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Search: Posts Made By: Disowned
Forum: Source Servers (SRCDS) 03-18-2017, 21:13
Replies: 5
Views: 11,911
Posted By Disowned
Re: How FastDL Works

Excellent. Is getting the downloads list as simple as the GetDownloadsTable() function you have in your script? Or is that only for things added with your mod? In my case, I believe that assets are...
Forum: Source Servers (SRCDS) 03-18-2017, 18:08
Replies: 5
Views: 11,911
Posted By Disowned
Re: How FastDL Works

The server sends the list, but how does it generate that list? I would like to actually retrieve the list of content its telling clients to download. Are there multiple ways TF2 does this?

A CDN...
Forum: Source Servers (SRCDS) 03-18-2017, 15:23
Replies: 5
Views: 11,911
Posted By Disowned
How FastDL Works

I understand that FastDL is a method of downloading files in .bz2 form from an external server, like a CDN, to the client when they connect.

I'm wondering exactly how TF2 knows which files to have...
Forum: Extensions 02-12-2016, 23:00
Replies: 253
Views: 279,381
Posted By Disowned
Re: [EXTENSION] cURL & Hash

smsdk_config.h, smsdk_ext.cpp, smsdk_ext.h are moved to the 'sdk' folder within the project, which should be linked with

METAMOD = $(MMSOURCE17)/core-legacy

INCLUDE += -I. -I.. -Isdk -I../ \...
Forum: Extensions 02-11-2016, 08:39
Replies: 253
Views: 279,381
Posted By Disowned
Re: [EXTENSION] cURL & Hash

Thats what I mean. I tried to reproduce the compile from the assorted build commands in the source, but they don't include the whole picture.

Documentation includes the build process and...
Forum: Extensions 02-10-2016, 21:38
Replies: 253
Views: 279,381
Posted By Disowned
Re: [EXTENSION] cURL & Hash

I tried to compile this today, and did manage to get a proper compile, however the extension crashes on startup with:
[SM] Unable to load extension "curl.ext":...
Forum: Scripting 02-02-2016, 21:15
Replies: 15
Views: 4,162
Posted By Disowned
Re: CSGO plugin optimization

For the most part, you're not going to cause any remotely noticable lag on your server in these events unless you're doing something really intensive. You can use trie's, ADT Arrays, string...
Forum: Scripting 01-30-2016, 21:32
Replies: 12
Views: 4,250
Posted By Disowned
Re: Scripting in sourcepawn (editor?)

I use Sublime Text 3 with the syntax highlighter here: https://github.com/Dillonb/SublimeSourcePawn

Along with a few edits to make 1.7 syntax show up, you can see in the pull requests what those...
Forum: Scripting 01-29-2016, 00:34
Replies: 42
Views: 13,200
Posted By Disowned
Re: [CS:GO] Help with force client join a team on connect

CS_SwitchTeam(int client, int team)
Forum: Scripting 01-27-2016, 01:41
Replies: 921
Views: 316,884
Posted By Disowned
Re: New API and Syntax

Derp. That works, thank you.
Forum: Scripting 01-27-2016, 01:23
Replies: 921
Views: 316,884
Posted By Disowned
Re: New API and Syntax

What exactly is the & operator for in the old syntax and how can it be used in the new syntax?
Compiles:
native bool somefunction(&Float:value);

Doesn't compile
native bool somefunction2(&float...
Forum: Scripting 01-26-2016, 20:24
Replies: 11
Views: 7,906
Posted By Disowned
Re: SteamWorks

Some oddities, SteamTools and SteamWorks have about the same includes, however SteamWorks has better checking for error handling but is vulnerable to exposing server information if you don't get the...
Forum: Scripting 01-26-2016, 19:08
Replies: 11
Views: 7,906
Posted By Disowned
Re: SteamWorks

There is the option of cURL or SteamTools when it comes to HTTP requests. Since you were doing SteamWorks, SteamTools should do the same for you. (Only supports TF2) There may be a bug where your...
Forum: Scripting 01-26-2016, 18:35
Replies: 11
Views: 7,906
Posted By Disowned
Re: SteamWorks

It is possible to expose the interface of the Webternet extension, but I'd rather just have an updated version of the cURL extension compiled in. No need to make the process obscure when there's...
Forum: Scripting 01-25-2016, 01:10
Replies: 2
Views: 1,885
Posted By Disowned
Re: [TF2] Custom item stats?

TF2Items includes an example file in configs/tf2items.weapons.example.txt

You need the defindex of the weapon and the index of what attribute you want to apply. You can find the most accurate...
Forum: Off-Topic 01-22-2016, 01:30
Replies: 0
Views: 666
Posted By Disowned
PHP VDF Parser

I independently made a VDF parser a while back to transcode the TF2 language files to JSON. Other PHP parsers either don't have the MIT license, or don't work properly.

Based on the Python VDF...
Forum: Scripting 01-21-2016, 16:14
Replies: 4
Views: 1,099
Posted By Disowned
Re: [TF2] Detect/Decrease Ammo/Health pack respawn time

How do I get what parameters to set for the call? I see that ItemTouch is CBaseEntity * and MyTouch is CBasePlayer *, but I'm not experienced at throwing CData around.

EDIT:

Ooooh, there's a...
Forum: Scripting 01-21-2016, 15:34
Replies: 4
Views: 1,058
Posted By Disowned
Re: List of strings in KeyValues

As far as I know, all VDF parsers depend upon a value existing with a key. I know that parsers in other languages, such as Python and the two existing parsers in PHP require it, this is because any...
Forum: Scripting 01-20-2016, 20:27
Replies: 4
Views: 1,099
Posted By Disowned
[TF2] Detect/Decrease Ammo/Health pack respawn time

I'm looking to synthetically 'pickup' an ammo or health kit.
Using
AcceptEntityInput(entity, "Kill");
will permanently remove it, while
AcceptEntityInput(entity, "Disable");
will keep it...
Forum: Scripting 01-20-2016, 11:16
Replies: 4
Views: 888
Posted By Disowned
Re: [TF2] Block Ammo Pickup

Wow, that was way easier than I thought.

public OnEntityCreated(iEnt, const String:classname[])
{
if(IsValidEntity(iEnt))
{
if(StrEqual(classname, "tf_ammo_pack") ||...
Forum: Scripting 01-19-2016, 23:42
Replies: 4
Views: 888
Posted By Disowned
[TF2] Block Ammo Pickup

I've looked everywhere I could, but I can't seem to find a callback I can modify/block to stop any ammo case from being pickup up.

Touch can be detected with SDKHook_Touch or HookEntityOutputs...
Forum: Scripting 01-15-2016, 15:17
Replies: 8
Views: 2,070
Posted By Disowned
Re: [L4D2] Count Players Connect

Yes. If the count is supposed to increment when a player joins, then you should start it at 0, not 1, since a server initializes with 0. You should probably have hCount set to 0 on map start, not...
Forum: Scripting 01-15-2016, 11:54
Replies: 8
Views: 2,070
Posted By Disowned
Re: [L4D2] Count Players Connect

OnClientDisconnect_Post was the one I was thinking about, good catch. OnClientDisconnect should work then. The problem most likely is because you need IsClientInGame to make sure the client has a...
Forum: Scripting 01-15-2016, 11:43
Replies: 8
Views: 2,070
Posted By Disowned
Re: [L4D2] Count Players Connect

-snip-

Your counter isn't correct most likely because you're doing the addition after the message. It should be:

if (0 <= hCount <= hSlots) {
hCount++;
...
Forum: Scripting 01-15-2016, 09:08
Replies: 8
Views: 2,070
Posted By Disowned
Re: [L4D2] Count Players Connect

You cannot get the team if a client is disconnecting. (EDIT: You cannot get the team with OnClientDisconnect_Post, but you can with OnClientDisconnect.)
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