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Search: Posts Made By: boynedmaster
Forum: Scripting 07-31-2015, 22:39
Replies: 10
Views: 2,071
Posted By boynedmaster
Re: TF2 - On hit building event

Is there any way I can set upgrade progress with it?
Forum: Scripting 07-31-2015, 12:41
Replies: 10
Views: 2,071
Posted By boynedmaster
Re: TF2 - On hit building event

I wanted to make the amount dependent on other variables and parts in the code.
Forum: Scripting 07-30-2015, 19:58
Replies: 10
Views: 2,071
Posted By boynedmaster
TF2 - On hit building event

Is there an event for when the Engineer hits a friendly building? I want to change the amount it upgrades by (from 25).

net_showevents 2 doesn't show anything
Forum: Scripting 07-30-2015, 16:48
Replies: 3
Views: 1,904
Posted By boynedmaster
Forum: Scripting 07-30-2015, 16:29
Replies: 3
Views: 1,904
Posted By boynedmaster
Track all Source Events?

This one is kind of weird to explain. I want some way, Sourcemod plugin or not, to view all events that are being sent, such as player_hurt and player_death.

How can I do this?
Forum: Scripting 07-30-2015, 11:18
Replies: 3
Views: 755
Posted By boynedmaster
Re: TF2_OnConditionAdded - Function heading differs from prototype

No, it's after 1.7.1

EDIT: But it seemed to work. Thanks.
Forum: Scripting 07-30-2015, 10:48
Replies: 3
Views: 755
Posted By boynedmaster
TF2_OnConditionAdded - Function heading differs from prototype

Hello. I am just trying to use TF2_OnConditionAdded, but I get a Function heading differs from prototype error.

Here is the line it has it on.

public void TF2_OnConditionAdded(int client,...
Forum: Scripting 07-22-2015, 11:51
Replies: 12
Views: 1,664
Posted By boynedmaster
Re: Headshot damage not changing

Yes, it did print that. Also, sorry.
Forum: Scripting 07-21-2015, 15:38
Replies: 12
Views: 1,664
Posted By boynedmaster
Forum: Scripting 07-20-2015, 20:04
Replies: 12
Views: 1,664
Posted By boynedmaster
Re: Headshot damage not changing

Tested this. It's wrong.
Forum: Scripting 07-20-2015, 19:37
Replies: 12
Views: 1,664
Posted By boynedmaster
Forum: Scripting 07-20-2015, 17:36
Replies: 12
Views: 1,664
Posted By boynedmaster
Re: Headshot damage not changing

Oh, I copied and pasted from the wrong code. I edited the post.
Forum: Scripting 07-20-2015, 17:35
Replies: 12
Views: 1,664
Posted By boynedmaster
Re: Headshot damage not changing

What? It's working perfectly fine. Everything works except the damage doesn't change. I get the PrintToServer that's said right after damage is set, and other if statements using victimId work 100%...
Forum: Scripting 07-20-2015, 14:27
Replies: 12
Views: 1,664
Posted By boynedmaster
Re: Headshot damage not changing

Also victimId is this:

int victimId = GetEventInt(event, "userid");
int attackerId = GetEventInt(event, "attacker");

But like I said, other if statements that change the damage work just fine...
Forum: Scripting 07-20-2015, 14:25
Replies: 12
Views: 1,664
Posted By boynedmaster
Re: Headshot damage not changing

Yep, except it's:
bool changed = false;
Forum: Scripting 07-20-2015, 13:31
Replies: 12
Views: 1,664
Posted By boynedmaster
Headshot damage not changing

I have this snippet of code.

if(headshotProtect[victimId]){
if(damagecustom == TF_CUSTOM_HEADSHOT){
damage = floatModulus(damage, 90.0);
PrintToServer("%f", damage);
changed = true;...
Forum: Plugin/Gameplay Ideas and Requests 07-19-2015, 23:12
Replies: 1
Views: 610
Posted By boynedmaster
Re: TF2 Tournament Mode

mp_tournament 1
Forum: Scripting 07-18-2015, 13:00
Replies: 9
Views: 1,572
Posted By boynedmaster
Re: Muting all sounds?

On command.
Like this pseudo code:

Player.CanHearSound(false);
Forum: Scripting 07-17-2015, 19:32
Replies: 9
Views: 1,572
Posted By boynedmaster
Re: Muting all sounds?

Oh, sorry.
Let me rephrase.
By using SourcePawn, how can I mute all sounds from the game?
Forum: Scripting 07-17-2015, 18:51
Replies: 9
Views: 1,572
Posted By boynedmaster
Re: Muting all sounds?

What? Just mute every single sound in the game.
Forum: TF2Items 07-17-2015, 16:46
Replies: 17
Views: 4,665
Posted By boynedmaster
Re: Get slot of tf_wearable?

I got it. It's a really hacky way of doing it and I can't really explain how but I got it.
Forum: TF2Items 07-17-2015, 00:04
Replies: 17
Views: 4,665
Posted By boynedmaster
Re: Get slot of tf_wearable?

But the attribute is meant to run before player_death.
Forum: TF2Items 07-16-2015, 22:48
Replies: 17
Views: 4,665
Posted By boynedmaster
Re: Get slot of tf_wearable?

I'm trying to give a specific hat a custom attribute.
Forum: TF2Items 07-16-2015, 22:17
Replies: 17
Views: 4,665
Posted By boynedmaster
Re: Get slot of tf_wearable?

But what I'm doing is I have a bool array with length MAXPLAYERS+1, and it basically says if a player is wearing the item or not.
Using the forward wouldn't help.
Forum: TF2Items 07-16-2015, 21:46
Replies: 17
Views: 4,665
Posted By boynedmaster
Re: Get slot of tf_wearable?

PrintToServer("%d", GetEntProp(wearable, Prop_Send, "m_iItemDefinitionIndex"));
always prints -1
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