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Search: Posts Made By: JusTGo
Forum: HL1 Servers (HLDS) 11-25-2021, 12:12
Replies: 6
Views: 355
Posted By JusTGo
Re: How many servers could I run?

HLDS is single-threaded, So each server will use only one core, in your case there are 4, You can run 3 hlds instances easily, and you have enough memory so that's not a concern, what is left is your...
Forum: HL1 Servers (HLDS) 11-24-2021, 13:16
Replies: 6
Views: 355
Posted By JusTGo
Re: How many servers could I run?

this Depends on the servers mods and configuration, You might be able to run 3 servers of 32 slots.
Forum: Scripting Help 11-20-2021, 05:01
Replies: 13
Views: 501
Posted By JusTGo
Re: Run time error 4: index out of bounds

This should fix it:

public eDeath()
{
new iKiller = read_data( 1 )
new iVictim = read_data( 2 );

if(iVictim < 1 || iVictim > get_maxplayers())
return
Forum: General 11-19-2021, 11:56
Replies: 7
Views: 310
Posted By JusTGo
Re: [Help] Error: server failed to transmit file 'sound/weapons/nokia'

That's weird, It should be getting called from somewhere, either you have it in a map, a .res file or a plugin, the error happens if you don't have the file in your cstrike folder and a plugin/map...
Forum: General 11-19-2021, 10:27
Replies: 7
Views: 310
Posted By JusTGo
Forum: HL1 Servers (HLDS) 11-14-2021, 08:12
Replies: 3
Views: 329
Posted By JusTGo
Re: Why is HLDS updating/verifying every startup?

Weird, this shouldn't happen especially that you don't use the -autoupdate command, I run a cs 1.6 server and I never faced such an issue, I don't know what's different in TFC.
Forum: HL1 Servers (HLDS) 11-14-2021, 06:46
Replies: 3
Views: 329
Posted By JusTGo
Re: Why is HLDS updating/verifying every startup?

Are you using some kind of a cpanel to manage your servers? the problem might be there.
Forum: Suggestions / Requests 11-13-2021, 06:46
Replies: 4
Views: 205
Posted By JusTGo
Re: [Request] Remode sounds from plugin

Thought you only wanted to remove round end sounds, try this, all sounds removed now:

#include < amxmodx >
#include < amxmisc >

enum _:ustats
{
kills, heads
}
Forum: Suggestions / Requests 11-13-2021, 06:12
Replies: 4
Views: 205
Posted By JusTGo
Re: [Request] Remode sounds from plugin

Try this:

#include < amxmodx >
#include < amxmisc >

new const src_sound [ ] = "Effects/ha.mp3"

enum _:ustats
{
kills, heads
Forum: Suggestions / Requests 11-12-2021, 07:30
Replies: 1
Views: 193
Posted By JusTGo
Re: [request] - zp (zombieplague) help

Depends on the mod you are using. tell us which mod and frost grenade plugin you use and someone might be able to help.
Forum: General 11-09-2021, 10:22
Replies: 6
Views: 423
Posted By JusTGo
Re: Should i upgrade to latest AMXX version?

If there are some features that you want from the new AMXX 1.9 or AMXX 1.10 then yes go ahead and update, It's pretty stable and all plugins that work on the previous versions should be working there...
Forum: New Plugin Submissions 11-08-2021, 12:17
Replies: 50
Views: 13,510
Posted By JusTGo
Re: Nade Semiclip v2.6

True, you are right.

A few more changes I guess can be made:

#define isC4(%1) (get_pdata_int(%1, m_bIsC4) & (1<<8))

to:

#define isC4(%1) get_pdata_bool(%1, m_bIsC4)
Forum: New Plugin Submissions 11-08-2021, 09:11
Replies: 50
Views: 13,510
Posted By JusTGo
Re: Nade Semiclip v2.5

That's true but in my code, there is a clear context which is the defined name which is IMO pretty descriptive and straightforward.

#define getUserTeam(%1) get_pdata_int(%1, 114)

Anyone who...
Forum: New Plugin Submissions 11-08-2021, 04:52
Replies: 50
Views: 13,510
Posted By JusTGo
Re: Nade Semiclip v2.5

If a reviewer asks for it then I will do it, even though I think it's fine to use it this way as I'm using these numbers only once, also in amx1.9+ there are new natives that use game data files that...
Forum: New Plugin Submissions 11-07-2021, 23:14
Replies: 50
Views: 13,510
Posted By JusTGo
Re: Nade Semiclip v2.5

IMO it's fine if I'm using them only once, and the define name is pretty descriptive but I can change them if that's really needed.
Forum: Scripting Help 11-07-2021, 16:36
Replies: 5
Views: 387
Posted By JusTGo
Forum: Scripting Help 11-07-2021, 13:13
Replies: 5
Views: 317
Posted By JusTGo
Re: Tag Mismatch - ReAPI

post the full error.
Forum: Suggestions / Requests 11-07-2021, 04:29
Replies: 15
Views: 529
Posted By JusTGo
Re: Water

I guess to do it precisely on the surface you might try changing the InWater function in the code I posted to something like this:

isInWater(id)
{
new watertype = pev(id, pev_watertype)
...
Forum: New Plugin Submissions 11-07-2021, 03:17
Replies: 50
Views: 13,510
Posted By JusTGo
Re: Nade Semiclip v2.5

I have already commented on the parts that need to be explained, the rest can be easily figured by variable and function names, which part doesn't seem clear to you?
Forum: New Plugin Submissions 11-06-2021, 16:22
Replies: 50
Views: 13,510
Posted By JusTGo
Re: Nade Semiclip v2.5

Updated:

-V2.5
* Rewritten the code to make it clearer.
* Added a tracking cvar.

I guess it's ready for a review now. :fox:
Forum: Suggestions / Requests 11-06-2021, 15:29
Replies: 15
Views: 529
Posted By JusTGo
Re: Water

Something like this should work for players:

#include amxmodx
#include fakemeta

new gInWater[MAX_PLAYERS+1]

public plugin_init()
{
register_plugin("Water check", "1.0", "JustGo")
Forum: Suggestions / Requests 11-06-2021, 15:04
Replies: 15
Views: 529
Posted By JusTGo
Re: Water

As far as I know, there isn't an event that you can easily hook to detect players entering the water, but with some work in the think func you can create a variable to save player state and check if...
Forum: Suggestions / Requests 11-06-2021, 14:16
Replies: 15
Views: 529
Posted By JusTGo
Re: Water

check https://forums.alliedmods.net/showthread.php?t=69835
Forum: Scripting Help 11-06-2021, 06:19
Replies: 2
Views: 291
Posted By JusTGo
Re: Real Armor v2.0

Add this in server.cfg or amxx.cfg ra_kevlar_flags "abcdefgh"
Forum: Scripting Help 11-04-2021, 14:30
Replies: 2
Views: 256
Posted By JusTGo
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