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Forum: HL1 Servers (HLDS) 02-12-2018, 23:55
Replies: 11
Views: 267
Posted By WildCard65
Re: Python scripts

There is also this (for Source Engine also): https://forums.sourcepython.com/
Forum: General 02-10-2018, 22:33
Replies: 2
Views: 108
Posted By WildCard65
Re: What are the FCVAR's server_can_execute and clientdll used for?

SERVER_CAN_EXECUTE is a special flag for commands. The meaning of this that any client command marked with this flag (command created inside the user's client) can be freely executed remotely by the...
Forum: Scripting 02-10-2018, 22:27
Replies: 2
Views: 153
Posted By WildCard65
Re: Line break isn't working in convar.

Leaving this here for future people:
The problem was that C++ was applying an automatic escape delimiter to special characters: (ex: <back-slash>, <double quote>) before handing the string off to...
Forum: General 02-08-2018, 23:39
Replies: 3
Views: 175
Posted By WildCard65
Re: Need help

By default, SourceMod only loads extensions when they are required (and set to autoload), you can override this by creating an empty text file named a certain way (see Asherkin's Accelerator...
Forum: Scripting 12-23-2017, 19:31
Replies: 18
Views: 444
Posted By WildCard65
Re: Question: What is a ConVar.FloatValue's expected value?

SM Timers are checked if they should run EVERY gameframe, how the check is done is comparing the current game time (as dictated by "GetGameTime() (or GetEngineTime())") with the time Timer was...
Forum: Scripting 12-20-2017, 16:32
Replies: 9
Views: 237
Posted By WildCard65
Re: Plugin late load

There is no guarantee what order SM plugins are loaded in, your best solution is to write your code to handle ANY load order.
Forum: General 12-11-2017, 23:22
Replies: 6
Views: 232
Posted By WildCard65
Re: Native call, public function call and function calls (direct public function / st

Native call: A call to a native C/C++ function bound to the native's name (ex: client_cmd)
Public function call: A call to a plugin's public function from native C/C++
Regular function call: A call...
Forum: Scripting 12-11-2017, 17:44
Replies: 8
Views: 197
Posted By WildCard65
Re: Attaching a translation file to a vote menu

Here's what I believe is a cleaner version of your code:

public Action Command_Warp(int client, int args)
{
if(!l4d_ass_enable.BoolValue || !l4d_ass_teleport_enable.BoolValue ||...
Forum: General 12-11-2017, 08:12
Replies: 5
Views: 236
Posted By WildCard65
Re: [CS:GO] ConnectHook.ext.dll Error!!

The error means that Windows couldn't locate the DLL file (equivalent to HTTP's error code 404), the error is not important UNLESS you have a plugin that won't load without the extension.
Forum: Scripting 12-06-2017, 10:17
Replies: 7
Views: 251
Posted By WildCard65
Re: I get a compiling error.

Another thing to note, to have double quotes in a string, you need to escape the quote ('\"')
Forum: General 12-04-2017, 12:30
Replies: 3
Views: 187
Posted By WildCard65
Re: SourceMod Build Error

SourceMod's build scripts has 3 ways of locating dependencies:


Use the value of the associated cli option, for the option for hl2 sdks, it's the folder containing the sdk folders.
Use the...
Forum: TF2Items 10-22-2017, 08:29
Replies: 4
Views: 472
Posted By WildCard65
Re: New Weapons (10/20/17) as "Invalid Item Index"

The other plugin is TF2 Items Info which if I recall parsed the items_game.txt file
Forum: Coding MM:S Plugins & SM Extensions 10-22-2017, 08:26
Replies: 3
Views: 290
Posted By WildCard65
Re: Link Module with Sourcemod

Here's the API you have available to communicate with SM plugins:
IPluginSys.h (https://github.com/alliedmodders/sourcemod/blob/master/public/IPluginSys.h)
sp_vm_api.h...
Forum: Scripting 10-21-2017, 15:38
Replies: 10
Views: 463
Posted By WildCard65
Re: compiler.exe broken with new builds?

It should be noted that spcomp crashes when ran inside Advast's Sandbox environment.
Forum: Scripting 10-18-2017, 18:19
Replies: 14
Views: 472
Posted By WildCard65
Re: Help with Creating entity

The "new" keyword in the old syntax is equivalent to the keyword "int"
Forum: Scripting 10-15-2017, 09:33
Replies: 8
Views: 316
Posted By WildCard65
Re: Simple Plugin does not work.

You're correct, OnClientAuthorized is called BEFORE SourceMod does any admin checks on the client (in sourcemod.logic binary), OnClientPreAdminCheck...
Forum: Scripting 10-15-2017, 09:25
Replies: 6
Views: 347
Posted By WildCard65
Re: What's the limit of "Handle Using Hud"?

4096 is the entity limit, SourceMod's handle limit is actually 32,768 (https://github.com/alliedmodders/sourcemod/blob/master/core/logic/HandleSys.h#L42)
Forum: Scripting 10-11-2017, 16:29
Replies: 5
Views: 172
Posted By WildCard65
Re: Stopping a non-repeatable timer

KillTimer and delete do the exact same thing for timer handles.
Forum: Scripting 10-06-2017, 08:13
Replies: 18
Views: 697
Posted By WildCard65
Re: Invalid Timer Handle

I'm going to mention something that I'm surprised no one else picked up, the error the plugin is encountering is HandleError 1 (HandleError_Changed...
Forum: Scripting 10-04-2017, 22:05
Replies: 18
Views: 697
Posted By WildCard65
Re: Invalid Timer Handle

Internally in SourceMod, Handles (as seen by SM plugins) are nothing more then an array index to an object stored inside a global array of sourcemod.logic.<binary extension>, said object stores a...
Forum: Scripting 10-03-2017, 13:04
Replies: 10
Views: 399
Posted By WildCard65
Re: Passing multiple data with RequestFrame

Rule of thumb with handling anything considered "async" like RequestFrame (not enforced, but HIGHLY RECOMMENDED)

Never pass RAW entity/client indexes (except 0 or -1) as callback data, instead use...
Forum: Scripting 10-03-2017, 12:56
Replies: 15
Views: 688
Posted By WildCard65
Re: How to convert "const String:var[]" to new syntax

While, your advice is helpful and could potentially be the solution to the warning, I was just asking out of curiosity more so then as a "hey, maybe you should check". By having the declaration of...
Forum: Scripting 10-02-2017, 10:42
Replies: 15
Views: 688
Posted By WildCard65
Forum: Scripting 09-19-2017, 13:18
Replies: 3
Views: 164
Posted By WildCard65
Re: Hooking say

Why not use OnClientSayCommand (https://sm.alliedmods.net/new-api/console/OnClientSayCommand)
Forum: Scripting 09-13-2017, 13:36
Replies: 3
Views: 167
Posted By WildCard65
Re: Altering in-game chat

Use OnClientSayCommand
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