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Posts Made By:
didoWEE
Forum:
Unapproved/Old Plugins
02-17-2021, 02:15
Replies:
24
Pro Become V.I.P. [re1.0.4]
Views:
11,358
Posted By
didoWEE
Re: Pro Become V.I.P. [re1.0.4]
maybe i should dig and give you all the 2006-2007-2008 plugins that are still "approved" while they have new versions developed?
nahh, im not posting a single line of code for this community...
Forum:
Unapproved/Old Plugins
02-08-2021, 14:00
Replies:
24
Pro Become V.I.P. [re1.0.4]
Views:
11,358
Posted By
didoWEE
Re: Pro Become V.I.P. [re1.0.4]
the other plugin was released 2 years after mine. if mine was reviewed on time, it would have been approved, or it would have been improved and then approved. in such case, the new plugin would have...
Forum:
Unapproved/Old Plugins
01-16-2021, 07:30
Replies:
24
Pro Become V.I.P. [re1.0.4]
Views:
11,358
Posted By
didoWEE
Re: Pro Become V.I.P. [re1.0.4]
nice joke, mate :) no wonders why the community died :) took you 4 years to take action, without even reviewing it ahahaha
Forum:
New Plugin Submissions
05-27-2020, 10:28
Replies:
40
No lag nightvision
Views:
10,983
Posted By
didoWEE
Re: No lag nightvision
Are you mad, mate?
Can you please go and learn how Compilers work?
Forum:
New Plugin Submissions
10-24-2017, 13:24
Replies:
9
Bazooka Wars (DM) /stable version/ [Gameplay]
Views:
5,712
Posted By
didoWEE
Re: Bazooka Wars (DM) /stable version/ [Gameplay]
Updated!
version 2.1.0
- Optimization
- Radar blocked
- Added cvar for respawn time
Forum:
Trash
06-17-2017, 04:39
Replies:
3
Bot Blocker
Views:
1,500
Posted By
didoWEE
Re: Bot Blocker
I hope it gets approved man
really nice unicorn models on this mod and you can fly with the secret command "trash"
Forum:
New Plugin Submissions
06-14-2017, 04:49
Replies:
9
Bazooka Wars (DM) /stable version/ [Gameplay]
Views:
5,712
Posted By
didoWEE
Re: Bazooka Wars (DM)
Uploaded in the first post! ty
Forum:
Approved Plugins
12-11-2016, 09:34
Replies:
16
[HL] RPG-7
Views:
19,355
Posted By
didoWEE
Re: [HL] RPG-7
https://forums.alliedmods.net/showthread.php?p=2411960
this is some old bazooka mod for CS1.6 I've made
Forum:
Off-Topic
12-04-2016, 14:13
Replies:
4
mathematical functions
Views:
1,165
Posted By
didoWEE
Re: mathematical functions
bro, this is just the theory and I already know it
I need to know where we use this stuff and these specific functions in real life
Forum:
Off-Topic
12-04-2016, 13:29
Replies:
4
mathematical functions
Views:
1,165
Posted By
didoWEE
Re: mathematical functions
So, I can relate 2^x to computers memory
Other ideas?
Forum:
Off-Topic
12-01-2016, 06:12
Replies:
4
mathematical functions
Views:
1,165
Posted By
didoWEE
mathematical functions
Is there anyone with idea about what I can do with these 4 math functions
2^x * sin(x)
lnx * sin(x)
lnx * cos(x)
lnx * tan(x)
Any real-life usage is what I need :)
Forum:
Scripting Help
09-19-2016, 06:01
Replies:
5
[HELP] TraceHull IGNORE_MONSTERS
Views:
1,422
Posted By
didoWEE
Re: [HELP] TraceHull IGNORE_MONSTERS
check for classname
Forum:
Scripting Help
09-08-2016, 18:16
Replies:
5
vector_to_angle
Views:
1,064
Posted By
didoWEE
Re: vector_to_angle
Ty so much
Forum:
Scripting Help
09-08-2016, 16:32
Replies:
5
vector_to_angle
Views:
1,064
Posted By
didoWEE
Re: vector_to_angle
This is probably what I wanted, ty!
Are you certain it's the same as the original in amxx (this is rehlds)?
Forum:
Scripting Help
09-08-2016, 15:13
Replies:
5
vector_to_angle
Views:
1,064
Posted By
didoWEE
vector_to_angle
Source code to the function (vector_to_angle) in the link below
https://github.com/alliedmodders/amxmodx/blob/master/amxmodx/vector.cpp
What is VEC_TO_ANGLES?
Where do I find it?
Forum:
Scripting Help
07-26-2016, 06:22
Replies:
0
Auto Aim Heads
Views:
411
Posted By
didoWEE
Auto Aim Heads
I'm trying to make a plugin that forces players to aim the heads of the enemies
Code is not optimised or something - it's just a test if the basics work
Problems occuring: Traceline not always...
Forum:
New Plugin Submissions
04-24-2016, 11:39
Replies:
9
Bazooka Wars (DM) /stable version/ [Gameplay]
Views:
5,712
Posted By
didoWEE
Re: Bazooka Wars (DM)
debug the plugin
give me error logs
also tell me which is the map you are playing on
can you give me a demo on what you are doing before the crash or is the crash occuring on server start
Forum:
Unapproved/Old Plugins
04-22-2016, 15:43
Replies:
24
Pro Become V.I.P. [re1.0.4]
Views:
11,358
Posted By
didoWEE
Re: Pro Become V.I.P. [re1.0.4]
Updated!
Version re1.0.4!
- Fixed potential bug/log error
- Optimised chat message
Forum:
New Plugin Submissions
04-21-2016, 13:01
Replies:
9
Bazooka Wars (DM) /stable version/ [Gameplay]
Views:
5,712
Posted By
didoWEE
Re: Bazooka Wars (DM)
No need in my opinion as it is supposed to be main Mod
Forum:
Unapproved/Old Plugins
04-21-2016, 12:02
Replies:
24
Pro Become V.I.P. [re1.0.4]
Views:
11,358
Posted By
didoWEE
Re: Pro Become V.I.P. [re1.0.2]
I'll stick to my code
Your will still make 4 checks
in is_real_player(id)
we havereturn ((is_user_bot(id) || is_user_hltv(id)) ? false : true); So we will get errors in console/logs if player...
Forum:
Unapproved/Old Plugins
04-20-2016, 08:53
Replies:
24
Pro Become V.I.P. [re1.0.4]
Views:
11,358
Posted By
didoWEE
Re: Pro Become V.I.P. [re1.0.2]
Functionality is not the same!
My way
if(!is_user_connected(killer))
return HAM_IGNORED; // if true - function stops --> 1 if
if(killer == victim)
return HAM_IGNORED; // if true -...
Forum:
New Plugin Submissions
04-17-2016, 13:21
Replies:
9
Bazooka Wars (DM) /stable version/ [Gameplay]
Views:
5,712
Posted By
didoWEE
Bazooka Wars (DM) /stable version/ [Gameplay]
Bazooka Wars
Deathmatch
by didoWEE
Version: 2.1.0 stable
DESCRIPTION
This MOD completely changes the gameplay as every player has only bazooka as weapon.
Teams do nоt matter! You fight...
Forum:
Approved Plugins
04-11-2016, 08:23
Replies:
20
Death Note
Views:
21,465
Posted By
didoWEE
Re: Death Note
Let the insulting begin!
*****
Forum:
Scripting Help
04-10-2016, 13:54
Replies:
25
CL_FlushEntityPacket when >=120 entities' info is sent to player
Views:
4,033
Posted By
didoWEE
Re: CL_FlushEntityPacket when >=120 entities' info is sent to player
What if no flags are set?
Forum:
Scripting Help
04-10-2016, 11:42
Replies:
25
CL_FlushEntityPacket when >=120 entities' info is sent to player
Views:
4,033
Posted By
didoWEE
Re: CL_FlushEntityPacket when >=120 entities' info is sent to player
try
set_pev(iID_Ent2, pev_flags, (pev(iID_Ent2, pev_flags) | FL_ALWAYSTHINK)
->
set_pev(iID_Ent2, pev_flags, (pev(iID_Ent2, pev_flags) | FL_CUSTOMENTITY)
bring back register_think() and use...
Showing results 1 to 25 of 198
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