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SuperHero Module Request/Bug list


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Rcow
Member
Join Date: Jan 2006
Old 10-10-2005 , 10:29   Spec Killing
#31

I hate spec killing, i hope you can fix it too. If you take a reviving hero (Dr. Strange). Kill yourself and change to spectate. You can "spectate kill". This means that you can choose whre to respawn, you don't have to obey freezetime. And to make it worse you can kill both ct and t and get XP.
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Om3gA
Veteran Member
Join Date: Feb 2005
Old 10-10-2005 , 10:40   Re: Spec Killing
#32

this is fixed for allmost every hero that revives i guess... well its fixed for dr.strange
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Emp`
AMX Mod X Plugin Approver
Join Date: Aug 2005
Location: Decapod 10
Old 10-13-2005 , 21:16  
#33

stock for giving a player X amount of xp

could be like
stock shGiveXP(id, amount)

i think that this could be helpful for things (heros, shm and prolly other things to)

i dont like the amx command because it displays the message

my main reason: i want to make a heros that have bad effects, but give you xp for the bad effect. or maybe you could lose xp too


ps. i still want podbot compatible with SH
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Freecode
Never Fall Asleep
Join Date: Jan 2004
Old 10-14-2005 , 01:32  
#34

from shero.inc

Code:
// Get/Set Users Superhero Info native sh_get_user_xp(id); native sh_set_user_xp(id,xp); native sh_get_user_lvl(id); native sh_set_user_lvl(id, lvl); native sh_get_user_ban(id); native sh_set_user_ban(id, ban = 0); native sh_get_user_flag(id); native sh_get_user_binds(id); native sh_user_heronum(id); //Returns players max hp/ap native sh_max_hp(id); native sh_max_ap(id); //Set heroes variables //1. HeroID //2. Max Health //3. Max Armor native sh_set_hero_vars(heroID,maxHealth, maxArmor); // native sh_set_hero_grav(heroID, Float:gravity = 1.0, numWeapons, weapons[]); native sh_set_hero_speed(heroID, Float:speed = -1.0, numWeapons, weapons[]); //Check if user has this hero //1. Player ID //2. Hero ID native sh_check_hero(id, heroID);
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mydas
Senior Member
Join Date: Mar 2005
Old 10-14-2005 , 06:06  
#35

could u add a function that returns xp needed for next level ? Cuz 'tis different from sv to sv ... and who noez; might be useful (e.g. a hero giving 1/3 of xp to next level each round would use it)
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My heroes: SLAYER, Akasha, Achilles, Robo-Ky,Justice, Potemkin, Juggernaut, Mirage, Leviathan, Tyrael, Marduk, Omega Red
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Emp`
AMX Mod X Plugin Approver
Join Date: Aug 2005
Location: Decapod 10
Old 10-30-2005 , 01:00  
#36

/dontshowmenu - or something like that
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Zero Cool
Guest
Old 10-30-2005 , 10:04  
#37

I've noticed quite a few times that when I am revived by a team member who has Zeus, that sometimes I am missing the major HUD displays. HP/Armor, Current rounds/Total rounds, and the biggest thing, the crosshair.
Freecode
Never Fall Asleep
Join Date: Jan 2004
Old 10-30-2005 , 13:22  
#38

Quote:
Originally Posted by Zero Cool
I've noticed quite a few times that when I am revived by a team member who has Zeus, that sometimes I am missing the major HUD displays. HP/Armor, Current rounds/Total rounds, and the biggest thing, the crosshair.
that has nothing to do with the module. its the hero.
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Om3gA
Veteran Member
Join Date: Feb 2005
Old 10-30-2005 , 13:24  
#39

i didnt look at the inc closely but can you add get_hero_level ( gets at what lvl a player is ) and get_user_hero ( this wuld get what heroes your enemy has )
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Freecode
Never Fall Asleep
Join Date: Jan 2004
Old 10-30-2005 , 13:25  
#40

then look before asking. omg. i posted it it a few posts above. ffs
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