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[CS:S/CS:GO] StickyNades Lite


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altex
Veteran Member
Join Date: May 2009
Location: Russia
Old 10-20-2010 , 08:37   Re: [CSS] StickyNades Lite
Reply With Quote #61

Quote:
Originally Posted by tigerox View Post
This was because of poor timer management, entities that were not grenades could be destroyed before the timer triggers, which can cause it to run the code on an invalid entity. I changed back to using AcceptEntityInput to fix this. If the entity is destroyed before it spawns it will not fire InitGrenade().
I like your solution. Thanks for the explanation.
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Warbucks
Senior Member
Join Date: Jun 2008
Location: Canada
Old 10-20-2010 , 11:19   Re: [CSS] StickyNades Lite
Reply With Quote #62

Quote:
Originally Posted by tigerox View Post
Hmm, I can't see anything that would cause a crash. Especially if other versions worked for you. Not much has changed.
Looks like it was the snapshot(for 1.4.0) of sourcemod for windows I was using. The latest snapshot for windows has a fix for:

Quote:
Fix Windows entity output hooks
Server is no longer crashing. Might be good to note this somewhere for other people.

Last edited by Warbucks; 10-20-2010 at 11:24.
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tigerox
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Join Date: Oct 2008
Location: Canada
Old 10-21-2010 , 09:27   Re: [CSS] StickyNades Lite
Reply With Quote #63

Quote:
Originally Posted by sinblaster View Post
Do you think you might be able to add in the cfg a way to change the path and file for sounds?

Thanks for your work.
Will do soon.
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sinblaster
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Join Date: Feb 2010
Location: Australia
Old 10-21-2010 , 18:56   Re: [CSS] StickyNades Lite
Reply With Quote #64

Quote:
Originally Posted by tigerox View Post
Will do soon.
very cool thanks.
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vertexshader
Senior Member
Join Date: Mar 2008
Old 10-22-2010 , 02:20   Re: [CSS] StickyNades Lite
Reply With Quote #65

Haven't time to read the whole thread so I'm asking if it's possible to stick nades only on walls, not on players?
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tigerox
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Join Date: Oct 2008
Location: Canada
Old 10-22-2010 , 08:01   Re: [CSS] StickyNades Lite
Reply With Quote #66

Quote:
Originally Posted by vertexshader View Post
Haven't time to read the whole thread so I'm asking if it's possible to stick nades only on walls, not on players?
Yes. Look at the snlite.cfg on the first post.
Set like this:

// Make HE Grenades stick to players
// -
// Default: "1"
snlite_hegrenade_stick_to_players "0"

// Make HE Grenades stick to walls
// -
// Default: "1"
snlite_hegrenade_stick_to_walls "1"
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Böhser Onkel Leo
Member
Join Date: Jun 2010
Location: near Bielefeld, Germany
Old 10-29-2010 , 12:20   Re: [CSS] StickyNades Lite
Reply With Quote #67

Hey!

Could you make you sticky nades sticky if i use noblock?

Leo
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tigerox
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Join Date: Oct 2008
Location: Canada
Old 10-29-2010 , 13:15   Re: [CSS] StickyNades Lite
Reply With Quote #68

Quote:
Originally Posted by Böhser Onkel Leo View Post
Hey!

Could you make you sticky nades sticky if i use noblock?

Leo
It should work with noblock, but it will not work with noblock grenades.
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sinblaster
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Join Date: Feb 2010
Location: Australia
Old 11-02-2010 , 11:29   Re: [CSS] StickyNades Lite
Reply With Quote #69

tigerox any idea what could fix this? I have no idea what it is, no error log its in consol.

cheers

KeyValues Error: RecursiveLoadFromBuffer: got EOF instead of keyname in file models/stickynades/stickynades_red.mdl
mdlkeyvalue, (*prop_data*),
KeyValues Error: RecursiveLoadFromBuffer: got EOF instead of keyname in file models/stickynades/stickynades_red.mdl
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tigerox
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Location: Canada
Old 11-02-2010 , 15:35   Re: [CSS] StickyNades Lite
Reply With Quote #70

Quote:
Originally Posted by sinblaster View Post
tigerox any idea what could fix this? I have no idea what it is, no error log its in consol.

cheers

KeyValues Error: RecursiveLoadFromBuffer: got EOF instead of keyname in file models/stickynades/stickynades_red.mdl
mdlkeyvalue, (*prop_data*),
KeyValues Error: RecursiveLoadFromBuffer: got EOF instead of keyname in file models/stickynades/stickynades_red.mdl
It is a harmless error related to the model file. If someone wanted to recompile the stickynade models I think it should fix this.
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