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Search: Posts Made By: Day
Forum: Scripting Help 07-15-2009, 16:14
Replies: 5
Views: 1,364
Posted By Day
Re: hooking player movement sound

Sorry to bump old thread, but did you find the solution?
Forum: Scripting Help 07-15-2009, 15:55
Replies: 2
Views: 1,465
Posted By Day
Re: Convert set_user_footsteps to FakeMeta

Thanks for help.
Just for everybody else who are looking this solution. (https://forums.alliedmods.net/showthread.php?p=376608&highlight=footsteps#post376608)
Forum: Scripting Help 07-15-2009, 15:35
Replies: 2
Views: 1,465
Posted By Day
[SOLVED] Convert set_user_footsteps to FakeMeta

Ho to convert FUN function set_user_footsteps using FakeMeta?

Guess I shoul use set_pev(id, pev_flTimeStepSound, 999) but unfo it's not working...
Forum: Scripting Help 06-30-2009, 15:29
Replies: 2
Views: 907
Posted By Day
Entity origin prediction

Good day,

I have entity index and it's origin.
How to predict where he can be in a second? Maybe using entity's velocity? Any suggestions are welcome.

Thks.
Forum: Suggestions / Requests 06-30-2009, 09:04
Replies: 1
Views: 673
Posted By Day
Re: Looking for no Nade dmg through Walls

OMG... just found it... sorry for disturbance https://forums.alliedmods.net/showthread.php?p=578945
Forum: Suggestions / Requests 06-30-2009, 09:01
Replies: 1
Views: 673
Posted By Day
[SOLVED] Looking for no Nade dmg through Walls

Good day,

Some time ago (maybe a half year) I saw plugin which turn off the damage done by HE grenades through walls.

Now, after half an hour of searching I can't find it. Anybody can help me...
Forum: Scripting Help 06-27-2009, 07:13
Replies: 14
Views: 2,867
Posted By Day
Re: Get origin of player's hitboxes

Ok, so I need the entity ID where hit the trace. But... as you wrote before, when I use function trace_line with first arg=-1, the the function should return the entity ID which was hit:
Hit =...
Forum: Scripting Help 06-27-2009, 06:33
Replies: 14
Views: 2,867
Posted By Day
Re: Get origin of player's hitboxes

trace_line(-1, hostOrigin, entOrigin, hitOrigin)

Have two questions:
1. How to check if the trace hit the glass (and/or transparent) entity?
2. Is it possible to check if the trace has gone...
Forum: Scripting Help 06-25-2009, 08:18
Replies: 14
Views: 2,867
Posted By Day
Re: Get origin of player's hitboxes

Wow, thks for such detailed explanation! But how do you think which way will take less CPU engine (trace_line) or fakemata(engfunc+get_tr2)?
Forum: Scripting Help 06-25-2009, 07:47
Replies: 14
Views: 2,867
Posted By Day
Re: Get origin of player's hitboxes

Well maybe it's other func using my CPU...

How to write trace_line(-1, userOrigin, entOrigin, hitOrigin) function using FakeMeta instead of Engine? and will it give me any advantage?
Forum: Scripting Help 06-25-2009, 07:05
Replies: 14
Views: 2,867
Posted By Day
Re: Get origin of player's hitboxes

Tyvm, i works well, but is there any other way to do it? This func is a bit CPU consuming...
Forum: Scripting Help 06-25-2009, 04:41
Replies: 14
Views: 2,867
Posted By Day
Re: Get origin of player's hitboxes

Thank you, will try and revert.
Forum: Scripting Help 06-25-2009, 03:48
Replies: 14
Views: 2,867
Posted By Day
Get origin of player's hitboxes

How to get origin of each hitbox of a player?

I can get the origin of player's vector using entity_get_vector(ent, EV_VEC_origin, entOrigin) function. Is there any way to get the origin of...
Forum: Suggestions / Requests 05-25-2007, 05:36
Replies: 5
Views: 1,461
Posted By Day
Re: [REQ] Player list into file every 1 second

This plugin is perfect, Doombringer... thx again
Forum: Suggestions / Requests 05-24-2007, 10:51
Replies: 5
Views: 1,461
Posted By Day
Forum: Suggestions / Requests 05-24-2007, 09:18
Replies: 5
Views: 1,461
Posted By Day
Re: [REQ] Player list into file every 1 second

Thanks for fast reply...

Can you post a source?
Forum: Suggestions / Requests 05-24-2007, 04:29
Replies: 5
Views: 1,461
Posted By Day
[SOLVED] Player list into file every 1 second

Need plugin which records all currently playing clients into file every second. I mean playing (in team), not connecting.

File: asdf.txt

Inside:
Player #1
Player #2
Player #3
Player #4...
Forum: Scripting Help 04-26-2007, 04:46
Replies: 15
Views: 4,969
Posted By Day
Re: [HELP] HUD message to appear forever

Just add another funstion:

#include <amxmodx>
#include <amxmisc>

#define PLUGIN "test"
#define VERSION "1.0"
#define AUTHOR "test"
Forum: Scripting Help 04-26-2007, 04:26
Replies: 6
Views: 1,640
Posted By Day
Re: My remake overlays the default plugin :(

I made this myself:
if ((containi(username,g_aName[g_aNum]) != -1) && equali(password, g_aPassword[g_aNum]))

Thanks everyone... Topic solved
Forum: Scripting Help 04-26-2007, 04:16
Replies: 6
Views: 1,640
Posted By Day
Re: My remake overlays the default plugin :(

allright... thanks again... works very good...

One more question. How to make check by char in string? I have equal name compare now, but I want to check if part of name is in file.

Something...
Forum: Scripting Help 04-26-2007, 04:00
Replies: 6
Views: 1,640
Posted By Day
Forum: Scripting Help 04-26-2007, 03:35
Replies: 6
Views: 1,640
Posted By Day
Re: My remake overlays the default plugin :(

Trying to make changes myself, but stuck with simple problem, which I don't understand:

//// csdo.sma
// C:\Games\HLDS\cstrike\addons\amxmodx\scripting\csdo.sma(105) : error 033: arr
ay must be...
Forum: Scripting Help 04-26-2007, 02:32
Replies: 15
Views: 4,969
Posted By Day
Re: [HELP] HUD message to appear forever

I'm not sure, but i think hud messages have layers. You should place your HUD message on another layer, so your message won't erase all others.

set_hudmessage ( red=200, green=100, blue=0,...
Forum: Scripting Help 04-26-2007, 02:11
Replies: 15
Views: 4,969
Posted By Day
Re: HUD message to appear forever

Then it will block all other messages :) You should display this HUD message in separate thread (if it possible)...
Forum: Scripting Help 04-26-2007, 02:08
Replies: 6
Views: 1,640
Posted By Day
Showing results 1 to 25 of 38

 
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