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Search: Posts Made By: Arg!
Forum: Plugins 05-28-2017, 20:22
Replies: 927
Views: 642,104
Posted By Arg!
Re: Connect Announce

sorry, i dont follow the cvar part of that - or why or what your trying to achieve.



This sounds interesting, im not sure how the configuration for that would look like though. Perhaps a...
Forum: Plugins 04-26-2017, 04:00
Replies: 205
Views: 123,485
Posted By Arg!
Re: Model Fun

Its been a long while now - from memory i couldnt get actually 'attaching' models to other models to work at all, couldnt find a solid way to get a handle on existing 'stuff' to use a parent for new...
Forum: Plugins 03-15-2017, 20:50
Replies: 927
Views: 642,104
Posted By Arg!
Re: Connect Announce

Oh that makes sense - it shouldnt actually be in includes from what i just read before and should only be stated after the includes as it will apply it to all the following code essentially whats...
Forum: Plugins 02-13-2017, 18:39
Replies: 927
Views: 642,104
Posted By Arg!
Re: Connect Announce

Ok, that makes sense. I still think its out of scope for this particular plugin though. Possible something you could hook up thru the MOTD or theres possible another plugin that already does this?
...
Forum: Plugins 02-13-2017, 18:23
Replies: 927
Views: 642,104
Posted By Arg!
Re: Connect Announce

Im not 100% sure i understand the last 2 questions here but they feel out of scope for this given the intent is to Announce the Connection of players to other players.
Forum: Plugins 02-12-2017, 19:48
Replies: 927
Views: 642,104
Posted By Arg!
Re: Connect Announce

It uses the Generic admin flag and you need to have the message setup in cannounce_settings.txt under messages_admin section. If the message is no different to the regular message then they will be...
Forum: Plugins 05-16-2016, 21:47
Replies: 205
Views: 123,485
Posted By Arg!
Re: Model Fun

'data/modelfun.txt' is automatically created on first plugin load if i remember correctly, which is entirely possible i dont!

not sure how much of this plugin will still work given how much valve...
Forum: Plugins 04-18-2016, 21:43
Replies: 927
Views: 642,104
Posted By Arg!
Re: Connect Announce

True - but this should work though and your hardcoded workaround wont account for playername changes.

out of curiostity could you put another character at the start of the 'message' parameter just...
Forum: Plugins 04-04-2016, 20:46
Replies: 927
Views: 642,104
Posted By Arg!
Re: Connect Announce

Cant see how could be port related but definetly sounds like something is wrong with the GeoIP data in your sourcemod installation.
Either that or there is NO data in the GeoIP dat file for your...
Forum: Plugins 03-21-2016, 19:20
Replies: 927
Views: 642,104
Posted By Arg!
Re: Connect Announce

Includes dont work that way - you only need to have them available when compiling the smx. In fact you dont even need the scripting directory on your server when running it.

As for the error, this...
Forum: Plugins 02-10-2016, 20:26
Replies: 927
Views: 642,104
Posted By Arg!
Re: Connect Announce

you've only put the entry point file in, not the whole source!
Forum: Plugins 11-29-2015, 19:19
Replies: 927
Views: 642,104
Posted By Arg!
Re: Connect Announce

Please post source when doing modifications!

it might be worth merging this in but ill probably have to do the game detection stuff - apparently player_connect_client is orangebox and greater only.
Forum: Plugins 11-25-2015, 16:02
Replies: 527
Views: 381,656
Posted By Arg!
Re: FuncommandsX

I would target @all 'off' then retarget the ones you want back 'on'

https://wiki.alliedmods.net/Admin_Commands_%28SourceMod%29

much easier with the commands than the menu, from memory
Forum: Plugins 11-22-2015, 18:36
Replies: 527
Views: 381,656
Posted By Arg!
Re: FuncommandsX

Very cool - sounds like something i would have done on purpose if i knew how!
Forum: Plugins 12-23-2014, 20:02
Replies: 927
Views: 642,104
Posted By Arg!
Re: Connect Announce

thats weird - it could still be an engine bug, eg the event fires twice, but ill double check the code anyways.
Please do update us if they patch this in the mean time.
Forum: Plugins 12-05-2014, 06:30
Replies: 527
Views: 381,656
Posted By Arg!
Re: FuncommandsX

Its been a month since the testing version has been released and we've had no feedback from any users.
Since no news is good news, that means it must be working!

Ive published Spazman0's changes...
Forum: Plugins 10-30-2014, 20:56
Replies: 527
Views: 381,656
Posted By Arg!
Re: FuncommandsX

So to be conicise - make sure that sm_selfcolorize is 1 when actually in game (eg its not getting unset somewhere) and i also dont know that you can use the override for a console command so try...
Forum: Plugins 10-30-2014, 01:16
Replies: 527
Views: 381,656
Posted By Arg!
Re: FuncommandsX

you are using it as a console command not a sourcemod command right?

from (distant) memory you can use it in chat by doing

/colorme <color>
Forum: Plugins 08-30-2014, 20:43
Replies: 527
Views: 381,656
Posted By Arg!
Re: FuncommandsX

What needs to be updated for csgo?
Forum: Plugins 06-15-2014, 20:36
Replies: 205
Views: 123,485
Posted By Arg!
Re: Model Fun

After valve introduced offical hats into tf2 this plugin basically became redundant overnight, at least for tf2
Forum: Plugins 03-23-2014, 19:37
Replies: 927
Views: 642,104
Posted By Arg!
Re: Connect Announce

From memory, the sm_ca_autoallowmsg flag will automatically provision the steam id to have a connect message but you will have to manually disallow the connect message when you no longer want the...
Forum: Plugins 11-29-2012, 21:11
Replies: 527
Views: 381,656
Posted By Arg!
Re: FuncommandsX

Given no reports of issues, ive updated the main version of the plugin - details on the first post.
Forum: Plugins 11-26-2012, 21:00
Replies: 527
Views: 381,656
Posted By Arg!
Re: FuncommandsX

Excellent - been a looooooong time since i checked the api docs.

Anyway, heres a testing version, can you please make sure it does the right stuff and get back to me with some results before i...
Forum: Plugins 11-26-2012, 17:24
Replies: 527
Views: 381,656
Posted By Arg!
Re: FuncommandsX

i cant see how i would detect the gagged status of a player in order to prevent their message. Since gag is just a plugin which blocks 'chat' output then i wouldnt know when printing the output of...
Forum: Plugins 11-13-2012, 19:16
Replies: 927
Views: 642,104
Posted By Arg!
Re: Connect Announce

Given 2 weeks without any negative feedback ive release 1.6 on the front page - see there for release notes. This is all thanks to Dont Fear The Reaper...
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