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Search: Posts Made By: blodia
Forum: Scripting 01-09-2015, 16:34
Replies: 6
Views: 183
Posted By blodia
Re: Attach player to entity

try setting names on the entities instead (for players i used to use userids) and parent them that way, how you do that depends on what you're trying to do e.g if you only want to parent someone who...
Forum: Approved Plugins 12-08-2014, 15:37
Replies: 199
Views: 68,799
Posted By blodia
Re: [CSS] Weapon Mod

sorry i don't do admin/single player only features, i prefer everyone being able to enjoy my plugins.
Forum: Scripting 11-18-2014, 17:12
Replies: 27
Views: 1,068
Posted By blodia
Re: Check if player in air

taken from my player stacker plugin

// the entity the player is standing on.
new GroundEnt = GetEntPropEnt(client, Prop_Send, "m_hGroundEntity");if the players isn't standing on an entity i.e in...
Forum: Scripting 11-17-2014, 13:06
Replies: 10
Views: 630
Posted By blodia
Re: prop_vehicle_driveable issue

i gave up on the plugin as game updates kept breaking it and i couldn't get it working on my own pc even though others could, did it stop working after a game update or sourcemod update? what exactly...
Forum: Scripting 11-10-2014, 08:36
Replies: 10
Views: 630
Posted By blodia
Re: prop_vehicle_driveable issue

maybe it wasn't clear but i posted a link to my plugin so you could try using code from that instead or just use to whole plugin assuming it still works
Forum: Scripting 11-07-2014, 16:14
Replies: 10
Views: 630
Posted By blodia
Re: prop_vehicle_driveable issue

natalias code was just copied from an earlier version of my vehiclemod (https://forums.alliedmods.net/showthread.php?t=135027). if you remove a vehicle entity while a players is inside it will crash...
Forum: Scripting 07-27-2014, 13:20
Replies: 7
Views: 373
Posted By blodia
Re: [Solved] (CS:S) Lower your own gun sound

setting "m_bPredictWeapons" to 0 on clients should disable weapon prediction , but the sounds will be delayed depending on ping and may cause other issues.
Forum: Scripting 07-27-2014, 13:10
Replies: 4
Views: 294
Posted By blodia
Re: [CSS] Player physics

there are server variables for changing the pushaway force of multiplayer physics objects i think they start with the sv_pushaway prefix, i think they change all multiplayer physics props behaviour...
Forum: Scripting 07-25-2014, 14:18
Replies: 4
Views: 294
Posted By blodia
Re: [CSS] Player physics

SetEntProp(client, Prop_Send, "m_CollisionGroup", 17);
Forum: Scripting 03-19-2014, 16:10
Replies: 6
Views: 296
Posted By blodia
Re: Setting CBaseEntity Error

new enteffects = GetEntProp(entindex, Prop_Send, "m_fEffects");
enteffects |= 32;
SetEntProp(entindex, Prop_Send, "m_fEffects", enteffects);

you missed that, try adding that after spawning the...
Forum: Scripting 03-14-2014, 16:07
Replies: 5
Views: 227
Posted By blodia
Re: Entity Parenting detection

try these datamap properties "m_hMoveChild", "m_hMoveParent"
Forum: Scripting 02-25-2014, 15:03
Replies: 3
Views: 206
Posted By blodia
Re: Making a "thrown" prop_physics rotate upon being "thrown"?

a simple forum search will give you the answer
Forum: Scripting 02-01-2014, 15:39
Replies: 13
Views: 558
Posted By blodia
Forum: Scripting 01-27-2014, 18:27
Replies: 16
Views: 745
Posted By blodia
Re: Vector hater, always need help for those

use MakeVectorFromPoints on A and B, NormalizeVector the result then ScaleVector by X and add it to A
Forum: Scripting 01-21-2014, 16:47
Replies: 5
Views: 349
Posted By blodia
Re: how slowly tilt the screen

m_vecPunchAngle isn't clamped on pitch so i may not be clamped on yaw or roll either, as the name suggests the view is punched to what ever angle its set to then slowly reverts back to its initial...
Forum: Scripting 01-17-2014, 14:38
Replies: 19
Views: 646
Posted By blodia
Re: Stopping a physprop from rolling

only physics entities have issues with none vphysics movetype/solid.

player clips may be stored in the bsp but things like raytraces can still find out what parts of the world are solid or...
Forum: Unapproved Plugins 01-17-2014, 13:45
Replies: 492
Views: 97,145
Posted By blodia
Re: [CSS/HL2DM] Vehicle Mod

its the other bin folder, you only need the fix if you're using linux.
Forum: Unapproved Plugins 01-16-2014, 06:46
Replies: 492
Views: 97,145
Posted By blodia
Re: [CSS/HL2DM] Vehicle Mod

yeah, should be one there already and you're just replacing it
Forum: Scripting 01-16-2014, 06:45
Replies: 19
Views: 646
Posted By blodia
Re: Stopping a physprop from rolling

what you do think bomb zones and buy zones in cs are? just check the contents mask(shouldcollide gives you this) of the collided entity to see if it contains CONTENTS_PLAYERCLIP then try changing the...
Forum: Scripting 01-15-2014, 18:12
Replies: 19
Views: 646
Posted By blodia
Re: Stopping a physprop from rolling

try sdkhooks shouldcollide
Forum: Scripting 01-15-2014, 14:01
Replies: 19
Views: 646
Posted By blodia
Re: Stopping a physprop from rolling

heres a snippet from my vehiclemod that i used to restrict vehicle rotation on certain axis, its based on the hl2 sdk code for the airboat antiflip

// anti flip, not 100% effective.
new...
Forum: Unapproved Plugins 01-15-2014, 13:56
Replies: 492
Views: 97,145
Posted By blodia
Re: [CSS/HL2DM] Vehicle Mod

bah i cant remember my filefront details and the link is down, try knifelemons post 467. the old vphysics fixis attached to the first post, if that doesn't work then you'll have to try and create a...
Forum: Approved Plugins 12-12-2013, 13:20
Replies: 199
Views: 68,799
Posted By blodia
Re: [CSS] Weapon Mod

after i wrote the tutorial for custom view models i was going to write a separate plugin for iron sights which would work with right click but i never had time and still don't. just use the snippet...
Forum: Approved Plugins 12-09-2013, 14:38
Replies: 199
Views: 68,799
Posted By blodia
Re: [CSS] Weapon Mod

you can turn off prediction but that would cause other issues so i wouldn't recommend it.
Forum: Approved Plugins 12-08-2013, 13:42
Replies: 199
Views: 68,799
Posted By blodia
Re: [CSS] Weapon Mod

set recoil to 0, only issue is client side prediction gives a small amount of recoil visually even though there isn't any
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