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Showing results 1 to 25 of 52
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Posts Made By:
alcybery
Forum:
Unapproved Plugins
07-15-2021, 13:15
Replies:
29
[L4D/L4D2] Survivor Griefer Protection
Views:
14,334
Posted By
alcybery
Re: [L4D/L4D2] Survivor Griefer Protection
Could you also add the ability to block all votes by newly connected players?
Griefers often call a kick vote to confuse people into kicking an innocent player.
Forum:
Plugins
11-19-2018, 10:53
Replies:
17
[L4D & L4D2] Silenced Infected (1.2) [10-May-2020]
Views:
30,228
Posted By
alcybery
Re: [L4D & L4D2] Silenced Infected
It worked before, I was using it a couple months ago, when I tried to use it now it doesn't seem to be working (latest SM 1.9).
Edit: Nevermind, this was caused by a conflict with other plugin.
Forum:
Plugin/Gameplay Ideas and Requests
07-18-2018, 17:04
Replies:
3
[Paid] [L4D2] Random ammo amount and laser sight chance
Views:
957
Posted By
alcybery
Re: [Paid] [L4D2] Random ammo amount and laser sight chance
I think this plugin just chages ammo_*_max cvars every 60 seconds.
What I wanted: every weapon to have some of it's ammo spend, like if someone took the weapon, used some ammo and then left it....
Forum:
Plugin/Gameplay Ideas and Requests
07-18-2018, 15:38
Replies:
3
[Paid] [L4D2] Random ammo amount and laser sight chance
Views:
957
Posted By
alcybery
[Paid] [L4D2] Random ammo amount and laser sight chance
Hello, can someone make a plugin with this functions:
1. All weapons should have random amount of ammo.
For example: random up to 30% less ammo than its ammo_*_max cvar, for example smg...
Forum:
Off-Topic
07-15-2018, 19:48
Replies:
2
[L4D2] VScript help
Views:
1,597
Posted By
alcybery
Re: [L4D2] VScript help
Thanks, looks like those plugins can be modified to do exactly what I want.
But now I'm just wondering what is the correct way to load vscripts? Because even if I load unmodified version, for...
Forum:
Off-Topic
07-12-2018, 12:12
Replies:
2
[L4D2] VScript help
Views:
1,597
Posted By
alcybery
[L4D2] VScript help
I don't know if it's the correct place to post this, since it is not about sourcemod.
I'm trying to modify VScript to randomly replace weapon spawns, for example this should replace pistols with...
Forum:
Scripting
06-29-2018, 11:35
Replies:
15
[L4D2] Constant survivor speed
Views:
4,987
Posted By
alcybery
Re: [L4D2] Constant survivor speed
Thanks, it works, but it seems that character speed when below 40 hp is always 250. If I change it to 220 then it also seems to change adrenaline speed.
Forum:
Scripting
06-29-2018, 09:44
Replies:
15
[L4D2] Constant survivor speed
Views:
4,987
Posted By
alcybery
Re: [L4D2] Constant survivor speed
Still not working :(
tEntDev also shows m_flMaxspeed changing to 150 and not changing back:
baseclass->m_iHealth (256) changed from 49 to 34
baseclass->m_flMaxspeed (8216) changed from 220.0000 to...
Forum:
Scripting
06-28-2018, 17:09
Replies:
15
[L4D2] Constant survivor speed
Views:
4,987
Posted By
alcybery
Re: [L4D2] Constant survivor speed
I added that line and tried changing the timer to 0.1 sec, still no luck. So then I need Pre/PostThink?
Forum:
Scripting
06-28-2018, 15:30
Replies:
15
[L4D2] Constant survivor speed
Views:
4,987
Posted By
alcybery
Re: [L4D2] Constant survivor speed
Also doesn't work.
I tried watching the netprops, that's what I got:
baseclass->m_cellX (912) changed from 555 to 554
baseclass->m_cellY (916) changed from 605 to 606
baseclass->m_vecOrigin...
Forum:
Scripting
06-28-2018, 09:36
Replies:
15
[L4D2] Constant survivor speed
Views:
4,987
Posted By
alcybery
Re: [L4D2] Constant survivor speed
Maybe you know some projects I could check? I couldn't find useful examples.
Still not working.
Forum:
Scripting
06-27-2018, 18:40
Replies:
15
[L4D2] Constant survivor speed
Views:
4,987
Posted By
alcybery
Re: [L4D2] Constant survivor speed
Something like this?
#include <sourcemod>
#pragma semicolon 1
#pragma newdecls required
public void OnPluginStart()
{
HookEvent("player_hurt", Event_PlayerHurt);
}
Forum:
Scripting
06-26-2018, 17:36
Replies:
15
[L4D2] Constant survivor speed
Views:
4,987
Posted By
alcybery
[L4D2] Constant survivor speed
Is there a way to remove slowdown when a survivor has low health?
I know that it can be done witch cvars survivor_limp_health and survivor_limp_walk_speed, but then yellow health would disappear,...
Forum:
Scripting
06-21-2018, 10:43
Replies:
12
Solved
[L4D2] Witch headshot
Views:
4,382
Posted By
alcybery
Re: [L4D2] Witch headshot
Thank you very much, works perfectly.
Forum:
Scripting
06-21-2018, 09:23
Replies:
12
Solved
[L4D2] Witch headshot
Views:
4,382
Posted By
alcybery
Re: [L4D2] Witch headshot
I get error "undefined symbol "SDKHook_TakeDamageAlive" on compilation.
Forum:
Scripting
06-20-2018, 17:25
Replies:
12
Solved
[L4D2] Witch headshot
Views:
4,382
Posted By
alcybery
Re: [L4D2] Witch headshot
Can someone help me with that code? I tried FireEvent, but still no luck.
Forum:
Scripting
06-19-2018, 17:27
Replies:
12
Solved
[L4D2] Witch headshot
Views:
4,382
Posted By
alcybery
Re: [L4D2] Witch headshot
Like this?
#pragma semicolon 1
#include <sourcemod>
#include <sdktools>
#include <sdkhooks>
// #include <smlib>
public OnPluginStart()
{
Forum:
Scripting
06-19-2018, 10:22
Replies:
12
Solved
[L4D2] Witch headshot
Views:
4,382
Posted By
alcybery
Re: [L4D2] Witch headshot
This plugin (https://github.com/Attano/L4D2-Competitive-Framework/blob/master/addons/sourcemod/scripting/witch_announce.sp) says:
Witch has been killed
52826 [26413%]: alcybery
This plugin...
Forum:
Scripting
06-18-2018, 19:50
Replies:
12
Solved
[L4D2] Witch headshot
Views:
4,382
Posted By
alcybery
[L4D2] Witch headshot
I'm trying to make a plugin so the witch would die from a headshot from any weapon. I tried SDKHooks_TakeDamage and Entity_Hurt, both of those methods work, but show incorrect damage amount in witch...
Forum:
Scripting
06-14-2018, 18:43
Replies:
14
Solved
[L4D2] Hide HUD
Views:
5,987
Posted By
alcybery
Re: [L4D2] Hide HUD
Thank you very much, it works great :up:
Forum:
Scripting
06-14-2018, 12:11
Replies:
14
Solved
[L4D2] Hide HUD
Views:
5,987
Posted By
alcybery
Re: [L4D2] Hide HUD
With this code:
#pragma semicolon 1
#include <sourcemod>
public OnClientPutInServer(client)
{
CreateTimer(0.5, Timer_HUD, GetClientUserId(client), TIMER_REPEAT);
}
public...
Forum:
Scripting
06-14-2018, 11:09
Replies:
14
Solved
[L4D2] Hide HUD
Views:
5,987
Posted By
alcybery
Re: [L4D2] Hide HUD
Scrolling seems to be working as usual. It's not supposed to work?
Forum:
Scripting
06-14-2018, 02:30
Replies:
14
Solved
[L4D2] Hide HUD
Views:
5,987
Posted By
alcybery
Re: [L4D2] Hide HUD
Thanks, hooking player_death worked. But HUD still shows up after campaign change, so I did a repeating timer:
#pragma semicolon 1
#include <sourcemod>
public OnClientPutInServer(client)
{...
Forum:
Scripting
06-13-2018, 20:45
Replies:
14
Solved
[L4D2] Hide HUD
Views:
5,987
Posted By
alcybery
[L4D2] Hide HUD
I'm trying to hide HUD in L4D2 with this:
#include <sourcemod>
public OnPluginStart()
{
HookEvent("player_spawn", Event_PlayeSpawn)
}
public Action:Event_PlayeSpawn(Handle:event, const...
Forum:
Metamod:Source Plugins
06-13-2018, 19:01
Replies:
1,843
Stripper:Source (Updated 2011-04-15)
Views:
1,279,318
Posted By
alcybery
Re: Stripper:Source (Updated 2011-04-15)
Is there a way to convert weapon_spawn in L4D2 to physical spawn, like a dropped weapon that can be shoved away or thrown by an explosion?
Showing results 1 to 25 of 52
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