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Search: Posts Made By: imindfreak
Forum: Scripting Help 02-17-2019, 01:37
Replies: 9
Views: 1,821
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
Views: 1,821
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
Views: 881
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
Views: 2,906
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
Views: 7,732
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
Views: 1,444
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
Views: 1,444
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
Views: 1,284
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
Views: 1,284
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
Views: 1,284
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
Views: 1,126
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
Views: 1,126
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
Views: 1,126
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
Views: 3,493
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
Views: 3,493
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
Views: 3,493
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
Views: 3,493
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
Views: 3,493
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
Views: 3,493
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
Views: 3,493
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
Views: 3,493
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
Views: 3,493
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
Views: 953
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
Views: 953
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
Views: 1,835
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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