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Search: Posts Made By: aportner
Forum: Approved Plugins 09-30-2010, 20:01
Replies: 60
Views: 84,029
Posted By aportner
Re: Counter-Strike 1.3

MPNumB, what am I looking for exactly? The client and server share a table of random numbers so that bullet prediction is somewhat synchronized between the two. Am I looking for that? What you're...
Forum: Approved Plugins 09-29-2010, 16:39
Replies: 60
Views: 84,029
Posted By aportner
Re: Counter-Strike 1.3

Is there a big difference in using a pev function over the engine function? I haven't done a lot of Pawn coding.



In the bunny hopping code, this hooks the actual PM_Jump and PM_Duck...
Forum: Approved Plugins 09-28-2010, 18:45
Replies: 60
Views: 84,029
Posted By aportner
Re: Counter-Strike 1.3

If we have the signatures for the *Fire methods, then I can just replace the code in the *PrimaryAttack methods for pistols to truly emulate 1.3, since it seems like the *Fire methods don't differ...
Forum: Approved Plugins 09-28-2010, 18:38
Replies: 60
Views: 84,029
Posted By aportner
Re: Counter-Strike 1.3

Oh I thought the goal was to get the signature of all the weapon firing methods like CDEAGLE::DEAGLEFire. Each one of those methods has an upper and lower bound for pistol accuracy (the deagle is...
Forum: Approved Plugins 09-28-2010, 18:29
Replies: 60
Views: 84,029
Posted By aportner
Re: Counter-Strike 1.3

Yeah, but the upper and lower bounds for the accuracies are what differ. For example, in wpn_deagle.cpp:

if ( m_flAccuracy > 0.90 )
{
m_flAccuracy = 0.90;
...
Forum: Approved Plugins 09-28-2010, 17:53
Replies: 60
Views: 84,029
Posted By aportner
Re: Counter-Strike 1.3

what do you mean, the functions are the same? is CDEAGLE::DEAGLEFire the same as the USP?
Forum: Approved Plugins 09-28-2010, 16:38
Replies: 60
Views: 84,029
Posted By aportner
Re: Counter-Strike 1.3

awesome, thanks dude!

If you even wanted to give them to me one offset at a time, I could code as you go, instead of trying to get all 6 at once. It's up to you though. Thanks again!
Forum: Approved Plugins 09-28-2010, 16:28
Replies: 60
Views: 84,029
Posted By aportner
Re: Counter-Strike 1.3

haha oh hey guys

yeah I understand that it's better to hook the *Fire methods, I just don't have the signatures/offsets for them.

if you wanted to help me with them, that'd be awesome. I have...
Forum: Approved Plugins 09-27-2010, 14:36
Replies: 60
Views: 84,029
Posted By aportner
Re: Counter-Strike 1.3

Try setting cl_lw to 0. With cl_lw set to 1, the client predicts where the bullets are going, ignoring where the server says they actually went. So if you change the server logic for bullet...
Forum: Approved Plugins 09-26-2010, 14:03
Replies: 60
Views: 84,029
Posted By aportner
Re: Counter-Strike 1.3

haha oops I'm dumb. Fixed!



Makes sense! Fixed!
Forum: Approved Plugins 09-26-2010, 03:58
Replies: 60
Views: 84,029
Posted By aportner
Re: Counter-Strike 1.3

yeah man go for it
Forum: Approved Plugins 09-25-2010, 19:21
Replies: 60
Views: 84,029
Posted By aportner
Re: Counter-Strike 1.3

(bump) just uploaded version 0.11
Forum: Scripting Help 09-20-2010, 16:02
Replies: 3
Views: 1,439
Posted By aportner
Forum: Scripting Help 09-18-2010, 23:18
Replies: 3
Views: 1,439
Posted By aportner
[Orpheu] Trying to hook KickBack

Figured this out. Here's the KickBack call in windows:


.text:100D9550 ; int __stdcall sub_100D9550(float, int, float, float, float, float, int)
.text:100D9550 sub_100D9550 proc near ...
Forum: Approved Plugins 09-14-2010, 17:00
Replies: 60
Views: 84,029
Posted By aportner
Re: Counter-Strike 1.3

Was it possible to move while defusing in 1.3? I forget and can't test at work.
Forum: Module Coding 09-14-2010, 16:42
Replies: 44
Views: 37,237
Posted By aportner
Re: Metamod Plugin - Counter-Strike 1.3 in 1.6 (version 0.14)

Use http://forums.alliedmods.net/showthread.php?t=138117 instead, this module is outdated.
Forum: Approved Plugins 09-14-2010, 06:21
Replies: 60
Views: 84,029
Posted By aportner
Counter-Strike 1.3

This plug-in brings back a lot of gameplay mechanics from Counter-Strike 1.3. These mechanics include:

Pistols are accurate in the air
AWP deploy delay decreased to 0.75 seconds (not sure if...
Forum: Code Snippets/Tutorials 09-13-2010, 19:47
Replies: 104
Views: 63,613
Posted By aportner
Re: Counter-Strike SDK

Wow, this is amazing! Thanks for all your hard work!
Forum: Scripting Help 10-29-2008, 22:37
Replies: 1
Views: 835
Posted By aportner
null equivalent?

i'm trying to do a


set_tr(TR_pHit, NULL)


what's the equivalent of NULL in SMA?
Forum: Unapproved/Old Plugins 07-31-2008, 20:12
Replies: 36
Views: 18,830
Posted By aportner
Re: Mario Kart Mod v0.01

We're working on a new map right now. My buddy modeled it after Luigi raceway. I'll package up another release once everything works.

Also there seems to be an issue with random crashes. Not...
Forum: Unapproved/Old Plugins 07-30-2008, 20:56
Replies: 36
Views: 18,830
Posted By aportner
Re: Mario Kart Mod v0.01

3rd person view looks really weird. You can actually do it (I found some script that allows it) but the view is awful.

Yeah the course completion code isn't perfect yet.

We're just screwing...
Forum: Unapproved/Old Plugins 07-30-2008, 18:15
Replies: 36
Views: 18,830
Posted By aportner
Mario Kart Mod v0.01

YOU NEED THIS INCLUDE TO COMPILE: http://forums.alliedmods.net/showthread.php?t=49343

I'm posting what I would consider to be the first working alpha of Mario Kart Mod for Counter-Strike 1.6.
...
Forum: Scripting Help 09-05-2007, 19:25
Replies: 11
Views: 2,905
Posted By aportner
Re: SuperAwp

yeah, SuperAwp is always assigned to the first entity in that list. so it just goes through it like that
Forum: Scripting Help 09-04-2007, 15:42
Replies: 11
Views: 2,905
Posted By aportner
Re: SuperAwp

I might just end up doing that then. The weird thing is that the TraceLine code works but it only kills a maximum of 3 people and I have no idea why it stops working there. Oh well looks like I'll...
Forum: Scripting Help 09-04-2007, 15:27
Replies: 11
Views: 2,905
Posted By aportner
Re: SuperAwp

Exactly. It seems like this is the way to do it as I heard FakeDamage doesn't work so well.

Plus this method works exactly when the gun is fired. If there's a better way to do this I'm open to...
Showing results 1 to 25 of 53

 
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