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FuncommandsX


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ku5h
Member
Join Date: Feb 2009
Old 02-20-2009 , 16:03   Re: FuncommandsX
Reply With Quote #201

hey spazman0&arg or anyone else that can help, if i didnt want the messages when i teleport someone to show up how would i do so, i think i have to edit this but not sure

ShowActivity2(client, "[SM] ", "'%s' was Teleported!", target_name);


from Teleport.sp
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ku5h
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Join Date: Feb 2009
Old 02-20-2009 , 16:07   Re: FuncommandsX
Reply With Quote #202

Same thing with the alpha command

ShowActivity2(client, "[SM] ", "Set alpha on target '%s' to %i", target_name, alpha);

any help will be apreciated
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Arg!
Veteran Member
Join Date: Jul 2008
Location: Australia
Old 02-20-2009 , 17:56   Re: FuncommandsX
Reply With Quote #203

Well, you can change the sm_show_activity cvar in sourcemod.cfg to change how activity is displayed for all commands. Mine is set to 12 which only shows this kind of thing to other admins, including the name of the name of the admin who did the command. This is the preferred method of changing this behaivour.

But, if your determined to remove it all together, then your on the right track.
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ku5h
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Join Date: Feb 2009
Old 02-20-2009 , 18:03   Re: FuncommandsX
Reply With Quote #204

thank u so much i didnt even know about that cvar, so ill use sm_show_activity 12 THANK YOU!!
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Citrixlemon
Junior Member
Join Date: Apr 2009
Old 04-02-2009 , 22:42   Re: FuncommandsX
Reply With Quote #205

Hi I would really like to use your teleporter plugin but I don't want the rest of the features. Is there anyway that you could make another plugin with just the teleporter fuction? I tried to compile the tele.sp but it came back with a bunch of errors. Any help would be appreciated, thanks!
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Arg!
Veteran Member
Join Date: Jul 2008
Location: Australia
Old 04-08-2009 , 01:45   Re: FuncommandsX
Reply With Quote #206

What you need to do is recompile the plugin with the following lines:

Code:
#define RGBA            1
#define TELEPORT        1
#define FF                1
#define HAPPY            1
#define EXPLODE            1
#define SAYACTIONS        1
changed to

Code:
#define RGBA            0
#define TELEPORT        1
#define FF                0
#define HAPPY            0
#define EXPLODE            0
#define SAYACTIONS        0
in funcommandsX.sp

To complie you need to take the contents of the src directory, and its sub dirs and plonk it in the scripting dir in your local sourcemod, then complile it that way.

The files are split up this way so i dont have 1 gigantic file thats hard to maintain but you cant complile each file sepeartly, all files except for funcommandsX.sp are include files.
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Swordz
Junior Member
Join Date: Apr 2009
Old 04-10-2009 , 09:18   Re: FuncommandsX
Reply With Quote #207

the happy mode is not working to me :/ (last stable version)

it says toggled happy mode but doesn't change what he say

Last edited by Swordz; 04-10-2009 at 09:26.
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Arg!
Veteran Member
Join Date: Jul 2008
Location: Australia
Old 04-11-2009 , 03:01   Re: FuncommandsX
Reply With Quote #208

more info please, game, sourcemod/metamod version, error logs if present etc.
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Swordz
Junior Member
Join Date: Apr 2009
Old 04-11-2009 , 11:16   Re: FuncommandsX
Reply With Quote #209

Quote:
Originally Posted by Arg! View Post
more info please, game, sourcemod/metamod version, error logs if present etc.
TF2, the last version of sourcemod, metamod 1.19

there is no error log, before i updated my sourcemod it worked perfectly, now when i activate it says "Toggled Happy mode to Swordz" but doesn't change my phrases...
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Arg!
Veteran Member
Join Date: Jul 2008
Location: Australia
Old 04-11-2009 , 18:17   Re: FuncommandsX
Reply With Quote #210

SM 1.2.0 - works fine for me.

Have you put the happy.ini file in the correct location, eg "sourcemod/configs"?
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