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Search: Posts Made By: happs
Forum: Plugins 09-24-2017, 16:31
Replies: 24
Views: 15,564
Posted By happs
Re: RuneTF gamemode

@RavensBro

I managed to revive it:

165690

I'm going to make the installation easier. I'll post again after I have a turn-key Linux server setup.
Forum: Plugins 07-31-2013, 05:23
Replies: 5
Views: 5,031
Posted By happs
[TF2] JumpTracer

I wrote a simple plugin that records the player's position when explosive jumping. I used it to experiment with how a medic's moves when using the quick-fix.

Cvars

jump_tracer_version
...
Forum: Plugins 07-14-2013, 12:11
Replies: 24
Views: 15,564
Posted By happs
Re: RuneTF gamemode

I've added spawn generators for the new stock map cp_standin_final.

@friagram Thanks for your input. I agree that one of the biggest hurdles for new players is my use of +use. I'll take a look...
Forum: Plugins 06-29-2013, 04:44
Replies: 24
Views: 15,564
Posted By happs
Re: RuneTF gamemode

I am currently looking for balance-testers and bug finders.
Forum: Plugins 06-29-2013, 04:42
Replies: 24
Views: 15,564
Posted By happs
RuneTF gamemode

https://forums.alliedmods.net/attachment.php?attachmentid=121934&stc=1&d=1372493870

Runes are power-ups that grant special abilities. You can have only one rune active at a time, and it will...
Forum: Scripting 02-15-2013, 14:40
Replies: 50
Views: 21,950
Posted By happs
Re: spawn objects/entities [Code Revise REQ]

I'm a little confused about what you are trying to do.


stock CreateSomeEntity(client, Float:Origin[3])

You pass the client index from the death callback, but then you don't use it.


...
Forum: Scripting 01-25-2013, 12:05
Replies: 3
Views: 1,022
Posted By happs
Re: [TF2] Getting owner of an entity

It's generally a nice idea to leave your original post, and submit a followup when you have figured something out so that others who read your post may learn from it.

Here's a snippet of what you...
Forum: Scripting 12-06-2012, 16:31
Replies: 6
Views: 1,648
Posted By happs
Re: [TF2] Only execute event if player is leaving/entering area?

Sometimes entities are destroyed and recreated during a round restart. You might have to rehook SingleEntityHookOutput when that happens.
Forum: Scripting 12-06-2012, 16:28
Replies: 6
Views: 1,648
Posted By happs
Re: [TF2] Only execute event if player is leaving/entering area?

#include <smlib/entities>
#include <sdktools_entoutput>
#include <sdkhooks>
#include <tf2_stocks>

enum playerinfo
{
bool:hooked,
}
Forum: Scripting 12-05-2012, 13:51
Replies: 6
Views: 1,648
Posted By happs
Re: [TF2] Only execute event if player is leaving/entering area?

if you have control over the custom map; I think the easy approach would be to make a trigger brush, and then hook the trigger to add this functionality.

HookSingleEntityOutput(trigger_ent,...
Forum: Scripting 12-05-2012, 13:43
Replies: 5
Views: 1,443
Posted By happs
Re: Multiple entities?

You probably have to play with the following fields.

SetEntityMoveType(ent, MOVETYPE_VPHYSICS);

SetEntProp(ent, Prop_Send, "m_CollisionGroup", COLLISION_GROUP_NONE);
SetEntProp(ent,...
Forum: Scripting 11-09-2012, 15:30
Replies: 17
Views: 5,395
Posted By happs
Re: [Tf2] Randomly force a player to medic?

I imagine it would be easier for new users to just use the say channel. That way they won't have to open up the console (possibly enable first), and type a new command. Plus, not everyone reads...
Forum: Scripting 11-09-2012, 15:08
Replies: 17
Views: 5,395
Posted By happs
Re: [Tf2] Randomly force a player to medic?

Second part I think is something like the following..

OnPluginStart()
{
...
AddCommandListener(Listener_Say, "say"); // maybe say_team as well
}

public Action:Listener_Say(client, const...
Forum: Scripting 11-09-2012, 15:01
Replies: 2
Views: 1,046
Posted By happs
Re: How to make a ent_fire plugin?

Not sure what you are asking. Have you taken a look at sdktools_entinput?

I've noticed alot of the ent_ commands print messages to the server console, and wouldn't be much help for players.
Forum: Scripting 10-28-2012, 07:12
Replies: 3
Views: 834
Posted By happs
Re: [Help] Creating a menu

Here is a little snippet I wrote when I was trying out the menu api.

public OnPluginStart()
{
RegAdminCmd("test", OnTestCmd, 0, "rune generator commands");
}

public...
Forum: Scripting 09-12-2012, 14:29
Replies: 1
Views: 874
Posted By happs
Re: spawnable powerups

I was able to filter only players by spawning a trigger and parenting it to my prop_physics entity.


SpawnTrigger(rune_ent)
{
new Float:ori[3];
if(!IsValidEntity(rune_ent))
{
...
Forum: Scripting 09-02-2012, 22:40
Replies: 1
Views: 874
Posted By happs
spawnable powerups

I'm creating a mod that has spawnable powerups. I want certain abilities to activate when a player touches a certain prop_physics entity that I create. I use SDKHook() to hook into the Touch event;...
Forum: Scripting Help 09-02-2012, 22:38
Replies: 0
Views: 681
Posted By happs
spawnable powerups

wrong forum, sorry
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