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SendProxy Manager


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ClassicGuzzi
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Join Date: Oct 2013
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Old 03-08-2015 , 13:27   Re: SendProxy Manager
Reply With Quote #281

Quote:
Originally Posted by Chdata View Post
You can already do that, look at slenderf2.
wow, that's kind of what I did (I posted a mini plugin on the prophunt thread) but I just disable/enable on transmit instead of using an attached model. Still, thanks, I'll try that too.
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Despirator
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Old 03-27-2015 , 18:22   Re: SendProxy Manager
Reply With Quote #282

Can someone resolve this?
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iGANGNAM
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Join Date: Sep 2012
Location: Lithuania
Old 03-28-2015 , 10:11   Re: SendProxy Manager
Reply With Quote #283

Can anyone update for CS:GO?
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Chdata
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Join Date: Aug 2012
Location: Computer Chair, Illinois
Old 03-28-2015 , 10:56   Re: SendProxy Manager
Reply With Quote #284

Quote:
Originally Posted by ClassicGuzzi View Post
wow, that's kind of what I did (I posted a mini plugin on the prophunt thread) but I just disable/enable on transmit instead of using an attached model. Still, thanks, I'll try that too.
Someone also did something like, spawn intel, change model to player, make model invis, set glow.

That made red/blu team colored glow.

White color glow would be a normal prop_dynamic or static or whatever.
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ClassicGuzzi
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Location: Argentina
Old 03-28-2015 , 16:36   Re: SendProxy Manager
Reply With Quote #285

Quote:
Originally Posted by Chdata View Post
Someone also did something like, spawn intel, change model to player, make model invis, set glow.

That made red/blu team colored glow.

White color glow would be a normal prop_dynamic or static or whatever.
That sounds... complicated. This looks more simple, for me at last:
Attached Files
File Type: sp Get Plugin or Get Source (team_outline.sp - 339 views - 1.1 KB)
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Chdata
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Join Date: Aug 2012
Location: Computer Chair, Illinois
Old 03-28-2015 , 18:16   Re: SendProxy Manager
Reply With Quote #286

if IsClientInGame is false, IsClientConnected is too

Does your plugin work? I can't help but imagine it doesn't.
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ClassicGuzzi
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Old 03-28-2015 , 19:23   Re: SendProxy Manager
Reply With Quote #287

Quote:
Originally Posted by Chdata View Post
if IsClientInGame is false, IsClientConnected is too

Does your plugin work? I can't help but imagine it doesn't.
Lol my bad, I made this as a quick test some weeks ago, I don't use it on my server because it doesn't work right with prophunt, but I tested on normal play and it worked pretty nicely.
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Chdata
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Old 03-28-2015 , 19:55   Re: SendProxy Manager
Reply With Quote #288

interesting, in that case I have less understanding about how settransmit works
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ddhoward
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Join Date: May 2012
Location: California
Old 03-28-2015 , 23:00   Re: SendProxy Manager
Reply With Quote #289

Quote:
Originally Posted by Chdata View Post
if IsClientInGame is false, IsClientConnected is too
I think you've got that reversed. IsClientInGame() can return false while IsClientConnected() returns true. Example: While a client is downloading all the models and sounds and such from your fastdl server, he will pass IsClientConnected() but will not pass IsClientInGame().

The point remains, though, that calling both is redundant in most plugins, as calling IsClientInGame() on a non-connected client index will NOT result in the callback being terminated due to an error.
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Last edited by ddhoward; 03-28-2015 at 23:03.
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KissLick
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Join Date: Nov 2012
Location: void
Old 07-13-2015 , 08:30   Re: SendProxy Manager
Reply With Quote #290

Oh man! Why is this extension removed? :-(
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