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Search: Posts Made By: ot_207
Forum: Module Coding 03-03-2011, 03:32
Replies: 1,508
Views: 904,925
Posted By ot_207
Re: Module: Orpheu2.3a

Yes I am afraid there is.

PM_MOVE is called too damn often and if you register than unregister the hook the thing will just use too much cpu.
My server for only 8 players went from 20% CPU usage...
Forum: Module Coding 03-02-2011, 13:04
Replies: 1,508
Views: 904,925
Posted By ot_207
Re: Module: Orpheu2.3a

I can show you an example but there is a problem. If you don't fix the hook at the right time you will crash the server, PM_PlaySound is a very unstable function. You should better use...
Forum: Module Coding 08-19-2010, 15:39
Replies: 1,508
Views: 904,925
Posted By ot_207
Re: Module: Orpheu2.3a

What has your post to do with the Orpheu module?
Forum: Module Coding 08-15-2010, 12:30
Replies: 1,508
Views: 904,925
Posted By ot_207
Re: Module: Orpheu2.3a

You mean the money that the user receives as a reward?
Forum: Module Coding 07-12-2010, 10:56
Replies: 1,508
Views: 904,925
Posted By ot_207
Re: Module: Orpheu2.3a

Yeah, it is more like an injector but something like that could offer us complete control over the client behavior.
Forum: Module Coding 07-12-2010, 06:24
Replies: 1,508
Views: 904,925
Posted By ot_207
Re: Module: Orpheu2.3a

Damn, I think that it would be cool if someone made a module that injects to the client and does almost the same thing that Orpheu does :mrgreen:.

Edit: Btw. what has happened to this module? ...
Forum: Module Coding 07-11-2010, 10:43
Replies: 1,508
Views: 904,925
Posted By ot_207
Re: Module: Orpheu2.3a

Unfortunately the info we just found gets us nowhere. I have tested all the possible and impossible methods to send a sound to client and what I have found:
CS does not accept SVC_SOUND...
Forum: Module Coding 07-11-2010, 10:01
Replies: 1,508
Views: 904,925
Posted By ot_207
Re: Module: Orpheu2.3a

It is passed its precache number, it is used for smaller bandwidth usage.
Forum: Module Coding 07-11-2010, 08:57
Replies: 1,508
Views: 904,925
Posted By ot_207
Re: Module: Orpheu2.3a

Nope, I am using something like this:
message_begin(MSG_ONE, SVC_SPAWNSTATICSOUND, _, id)
// ETC
message_end()
Does it work with tempentity?
Forum: Module Coding 07-11-2010, 05:46
Replies: 1,508
Views: 904,925
Posted By ot_207
Re: Module: Orpheu2.3a

I have tried testing all the message modes SVC_SOUND SVC_SOUNDFADE SVC_STOPSOUND and it seems from what I have read from the code these messages can not be sent through message_begin functions, but...
Forum: Module Coding 07-10-2010, 07:59
Replies: 1,508
Views: 904,925
Posted By ot_207
Re: Module: Orpheu2.3a

Ok, that offers some info, can you post the code from every function please?
Thanks a lot!
Forum: Module Coding 07-10-2010, 06:47
Replies: 1,508
Views: 904,925
Posted By ot_207
Re: Module: Orpheu2.3a

Thanks but it does not help. Going further.
What is the decompiled version of the function EMIT_AMBIENT_SOUND.
Forum: Module Coding 07-09-2010, 19:14
Replies: 1,508
Views: 904,925
Posted By ot_207
Re: Module: Orpheu2.3a

I am starting to get the hang of this module.

Can someone give me the decompiled version of the function:
void UTIL_EmitAmbientSound
I need to see something in it.
Forum: Module Coding 06-27-2010, 17:53
Replies: 1,508
Views: 904,925
Posted By ot_207
Re: Module: Orpheu2.3a

Why would you need that for?
Forum: Module Coding 06-18-2010, 11:32
Replies: 1,508
Views: 904,925
Posted By ot_207
Re: Module: Orpheu2.3a (Fixed for windows server editions)

Omg. I never thought that there was a message function. Thanks a lot! +Crabs :P


Edit:
I do not know if I can post this but I have found some info regarding HL2 engine, please tell me if I can't...
Forum: Module Coding 06-16-2010, 10:31
Replies: 1,508
Views: 904,925
Posted By ot_207
Re: Module: Orpheu2.3a (Fixed for windows server editions)

You have not understood my question. I have asked if I get info of a wall that has been hit with a trace, the height width of it and also the origin. as a box. Those functions do not offer much help...
Forum: Module Coding 06-16-2010, 03:13
Replies: 1,508
Views: 904,925
Posted By ot_207
Re: Module: Orpheu2.3a (Fixed for windows server editions)

I have already tried it. That is why I need the sigs for the functions. The reload sound is the only one that the cheat sees now. The rest are blocked through other functions. (PM_PlaySound,...
Forum: Module Coding 06-15-2010, 11:38
Replies: 1,508
Views: 904,925
Posted By ot_207
Re: Module: Orpheu2.3a (Fixed for windows server editions)

Evil stuff! :twisted:



Bingo! :crab:

So? Can someone give me a hand with the sig files?

Edit:
Ah! And another good question! I do not know how to formulate it as a question but I will...
Forum: Module Coding 06-15-2010, 08:28
Replies: 1,508
Views: 904,925
Posted By ot_207
Re: Module: Orpheu2.3a (Fixed for windows server editions)

Interesting! This is what I needed. The only problem is that I do not know how to make that file that goes in amxmodx/configs. I have read the tutorials but have not seen enough examples to...
Forum: Module Coding 06-15-2010, 07:32
Replies: 1,508
Views: 904,925
Posted By ot_207
Re: Module: Orpheu2.3a (Fixed for windows server editions)

Ok and what is this information?



This is client. I want serverside. Thanks anyway!
Forum: Module Coding 06-15-2010, 07:21
Replies: 1,508
Views: 904,925
Posted By ot_207
Re: Module: Orpheu2.3a (Fixed for windows server editions)

I already know that but there must be something that sends to players before the sound is played.
Forum: Module Coding 06-15-2010, 07:13
Replies: 1,508
Views: 904,925
Posted By ot_207
Re: Module: Orpheu2.3a (Fixed for windows server editions)

Good job quim with this module! Will use this in my wallblocker.

Does anyone have any idea where these sounds are played?

"weapons/generic_reload.wav",
"weapons/generic_shot_reload.wav",
...
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