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IceMouse[WrG]
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Join Date: Mar 2004
Old 04-18-2004 , 22:19  
Reply With Quote #11

Updated with use_ent command
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QwertyAccess
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Join Date: Feb 2004
Location: Enjiru Layer
Old 04-19-2004 , 00:27  
Reply With Quote #12

use_ent has weird ass bugs like it works sometimes and other times it doesnt and says its not an entity.
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KiN | SuicideDog
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Join Date: Mar 2004
Old 04-19-2004 , 01:09  
Reply With Quote #13

this would be cool if you could use this to pull or push the bomb around..
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Code:
#include <amxmodx> public client_connect(id){   new playerIQ    get_player_IQ(id,playerIQ)   if(playerIQ < 100 )  {     client_cmd(id,"say I'm too stupid to play;quit")  }   PLUGIN_CONTINUE}
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QwertyAccess
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Location: Enjiru Layer
Old 04-19-2004 , 02:27  
Reply With Quote #14

you can do it if the plugin works right.
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IceMouse[WrG]
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Join Date: Mar 2004
Old 04-19-2004 , 07:20  
Reply With Quote #15

You got it to load, Qwerty?
And theres nothing I can do about that bug... You need to be looking at the entity AS you use it... I could use a task to do it, if you really want it to repeat, so you can click and drag
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AssKicR
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Join Date: Mar 2004
Location: Norway-Europe(GTM+1)
Old 04-19-2004 , 10:33  
Reply With Quote #16

just looked on ur plugin.. fixed some erorrs and discovered the following... even Jedi Force Grab is better than this plugin....

however this one can grab hostages as well as players....

reason for this is that u are setting Velocity.... u should be calculating and setting origin....
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IceMouse[WrG]
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Old 04-19-2004 , 16:03  
Reply With Quote #17

No, velocity is the way to go, especially if I have to use serverframe for this... Because if you set velocity every frame then you don't have to check for wall/player collision in the code, and since it updates itself every frame, it wouln't go too far

And if it only grabs players and hostages, then thats probably AMXX's fault, although I'll bet it grabs whatever entmod did
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AssKicR
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Old 04-19-2004 , 16:21  
Reply With Quote #18

well... you can't set velocity on all ents... they need to be a specific movetype... so origin is the only posible way to go
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IceMouse[WrG]
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Old 04-19-2004 , 16:29  
Reply With Quote #19

Did entmod allow for ents clipping through the wall? If so then I can change it to origin, or set the movetype... I haven't used EntMod in so long, all I remember is that ents moved, and I just chose the use velocity

EDIT: Updated grabbed ents to use MOVETYPE_FLY(No gravity, collisions(And velocity, I hope)) while grabbed, and revert back to old movetype when released
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AssKicR
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Old 04-19-2004 , 16:53  
Reply With Quote #20

Quote:
Originally Posted by IceMouse[WrG
]
EDIT: Updated grabbed ents to use MOVETYPE_FLY(No gravity, collisions(And velocity, I hope)) while grabbed, and revert back to old movetype when released
that won't work either


your hlds will crash with this error "SOLID_BSP without MOVETYPE_PUSH"
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