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Posts Made By:
boynedmaster
Forum:
Scripting
07-31-2015, 22:39
Replies:
10
TF2 - On hit building event
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
TF2 - On hit building event
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
TF2 - On hit building event
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
Track all Source Events?
Views:
1,904
Posted By
boynedmaster
Re: Track all Source Events?
Sweet, thanks!
Forum:
Scripting
07-30-2015, 16:29
Replies:
3
Track all Source Events?
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
TF2_OnConditionAdded - Function heading differs from prototype
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
TF2_OnConditionAdded - Function heading differs from prototype
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
Headshot damage not changing
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
Headshot damage not changing
Views:
1,664
Posted By
boynedmaster
Re: Headshot damage not changing
Bump
Forum:
Scripting
07-20-2015, 20:04
Replies:
12
Headshot damage not changing
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
Headshot damage not changing
Views:
1,664
Posted By
boynedmaster
Re: Headshot damage not changing
Oh
Forum:
Scripting
07-20-2015, 17:36
Replies:
12
Headshot damage not changing
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
Headshot damage not changing
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
Headshot damage not changing
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
Headshot damage not changing
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
Headshot damage not changing
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
TF2 Tournament Mode
Views:
610
Posted By
boynedmaster
Re: TF2 Tournament Mode
mp_tournament 1
Forum:
Scripting
07-18-2015, 13:00
Replies:
9
Muting all sounds?
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
Muting all sounds?
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
Muting all sounds?
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
Get slot of tf_wearable?
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
Get slot of tf_wearable?
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
Get slot of tf_wearable?
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
Get slot of tf_wearable?
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
Get slot of tf_wearable?
Views:
4,665
Posted By
boynedmaster
Re: Get slot of tf_wearable?
PrintToServer("%d", GetEntProp(wearable, Prop_Send, "m_iItemDefinitionIndex"));
always prints -1
Showing results 1 to 25 of 81
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