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Posts Made By:
Disowned
Forum:
Source Servers (SRCDS)
03-18-2017, 21:13
Replies:
5
How FastDL Works
Views:
11,910
Posted By
Disowned
Re: How FastDL Works
Excellent. Is getting the downloads list as simple as the GetDownloadsTable() function you have in your script? Or is that only for things added with your mod? In my case, I believe that assets are...
Forum:
Source Servers (SRCDS)
03-18-2017, 18:08
Replies:
5
How FastDL Works
Views:
11,910
Posted By
Disowned
Re: How FastDL Works
The server sends the list, but how does it generate that list? I would like to actually retrieve the list of content its telling clients to download. Are there multiple ways TF2 does this?
A CDN...
Forum:
Source Servers (SRCDS)
03-18-2017, 15:23
Replies:
5
How FastDL Works
Views:
11,910
Posted By
Disowned
How FastDL Works
I understand that FastDL is a method of downloading files in .bz2 form from an external server, like a CDN, to the client when they connect.
I'm wondering exactly how TF2 knows which files to have...
Forum:
Extensions
02-12-2016, 23:00
Replies:
253
[EXTENSION] cURL & Hash
Views:
279,302
Posted By
Disowned
Re: [EXTENSION] cURL & Hash
smsdk_config.h, smsdk_ext.cpp, smsdk_ext.h are moved to the 'sdk' folder within the project, which should be linked with
METAMOD = $(MMSOURCE17)/core-legacy
INCLUDE += -I. -I.. -Isdk -I../ \...
Forum:
Extensions
02-11-2016, 08:39
Replies:
253
[EXTENSION] cURL & Hash
Views:
279,302
Posted By
Disowned
Re: [EXTENSION] cURL & Hash
Thats what I mean. I tried to reproduce the compile from the assorted build commands in the source, but they don't include the whole picture.
Documentation includes the build process and...
Forum:
Extensions
02-10-2016, 21:38
Replies:
253
[EXTENSION] cURL & Hash
Views:
279,302
Posted By
Disowned
Re: [EXTENSION] cURL & Hash
I tried to compile this today, and did manage to get a proper compile, however the extension crashes on startup with:
[SM] Unable to load extension "curl.ext":...
Forum:
Scripting
02-02-2016, 21:15
Replies:
15
CSGO plugin optimization
Views:
4,161
Posted By
Disowned
Re: CSGO plugin optimization
For the most part, you're not going to cause any remotely noticable lag on your server in these events unless you're doing something really intensive. You can use trie's, ADT Arrays, string...
Forum:
Scripting
01-30-2016, 21:32
Replies:
12
Scripting in sourcepawn (editor?)
Views:
4,248
Posted By
Disowned
Re: Scripting in sourcepawn (editor?)
I use Sublime Text 3 with the syntax highlighter here: https://github.com/Dillonb/SublimeSourcePawn
Along with a few edits to make 1.7 syntax show up, you can see in the pull requests what those...
Forum:
Scripting
01-29-2016, 00:34
Replies:
42
[CS:GO] Help with force client join a team on connect
Views:
13,197
Posted By
Disowned
Re: [CS:GO] Help with force client join a team on connect
CS_SwitchTeam(int client, int team)
Forum:
Scripting
01-27-2016, 01:41
Replies:
921
New API and Syntax
Views:
316,701
Posted By
Disowned
Re: New API and Syntax
Derp. That works, thank you.
Forum:
Scripting
01-27-2016, 01:23
Replies:
921
New API and Syntax
Views:
316,701
Posted By
Disowned
Re: New API and Syntax
What exactly is the & operator for in the old syntax and how can it be used in the new syntax?
Compiles:
native bool somefunction(&Float:value);
Doesn't compile
native bool somefunction2(&float...
Forum:
Scripting
01-26-2016, 20:24
Replies:
11
SteamWorks
Views:
7,899
Posted By
Disowned
Re: SteamWorks
Some oddities, SteamTools and SteamWorks have about the same includes, however SteamWorks has better checking for error handling but is vulnerable to exposing server information if you don't get the...
Forum:
Scripting
01-26-2016, 19:08
Replies:
11
SteamWorks
Views:
7,899
Posted By
Disowned
Re: SteamWorks
There is the option of cURL or SteamTools when it comes to HTTP requests. Since you were doing SteamWorks, SteamTools should do the same for you. (Only supports TF2) There may be a bug where your...
Forum:
Scripting
01-26-2016, 18:35
Replies:
11
SteamWorks
Views:
7,899
Posted By
Disowned
Re: SteamWorks
It is possible to expose the interface of the Webternet extension, but I'd rather just have an updated version of the cURL extension compiled in. No need to make the process obscure when there's...
Forum:
Scripting
01-25-2016, 01:10
Replies:
2
[TF2] Custom item stats?
Views:
1,885
Posted By
Disowned
Re: [TF2] Custom item stats?
TF2Items includes an example file in configs/tf2items.weapons.example.txt
You need the defindex of the weapon and the index of what attribute you want to apply. You can find the most accurate...
Forum:
Off-Topic
01-22-2016, 01:30
Replies:
0
PHP VDF Parser
Views:
666
Posted By
Disowned
PHP VDF Parser
I independently made a VDF parser a while back to transcode the TF2 language files to JSON. Other PHP parsers either don't have the MIT license, or don't work properly.
Based on the Python VDF...
Forum:
Scripting
01-21-2016, 16:14
Replies:
4
[TF2] Detect/Decrease Ammo/Health pack respawn time
Views:
1,098
Posted By
Disowned
Re: [TF2] Detect/Decrease Ammo/Health pack respawn time
How do I get what parameters to set for the call? I see that ItemTouch is CBaseEntity * and MyTouch is CBasePlayer *, but I'm not experienced at throwing CData around.
EDIT:
Ooooh, there's a...
Forum:
Scripting
01-21-2016, 15:34
Replies:
4
List of strings in KeyValues
Views:
1,055
Posted By
Disowned
Re: List of strings in KeyValues
As far as I know, all VDF parsers depend upon a value existing with a key. I know that parsers in other languages, such as Python and the two existing parsers in PHP require it, this is because any...
Forum:
Scripting
01-20-2016, 20:27
Replies:
4
[TF2] Detect/Decrease Ammo/Health pack respawn time
Views:
1,098
Posted By
Disowned
[TF2] Detect/Decrease Ammo/Health pack respawn time
I'm looking to synthetically 'pickup' an ammo or health kit.
Using
AcceptEntityInput(entity, "Kill");
will permanently remove it, while
AcceptEntityInput(entity, "Disable");
will keep it...
Forum:
Scripting
01-20-2016, 11:16
Replies:
4
[TF2] Block Ammo Pickup
Views:
888
Posted By
Disowned
Re: [TF2] Block Ammo Pickup
Wow, that was way easier than I thought.
public OnEntityCreated(iEnt, const String:classname[])
{
if(IsValidEntity(iEnt))
{
if(StrEqual(classname, "tf_ammo_pack") ||...
Forum:
Scripting
01-19-2016, 23:42
Replies:
4
[TF2] Block Ammo Pickup
Views:
888
Posted By
Disowned
[TF2] Block Ammo Pickup
I've looked everywhere I could, but I can't seem to find a callback I can modify/block to stop any ammo case from being pickup up.
Touch can be detected with SDKHook_Touch or HookEntityOutputs...
Forum:
Scripting
01-15-2016, 15:17
Replies:
8
[L4D2] Count Players Connect
Views:
2,068
Posted By
Disowned
Re: [L4D2] Count Players Connect
Yes. If the count is supposed to increment when a player joins, then you should start it at 0, not 1, since a server initializes with 0. You should probably have hCount set to 0 on map start, not...
Forum:
Scripting
01-15-2016, 11:54
Replies:
8
[L4D2] Count Players Connect
Views:
2,068
Posted By
Disowned
Re: [L4D2] Count Players Connect
OnClientDisconnect_Post was the one I was thinking about, good catch. OnClientDisconnect should work then. The problem most likely is because you need IsClientInGame to make sure the client has a...
Forum:
Scripting
01-15-2016, 11:43
Replies:
8
[L4D2] Count Players Connect
Views:
2,068
Posted By
Disowned
Re: [L4D2] Count Players Connect
-snip-
Your counter isn't correct most likely because you're doing the addition after the message. It should be:
if (0 <= hCount <= hSlots) {
hCount++;
...
Forum:
Scripting
01-15-2016, 09:08
Replies:
8
[L4D2] Count Players Connect
Views:
2,068
Posted By
Disowned
Re: [L4D2] Count Players Connect
You cannot get the team if a client is disconnecting. (EDIT: You cannot get the team with OnClientDisconnect_Post, but you can with OnClientDisconnect.)
Showing results 1 to 25 of 64
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