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Posts Made By:
scorpius2k1
Forum:
Plugin/Gameplay Ideas and Requests
07-03-2022, 14:04
Replies:
0
[HELP] Stock to check if 2 entities are touching using bounds/position/angles
Views:
348
Posted By
scorpius2k1
[HELP] Stock to check if 2 entities are touching using bounds/position/angles
I am aware there are SDK_Hooks that can do this "OnStartTouch", etc, but I am needing a separate stock that can basically do the same thing for entities that do not have those outputs. When two...
Forum:
Scripting
05-21-2022, 09:56
Replies:
0
Surface Impact Effect
Views:
437
Posted By
scorpius2k1
Surface Impact Effect
When bullets hit a surface, the game will show different particle type effects based on what type of surface a bullet hits (ex. grass, sand, brick, etc). Is there a way to replicate this in-game...
Forum:
General
05-19-2022, 16:09
Replies:
0
SourceMod Logs - "was already connected to the server."
Views:
578
Posted By
scorpius2k1
SourceMod Logs - "was already connected to the server."
I have been noticing that this is showing up in SourceMod's normal logs (not errors), but no where else that I can tell. Seems to happen at random and on random players. Not seeing a pattern and no...
Forum:
Approved Plugins
03-12-2022, 09:33
Replies:
36
Family Sharing Management
Views:
23,959
Posted By
scorpius2k1
Re: Family Sharing Management
I've noticed the same, and it has undoubtedly broke many projects using this functionality (myself included). It seems only partners can use an API call to check now.
"Obsolete, partners should...
Forum:
Metamod:Source Plugins
09-16-2021, 17:09
Replies:
22
[CSGO/ANY?] ForceRate
Views:
27,275
Posted By
scorpius2k1
Re: [CSGO/ANY?] ForceRate
Great addon! I had stumbled across this post because I am having the same issues on a properly configured server and would like to enforce rates -- is it possible to use on other source engine games...
Forum:
Scripting
06-06-2020, 10:59
Replies:
0
TR_TraceRayFilter Help - Move beam relative to player angle
Views:
1,107
Posted By
scorpius2k1
TR_TraceRayFilter Help - Move beam relative to player angle
If you run this code, 4 colored beams show surrounding you like a box. Right now, the box just moves with you which is only half of the idea. What I am trying to do is have each beam also rotate in...
Forum:
Scripting
05-29-2020, 14:22
Replies:
1
Can SourceMod detect texture surface props?
Views:
998
Posted By
scorpius2k1
Can SourceMod detect texture surface props?
Opening any Source VMT file for a game texture, the properties will usually have what type of surface prop to use so it reacts properly in the world when bullets or something else interacts with it...
Forum:
Scripting
05-20-2020, 16:13
Replies:
10
Solved
SetEntPropEnt "m_hOwnerEntity" Changes Collision Group & Weapon Interaction
Views:
4,253
Posted By
scorpius2k1
Re: SetEntPropEnt "m_hOwnerEntity" Changes Collision Group & Weapon Interaction
Thanks for the reply, those links really explain a lot. With that said and the engine setup the way it is I came up with another solution. It's a bit outside of the box and doesn't "technically" set...
Forum:
Plugin/Gameplay Ideas and Requests
05-19-2020, 13:40
Replies:
2
[HL2DM] Check if a player is using a health charger
Views:
1,308
Posted By
scorpius2k1
[HL2DM] Check if a player is using a health charger
Is there a way to tell if a player is using a health charger? If so, how to get the client index as well?
:bacon!::bacon!::bacon!:
EDIT: I would like to avoid using any TR_Trace functions, as...
Forum:
Scripting
05-13-2020, 16:16
Replies:
10
Solved
SetEntPropEnt "m_hOwnerEntity" Changes Collision Group & Weapon Interaction
Views:
4,253
Posted By
scorpius2k1
Re: SetEntPropEnt "m_hOwnerEntity" Changes Collision Group & Weapon Interaction
Thanks for the reply. I had wondered if that was possibly the case and the reason I put the word "bug" in quotes :wink: It still seems odd to me why this was implemented that way. Do you by chance...
Forum:
Scripting
05-13-2020, 12:10
Replies:
10
Solved
SetEntPropEnt "m_hOwnerEntity" Changes Collision Group & Weapon Interaction
Views:
4,253
Posted By
scorpius2k1
Re: SetEntPropEnt "m_hOwnerEntity" Changes Collision Group & Weapon Interaction
Thanks again for your reply Bacardi. I had tried Prop_Send as well.
SetEntPropEnt(iEnt, Prop_Send, "m_hOwnerEntity", client);
The prop owner is set correctly as it was before, but the same issue is...
Forum:
Scripting
05-13-2020, 11:44
Replies:
10
Solved
SetEntPropEnt "m_hOwnerEntity" Changes Collision Group & Weapon Interaction
Views:
4,253
Posted By
scorpius2k1
Re: SetEntPropEnt "m_hOwnerEntity" Changes Collision Group & Weapon Interaction
Great idea, I was hopeful and had not tried that but no luck, still have the issue unfortunately. :grrr:
stock void SpawnEntityAtPlayer(int client) {
int iEnt =...
Forum:
Scripting
05-13-2020, 11:07
Replies:
10
Solved
SetEntPropEnt "m_hOwnerEntity" Changes Collision Group & Weapon Interaction
Views:
4,253
Posted By
scorpius2k1
SetEntPropEnt "m_hOwnerEntity" Changes Collision Group & Weapon Interaction
When trying to spawn an entity prop, setting it's owner to a client entity via...
SetEntPropEnt(iEnt, Prop_Data, "m_hOwnerEntity", client);
...causes the prop to not collide with the player as...
Forum:
Plugin/Gameplay Ideas and Requests
05-06-2020, 12:45
Replies:
1
Full SteamID Converter
Views:
2,407
Posted By
scorpius2k1
Full SteamID Converter
Would anyone here know how to convert SteamID's to and from the 3 different types via SourceMod? I've seen a few examples spread around, but no clear way to convert between all 3 types.
Formats
...
Forum:
Scripting
01-12-2020, 19:12
Replies:
0
OnMapStart() Executing Twice?
Views:
679
Posted By
scorpius2k1
OnMapStart() Executing Twice?
Is there a reason why when running this plugin, the entry I have in 'OnMapStart' is executed twice? If you open the log file it generates (../logs/mapchange-notimer.log), you can see a double entry...
Forum:
Extensions
12-20-2019, 16:27
Replies:
28
[ANY] GeoIP2
Views:
24,822
Posted By
scorpius2k1
Re: [ANY] GeoIP2
Thanks for this OP!
I haven't had any issues with Accelerator74's extension, works great. However, are there any updates on the SourceMod side of things or are we stuck using outdated GeoIP...
Forum:
General
06-04-2019, 16:12
Replies:
0
Crash Help - linux-gate.so!__kernel_vsyscall
Views:
1,465
Posted By
scorpius2k1
Crash Help - linux-gate.so!__kernel_vsyscall
Had a very odd crash today I've not seen before, server was rebooted yesterday and is up to date. I haven't made any changes to anything either.
I have noticed however, that when I get crashes,...
Forum:
Scripting
05-06-2019, 13:36
Replies:
1
Push Entity In Opposite Direction
Views:
1,367
Posted By
scorpius2k1
Push Entity In Opposite Direction
Using TeleportEntity, how can one go about pushing an entity in the opposite direction it was traveling while keeping it's current origin, angle, & velocity in mind? The "bounce back" should have the...
Forum:
Scripting
05-04-2019, 10:00
Replies:
19
Teleporting Player Check "Non-Stuck"
Views:
5,880
Posted By
scorpius2k1
Re: Teleporting Player Check "Non-Stuck"
Great idea, but I would agree. I've not had any luck with any mask types in this situation.
What if we did a second trace back then compared the distances of them? The original existing trace,...
Forum:
Scripting
05-03-2019, 22:55
Replies:
19
Teleporting Player Check "Non-Stuck"
Views:
5,880
Posted By
scorpius2k1
Re: Teleporting Player Check "Non-Stuck"
What if the coordinates are inside a func_detail or underneath a displacement? I've tried to get a trace to hit inside/underneath these areas, but it just goes right through as if it's not even...
Forum:
Scripting
05-03-2019, 13:02
Replies:
4
Solved
bad input/output link after latest csgo update
Views:
1,909
Posted By
scorpius2k1
Re: bad input/output link after latest csgo update
I've seen this as well with Half-Life 2: DM when using the latest dev or compiled version from SM GitHub repo. My console was showing a similar error with info_particle_system. Reverting to a...
Forum:
Scripting
05-03-2019, 12:42
Replies:
1
Solved
Quick Question: TR_TraceRayFilter Limit?
Views:
1,045
Posted By
scorpius2k1
Quick Question: TR_TraceRayFilter Limit?
Is there any limitation to how many TR_TraceRayFilter calls can be executed in one function? For example, if I were to run 5000 traces, one after the other in said function on one game frame, would...
Forum:
Scripting
04-29-2019, 16:02
Replies:
19
Teleporting Player Check "Non-Stuck"
Views:
5,880
Posted By
scorpius2k1
Re: Teleporting Player Check "Non-Stuck"
EDIT: Error fixed. TheDS1337's script needs compiled against latest #include files from the SourceMod git repo. As of this post, stable version (1.9) does not yet include 'TR_GetStartPosition'
...
Forum:
Scripting
04-29-2019, 15:16
Replies:
2
Solved
warning 219: local variable "menu" shadows a variable at a preceding level
Views:
5,061
Posted By
scorpius2k1
Re: warning 219: local variable "menu" shadows a variable at a preceding level
You cannot call the Handle 'menu' since you are calling it in your 'public int o_CBMenuPlayerList'. Either rename it in one or the other. This should fix that part, I just renamed the Handle and all...
Forum:
Scripting
04-29-2019, 15:02
Replies:
19
Teleporting Player Check "Non-Stuck"
Views:
5,880
Posted By
scorpius2k1
Re: Teleporting Player Check "Non-Stuck"
TheDS1337, tried testing today and getting a warning and error when I tried to compile your script.
(42) : warning 213: tag mismatch
(101) : error 017: undefined symbol "TR_GetStartPosition"
...
Showing results 1 to 25 of 185
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