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Forum: Plugins 09-17-2021, 06:59
Replies: 64
Views: 18,675
Posted By nosoop
Re: [TF2] Resurrection - Respawn in Arena Mode (updated 12-Mar-2015)

holy thread necro, batman

This isn't specific to the plugin; download the newest SourceMod build (6512 for the stable branch, 6745 for the development branch).
Forum: Plugin/Gameplay Ideas and Requests 09-12-2021, 01:16
Replies: 5
Views: 407
Posted By nosoop
Re: Is it possible to replace an entity with Stripper:Source with MULTIPLE entities?

I believe that's not possible with Stripper:Source. If you really want to manipulate entities at level initialization time, you can use a plugin written for either Level KeyValues...
Forum: Plugin/Gameplay Ideas and Requests 07-25-2021, 23:48
Replies: 4
Views: 823
Posted By nosoop
Re: [REQ] Sourcemod scripting plugin Extension

Google's Blockly library (https://developers.google.com/blockly) may be worth looking into if someone is interested in developing this.

I definitely think there's a bit of value for newbies in...
Forum: Coding MM:S Plugins & SM Extensions 07-20-2021, 06:13
Replies: 22
Views: 19,058
Posted By nosoop
Re: THE NEWBIE'S GUIDE TO FUNCTION SIGNATURE SCANNING

The posts from the devlog are available on the Internet Archive:

Oh, you've not hacked yet? (https://web.archive.org/web/20160407163917/http://www.sourcemod.net/devlog/?p=55)
Finding Functions,...
Forum: Source Servers (SRCDS) 07-16-2021, 07:25
Replies: 4
Views: 1,227
Posted By nosoop
Re: CW3 "/custom" command not working

You'll want to check your plugin list (via sm plugins list) and error logs (addons/sourcemod/logs/errors_*.log). It looks like CW3 may have registered the cvars before it fully finished loading;...
Forum: Source Servers (SRCDS) 07-15-2021, 10:25
Replies: 4
Views: 1,227
Posted By nosoop
Re: CW3 "/custom" command not working

Do you have a copy of the TF2 dedicated server software?
Is both Metamod:Source and SourceMod installed, and have you installed the correct version for your server host's operating system? (If you...
Forum: General 07-12-2021, 09:48
Replies: 2
Views: 924
Posted By nosoop
Re: Build Tool : SPSauce

My understanding is that bundling / vendoring dependencies should be fine since the resulting output has to be GPLv3 anyways (so the dependencies have to have a GPLv3 forward-compatible license). Of...
Forum: Extensions 07-12-2021, 08:14
Replies: 3
Views: 7,530
Posted By nosoop
Re: Source Scramble (memory patching and allocation natives)

This is a thread that I've neglected to update.

A feature that was requested a few times was the ability to preserve bytes from memory before it was patched. A preserve key has been introduced in...
Forum: Plugins 07-06-2021, 23:29
Replies: 11
Views: 1,207
Posted By nosoop
Re: [TF2] Building Overhaul

Regarding CTFPlayer::m_aObjects, it still contains every building past the sixth; you should be able to sort the entities in place with the 6 you want networked at the front.

I just casually...
Forum: Scripting 06-27-2021, 21:53
Replies: 3
Views: 462
Posted By nosoop
Re: I think my source code got corrupted... Any help, please?

It looks like your source file is completely hosed; can't recover anything meaningful from a long sequence of null bytes. The most you can do is use the disassembled / decompiled source as a...
Forum: Scripting 06-08-2021, 04:29
Replies: 4
Views: 423
Posted By nosoop
Re: How to use CheckCommandAcces

I did a write up to explain CheckCommandAccess here. (https://wiki.alliedmods.net/User:Nosoop/Guide/How_to_X#Determine_if_a_client_has_access_to_something) The "command name" is intended to describe...
Forum: Scripting 06-05-2021, 02:55
Replies: 1
Views: 448
Posted By nosoop
Re: tf2 block game over scoreboard

Sources suggest it's sent as a VGUIMenu usermessage named "scores".
Forum: Coding MM:S Plugins & SM Extensions 05-28-2021, 00:32
Replies: 1
Views: 970
Posted By nosoop
Re: MM:S plugin fails to compile due to stdlib-related error on newer toolchains

Ah, that's silly. Commenting out every instance of


#define swap V_swap


and


#undef swap
Forum: Coding MM:S Plugins & SM Extensions 05-28-2021, 00:06
Replies: 1
Views: 970
Posted By nosoop
MM:S plugin fails to compile due to stdlib-related error on newer toolchains

I'm trying to compile my fork of RCBot2 (https://github.com/nosoop/RCBot2) (a hybrid MM:S plugin and SourceMod extension), and it reports the following error message on the current Debian (Buster)...
Forum: Scripting 05-13-2021, 18:20
Replies: 3
Views: 576
Posted By nosoop
Re: Convert UTF-16 LE to UTF-8

There's the UCS-2 parsing logic in Doctor McKay's Enhanced Items plugin...
Forum: Scripting 05-02-2021, 14:18
Replies: 2
Views: 430
Posted By nosoop
Re: [TF2][HELP] Equipwearable Gamedata

2 is the current version.

However, I'd recommend using TF2Util_EquipPlayerWearable from TF2 Utils (https://github.com/nosoop/SM-TFUtils) so you don't have to maintain the offsets / SDKCall...
Forum: Plugins 04-02-2021, 14:23
Replies: 38
Views: 27,679
Posted By nosoop
Re: [TF2] NativeVotes MapChooser (v1.5.4, 2014-03-05)

Sounds like the known issue with NativeVotes on certain Linux distributions; see this post (https://forums.alliedmods.net/showpost.php?p=2669519&postcount=257).
Forum: Plugins 03-25-2021, 19:55
Replies: 604
Views: 348,298
Posted By nosoop
Re: [TF2] TF2Attributes (v1.2.1, 07/02/2015)

Nobody complained so it's been merged into my default branch now. Sarge'll get there eventually.
Forum: Plugins 03-16-2021, 04:14
Replies: 5
Views: 2,032
Posted By nosoop
Re: [TF2] Custom Weapons X (preview)

There's a few different ways you can check when a weapon is equipped:

post_inventory_application event (notably, this plugin spawns and equips all items before that event runs, so any item checks...
Forum: Plugins 03-15-2021, 16:51
Replies: 10
Views: 3,443
Posted By nosoop
Re: [TF2] Custom Attributes

You can currently use the raw KeyValues access functions:


KeyValues attributes = TF2CustAttr_GetAttributeKeyValues(entity);
if (attributes) {
attributes.DeleteKey(attribName);...
Forum: Plugins 03-13-2021, 13:39
Replies: 5
Views: 2,032
Posted By nosoop
Re: [TF2] Custom Weapons X (preview)

The custom item schema will remain file-based for the time being since it's easier for the average server operator to work with, though the plan is to parse it out into an enum struct internal...
Forum: Plugins 03-13-2021, 05:15
Replies: 5
Views: 2,032
Posted By nosoop
[TF2] Custom Weapons X (preview)

⚠️ This is currently a preview. While I consider the core of it usable, there's still some additional QoL things that need work. ⚠️

Description:
New weapons in TF2? Want to BYOHU (Bring Your...
Forum: General 03-06-2021, 09:05
Replies: 4
Views: 400
Posted By nosoop
Re: [TF2] Crash from TFCond_PlagueRune

Could you please provide the error message at the top of the stack view (https://crash.limetech.org/ooqhlfdeizhb/carburetor) and the first two chunks of the topmost stack trace (registers and...
Forum: Snippets and Tutorials 02-28-2021, 23:50
Replies: 7
Views: 6,102
Posted By nosoop
Re: [Github Action] Setup SourcePawn

Nifty; saw it a while back but never got around to using Gtihub workflows until now.
Integrating it with my plugin project template...
Forum: Snippets and Tutorials 02-24-2021, 09:49
Replies: 0
Views: 1,801
Posted By nosoop
[Github Template] Ninja Build for SourcePawn

A Github project template / repository designed to build SourceMod plugins with Ninja (https://ninja-build.org/), a make-like build system.

Encourages decoupling dependencies from the main...
Showing results 1 to 25 of 500

 
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