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Posts Made By:
Remy Lebeau
Forum:
Snippets and Tutorials
09-22-2015, 02:10
Replies:
458
SMLIB 0.11 BETA (over 300 Function Stocks) | updated 15.07.2011
Views:
312,967
Posted By
Remy Lebeau
Re: SMLIB 0.11 BETA (over 300 Function Stocks) | updated 15.07.2011
I feel I should rephrase my question...
Is there an update planned for SMLIB that will address these issues (as these appear to be conflicts between SMlib and SM)?
Or do I have to removed...
Forum:
Snippets and Tutorials
09-22-2015, 01:33
Replies:
458
SMLIB 0.11 BETA (over 300 Function Stocks) | updated 15.07.2011
Views:
312,967
Posted By
Remy Lebeau
Re: SMLIB 0.11 BETA (over 300 Function Stocks) | updated 15.07.2011
Anyone have any ideas as to why since I've updated my SM installation, attempting to compile any plugin that uses smlib is giving me a bunch of errors?
eg:
SourcePawn Compiler 1.7.3-dev+5255...
Forum:
Scripting
03-26-2015, 18:14
Replies:
7
TE_SetupBeamFollow - appears in front of face?
Views:
1,950
Posted By
Remy Lebeau
Re: TE_SetupBeamFollow - appears in front of face?
I haven't done any work at all with env_spritetrails, sorry, and have only gotten as far as attaching TempEnts directly to entities without specifying attachment point! I really appreciate your help...
Forum:
Scripting
03-26-2015, 04:09
Replies:
7
TE_SetupBeamFollow - appears in front of face?
Views:
1,950
Posted By
Remy Lebeau
Re: TE_SetupBeamFollow - appears in front of face?
Ah, found an example:
Forum:
Scripting
03-26-2015, 04:06
Replies:
7
TE_SetupBeamFollow - appears in front of face?
Views:
1,950
Posted By
Remy Lebeau
Re: TE_SetupBeamFollow - appears in front of face?
The problem isn't creating the trail, the problem is what to attach it to ... Surely if I make an env_spritetrail I still have to attach it to something right?
I'm after guidance as to how I can...
Forum:
Scripting
03-25-2015, 18:47
Replies:
7
TE_SetupBeamFollow - appears in front of face?
Views:
1,950
Posted By
Remy Lebeau
Re: TE_SetupBeamFollow - appears in front of face?
Thanks for the idea.
How would I go about finding the correct entity? Say for example I wanted to attach it to a player's knife, how do I work that out?
Forum:
Scripting
03-12-2015, 20:35
Replies:
7
TE_SetupBeamFollow - appears in front of face?
Views:
1,950
Posted By
Remy Lebeau
TE_SetupBeamFollow - appears in front of face?
So I've been playing around a little bit with TE_SetupBeamFollow (in CounterStrike:Source).
It's great fun. The only downside is that the beam start point is right in front of the players face,...
Forum:
Scripting
09-26-2014, 22:12
Replies:
2
Triggering a plugin at certain times of the week?
Views:
1,037
Posted By
Remy Lebeau
Triggering a plugin at certain times of the week?
Hi all,
I'm wanting to setup a weekly challenge on my server, that needs to reset the values for the previous week's efforts.
I'm struggling right at the start, trying to work out a way to get...
Forum:
General
09-11-2014, 18:57
Replies:
2
Problem with maplists.cfg - nominate won't use custom list
Views:
834
Posted By
Remy Lebeau
Re: Problem with maplists.cfg - nominate won't use custom list
You sir are a genius! Thanks for helping my bumbling efforts :)
Forum:
General
09-10-2014, 21:53
Replies:
2
Problem with maplists.cfg - nominate won't use custom list
Views:
834
Posted By
Remy Lebeau
Problem with maplists.cfg - nominate won't use custom list
I've only just realised you can have different map lists for things like rotations and rtving.
Here's my current setup:
I've put maplists.cfg and fullmaplist.txt into...
Forum:
Source Servers (SRCDS)
09-04-2014, 07:45
Replies:
20
[TF2]STEAMAUTH: Client 'name of user' received failure code 6
Views:
29,397
Posted By
Remy Lebeau
Re: [TF2]STEAMAUTH: Client 'name of user' received failure code 6
Sorry to bump - but my server is currently experiencing this. ALL players are being kicked off simultaneously with that same error (STEAMAUTH: Client <clientname> received failure code 6).
...
Forum:
Scripting
04-25-2014, 18:45
Replies:
6
Latest CSS Update changed keyhinttext?
Views:
2,617
Posted By
Remy Lebeau
Re: Latest CSS Update changed keyhinttext?
Discussion continues in this thread: https://forums.alliedmods.net/showthread.php?t=182929
Forum:
General
04-25-2014, 18:44
Replies:
47
[CSS] Add the hud capibilities!
Views:
15,435
Posted By
Remy Lebeau
Re: [CSS] Add the hud capibilities!
Thanks, that's the answer to our issues! (https://forums.alliedmods.net/showthread.php?t=239267)
As you can see in the attached screenshot, keyhinttext worked significantly better than the hud...
Forum:
Scripting
04-25-2014, 18:07
Replies:
6
Latest CSS Update changed keyhinttext?
Views:
2,617
Posted By
Remy Lebeau
Re: Latest CSS Update changed keyhinttext?
Can you reference where you saw that? I'm happy to put the time into converting it, but would (For now) prefer to know what is going on with keyhinttext...
Forum:
Scripting
04-24-2014, 22:50
Replies:
6
Latest CSS Update changed keyhinttext?
Views:
2,617
Posted By
Remy Lebeau
Re: Latest CSS Update changed keyhinttext?
I'm thinking that the default duration for a KeyHintText Message in CSS may have changed... Anyone know how to check / set that? The smlib code to print the actual message is:
stock...
Forum:
Scripting
04-24-2014, 21:59
Replies:
6
Latest CSS Update changed keyhinttext?
Views:
2,617
Posted By
Remy Lebeau
Latest CSS Update changed keyhinttext?
I have created a RPG style HUD for war3source that uses keyhint to display. Up until today it had been working just fine...
As of the latest CSS update, it now flickers in and out. Does anyone...
Forum:
Scripting
04-03-2014, 23:19
Replies:
3
Adding a knockback effect to grenades
Views:
1,024
Posted By
Remy Lebeau
Re: Adding a knockback effect to grenades
/ hugs!
Forum:
Scripting
04-03-2014, 22:49
Replies:
3
Adding a knockback effect to grenades
Views:
1,024
Posted By
Remy Lebeau
Adding a knockback effect to grenades
Hi folks,
I'm looking to create a knockback effect on CS:S grenades. I can do most of the code, but am stumped by a fairly crucial piece!
In order to calculate the proper knockback direction,...
Forum:
Plugins
03-05-2014, 21:44
Replies:
1,201
Zombie Riot V1.9.1b
Views:
758,644
Posted By
Remy Lebeau
Re: Zombie Riot V1.9.1b
Don't mind me. I had a DM plugin installed from before :D
Forum:
Plugins
03-05-2014, 19:24
Replies:
1,201
Zombie Riot V1.9.1b
Views:
758,644
Posted By
Remy Lebeau
Re: Zombie Riot V1.9.1b
Does anyone still do any work on this? We're running it fairly successfully at the moment, however there's a bug that sometimes happens where it won't end a "day" properly. The zombie count goes to...
Forum:
Scripting
03-05-2014, 19:21
Replies:
3
Reduce font size HudSynchronizer?
Views:
956
Posted By
Remy Lebeau
Re: Reduce font size HudSynchronizer?
Oh really? That's awesome, I'll just use keyhint for both! Thanks heaps for that.
Forum:
Scripting
03-05-2014, 17:22
Replies:
3
Reduce font size HudSynchronizer?
Views:
956
Posted By
Remy Lebeau
Reduce font size HudSynchronizer?
I've created a RPG style HUD for war3source (source available here: http://war3source.com/index.php?topic=1894.0)
It works great for CSS using keyhinttext and I've just expanded it to work for TF2...
Forum:
Scripting
02-22-2014, 04:02
Replies:
3
mute radio messages?
Views:
857
Posted By
Remy Lebeau
Re: mute radio messages?
Thanks!
I take it there aren't any other things that can be done? Ideally I'd love to block he nades, but still show the message for flash nades (since without the message it'll be pretty hard to...
Forum:
Scripting
02-22-2014, 01:44
Replies:
3
mute radio messages?
Views:
857
Posted By
Remy Lebeau
mute radio messages?
One of the plugins on our server allows infinite grenades.
As you can imagine, the amount of grenade messages (fire in the hole) can get a bit ridiculous. Is there anyway to suppress the message...
Forum:
Scripting
01-13-2014, 21:16
Replies:
5
Blocking reload event
Views:
1,607
Posted By
Remy Lebeau
Re: Blocking reload event
Thanks Root. I think you are right, I'll try your way.
Showing results 1 to 25 of 140
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