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Posts Made By:
imindfreak
Forum:
Scripting Help
02-17-2019, 01:37
Replies:
9
MapManager: instead of extending the map, restart the current map
Views:
1,830
Posted By
imindfreak
Re: MapManager: instead of extending the map, restart the current map
Okay, I think I found the error. Try this instead.
#include <amxmodx>
#define SELECTMAPS 6 // Количество карт в голосовании. Не ставить больше 8!
#define BLOCK_MAPS 1 // Количество...
Forum:
Scripting Help
02-16-2019, 16:45
Replies:
9
MapManager: instead of extending the map, restart the current map
Views:
1,830
Posted By
imindfreak
Re: MapManager: instead of extending the map, restart the current map
If by card you mean map, here's what you can do.
Replace the extend function to be the "voted" function.
I have not tested this so give it a try.
#include <amxmodx>
#define...
Forum:
Scripting Help
02-16-2019, 03:13
Replies:
1
Convert a Mod's Saving/Loading from DBI to SQLX
Views:
892
Posted By
imindfreak
Convert a Mod's Saving/Loading from DBI to SQLX
Hi everyone,
I tried to convert this code snippet into SQLX, however, after many and many attempts, I could not get it to work. I experienced a server crash almost every time. With cvar pm_debug...
Forum:
Scripting Help
11-10-2017, 00:43
Replies:
19
spawn player at random place
Views:
2,924
Posted By
imindfreak
Re: spawn player at random place
CSDM has this feature and GunGame as well.
Look into those plugins and you can find an answer there.
Forum:
Suggestions / Requests
11-10-2017, 00:28
Replies:
21
simple Show motd command plugin. (Yes I searched)
Views:
7,767
Posted By
imindfreak
Re: simple Show motd command plugin. (Yes I searched)
Why'd you bump a 12 year old thread that has been solved already..?
Forum:
Suggestions / Requests
10-23-2017, 18:20
Replies:
6
[Request] Curse plugin
Views:
1,448
Posted By
imindfreak
Re: [Request] Curse plugin
Change 100.0 to 20.0 @ line 87
flRemPlayerHealth = 20.0+entity_get_float(param[0], EV_FL_health);
Forum:
Suggestions / Requests
10-23-2017, 00:06
Replies:
6
[Request] Curse plugin
Views:
1,448
Posted By
imindfreak
Re: [Request] Curse plugin
It's pretty simple to just rename pray to curse and change it to remove hp instead of add hp...
#include <amxmodx>
#include <engine>
#define PLUGIN "Curse Plugin"
#define VERSION ...
Forum:
Scripting Help
10-14-2017, 19:25
Replies:
5
[HELP] Passing a string to native function that returns an int
Views:
1,293
Posted By
imindfreak
Re: [HELP] Passing a string to native function that returns an int
The client_print was just an example for the thread, but I actually don't need the player's index.
I didn't specify in my main plugin that sid[] is a string not an integer lol.
In main plugin -
...
Forum:
Scripting Help
10-14-2017, 16:21
Replies:
5
[HELP] Passing a string to native function that returns an int
Views:
1,293
Posted By
imindfreak
Re: [HELP] Passing a string to native function that returns an int
I changed it to get_string(1, sid, charsmax(sid)) but I'm still getting an argument type mismatch (argument 1) on AddMoney function when I use the get_user_balance_steamid or...
Forum:
Scripting Help
10-14-2017, 08:06
Replies:
5
[HELP] Passing a string to native function that returns an int
Views:
1,293
Posted By
imindfreak
[HELP] Passing a string to native function that returns an int
Greetings!
I'm having trouble passing a string to a native function that returns an int.
When I run the example usage, I get an argument type mismatch (argument 1).
The native function takes a...
Forum:
Scripting Help
10-14-2017, 02:44
Replies:
7
Solved
Parsing vaultdata properly
Views:
1,136
Posted By
imindfreak
Re: Parsing vaultdata properly
After thorough debugging, the solution proposed by KiLLeR worked.
For knowledge purposes for anyone else with a parsing issue -
The problem was the spacing between the parsing which resulting...
Forum:
Scripting Help
10-12-2017, 23:25
Replies:
7
Solved
Parsing vaultdata properly
Views:
1,136
Posted By
imindfreak
Re: [HELP] Dynamically populate a menu from nvault
I just applied the changes but it still does the same thing and I'm really not sure why...
I looked into the vaultdata and it was formatted just like the proposed new version but still failed.
I...
Forum:
Scripting Help
10-12-2017, 03:15
Replies:
7
Solved
Parsing vaultdata properly
Views:
1,136
Posted By
imindfreak
Parsing vaultdata properly
Greetings,
I can't seem to get my vaultdata to parse properly for a Pokemod Auction House plugin.
Vault Information
Vaultkey is stored as (AUCTIONS-%d), ex. (AUCTIONS-1).
Vaultdata is stored...
Forum:
Scripting Help
02-02-2017, 01:47
Replies:
17
nVault to MySQL on map load/change
Views:
3,509
Posted By
imindfreak
Re: nVault to MySQL on map load/change
Perfect! Worked like a charm. I appreciate all the help!
Forum:
Scripting Help
01-31-2017, 00:11
Replies:
17
nVault to MySQL on map load/change
Views:
3,509
Posted By
imindfreak
Re: nVault to MySQL on map load/change
The updated code worked perfectly on not exporting bot keys, thanks!
Attached below is an updated vault in which the 7th key, STEAM_0:1:12710464, is cut-off (508 characters in total exported to the...
Forum:
Scripting Help
01-30-2017, 18:28
Replies:
17
nVault to MySQL on map load/change
Views:
3,509
Posted By
imindfreak
Re: nVault to MySQL on map load/change
I increased that value to higher values, recompiled, and it still gets cut off.
I restarted the server and changed maps a couple times to see if it would update.
It didn't seem to have any affect...
Forum:
Scripting Help
01-30-2017, 00:29
Replies:
17
nVault to MySQL on map load/change
Views:
3,509
Posted By
imindfreak
Re: nVault to MySQL on map load/change
It's exporting the nvault data successfully now.
Thank you so much for your help Bugsy!
I was wondering if there is a way to not export bot data for the sake of making exporting faster....
Forum:
Scripting Help
01-28-2017, 19:40
Replies:
17
nVault to MySQL on map load/change
Views:
3,509
Posted By
imindfreak
Re: nVault to MySQL on map load/change
I changed it to 1024, 9999, and 99999 to test but unfortunately no good.
I'm going to post below a snippet of the code for the saving method used from PokeMod (xp.inl).
It saves all of the player's...
Forum:
Scripting Help
01-27-2017, 21:59
Replies:
17
nVault to MySQL on map load/change
Views:
3,509
Posted By
imindfreak
Re: nVault to MySQL on map load/change
Sorry for not attaching the vault on the earlier post. Not sure why this didn't work. It did however truncate/delete the table. The only thing I modified was BlockNumber into RankNumber, as that's...
Forum:
Scripting Help
01-27-2017, 16:31
Replies:
17
nVault to MySQL on map load/change
Views:
3,509
Posted By
imindfreak
Re: nVault to MySQL on map load/change
I have edited the example plugin below. It will truncate the table and then populate it on plugin_init. This works fine but it only pulls 5 entries from the vault. I have attached the vault.
The...
Forum:
Scripting Help
01-27-2017, 00:54
Replies:
17
nVault to MySQL on map load/change
Views:
3,509
Posted By
imindfreak
Re: nVault to MySQL on map load/change
Thanks, that definitely helped with the example plugin and it worked for what I needed. However, it only dumped about 5 entries (which is sufficient, but the whole nvault would be even better).
Forum:
Scripting Help
01-26-2017, 01:06
Replies:
17
nVault to MySQL on map load/change
Views:
3,509
Posted By
imindfreak
nVault to MySQL on map load/change
Greetings,
I have a question in regards to saving data methods. I'm running a mod that saves xp data via nvault. Previously, I used the mod's MySQL saving method but it seems to cause a lag /...
Forum:
Scripting Help
03-12-2015, 21:09
Replies:
7
Set Command Native on Point Based Plugin
Views:
963
Posted By
imindfreak
Re: Set Command Native on Point Based Plugin
Problem solved, a small mistake, thank you Emp`!
Here was the problem, my native takes two params.
public _set_points(iPlugin,iParams)
{
if(iParams != 1) //<-- This was the issue, this...
Forum:
Scripting Help
03-12-2015, 18:49
Replies:
7
Set Command Native on Point Based Plugin
Views:
963
Posted By
imindfreak
Set Command Native on Point Based Plugin
Greetings,
I'm having issues with a set command in one of my point based plugins.
In my library include -
#pragma reqlib "pointsystem"
/* called when points need to be retrieved */...
Forum:
Scripting Help
03-09-2014, 23:57
Replies:
13
[Solved]Friendlyfire Between Two Players
Views:
1,889
Posted By
imindfreak
Re: Friendlyfire Between Two Players
They're part of the if, structured in a way where you can see all conditions in separate lines for ease of view.
They're used as "or" in a conditional statement.
~Example Removed~
Showing results 1 to 25 of 116
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