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Search: Posts Made By: xPaw
Forum: Module Coding 07-23-2011, 07:04
Replies: 1,508
Views: 905,251
Posted By xPaw
Re: Module: Orpheu2.3a

https://forums.alliedmods.net/showthread.php?t=100067
Try this.
Forum: Module Coding 08-15-2010, 16:13
Replies: 1,508
Views: 905,251
Posted By xPaw
Re: Module: Orpheu2.3a

Orpheu is to awesome for me, im not good enough with it, so i failed getting it working :/ The offset you gave, the function was found with it
Forum: Module Coding 08-15-2010, 15:54
Replies: 1,508
Views: 905,251
Posted By xPaw
Re: Module: Orpheu2.3a

Still doesn't work for some reason..


Sorry, im not into that stuff, what did you mean ? :3
Forum: Module Coding 08-15-2010, 13:39
Replies: 1,508
Views: 905,251
Posted By xPaw
Re: Module: Orpheu2.3a

How's not strange, still not found
Forum: Module Coding 08-15-2010, 13:08
Replies: 1,508
Views: 905,251
Posted By xPaw
Re: Module: Orpheu2.3a

I used CS, and created server trough New Game
Forum: Module Coding 08-15-2010, 12:32
Replies: 1,508
Views: 905,251
Posted By xPaw
Re: Module: Orpheu2.3a

Not a problem, but it doesn't seem to find the signature
Forum: Module Coding 08-07-2010, 18:24
Replies: 1,508
Views: 905,251
Posted By xPaw
Re: Module: Orpheu2.3a

Can someone do sig for Cvar_DirectSet(cvar_t *var, const char *value)
Forum: Module Coding 06-16-2010, 12:14
Replies: 1,508
Views: 905,251
Posted By xPaw
Re: Module: Orpheu2.3a (Fixed for windows server editions)

config.ini -> clientmeta no

http://metamod-p.sourceforge.net/doc/html/metamod.html#config.ini
Forum: Module Coding 06-04-2010, 04:48
Replies: 1,508
Views: 905,251
Posted By xPaw
Re: Module: Orpheu2.3a (Fixed for windows server editions)

Can we increase round time in-run somehow? (without round restarts etc)
For example, current time is 2:00, i need to add 2:30 to it, so it would be 4:30, without changing mp_roundtime ofcourse
Forum: Module Coding 04-16-2010, 09:36
Replies: 1,508
Views: 905,251
Posted By xPaw
Re: Module: Orpheu2.3

Can anyone arkshine make signatures SetPlayerModel & SetNewPlayerModel please :D
This way should be efficient to change player models properly
Forum: Module Coding 04-14-2010, 15:49
Replies: 1,508
Views: 905,251
Posted By xPaw
Re: Module: Orpheu2.3

Block weapon drops:
#include < amxmodx >
#include < orpheu >
#include < orpheu_stocks >

const GR_PLR_DROP_GUN_NO = 9; // gamerules.h
const GR_PLR_DROP_AMMO_NO = 12;

public plugin_precache(...
Forum: Module Coding 03-25-2010, 11:43
Replies: 1,508
Views: 905,251
Posted By xPaw
Re: Module: Orpheu2.3

Oh lol, really, thanks. :grrr:
Forum: Module Coding 03-25-2010, 11:26
Replies: 1,508
Views: 905,251
Posted By xPaw
Re: Module: Orpheu2.3

Could someone do signature for SET_MODEL ? I would like to set bsp model on entity (*xx) so it would calculate the sizes for it, i just need to recreate a entity from pfn_keyvalue wich gets deleted...
Forum: Module Coding 01-22-2010, 15:17
Replies: 1,508
Views: 905,251
Posted By xPaw
Re: Module: Orpheu2

Its damn good, good job
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