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Forum: Approved Plugins 04-06-2014, 00:35
Replies: 68
Views: 36,657
Posted By hornet
Re: Custom Start Weapons ( Updated 24/02/2014 )

Your first post should state the plugin's requirements - not everybody reads a change log. Either 1.8.3 and link to the pdatas download.
Forum: Approved Plugins 03-22-2014, 01:51
Replies: 68
Views: 36,657
Posted By hornet
Re: Custom Start Weapons ( Updated 24/02/2014 )

Good job. Approved.

But just a quick one, for readability purposes, I would change all of your 0's and 1's to CT and TE since you have enumerated them but not used them in each case.
Forum: Approved Plugins 11-03-2013, 18:03
Replies: 68
Views: 36,657
Posted By hornet
Re: Custom Start Guns ( Updated 17/10/2013 )

public CBase_PlayerPre_Spawn( id )
{
if( !get_pcvar_num( g_iSpawnMode ) || !is_user_connected( id ) )
return HAM_HANDLED;

Connected check should come first. So if it is a player joining (...
Forum: Approved Plugins 10-17-2013, 07:06
Replies: 68
Views: 36,657
Posted By hornet
Re: Custom Start Guns ( Updated 12/06/2013 )

The plugin does exist however this method is more efficient.

My suggestion would be to have an option to set up spawn weapons by config file where you can choose what map, team, exactly what...
Forum: Approved Plugins 06-08-2013, 00:22
Replies: 68
Views: 36,657
Posted By hornet
Forum: Approved Plugins 06-07-2013, 22:35
Replies: 68
Views: 36,657
Posted By hornet
Re: Custom Spawn Gun

Sounds like a good idea.

However, rather than stripping the user's weapons every time they spawn, it would be better to block giving them instead. Take a look at this post...
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