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Posts Made By:
x6herbius
Forum:
Plugins
06-23-2021, 13:25
Replies:
101
[TF2] Biohazard [0.0.3.0] [31/03/20]
Views:
41,501
Posted By
x6herbius
Re: [TF2] Biohazard [0.0.3.0] [31/03/20]
I have no idea to be honest, it's been a long time since I looked at it. The main thing I remember having to modify maps for was the zombie spawns, as you want to be able to have more than one place...
Forum:
Plugins
03-31-2020, 14:43
Replies:
101
[TF2] Biohazard [0.0.3.0] [31/03/20]
Views:
41,501
Posted By
x6herbius
Re: [TF2] Biohazard [0.0.3.0] [31/03/20]
Apparently past "plugin-developer me" was not making any sense where the team change logic was concerned, and the check for whether a Blue player was allowed to join Red was just nonsense. This...
Forum:
Plugins
03-31-2020, 03:43
Replies:
101
[TF2] Biohazard [0.0.3.0] [31/03/20]
Views:
41,501
Posted By
x6herbius
Re: [TF2] Biohazard [0.0.1.55] [20/01/15]
I might be able to take a look later today after work to see what I can do.
Forum:
Plugins
03-30-2020, 03:28
Replies:
101
[TF2] Biohazard [0.0.3.0] [31/03/20]
Views:
41,501
Posted By
x6herbius
Re: [TF2] Biohazard [0.0.1.55] [20/01/15]
If you want to have a look at the plugin code itself and try changing it, all my plugin sources are kept in https://github.com/x6herbius/smplugins (Really I should have separate repos for each...
Forum:
Plugins
02-21-2020, 18:09
Replies:
101
[TF2] Biohazard [0.0.3.0] [31/03/20]
Views:
41,501
Posted By
x6herbius
Re: [TF2] Biohazard [0.0.1.55] [20/01/15]
That is odd, I thought I protected against that when I first wrote this plugin.
Forum:
Plugins
12-09-2019, 09:55
Replies:
101
[TF2] Biohazard [0.0.3.0] [31/03/20]
Views:
41,501
Posted By
x6herbius
Re: [TF2] Biohazard [0.0.1.55] [20/01/15]
I'm afraid it's been ages since I've looked at this plugin, and I have too many other things going on to be able to support it right now.
Forum:
General
03-30-2019, 10:08
Replies:
276
RELEASE | SPEdit - a lightweight sourcepawn editor - NEW: Object-Browser/Translations
Views:
209,917
Posted By
x6herbius
Re: RELEASE | SPEdit - a lightweight sourcepawn editor - NEW: Object-Browser/Translat
Ah cool, my apologies.
Forum:
General
03-30-2019, 07:44
Replies:
276
RELEASE | SPEdit - a lightweight sourcepawn editor - NEW: Object-Browser/Translations
Views:
209,917
Posted By
x6herbius
Re: RELEASE | SPEdit - a lightweight sourcepawn editor - NEW: Object-Browser/Translat
Just fork the original GitHub repo, make the fix and push it to your fork.
Forum:
Plugins
07-17-2018, 17:39
Replies:
101
[TF2] Biohazard [0.0.3.0] [31/03/20]
Views:
41,501
Posted By
x6herbius
Re: [TF2] Biohazard [0.0.1.55] [20/01/15]
If you want an example, this is the map I used for testing. You can open it up in Hammer if you like. https://github.com/x6herbius/tf2maps/tree/master/BHOffblast
Forum:
Plugins
07-17-2018, 02:03
Replies:
101
[TF2] Biohazard [0.0.3.0] [31/03/20]
Views:
41,501
Posted By
x6herbius
Re: [TF2] Biohazard [0.0.1.55] [20/01/15]
The sample maps I made for it have the prefix bh_. As far as I remember (though I'm not in a position to check right now), all you need for a compatible map is a setup timer, and for any objectives...
Forum:
Scripting
05-07-2018, 08:23
Replies:
3
Trace doesn't appear to hit world
Views:
1,031
Posted By
x6herbius
Re: Trace doesn't appear to hit world
That did it! Is there a way that could be added to the documentation, to make it clearer? I was using the online API reference, which doesn't mention them at all.
Forum:
Scripting
05-07-2018, 06:09
Replies:
3
Trace doesn't appear to hit world
Views:
1,031
Posted By
x6herbius
Trace doesn't appear to hit world
I'm setting up a trace, for testing purposes, in the following way:
float begin[3] = {0.0, ...};
GetClientAbsOrigin(client, begin); // Client is standing on the floor.
// Just to make doubly...
Forum:
Scripting
05-06-2018, 04:38
Replies:
2
SourcePawn script helpers/common libraries
Views:
1,377
Posted By
x6herbius
Re: SourcePawn script helpers/common libraries
Awesome, that's very much what I was looking for!
Forum:
Scripting
05-05-2018, 12:53
Replies:
2
SourcePawn script helpers/common libraries
Views:
1,377
Posted By
x6herbius
SourcePawn script helpers/common libraries
I was wondering whether there are any de-facto scripting helper libraries that are commonly used when writing plugins? For example, I'd started writing some utilities for my own use (eg. common...
Forum:
Plugins
04-25-2018, 13:09
Replies:
101
[TF2] Biohazard [0.0.3.0] [31/03/20]
Views:
41,501
Posted By
x6herbius
Re: [TF2] Biohazard [0.0.1.55] [20/01/15]
Current projects are https://github.com/x6herbius/calliper (which is on the backburner a bit right now) and https://github.com/x6herbius/afterburner, but there are a couple of other things I've been...
Forum:
Plugins
04-25-2018, 01:41
Replies:
101
[TF2] Biohazard [0.0.3.0] [31/03/20]
Views:
41,501
Posted By
x6herbius
Re: [TF2] Biohazard [0.0.1.55] [20/01/15]
I won't personally be doing any more updates for this plugin because I've got other projects I'm working on, and now that I'm out of university free time is slim. However, I think this plugin worked...
Forum:
General
06-11-2017, 12:19
Replies:
276
RELEASE | SPEdit - a lightweight sourcepawn editor - NEW: Object-Browser/Translations
Views:
209,917
Posted By
x6herbius
Re: RELEASE | SPEdit - a lightweight sourcepawn editor - NEW: Object-Browser/Translat
Heads up - I noticed that automatic indentation was being inserted as tabs in certain cases, instead of following the setting in the options menu, so I created a pull request...
Forum:
Scripting
02-11-2017, 12:41
Replies:
10
Questions on methodmaps
Views:
3,085
Posted By
x6herbius
Re: Questions on methodmaps
Does it matter what the number returned actually is? Ie. do I need to make sure that this is unique for each instantiation? Alternatively, if methodmaps are basically enhancements of handles, should...
Forum:
Scripting
02-11-2017, 11:57
Replies:
10
Questions on methodmaps
Views:
3,085
Posted By
x6herbius
Questions on methodmaps
It's been a long while since I've peeked into the world of SourceMod scripting and I'm keen to learn about the new methodmap syntax. I've been reading up on the wiki/forum but have a couple of...
Forum:
Plugins
02-11-2017, 09:53
Replies:
101
[TF2] Biohazard [0.0.3.0] [31/03/20]
Views:
41,501
Posted By
x6herbius
Re: [TF2] Biohazard [0.0.1.55] [20/01/15]
I haven't touched this plugin in ages, mainly because my main project for the past couple of years has been writing a level editor. However, I did take a look back today and recompiled the plugin,...
Forum:
Plugins
10-20-2015, 05:35
Replies:
101
[TF2] Biohazard [0.0.3.0] [31/03/20]
Views:
41,501
Posted By
x6herbius
Re: [TF2] Biohazard [0.0.1.55] [20/01/15]
The problem with maps is that ideally zombies should have a number of spawn points to guard against spawn camping, so I've been tending to make edits to previous maps. It doesn't take too much effort...
Forum:
Plugins
10-19-2015, 11:51
Replies:
101
[TF2] Biohazard [0.0.3.0] [31/03/20]
Views:
41,501
Posted By
x6herbius
Re: [TF2] Biohazard [0.0.1.55] [20/01/15]
I'll have a look at the pushback - is this something that has worked at all before, or has it just broken? I seem to remember having trouble with it when I was developing but I thought I'd sorted it....
Forum:
Plugins
10-19-2015, 03:11
Replies:
101
[TF2] Biohazard [0.0.3.0] [31/03/20]
Views:
41,501
Posted By
x6herbius
Re: [TF2] Biohazard [0.0.1.55] [20/01/15]
Not sure. I can try testing things when I get home.
Forum:
Plugins
06-20-2015, 06:12
Replies:
101
[TF2] Biohazard [0.0.3.0] [31/03/20]
Views:
41,501
Posted By
x6herbius
Re: [TF2] Biohazard [0.0.1.55] [20/01/15]
This weekend is the only time before July that I'll have time to myself, so I'm looking into it. It seems to crash silently but in different places, and I'm suspecting this is to do with calls to...
Forum:
Plugins
06-08-2015, 17:45
Replies:
101
[TF2] Biohazard [0.0.3.0] [31/03/20]
Views:
41,501
Posted By
x6herbius
Re: [TF2] Biohazard [0.0.1.55] [20/01/15]
I'll try and look into it this week.
Showing results 1 to 25 of 271
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