, and googles translator sux. This is wat i think u want:
#include <amxmodx>
#include <engine>
new map_cors_origin[3],...
Forum:
Scripting Help
12-25-2004, 23:17
Replies:
7
Help with Drop-weapon script
Views:
2,178
Posted By
doomy
Use this: client_cmd( 0, "drop" ) ...
Use this:
client_cmd( 0, "drop" )
instead of this:
client_cmd(0,"drop weapon_scout")
if you want them to not start out with it u r going to have to use the event CurWeapon and set up som...
Forum:
Scripting Help
12-25-2004, 14:21
Replies:
7
models any1?
Views:
1,455
Posted By
doomy
they r required to put a copyright sign. So...I...
they r required to put a copyright sign. So...I don't think it's copyrighted...o well this is off-topic. :/
Forum:
Scripting Help
12-25-2004, 09:55
Replies:
7
models any1?
Views:
1,455
Posted By
doomy
That's from their website and means that it isn't...
That's from their website and means that it isn't copyrighted yet; so technically it is freeware.
Forum:
Scripting Help
12-24-2004, 01:21
Replies:
7
models any1?
Views:
1,455
Posted By
doomy
there's no retail value so there is nothing to...
there's no retail value so there is nothing to sue for...anyway i do a lot of this stuff for experience (and because im bored) so i really couldn't care less if its been made b4.
sry if that...
Forum:
Scripting Help
12-23-2004, 21:23
Replies:
7
models any1?
Views:
1,455
Posted By
doomy
models any1?
im making a proximity mine plugin but there are not really any good half-life mines for that task. Does any1 kno where u can find good 3d models for cs?
Forum:
Approved Plugins
12-22-2004, 00:58
Replies:
47
Cluster Grenades
Views:
65,490
Posted By
doomy
The plugin was updated since i found a glitch....
The plugin was updated since i found a glitch. More details on top
Forum:
Approved Plugins
12-21-2004, 20:38
Replies:
47
Cluster Grenades
Views:
65,490
Posted By
doomy
haha. I thought about catching the damage dealt...
haha. I thought about catching the damage dealt from the initial grenade so it wouldnt be as harsh, but 20 damage per cluster isnt going to be too terrible.
Forum:
Approved Plugins
12-21-2004, 18:51
Replies:
47
Cluster Grenades
Views:
65,490
Posted By
doomy
Cluster Grenades
COMMAND(S):
amx_cluster_grenade_enable: Use a 1 to disable and a 0 to disable. Admin use only.
This plugin basically gives all HE grenades clusters. When the plugin is activated (default) it...
Forum:
Scripting Help
12-18-2004, 16:50
Replies:
7
engine module not finding take_damage function!!!
Views:
2,611
Posted By
doomy
it is...if u noticed i had several engine...
it is...if u noticed i had several engine commands. thats the only one not working
Forum:
Scripting Help
12-18-2004, 16:28
Replies:
7
engine module not finding take_damage function!!!
Views:
2,611
Posted By
doomy
engine module not finding take_damage function!!!
iv got this plugin made and it should work but for some reason in game it says that the take_damage function can't be found. It is defined in engine.inc but it doesnt register in game. here is my...
Forum:
Scripting Help
12-18-2004, 10:16
Replies:
4
Model paths
Views:
1,243
Posted By
doomy
nm...i found it. it was in decals.wad which i...
nm...i found it. it was in decals.wad which i obliviously overlooked ( :/ )
Forum:
Scripting Help
12-18-2004, 09:59
Replies:
4
Model paths
Views:
1,243
Posted By
doomy
iv searched the texture files but i have no idea...
iv searched the texture files but i have no idea wat to look for. all i kno is that its a .bmp (i think) probably in a .wad file
Forum:
Scripting Help
12-18-2004, 00:22
Replies:
4
Model paths
Views:
1,243
Posted By
doomy
Model paths
ok iv got this really great mod done except for one thing, i need a decals file path. The decal i need is the one where u throw a grenade and its the black scar on the ground. If any1 knos where it...
Forum:
Scripting Help
12-15-2004, 18:23
Replies:
7
Un-Precache Models
Views:
2,281
Posted By
doomy
um i dont think u can unprecache. i do however...
um i dont think u can unprecache. i do however believe (at least i hope so) that amxmodx has a automatic garbage collector (removes data from memory once it has determined it will not be used again)
Forum:
Scripting Help
12-12-2004, 21:57
Replies:
2
Changing Player's Aim
Views:
1,126
Posted By
doomy
ait thx. ill implement that method into my code...
ait thx. ill implement that method into my code now.
Forum:
Scripting Help
12-11-2004, 17:31
Replies:
7
Un-Precache Models
Views:
2,281
Posted By
doomy
all that function does is precahce a model and...
all that function does is precahce a model and returns its index
Showing results 1 to 25 of 69
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