Raised This Month: $12 Target: $400
 3% 

Showing results 1 to 25 of 500
Search took 0.01 seconds.
Search: Posts Made By: baneado
Forum: Scripting Help 05-04-2023, 18:13
Replies: 8
Views: 1,662
Posted By baneado
Re: Changing FM to ReApi

Come on... We aren't on 2005.
You can't see any difference between engine and fakemeta nowadays.

There isn't any option to replace that fakemeta hook
Forum: Module Coding 12-27-2022, 18:05
Replies: 28
Views: 15,851
Posted By baneado
Re: [HELP] Writing a module hooking CBasePlayer::SetAnimation

Not need to use it right now, we have 'RG_CBasePlayer_SetAnimation' hook on ReAPI.

Also 'rg_set_animation' native to call SetAnimation function.
Forum: Suggestions / Requests 05-11-2022, 14:16
Replies: 8
Views: 2,490
Posted By baneado
Re: Breakable things

3 years later, but fixing the wrong solution.

It is spawnflags, not flags
if(equal(szClassName, "func_breakable") && !(entity_get_int(iEntIndex, EV_INT_spawnflags) & SF_BREAK_TRIGGER_ONLY))
Forum: Scripting Help 03-20-2022, 05:33
Replies: 13
Views: 1,966
Posted By baneado
Re: Damage Tracker Plugin.. need what the player got hit by..

iInflictor should be the rocket entity.

Check his value and get his class name to know what entity is.


Also, you can check bitsDamageType. It can be DMG_GRENADE or DMG_BLAST. I don't know...
Forum: Scripting Help 03-19-2022, 19:58
Replies: 4
Views: 1,552
Posted By baneado
Re: blocking console model changes

Use rg_set_user_model

Already fix this
Forum: Scripting Help 03-19-2022, 19:50
Replies: 5
Views: 1,818
Posted By baneado
Re: Multiple TraceHull

For documentation

This can be done hooking RG_CBaseEntity_FireBullets3 with ReAPI and modifying iPenetration parameter.

Or if it isn't a weapon (a turret for example), just use...
Forum: Scripting Help 01-09-2022, 18:07
Replies: 11
Views: 3,036
Posted By baneado
Re: Entity go though wall and but still trigger when touch

Traceline, get all explosion origins and set delayed explosions with task or thinking
Forum: Scripting Help 11-15-2021, 04:02
Replies: 5
Views: 1,755
Posted By baneado
Re: client_disconnected and client_authorized problem.

Are you sure disconnected is called two times?
Put a log_to_file and test.

I think the problem is when you load data
Forum: Code Snippets/Tutorials 09-23-2021, 17:34
Replies: 3
Views: 6,181
Posted By baneado
Forum: Code Snippets/Tutorials 09-08-2021, 18:23
Replies: 4
Views: 7,598
Posted By baneado
Re: Reduce 'SZ_GetSpace overflow on (Nick)'

See your logs searching 'overflow'

For me it wasn't causing any error, but for other players yes.
Depends on player's network
Forum: Code Snippets/Tutorials 09-07-2021, 11:20
Replies: 4
Views: 7,598
Posted By baneado
Re: Reduce 'SZ_GetSpace overflow on (Nick)'

It's not the same attacker than victim.

One victim can have a lot of attackers at the same time.
Read the example I've posted:
Imagine: one player with 30k health and 20 players shooting him....
Forum: Code Snippets/Tutorials 08-30-2021, 06:39
Replies: 4
Views: 7,598
Posted By baneado
Reduce 'SZ_GetSpace overflow on (Nick)'

This error appears at server console when player reliable channel is overflowed.

I have noticed that this happens in two different situations:

Player loses connection or crashed and all data...
Forum: Code Snippets/Tutorials 08-30-2021, 05:53
Replies: 3
Views: 6,181
Posted By baneado
Fix to 'ERROR: couldn't open custom.hpk'

I have seen so many post about this and anyone hasn't got a correct answer.
Here it is, maybe some years later :)

What is custom.hpk?
Contains all custom sprays used for the users who play on...
Forum: New Plugin Submissions 08-16-2021, 17:24
Replies: 11
Views: 5,335
Posted By baneado
Re: Mute Weapon Shots

Why do you want to know that?
It's a client-side sound, can't be hooked by server.

This plugin is using a 'trick' to mute the shots
Forum: New Plugin Submissions 08-10-2021, 17:55
Replies: 11
Views: 5,335
Posted By baneado
Re: Mute Weapon Shots

The plugin is blocking an event to a receiver, that result he won't listen shot sounds.

Really, plugin isn't blocking any sound (weapon fire sounds can't be blocked, you can just make a workaround...
Forum: New Plugin Submissions 08-09-2021, 04:07
Replies: 11
Views: 5,335
Posted By baneado
Re: Mute Weapon Shots

If you want to mute an invoker for all players, will be better to return supercede instead changing groupinfo for all.

Knife sounds can be blocked at FM_EmitSound.

About nades, I don't know....
Forum: New Plugin Submissions 08-08-2021, 14:50
Replies: 11
Views: 5,335
Posted By baneado
Re: Mute Weapon Shoots

Not possible, look at code from ReHLDS I've posted.

It's related to invoker and receiver, not weapon entities.
Forum: Scripting Help 08-08-2021, 05:02
Replies: 4
Views: 2,660
Posted By baneado
Re: FM_PlaybackEvent for receiver

Solved.

New plugin submitted:
https://forums.alliedmods.net/showthread.php?t=333823
Forum: New Plugin Submissions 08-08-2021, 04:50
Replies: 11
Views: 5,335
Posted By baneado
Mute Weapon Shots

This has been requested on so many post I read.
Finally, it's possible.

Description
The plugin will allow players to individually disable hearing weapon shots from other players.
It was made...
Forum: Scripting Help 07-30-2021, 13:34
Replies: 4
Views: 2,660
Posted By baneado
Re: FM_PlaybackEvent for receiver

Returning supercede to mute weapons for 3rd players that enable the /mute command (for example).
Problem? That function only appears invoker, not receiver.

I saw a server having this option....
Forum: Scripting Help 07-29-2021, 18:06
Replies: 4
Views: 2,660
Posted By baneado
FM_PlaybackEvent for receiver

I want to use FM_PlaybackEvent
(int flags, const edict_t *pInvoker, unsigned short eventindex, float delay, float *origin, float *angles, float fparam1, float fparam2, int iparam1, int iparam2, int...
Forum: Module Coding 07-12-2021, 13:52
Replies: 6
Views: 6,487
Posted By baneado
Re: AMXX Module: EmitSound2

[AMXX] Plugin "my_test_plugin.amxx" failed to load: Plugin uses an unknown function (name "emit_sound2") - check your modules.ini.

and module is loaded correctly:
[10] EmitSound2 RUN - ...
Forum: New Plugin Submissions 06-01-2020, 06:55
Replies: 6
Views: 5,388
Posted By baneado
Re: Disconnected players func_tank fix (HLDS-bug crash fix too)

Plugin updated

v0.2 (01 june 2020)
It seems using get_pdata_int on client_disconnect sometimes server crashes on mapchange.
- Replaced client_disconnect to fakemeta disconnect forward
- Not...
Forum: HL1 Servers (HLDS) 04-24-2020, 15:30
Replies: 5
Views: 3,069
Posted By baneado
Re: My server does not update "sxe injected"

spanish alliedmodders forum: https://amxmodx-es.com/
Forum: HL1 Servers (HLDS) 03-31-2020, 11:56
Replies: 2
Views: 2,110
Posted By baneado
Re: Rates for sv 32 slots?

Everything explained here: https://steamcommunity.com/sharedfiles/filedetails/?id=126383209

Note: he is talking about client commands, but you will get an idea
Showing results 1 to 25 of 500

 
Forum Jump

All times are GMT -4. The time now is 02:28.


Powered by vBulletin®
Copyright ©2000 - 2024, vBulletin Solutions, Inc.
Theme made by Freecode