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Search: Posts Made By: rswallen
Forum: General 08-30-2015, 19:00
Replies: 13
Views: 4,157
Posted By rswallen
Re: [TF2] What is this HUD message?

Or just use GetSteamAccountID(int client)
Forum: Plugins 06-14-2015, 15:41
Replies: 8
Views: 5,917
Posted By rswallen
Re: [ANY] BossEngine

Update 1.0.4
- [internal] Monster data now stored in an ArrayList (fixes a couple of bugs)
- [internal] Monster.Heartbeat is now destroyed after the destroy forward fires
Forum: Plugins 06-13-2015, 14:28
Replies: 8
Views: 5,917
Posted By rswallen
Re: [ANY] BossEngine

Update 1.0.1
- Fixed a couple of GCThink errors
- Added locks to create/destroy natives so that they cant be used during create/destroy forwards
- Fixed FindEggByName()
- Changed...
Forum: Plugins 06-13-2015, 11:01
Replies: 8
Views: 5,917
Posted By rswallen
Re: [ANY] BossEngine

Precisely. The data has meaning only to those that read it. It could be a filepath for a config, a number in string form or an empty string.
It could even be somethng complex like a json result
...
Forum: Plugins 06-13-2015, 09:28
Replies: 8
Views: 5,917
Posted By rswallen
Re: [ANY] BossEngine

Weird.
Updated download link
Forum: Plugins 06-13-2015, 02:41
Replies: 8
Views: 5,917
Posted By rswallen
[ANY] BossEngine

An API that lets developers set custom attributes and properties on players such that ANY plugin may view them (and edit them in the case of properties). The core should also work with any game.
...
Forum: VSH / Freak Fortress 04-02-2015, 06:43
Replies: 664
Views: 211,294
Posted By rswallen
Re: Versus Saxton Hale 1.52 - Updates! (Last updated 2/12/2015 | 10:21PM CDT)

This model is awesome (nipples and all). Been using the original on LZ for almost 8 months now
Forum: VSH / Freak Fortress 01-25-2015, 19:38
Replies: 5
Views: 1,497
Posted By rswallen
Re: VSH Plugin stopped working in mid-round

Sequence of events that could lead to this:


Hale disconnected.
Timer fires, throws an error (preventing the variable from being cleared).
During round start, the plugin tries to kill the...
Forum: Scripting 11-25-2014, 14:23
Replies: 30
Views: 9,109
Posted By rswallen
Re: Why are define macro function thingies bad?

You seem to under the impression that "stock" is synonymous to "inline" of C++ (on compile, replace function prototype with body). It is not.
When you declare a function "stock", it tells the...
Forum: Snippets and Tutorials 11-22-2014, 17:39
Replies: 6
Views: 3,202
Posted By rswallen
Re: [TF2] Reorienting a sentry gun

beep-beep-beep-beep-beep-beep-beep-beep-beep-beep
Forum: Scripting 11-22-2014, 15:47
Replies: 3
Views: 1,410
Posted By rswallen
Re: ChangeClientTeam + TF2_RespawnPlayer not working, latest SM snapshot

AFAIK, "m_bArenaSpectator" is responsible for causing players to appear as spectators in the scoreboard, regardless of the value of "tf_use_arena_queue"
If the value (of "m_bArenaSpectator") is...
Forum: VSH / Freak Fortress 11-17-2014, 04:14
Replies: 213
Views: 36,212
Posted By rswallen
Re: Introducing VSH Advanced

That's kinda because you NEED to use forwards




Such things are not simple.
What do you mean by "clunkiness of KVs" (you seem to use that word alot)
You going to need to use some "weird...
Forum: Scripting 11-15-2014, 13:21
Replies: 6
Views: 1,669
Posted By rswallen
Re: [ANY] Autoindexing Subplugins?

I'm happy with natives/forwards as they are. I can only hope that if/when they are retired, the system that replaces them is just as good.
Forum: Scripting 11-15-2014, 13:11
Replies: 6
Views: 1,669
Posted By rswallen
Re: [ANY] Autoindexing Subplugins?

@friagram, I believe the intent is to do it without the use of the library system

@nergal, Its complicated but doable

In the core plugin, you need a native that sub-plugins must call to...
Forum: General 11-13-2014, 03:00
Replies: 7
Views: 4,045
Posted By rswallen
Re: SDKHook(entity, SDKHook_Spawn, Spawn);

Instead of blocking the spawn, try preventing the actual creation through an SDKHook_OnTakeDamage hook


public Action:SDKHook_ClientOnTakeDamage(victim, &attacker, &inflictor, &Float:damage,...
Forum: VSH / Freak Fortress 11-12-2014, 18:48
Replies: 3,020
Views: 937,662
Posted By rswallen
Re: Freak Fortress 2 1.10.3 Released

#tryinclude <library>:


optional at compile time
enclose optional code in '#if defined'...'#endif'

#undef REQUIRE_PLUGIN:


optional at runtime
Forum: VSH / Freak Fortress 11-12-2014, 18:40
Replies: 213
Views: 36,212
Posted By rswallen
Re: Introducing VSH Advanced

This is not really an issue with FF2 - it's an issue with the people who publish them. There are loads of ability sub-plugins. If the config creators decide not (lib. "can't be arsed") to use them,...
Forum: General 11-06-2014, 13:26
Replies: 1
Views: 706
Posted By rswallen
Re: [TF2] Team Manager ?

There is a convar you can use to force players to join a certain team:


mp_humans_must_join_team [red|blue|any]

Then use something like this...
Forum: Scripting 10-22-2014, 09:21
Replies: 30
Views: 9,109
Posted By rswallen
Re: Why are define macro function thingies bad?

Future SM is also getting proper strings (as opposed to the char arrays currently in use)
Forum: Scripting 10-18-2014, 14:58
Replies: 6
Views: 1,579
Posted By rswallen
Re: [TF2] Hooking code on flag picked up

public OnPluginsStart()
{
HookEvent("teamplay_flag_event", EventHook_FlagStuff);
return;
}

public EventHook_FlagStuff(Handle:event, const String:name[], bool:dontBroadcast)
{
if...
Forum: VSH / Freak Fortress 10-18-2014, 14:53
Replies: 7
Views: 1,735
Posted By rswallen
Re: VTX files will not download...New Freak.

Valve broke stuff (https://forums.alliedmods.net/showthread.php?t=250009)
Forum: Scripting 10-14-2014, 15:20
Replies: 2
Views: 924
Posted By rswallen
Re: [SM] How to make natives talk back and forth?

Make another native (VSH_SetCapEnabled)
Forum: Scripting 10-13-2014, 12:07
Replies: 2
Views: 865
Posted By rswallen
Re: Animating an entity

From Valve Dev Community - prop_dynamic: (https://developer.valvesoftware.com/wiki/Prop_dynamic)
Use "prop_physics_multiplayer (https://developer.valvesoftware.com/wiki/Prop_physics_multiplayer)"...
Forum: VSH / Freak Fortress 10-12-2014, 11:08
Replies: 3,020
Views: 937,662
Posted By rswallen
Re: Freak Fortress 2 1.10.2 Released

Now it leaks handles.

The point I was trying to make was perhaps Otokiru has another plugin installed that uses the same stock (PrepareItemHandle) and that (against all odds) calling CloseHandle...
Forum: Plugins 10-12-2014, 10:50
Replies: 16
Views: 14,281
Posted By rswallen
Re: [TF2] True Spy Cloaking (Anti-Wall-Hacking)

Does this function correctly when a spy is jarated / milked / on fire etc?
Showing results 1 to 25 of 156

 
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