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Posts Made By:
rek075
Forum:
Unapproved Plugins
02-19-2010, 13:24
Replies:
212
[L4D2] Infected Character Select v0.7.5
Views:
102,345
Posted By
rek075
Re: [L4D2] Infected Character Select v0.7.5
The line
#define ZC_TANK 7
should be
#define ZC_TANK 8
Forum:
Plugins
02-17-2010, 10:11
Replies:
76
Aim Names (v0.8)
Views:
74,070
Posted By
rek075
Re: Aim Names
L4D supports center text messages near the crosshair... this seems to be the same as hud text described in this mod. Unfortunately, the center text in the game is very small and hard to read. I...
Forum:
Plugins
02-16-2010, 17:56
Replies:
76
Aim Names (v0.8)
Views:
74,070
Posted By
rek075
Re: Aim Names
Anyone try this on left 4 dead? I've been wondering about getting names of special infected to show up during versus games.
Forum:
Plugins
02-16-2010, 12:03
Replies:
2,034
[L4D & L4D2] Custom Player Stats v1.4B121
Views:
1,131,139
Posted By
rek075
Re: [L4D & L4D2] Custom Player Stats v1.4B66
I'm not sure I attempted to test those two directly with each other. Maybe I'll try tonight and see if removing one or the other fixes it completely.
Do you mind saying what exactly might...
Forum:
Plugins
02-16-2010, 00:06
Replies:
2,034
[L4D & L4D2] Custom Player Stats v1.4B121
Views:
1,131,139
Posted By
rek075
Re: [L4D & L4D2] Custom Player Stats v1.4B66
Sorry for the late response...
I'm running metamod 1.8
I'm running sourcemod 1.4 build 2926 (latest)
For mods I have:
01 "Basic Comm Control" (1.4.0-dev) by AlliedModders LLC
...
Forum:
Unapproved Plugins
02-13-2010, 17:30
Replies:
20
[L4D2] Player/Server Notification
Views:
33,593
Posted By
rek075
Re: [L4D2] Player/Server Notification
Why not just add the disconnect function and team change function to the existing connect notification plugin nuwit posted? Looking at the code, it looks almost exactly the same... the first 22 lines...
Forum:
Plugins
02-12-2010, 17:24
Replies:
2,034
[L4D & L4D2] Custom Player Stats v1.4B121
Views:
1,131,139
Posted By
rek075
Re: [L4D & L4D2] Custom Player Stats v1.4B66
I get the following line in my log about 30 times on start up:
Cbuf_AddText: buffer overflow
Removing the .smx file removes the log statement. Seems like it could be an issue.
Forum:
Plugins
02-11-2010, 13:48
Replies:
44
[L4D2] Finale Ghost Range Mod
Views:
42,247
Posted By
rek075
Re: [L4D2] Finale Ghost Range Mod
Can you be a bit more specific which cvar you are referring to? There have been a few discussed in this thread recently.
Forum:
Unapproved Plugins
02-10-2010, 23:46
Replies:
72
[L4D(2)] AFK Manager
Views:
69,740
Posted By
rek075
Re: [L4D(2)] AFK Manager
Is there a gamedata file missing? I get the error:
L 02/10/2010 - 22:42:10: [SM] Error parsing gameconfig file...
Forum:
Unapproved Plugins
02-10-2010, 12:10
Replies:
72
[L4D(2)] AFK Manager
Views:
69,740
Posted By
rek075
Re: [L4D(2)] AFK Manager
Matthias:
I was curious how you implemented your immunity to kick. Looking through the code I noticed that the cvar "afk_immuneflag" (immuneFlagChar) isn't used by anything. Am I missing something...
Forum:
Plugin/Gameplay Ideas and Requests
02-09-2010, 21:36
Replies:
0
[REQ][L4D]Infected Player Names
Views:
568
Posted By
rek075
[REQ][L4D]Infected Player Names
Not sure if this is possible using sourcemod/metamod or whatever, but it would be nice for the player names of special infected to hover above the model just like for the survivors. This would be for...
Forum:
Plugins
02-09-2010, 10:58
Replies:
44
[L4D2] Finale Ghost Range Mod
Views:
42,247
Posted By
rek075
Re: [L4D2] Finale Ghost Range Mod
Has anyone confirmed yet that the patch also affected spawn distance outside the finale?
Forum:
Plugins
02-08-2010, 10:05
Replies:
273
[L4D2] Item buying System v1.36
Views:
288,255
Posted By
rek075
Re: [L4D2] Item buying System v1.351
Funny because your code adjustment here:
for (new i; i <= PLAYERS + 1; i++)
{
points[i] = 0;
}Would still produce an out-of-bound error.
Forum:
Plugins
02-06-2010, 16:49
Replies:
44
[L4D2] Finale Ghost Range Mod
Views:
42,247
Posted By
rek075
Re: [L4D2] Finale Ghost Range Mod
I have the feeling they increased the minimum spawning distance throughout the game, not just in finales. Has anyone else noticed this?
Forum:
Extensions
01-31-2010, 14:27
Replies:
1,227
[EXTENSION] Left 4 Downtown (0.4.6) - L4D2 is here and supported
Views:
881,764
Posted By
rek075
Re: [EXTENSION] Left 4 Downtown (0.4.6) - L4D2 is here and supported
I'm guessing L4D1 servers should grab the 0.3.1 version? However, would grabbing the 0.4.6 instead be a problem? If L4D1 is not supported past 0.3.1, does that mean it doesn't get the additional...
Forum:
Plugins
01-28-2010, 10:45
Replies:
59
[L4D2] Auto Items Spawn
Views:
72,009
Posted By
rek075
Re: [L4D2] Auto Items Spawn (BETA)
This could probably be done with Stripper Source, a script file to generate the configuration files, and a cronjob periodically calling that script.
Forum:
Plugins
01-27-2010, 18:57
Replies:
392
[L4D2] Gun Control
Views:
310,375
Posted By
rek075
Re: [L4D2] Gun Control
I could, but I would probably use your scripting as a base and build from there. I would rather offer the opportunity for you to integrate it than to create a branch that would have to be maintained...
Forum:
Plugins
01-27-2010, 10:46
Replies:
392
[L4D2] Gun Control
Views:
310,375
Posted By
rek075
Re: [L4D2] Gun Control
If I worked the code out for L4D1 and gave it to you, would you be interested in incorporating it?
Forum:
Plugins
01-27-2010, 00:11
Replies:
32
[L4D1/2] Limited Ammo Piles - 1.2
Views:
34,368
Posted By
rek075
Re: [L4D1/2] Limited Ammo Piles - 1.1
This should probably only get enabled in coop or realism. People may or may not like this in versus, and survival/scavenge would be a pain with this. Perhaps you could make it cvar if people really...
Forum:
Plugins
01-26-2010, 23:36
Replies:
392
[L4D2] Gun Control
Views:
310,375
Posted By
rek075
Re: [L4D2] Gun Control
Any chance of a Left 4 Dead 1 version of this? Of course it would only contain a partial set of these features, since most of them don't apply. Still, some of them would be nice for L4D.
Forum:
Plugins
01-26-2010, 14:43
Replies:
53
[L4D1/2] Varying Zombie Population
Views:
69,311
Posted By
rek075
Re: [L4D1/2] Varying Zombie Population
Thanks for the clarification! The variations are probably not as disjointed as I had originally thought.
Does anyone know if cvar value being copied and assigned happens for other things as well,...
Forum:
Plugins
01-26-2010, 11:59
Replies:
53
[L4D1/2] Varying Zombie Population
Views:
69,311
Posted By
rek075
Re: [L4D1/2] Varying Zombie Population
So basically the variation applies to different groups of common infected. If a horde appears (boomer bile or event), chances are they will all have the same attributes. I haven't looked much at the...
Forum:
Plugins
01-26-2010, 10:57
Replies:
2,034
[L4D & L4D2] Custom Player Stats v1.4B121
Views:
1,131,139
Posted By
rek075
Re: [L4D & L4D2] Custom Player Stats v1.4B46
Are there cvars for the friendly-fire multipliers for expert and advanced coop? I couldn't find any when I looked. I have found that the majority of people who play expert end up losing more points...
Forum:
Plugins
01-26-2010, 10:40
Replies:
53
[L4D1/2] Varying Zombie Population
Views:
69,311
Posted By
rek075
Re: [L4D1/2] Varying Zombie Population
Just to help me clarify how this modification works:
Does it actually assign and persist a different health/speed to each zombie, or does it just change the current health/speed for all zombies...
Forum:
Plugins
12-22-2009, 10:53
Replies:
127
[L4D/2] Crowned Horde
Views:
84,947
Posted By
rek075
Re: [L4D/2] Crowned Horde
Are you certain? I believe this will trigger a horde if the witch is killed for any reason. I'm proposing a horde trigger if the witch was killed by something other than a crown.
Showing results 1 to 25 of 31
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