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Search: Posts Made By: csoldjb
Forum: Scripting Help 09-07-2014, 14:07
Replies: 21
Views: 3,713
Posted By csoldjb
Re: The entity func_breakable is not removed

As you see,the entity will emitsound when die.
So hook EmitSound and check the soundname(according to material) to get the entity id.
Forum: Scripting Help 06-15-2013, 05:28
Replies: 5
Views: 1,119
Posted By csoldjb
Re: Change model scale

set_pev(iEntity,pev_scale,Float:fScale)
Forum: Module Coding 05-01-2013, 09:02
Replies: 14
Views: 3,086
Posted By csoldjb
Re: Entity always go underground

After decompiled and used CSO's Angra's hull size,It seemed better.After I changed maps,this problem didn't happen anymore.Maybe the map's problem? But other NPC didn't has the problem in that...
Forum: Scripting Help 04-26-2013, 08:56
Replies: 4
Views: 1,520
Posted By csoldjb
Re: I have a problem with zp_countdown_remix

The size of speak[] is 10, if the countdown_timer>10,you will got this error message.
Try to change the CVAR:"zp_delay"
Set the cvar's value BELOW 10
Forum: Module Coding 04-26-2013, 08:52
Replies: 14
Views: 3,086
Posted By csoldjb
Re: Entity always go underground

I have tried your way:

In Spawn Function

pev->movetype = MOVETYPE_FLY;
pev->solid = SOLID_BBOX;
DROP_TO_FLOOR(ENT(pev))

and in Touch Function
Forum: Module Coding 04-26-2013, 08:48
Replies: 14
Views: 3,086
Posted By csoldjb
Re: Entity always go underground

I have tried the way you mentioned(pfnSetSize,pfnSetOrigin,pfnSetModel (the api engine provide)).It didn't work :( I noticed if the entity touched something,it will also cause the problem
Forum: Module Coding 04-25-2013, 13:01
Replies: 14
Views: 3,086
Posted By csoldjb
Re: Entity always go underground

I changed the hull,but the problem still happened :(
Forum: Module Coding 04-25-2013, 01:08
Replies: 14
Views: 3,086
Posted By csoldjb
Entity always go underground[Added the source code]

Here is the npc code . When playing some sequences,it always go underground.Before playing the sequences,it works perfect.

LINK_ENTITY_TO_CLASS(mst_angra, CMonsterAngra);


void...
Forum: Scripting Help 02-08-2013, 11:10
Replies: 5
Views: 1,933
Posted By csoldjb
Re: Nvault data -> Mysql

Thanks.This is my first time using php code. I am sorry for that
Forum: Scripting Help 02-08-2013, 11:04
Replies: 8
Views: 2,347
Posted By csoldjb
Re: Run time error 4: index out of bounds

The error comes from Team_Info(index, MSG_Type, TeamName[team]). You can print 'team value'
Forum: Scripting Help 02-08-2013, 10:57
Replies: 5
Views: 1,933
Posted By csoldjb
Re: Nvault data -> Mysql

// Here is an exampe.(The code about reading nvault data is copied from Bugsy)
#include <amxmodx>
#include <amxmisc>
#include <nvault>
#include <sqlx>

#define PLUGIN_NAME "nVault2MySQL"...
Forum: Scripting Help 11-08-2012, 22:08
Replies: 9
Views: 3,803
Posted By csoldjb
Re: Player Animation - m_szAnimExtention

I think the best way is using Orpheu module..(try the offset m_szAnimExtention = 1968 )
Forum: Scripting Help 09-26-2012, 07:57
Replies: 7
Views: 2,696
Posted By csoldjb
Re: How to hook animation ?

you can also try register_message(SVC_WEAPONANIM,"Message_WeaponAnim") and use get_msg_arg_int to get animation.
Forum: Scripting Help 08-18-2012, 21:06
Replies: 12
Views: 4,132
Posted By csoldjb
Re: m_szAnimExtention usage ?

I think set/get_pdate_string can change this,but set/get_pdate_string have some bugs, maybe you can't use these natives.You can try. (The offset is 492 (Linux+=5))
The best way is to use Orpheu to...
Forum: Code Snippets/Tutorials 08-18-2012, 20:57
Replies: 107
Views: 108,514
Posted By csoldjb
Re: [TUT] Custom Weapon Hud Sprites + Slot Redirection

change this RegisterHam( Ham_Item_AddToPlayer, "weapon_m249", "ham_AddToPlayer", .Post = true ) to
RegisterHam( Ham_Item_AddToPlayer, "player", "ham_AddToPlayer", .Post = true )
and also change...
Forum: Scripting Help 05-21-2012, 22:55
Replies: 6
Views: 2,405
Posted By csoldjb
Re: [Help] PW model w/ sub-models & how to unprecache sounds.

set_pev(iEnt,pev_body,XX) XX is the submodel number.
Forum: Scripting Help 05-20-2012, 21:33
Replies: 6
Views: 2,155
Posted By csoldjb
Re: new entity and new entity classname. ( totally new entity, created by valvehammer

If you enable HL developer mode,you will be find that this entity was unrecognized and deleted.
But in metamod, there is a example about how to create a new entity,you can look it.
Forum: Scripting Help 05-17-2012, 20:21
Replies: 14
Views: 3,749
Posted By csoldjb
Re: How to display v_ model body index ?

Like CSO-NST . Because the anim always send after fire(Fire anim is processd at client-side,so you can't hook it).So you must overwrite fire anim after every fire.Because of the delay or other...
Forum: Scripting Help 05-16-2012, 05:49
Replies: 6
Views: 1,393
Posted By csoldjb
Re: Problem about forward think and bug animation

Maybe is the MOVETYPE problem?Try another type,such like movetype_bouncemissle or others
Forum: Scripting Help 04-23-2012, 09:54
Replies: 8
Views: 3,855
Posted By csoldjb
Re: Sprites/TGA on Hud

I think it is impossible if you don't add a hook with Client.dll(SlowHack?)
Forum: Scripting Help 04-22-2012, 09:55
Replies: 7
Views: 2,689
Posted By csoldjb
Re: Render flashlight for only that player

I think you'd better use a module. Use AMXX plugins to hook AddToFullPack may use so much CPU.
Forum: Scripting Help 03-25-2012, 00:13
Replies: 8
Views: 3,009
Posted By csoldjb
Re: [Not Solve] Help with the get attachment origin

So bad... I don't how to get the proper position with entity that set pev_cotroller_X...
I can get it using clientside hack...
Forum: Scripting Help 03-24-2012, 00:41
Replies: 8
Views: 3,009
Posted By csoldjb
Re: [Not Solve] Help with the get attachment origin

Hi friend.Stock_Get_Postion(id,Float:forward,Flo at:right,F loat:up,Float:vStart[])
[id] is the entity that you are wanting to get.
Think that you are the entity.
[forward,right,up] is the...
Forum: Scripting Help 03-13-2012, 01:03
Replies: 5
Views: 1,509
Posted By csoldjb
Re: Elite shoot animation

Yes, FM_PlayBackEvent works.
First,you can get the eventid by precache_generic("events/elite_left(right).sc") return;
Then check it in playbackevent.
Forum: Scripting Help 03-09-2012, 01:51
Replies: 5
Views: 1,641
Posted By csoldjb
Re: Blocking round end / timer

You can search Jim's noroundend module.It works
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