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Search: Posts Made By: kielor
Forum: Approved Plugins 12-29-2010, 11:54
Replies: 32
Views: 23,165
Posted By kielor
Re: [KZ/HNS] EdgeBug Stats

Yes, that's right, but as I explained - hooking Touch is not good => no g_flTouchedVelocity.
Forum: Approved Plugins 12-29-2010, 01:36
Replies: 32
Views: 23,165
Posted By kielor
Re: [KZ/HNS] EdgeBug Stats

Now it's far much understandable. But still are some bugs:
- as far as I remember you should calculate velocity[2] with 2 frames earlier msec and not one (but dunno - check this better to avoid bugs...
Forum: Approved Plugins 12-20-2010, 01:45
Replies: 32
Views: 23,165
Posted By kielor
Re: [KZ] EdgeBug Stats

Lolwut? You didn't answer and tell me that I'm a boy? Fail, oh fail.
Forum: Approved Plugins 12-19-2010, 11:42
Replies: 32
Views: 23,165
Posted By kielor
Re: [KZ] EdgeBug Stats

The thing I wanted to tell you is that it's not good when you code something and dunno how and why it works. You know why your detection works? I guess not. :down:

Kthxbai pr@ c@der.
Forum: Approved Plugins 12-19-2010, 09:48
Replies: 32
Views: 23,165
Posted By kielor
Re: [KZ] EdgeBug Stats

How can you prove the detection other way? It works and it is perfect, dunno why? :mrgreen:
Forum: Approved Plugins 12-14-2010, 05:28
Replies: 32
Views: 23,165
Posted By kielor
Re: [KZ] EdgeBug Stats

Still can you tell me where you got that detection?? Maybe some reference to hlsdk or cssdk?
Forum: Approved Plugins 12-13-2010, 09:17
Replies: 32
Views: 23,165
Posted By kielor
Re: [KZ] EdgeBug Stats

With some fps-play you get bad detection sometimes.
+ I can't get where did you get that numbers? 0.4 * cmd->msec?
+ There are edgebugs where it doesn't detect at all.
Forum: Unapproved/Old Plugins 11-14-2010, 00:35
Replies: 603
Views: 949,500
Posted By kielor
Re: uq_jumpstats

use delay like 0.1 sec between checks and no crashes possible.. but if you set it to zzz_ you will be able to play a bit more ^^
Forum: Scripting Help 11-05-2010, 11:31
Replies: 1
Views: 1,083
Posted By kielor
hiding hp while specatating

Sup AMXX-g33ks!

Have you ever played good (I mean REALLY good) kreedz server? I bet yes! If not, then go and try it :)
So, when you spectate a player during the run it's freaking annoying to see...
Forum: Unapproved/Old Plugins 10-26-2010, 11:25
Replies: 603
Views: 949,500
Posted By kielor
Re: uq_jumpstats

Drop StandUp BhopJump?! Are you kidding?? It's gay to count that technics as different..
Forum: Module Coding 10-20-2010, 11:14
Replies: 1,508
Views: 905,235
Posted By kielor
Re: Module: Orpheu2.3a

same to effect I wanted and I made taking the code out of round terminator and changing the delay
Forum: Module Coding 10-20-2010, 10:43
Replies: 1,508
Views: 905,235
Posted By kielor
Re: Module: Orpheu2.3a

didn't know about that plugin. but still i think it's the same
Forum: Module Coding 10-20-2010, 09:16
Replies: 1,508
Views: 905,235
Posted By kielor
Re: Module: Orpheu2.3a

When you type sv_restart 1 in console you have to wait 1 second before there would be a restart. I wanted to remove that 1 second delay at all or make it like 0.1 second(lesser than 1 second).

...
Forum: Module Coding 10-20-2010, 06:11
Replies: 1,508
Views: 905,235
Posted By kielor
Re: Module: Orpheu2.3a

No, practically it wasn't that. But I found what I wanted in your Round Terminator plugin.
Forum: Module Coding 10-19-2010, 11:49
Replies: 1,508
Views: 905,235
Posted By kielor
Re: Module: Orpheu2.3a

yes, that's it
Forum: Module Coding 10-19-2010, 11:47
Replies: 1,508
Views: 905,235
Posted By kielor
Re: Module: Orpheu2.3a

no no no, the goal is not to respawn but to reset map entities like a timer etc
Forum: Module Coding 10-19-2010, 11:25
Replies: 1,508
Views: 905,235
Posted By kielor
Re: Module: Orpheu2.3a

I guess there should be a way to remove delay for round restart(e.g. when you type sv_restart 1 it's 1 second before it's restarted and it's the lowest value). I really hate this delay when you...
Forum: Approved Plugins 10-10-2010, 11:50
Replies: 26
Views: 44,382
Posted By kielor
Re: Weapons MaxSpeed

nobody, didn't said that anybody does


good joke, you won 1000 internets! :cry:
Forum: Approved Plugins 10-09-2010, 11:41
Replies: 26
Views: 44,382
Posted By kielor
Re: Weapons MaxSpeed

just to info: haha thats formerly known as knifespeed on xj :crab:
Forum: Approved Plugins 09-26-2010, 10:00
Replies: 60
Views: 83,998
Posted By kielor
Re: Counter-Strike 1.3

I know it's gay but better to set maxspeed to 0.0 instead of 1000000.0... nvm, but as for me it's better =)
Forum: Approved Plugins 09-14-2010, 07:16
Replies: 60
Views: 83,998
Posted By kielor
Re: Counter-Strike 1.3

bunny hop should be not only resetting the fuser2, but also disabling horizontal slowdown
Forum: Unapproved/Old Plugins 08-08-2010, 12:15
Replies: 27
Views: 19,093
Posted By kielor
Re: KZHack Detector

it's not new version, contact in steam for further

ontopic: mostly kzh is used on pubs to do strafes, so i think its better to detect same angle change with no IN_RIGHT/LEFT button, because it...
Forum: Unapproved/Old Plugins 06-24-2010, 04:19
Replies: 1,008
Views: 443,905
Posted By kielor
Re: ProKreedz 2.0

haha guys you both make me think of releasing my kz plugin :D
btw i like this version more than ultimativ v.2.3 because it's more optimized

but in both versions i see some copypasted...
Forum: Approved Plugins 06-18-2010, 10:40
Replies: 1,733
Views: 986,531
Posted By kielor
Re: JumpStats v1.7.3 (unfinished!)

What? This plugin just disables slowdown while bhopping :)
Forum: Approved Plugins 06-16-2010, 08:25
Replies: 1,733
Views: 986,531
Posted By kielor
Re: JumpStats v1.7.3 (unfinished!)

you'd better install axn.. or Bunny Hop Abilities by ConnorMcLeod -> http://forums.alliedmods.net/showthread.php?p=610329
Showing results 1 to 25 of 145

 
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