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Search: Posts Made By: Voi
Forum: Module Coding 04-04-2011, 14:21
Replies: 1,508
Views: 892,080
Posted By Voi
Re: Module: Orpheu2.3a

Oh sorry. I was mistaken. I borrowed your code from prone plugin. The one responsible for accuracy. Damn, this hlbeta mess everything about.

It gives me this now:
L 04/05/2011 - 19:20:33:...
Forum: Module Coding 04-04-2011, 14:06
Replies: 26
Views: 19,792
Posted By Voi
Re: Module: RandomX

Nothing much, but the author says its more random and lightyears faster than random number generator in amxmodx, so im interested cause I use random_num and random_float VERY often.
Forum: Module Coding 04-04-2011, 12:07
Replies: 1,508
Views: 892,080
Posted By Voi
Re: Module: Orpheu2.3a

What about "KickBack" ?
Forum: Module Coding 04-04-2011, 12:04
Replies: 26
Views: 19,792
Posted By Voi
Re: Module: RandomX

Im kindly asking for fix :]
Forum: Module Coding 04-04-2011, 03:34
Replies: 1,508
Views: 892,080
Posted By Voi
Re: Module: Orpheu2.3a

L 04/04/2011 - 09:31:56: [ORPHEU] Invalid function structure "CP228::P228Fire"
L 04/04/2011 - 09:31:56: [AMXX] Displaying debug trace (plugin "voi_realizm_zombie178.amxx")
L 04/04/2011 - 09:31:56:...
Forum: Scripting Help 03-19-2011, 19:17
Replies: 2
Views: 933
Posted By Voi
how to detect using func_tank

Im asking for the most efficient(in cpu usage) way to detect client starting to use func_tank and stopping using it.
Metamod prints something like "start using tank" and "stopped using tank" on...
Forum: Code Snippets/Tutorials 02-20-2011, 08:01
Replies: 232
Views: 245,290
Posted By Voi
Re: [INC] Director Hud Message

I can't get mlang to work properly. Once it displays player language and other time server language.
Forum: Module Coding 01-14-2011, 20:24
Replies: 1,508
Views: 892,080
Posted By Voi
Re: Module: Orpheu2.3a

I have totally no idea how to do it. Thats why i asked for help.
Forum: Module Coding 01-14-2011, 19:19
Replies: 1,508
Views: 892,080
Posted By Voi
Re: Module: Orpheu2.3a

So the only solution would be to completely block footsteps and create a new footstep generating system ?
Forum: Module Coding 01-14-2011, 18:56
Replies: 1,508
Views: 892,080
Posted By Voi
Re: Module: Orpheu2.3a

May I kindly ask for code to disable the minimum speed check for playing footsteps ?

Here's the HLSDK code:
Forum: Scripting Help 01-14-2011, 18:35
Replies: 26
Views: 4,305
Posted By Voi
Forum: Suggestions / Requests 12-07-2010, 01:52
Replies: 4
Views: 1,517
Posted By Voi
Re: need smoke grenade for 5000 $ pls

Why you would want to do that ?
Forum: Off-Topic 12-07-2010, 01:47
Replies: 5
Views: 1,550
Posted By Voi
Re: How can I create sound effects?

Every "big" mike should suffice, even the cheap ones.

You should however be familiar with sound editing, formats, what khz are etc. I mainly use 22khz 8bit wav's. However I would use 16 bits on...
Forum: HL1 Servers (HLDS) 12-07-2010, 01:39
Replies: 3
Views: 5,024
Posted By Voi
Re: Server Crash - Cache_TryAlloc

You allocated too much memory with zone and num_edicts startup parameters.

Mine are:
-zone 1024
-num edicts 1500

Works even if you use few megabytes for custom sprites.
Forum: Scripting Help 11-27-2010, 22:32
Replies: 8
Views: 2,739
Posted By Voi
Re: [Orpheu] Step Sound

It would be the most accurate version. I know now that server doesn't monitor frames, its just client side, but how about making code that simulates player leg frames on his own ?
The original...
Forum: HL1 Servers (HLDS) 11-21-2010, 06:56
Replies: 14
Views: 3,612
Posted By Voi
Re: Server crashing at the time of map change

The map obviously corrupts when you upload it. Be sure to use binary mode on ftp.
Forum: Scripting Help 11-21-2010, 01:36
Replies: 8
Views: 2,739
Posted By Voi
Re: [Orpheu] Step Sound

Monitor leg animation frames.
Forum: Scripting Help 11-20-2010, 13:29
Replies: 8
Views: 2,739
Posted By Voi
Re: [Orpheu] Step Sound

The best option would be monitoring player model and play a sound on frame which he hits the ground.
Forum: Off-Topic 11-09-2010, 11:48
Replies: 15
Views: 3,299
Posted By Voi
Re: Pulse sound

What for ? You're doing doctor mod or something ?
Forum: Scripting Help 11-08-2010, 06:53
Replies: 15
Views: 4,109
Posted By Voi
Re: A cool 'spk' feature?

Damn, using tasks for that would be much inefficient.


I was thinking cause, npc's use sentences.txt. And it must be the same on server and client to work, right ?
Forum: Off-Topic 11-08-2010, 06:52
Replies: 29
Views: 6,324
Posted By Voi
Re: Mindless "AlliedModders" Pictures

As I allready noticed, he is banned for that. ^^

http://imgur.com/8BYYZ.png
Forum: Scripting Help 11-07-2010, 23:04
Replies: 15
Views: 4,109
Posted By Voi
Re: A cool 'spk' feature?

This is very nice.

I don't wanna start similar thread so i'll ask here.

How to emit a sound from an entity with a custom sentence ?
Forum: Off-Topic 11-07-2010, 19:58
Replies: 29
Views: 6,324
Posted By Voi
Re: Mindless "AlliedModders" Pictures

http://imgur.com/zb7gj.png
Forum: Scripting Help 11-07-2010, 19:40
Replies: 9
Views: 2,657
Posted By Voi
Re: Get Random TerroristId via get_players()

This is doing the same, yet random() is faster ?
Forum: HL1 Servers (HLDS) 11-06-2010, 21:45
Replies: 11
Views: 3,332
Posted By Voi
Re: Sound blocked

Look, the stopsound command isn't send by the server itself. It has to be a plugin that do this. I see that you don't have any sma's containing stopsound, so you must pause/disable all of your...
Showing results 1 to 25 of 500

 
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