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Posts Made By:
xPaw
Forum:
Module Coding
07-23-2011, 07:04
Replies:
1,508
Module: Orpheu (v2.6.3)
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
Module: Orpheu (v2.6.3)
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
Module: Orpheu (v2.6.3)
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
Module: Orpheu (v2.6.3)
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
Module: Orpheu (v2.6.3)
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
Module: Orpheu (v2.6.3)
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
Module: Orpheu (v2.6.3)
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
Module: Orpheu (v2.6.3)
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
Module: Orpheu (v2.6.3)
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
Module: Orpheu (v2.6.3)
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
Module: Orpheu (v2.6.3)
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
Module: Orpheu (v2.6.3)
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
Module: Orpheu (v2.6.3)
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
Module: Orpheu (v2.6.3)
Views:
905,251
Posted By
xPaw
Re: Module: Orpheu2
Its damn good, good job
Showing results 1 to 14 of 14
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