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Search: Posts Made By: thesupremecommander
Forum: Scripting 09-03-2014, 20:31
Replies: 921
Views: 319,484
Re: New API and Syntax

Ah, that makes sense. Is there any recommended way to implement classes with storage in preparation for a future release in which the storage will be built in?
Forum: Scripting 09-03-2014, 12:56
Replies: 921
Views: 319,484
Re: New API and Syntax

So, just to confirm that I'm understanding it correctly... there isn't any built-in support for storing related information via a methodmap or a class, and any such support should be implemented by...
Forum: General 08-21-2014, 20:15
Replies: 221
Views: 76,991
Re: All Admin functions ceased working after today's update (8-21)

There seems to be some effort to add backward-compatibility into SourceMod by overriding the CSteamID::Render method to produce the old Steam IDs...
Forum: Coding MM:S Plugins & SM Extensions 08-02-2014, 13:24
Replies: 9
Views: 2,904
Re: Extension Forward Crashing

Since forwards are supposed to be registered with a list of parameters, perhaps throwing an exception on execute if the parameters are not of the correct type would work.
Forum: Coding MM:S Plugins & SM Extensions 08-02-2014, 13:20
Replies: 9
Views: 2,904
Re: Extension Forward Crashing

This is a case of "I'm an idiot".

I was pushing parameters to one (incorrect) forward and executing another (correct) forward. Obviously, since no proper cells were pushed to the executed forward,...
Forum: Coding MM:S Plugins & SM Extensions 08-02-2014, 10:58
Replies: 9
Views: 2,904
Re: Extension Forward Crashing

This is the output of "sm version". It should be the latest version on the 1.6-dev branch that I compiled manually for testing, and the extension and plugins were built using this same version.

...
Forum: Coding MM:S Plugins & SM Extensions 08-01-2014, 20:52
Replies: 9
Views: 2,904
Re: Extension Forward Crashing

I wrote my own extension intentionally, since I want to distribute a plugin with all of the requirements (except for SourceMod/MM:S) self-contained, and also because I wanted to learn how to properly...
Forum: Coding MM:S Plugins & SM Extensions 08-01-2014, 19:56
Replies: 9
Views: 2,904
Extension Forward Crashing

(I'm not sure where you should post for SourceMod extension help, so I'm putting it in this forum. Feel free to move it if that's not the case.)

I'm having a pretty weird problem. I'm trying to...
Forum: Scripting 05-07-2014, 13:31
Replies: 6
Views: 1,277
Re: Detecting Vaccinator Uber/Resist

Aaaand suddenly it's working. That's odd.

for (new i = 1; i < MaxClients; i++) {
if (IsClientConnected(i) && IsClientInGame(i)) {
if (TF2_IsPlayerInCondition(i, TFCond_UberBulletResist)) {...
Forum: Scripting 05-07-2014, 12:48
Replies: 6
Views: 1,277
Detecting Vaccinator Uber/Resist

How do you detect which resist type a Vaccinator is on and when it's ubered? I have tried getting the supposed conditions (TFCond_UberBulletResist, TFCond_SmallBulletResist, etc.) but it seems as if...
Forum: Plugins 01-23-2014, 17:20
Replies: 280
Views: 176,072
Re: [L4D,L4D2,TF2,CSGO] NativeVotes (v0.8.1, 2013-09-21)

I mean, 2 would be fine, but I'd still want to be able to get notifications of vote results even if I wasn't assigned as the handler.
Forum: Plugins 01-23-2014, 16:58
Replies: 280
Views: 176,072
Re: [L4D,L4D2,TF2,CSGO] NativeVotes (v0.8.1, 2013-09-21)

If you can intervene to stop a vote between when it's called and when it's displayed to clients, I'd say 3 except with a global forward in which plugins can stop the vote by returning Plugin_Stop and...
Forum: Unapproved Plugins 01-14-2014, 16:43
Replies: 2
Views: 3,741
[TF2] Random Melee Crits

Melee Random Crits
A plugin for SourceMod that can disable random crits on all weapons except for melee weapons.

Features

adds "no random crits" attribute to all non-melee weapons in order to...
Forum: Scripting 01-07-2014, 15:37
Replies: 3
Views: 1,173
Re: Forward for Multiple Plugins

Strangely enough, it works just fine with no errors thrown.

I won't be attempting to use this, to avoid possible collisions, but it this actually is meant to be then I could definitely use this to...
Forum: Scripting 01-07-2014, 11:22
Replies: 3
Views: 1,173
Forward for Multiple Plugins

I haven't seen anything in the documentation about this, so I wanted to ask to make sure: is there anything preventing multiple plugins from declaring and calling the same (global) forward?
Forum: Plugins 12-01-2013, 16:55
Replies: 23
Views: 25,118
Re: Gamemode Manager

Hm, interesting. Set
gamemode_manager_debug 1
and then post your logs during mapchange. It should unload those plugins just fine, assuming that the plugins are located in the folders that you've...
Forum: Plugins 11-24-2013, 09:35
Replies: 23
Views: 25,118
Re: Gamemode Manager

Yeah, it shouldn't because it only loads any plugins listed in the file. That's why you need to create the "everything-else" section and list all of the plugins you want to unload in that.
Forum: Unapproved Plugins 11-17-2013, 13:14
Replies: 489
Views: 208,417
Re: [TF2] Friendly Mode (v. 13.0807.0)

Could you check the "player_healed" event? Even if you couldn't block the healing by stopping the event, you could just remove the health gained.



In CTFPlayer, there's the tables...
Forum: Plugins 11-15-2013, 18:19
Replies: 23
Views: 25,118
Re: Gamemode Manager

You would probably have to use a configuration like this:

"gamemodes"
{
"default"
{
}

"everything-else"
{
Forum: Plugins 11-09-2013, 10:19
Replies: 23
Views: 25,118
Re: Gamemode Manager

If you just want to unload all plugins, sm plugins unload_all should work.

If you want to unload/load specific plugins during a mapchange, this plugin can do that.
Forum: Plugins 10-04-2013, 21:53
Replies: 23
Views: 25,118
Re: Gamemode Manager

Plugin's been updated to 1.2.0 to fix some issues.
Forum: Plugins 10-04-2013, 17:13
Replies: 1,221
Views: 629,769
Re: [TF2] Model Manager 1.0.4 (08/03/2013)

Question: how can we make sound replacements a thing?
Forum: Plugins 09-26-2013, 11:52
Replies: 23
Views: 25,118
Re: Gamemode Manager

It would probably be easier just to include subplugins at that point and ask the admins to install the ones they want/need for their server. Including all of them in one plugin will be messy and...
Forum: Plugins 09-26-2013, 11:32
Replies: 23
Views: 25,118
Re: Gamemode Manager

Oh, right, I remember you talking about making your own manager like that.

I'd actually be interested in working out some sort of map vote system for this plugin, but that would require some way...
Forum: Plugins 09-23-2013, 12:47
Replies: 23
Views: 25,118
Re: Gamemode Manager

Hm, interesting. What kind of differences? I wouldn't mind trying to integrate them into this plugin since this is pretty barebones at the moment.
Showing results 1 to 25 of 52

 
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