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Posts Made By:
happs
Forum:
Plugins
09-24-2017, 16:31
Replies:
24
RuneTF gamemode
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
[TF2] JumpTracer
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
RuneTF gamemode
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
RuneTF gamemode
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
RuneTF gamemode
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
spawn objects/entities [Help]
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
[TF2] Getting owner of an entity
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
[TF2] Only execute event if player is leaving/entering area?
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
[TF2] Only execute event if player is leaving/entering area?
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
[TF2] Only execute event if player is leaving/entering area?
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
Multiple entities?
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
[Tf2] Randomly force a player to medic?
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
[Tf2] Randomly force a player to medic?
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
How to make a ent_fire plugin?
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
[Help] Creating a menu
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
spawnable powerups
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
spawnable powerups
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
spawnable powerups
Views:
681
Posted By
happs
spawnable powerups
wrong forum, sorry
Showing results 1 to 18 of 18
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