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Posts Made By:
WhiteFalcon
Forum:
VSH / Freak Fortress
02-07-2021, 14:26
Replies:
0
FF2
VSH2 config converter
Views:
734
Posted By
WhiteFalcon
VSH2 config converter
A small script to quickly convert pre-existing FF2 configs to be VSH2 compatible.
All it does it replace the enumeration and alter slots/arg0.
You should back up your freaks config and...
Forum:
VSH / Freak Fortress
02-02-2021, 14:03
Replies:
13
FF2
[Subplugin] Gravity (Updated 12.02.2023)
Views:
5,119
Posted By
WhiteFalcon
Re: [Subplugin] Gravity
Check out the wiki for Timers (https://wiki.alliedmods.net/Timers_(SourceMod_Scripting))
And also you might find this (https://forums.alliedmods.net/showthread.php?t=321089)useful aswell
...
Forum:
VSH / Freak Fortress
02-02-2021, 13:02
Replies:
13
FF2
[Subplugin] Gravity (Updated 12.02.2023)
Views:
5,119
Posted By
WhiteFalcon
Re: [Subplugin] Gravity
You shouldn't pass raw index to timer since a client may leave/rejoin mid-rage and his index become invalid, use GetClientSerial...
Forum:
VSH / Freak Fortress
01-15-2021, 06:22
Replies:
146
Sticky:
VSH
VS. Saxton Hale Version 2 - v2.12.1 Dev
Views:
82,408
Posted By
WhiteFalcon
Re: VS. Saxton Hale Version 2 - v2.10.28 Dev
Everything should be fixed on the next update (https://github.com/VSH2-Devs/Vs-Saxton-Hale-2/pull/162), Thank you for the report
For your "characters.cfg", you should either start from "0", or use...
Forum:
VSH / Freak Fortress
01-14-2021, 06:43
Replies:
146
Sticky:
VSH
VS. Saxton Hale Version 2 - v2.12.1 Dev
Views:
82,408
Posted By
WhiteFalcon
Re: VS. Saxton Hale Version 2 - v2.10.28 Dev
Make sure you're running and compiling with VSH2-Branch (https://github.com/01Pollux/FF2-Library/tree/VSH2), those natives doesn't exists anymore and are reforwarded with a stock function. I lazily...
Forum:
VSH / Freak Fortress
12-31-2020, 03:41
Replies:
146
Sticky:
VSH
VS. Saxton Hale Version 2 - v2.12.1 Dev
Views:
82,408
Posted By
WhiteFalcon
Re: VS. Saxton Hale Version 2 - v2.9.27 Dev
Sorry for hijacking your thread nergal :P
Most of the subplugins are hosted here (https://github.com/01Pollux/FF2-Library/tree/VSH2/addons/sourcemod/scripting), a fork from BatFoxKid's repo.
If...
Forum:
VSH / Freak Fortress
08-25-2020, 16:28
Replies:
6
I have another problem with characters.cfg after game ubdate
Views:
1,406
Posted By
WhiteFalcon
Re: I have another problem with characters.cfg after game ubdate
and what was your solution?
Forum:
VSH / Freak Fortress
08-23-2020, 10:09
Replies:
14
sound_block_vo don't works
Views:
2,027
Posted By
WhiteFalcon
Re: sound_block_vo don't works
That's just the include folder, which not related to the problem at all.
- Post your plugins/extensions list ("sm plugins list", "sm exts list")
- make sure your sounds are precached, or show your...
Forum:
VSH / Freak Fortress
08-13-2020, 04:14
Replies:
144
FF2
Unofficial Freak Fortress | Unsupported
Views:
65,508
Posted By
WhiteFalcon
Re: Unofficial Freak Fortress | 1.20.1
This problem is not related to this fork/this thread, you'd be better off making a new one instead of posting here.
Forum:
VSH / Freak Fortress
08-09-2020, 13:37
Replies:
12
FF2
FF2 2 rage platforms
Views:
4,188
Posted By
WhiteFalcon
Re: FF2 2 rage platforms
The reason for slow switch was because i always found it quite annoying to miss while switching from rage to rage.
as for the slow EndAbility, i migrated a part of the code so that it doesnt get...
Forum:
VSH / Freak Fortress
08-09-2020, 10:47
Replies:
12
FF2
FF2 2 rage platforms
Views:
4,188
Posted By
WhiteFalcon
Re: FF2 2 rage platforms
the "can end" does same job as "arg1007" from old AMS, its 0 by default, you dont need to add it.
most of the time its useless, since only "fake dead ringer" ability use it, afaik.
what does it do?...
Forum:
VSH / Freak Fortress
08-08-2020, 10:20
Replies:
12
FF2
FF2 2 rage platforms
Views:
4,188
Posted By
WhiteFalcon
Re: FF2 2 rage platforms
Thanks for the great detail, it appears that i forgot again something.
let me know if the problem still persists
Forum:
VSH / Freak Fortress
08-07-2020, 12:49
Replies:
12
FF2
FF2 2 rage platforms
Views:
4,188
Posted By
WhiteFalcon
Re: FF2 2 rage platforms
Huh, that's weird.
I'll take a proper look whenever i can, i apologize in advance for the upcoming delay.
Forum:
VSH / Freak Fortress
08-07-2020, 04:49
Replies:
12
FF2
FF2 2 rage platforms
Views:
4,188
Posted By
WhiteFalcon
Re: FF2 2 rage platforms
The parser shouldn't yell at you for not having a rage base, no idea why i left LogError there :P
Added a check for menurage to prevent accesss to null handle, that should fix the second problem.
...
Forum:
Unapproved Plugins
07-19-2020, 17:03
Replies:
6
[TF2] Fix cl_interp exploit
Views:
4,914
Posted By
WhiteFalcon
Re: [TF2] Fix cl_interp exploit
It's all up to you, most if not all of exploit published here are deprecated by their author, since valve already patched them.
as for now, i'm only aware of cl_interp exploit and spray thing.
Forum:
Unapproved Plugins
07-19-2020, 05:41
Replies:
6
[TF2] Fix cl_interp exploit
Views:
4,914
Posted By
WhiteFalcon
Re: [TF2] Fix cl_interp exploit
Pretty sure you can find it easity in youtube. And no, valve did not patch it yet.
Also edited the original post, it was quite too late i noticed m_fLerpTime already existed as Prop_Data.
Forum:
Unapproved Plugins
07-18-2020, 18:27
Replies:
6
[TF2] Fix cl_interp exploit
Views:
4,914
Posted By
WhiteFalcon
[TF2] Fix cl_interp exploit
Fixes an exploit related to cl_interp, in which the ConVar values changes, but CBasePlayer::m_fLerpTime doesn't.
I don't think i should demonstrate the exploit, or how it can be achieved, you do...
Forum:
Extensions
06-30-2020, 15:07
Replies:
0
[TF2] ObjTools
Views:
2,664
Posted By
WhiteFalcon
[TF2] ObjTools
Purpose: Exposes CTakeDamageInfo, CAmmoDefs and some ServerTools.
Download (https://github.com/01Pollux/TF_ObjTools/releases/tag/1.3.2.1).
Natives...
Forum:
VSH / Freak Fortress
06-30-2020, 03:43
Replies:
4
FF2
Model Trouble.
Views:
1,505
Posted By
WhiteFalcon
Re: Compile Error
What was your solution?
Do not blank out posts. Additionally, if you solve your problem post the solution for others to find.
Forum:
Trash
06-27-2020, 10:53
Replies:
5
Dispenser Music Choice - Rex Subplugins
Views:
3,491
Posted By
WhiteFalcon
Re: Dispenser Music Choice - Rex Subplugins
took a quick look, here are some critics/feedback for now:
if you want to rework on it, dont copy mistakes.
by that i mean:
1- never store entity by its index.
2- do you really need to convert...
Forum:
Trash
06-27-2020, 10:29
Replies:
5
Dispenser Music Choice - Rex Subplugins
Views:
3,491
Posted By
WhiteFalcon
Re: Dispenser Music Choice - Rex Subplugins
Good work, ̶b̶u̶t̶ ̶y̶o̶u̶ ̶f̶o̶r̶g̶o̶t̶ ̶t̶o̶ ̶s̶h̶a̶r̶e̶ ̶t̶h̶e̶ ̶s̶o̶u̶r̶c̶e̶c̶o̶d̶e̶.̶
Forum:
VSH / Freak Fortress
06-24-2020, 14:29
Replies:
9
VSH
Compiling problems?
Views:
2,203
Posted By
WhiteFalcon
Re: Compiling problems?
oh yeah, haven't really read that include at all :P
thanks for noticing.
Forum:
VSH / Freak Fortress
06-24-2020, 08:52
Replies:
9
VSH
Compiling problems?
Views:
2,203
Posted By
WhiteFalcon
Re: Compiling problems?
Remove #pragma newdecls required in main source code if you dont want to update steamtools.inc to the newest syntax
Forum:
VSH / Freak Fortress
06-09-2020, 10:55
Replies:
19
VSH
Need help in regards to Hale knockback
Views:
3,136
Posted By
WhiteFalcon
Re: Need help in regards to Hale knockback
DefenseBuffed is a TFCond (https://sm.alliedmods.net/new-api/tf2/TFCond) which get fired by specific weapons including Battalions, if you didn't found what you are looking for in attributes, chances...
Forum:
VSH / Freak Fortress
06-09-2020, 09:40
Replies:
19
VSH
Need help in regards to Hale knockback
Views:
3,136
Posted By
WhiteFalcon
Re: Need help in regards to Hale knockback
Battalion backup applies "TFCond_DefenseBuffed". VSH checks during "OnTakeDamage" call if player has this condition, if true then the damage will be reduced by 70%.
Showing results 1 to 25 of 35
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