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FuncommandsX


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Arg!
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Join Date: Jul 2008
Location: Australia
Old 06-24-2011 , 21:36   Re: FuncommandsX
Reply With Quote #381

official plugin version updated, see OP for more details!

thanks to all those who helped testing and finding nasty little bugs.
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DarthNinja
SourceMod Plugin Approver
Join Date: Mar 2009
Location: PreThinkHook()
Old 06-28-2011 , 04:54   Re: FuncommandsX
Reply With Quote #382

Quote:
Originally Posted by Arg! View Post
this is an unexpected development - had not considered this. Ill make this root only access then you can override to other admin levels if you so choose.

Good pickup there mate!
For the record you could fake it with this using some creative use of {default} and {teamcolor}:
http://forums.alliedmods.net/showthread.php?t=96831
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DarthNinja
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Join Date: Mar 2009
Location: PreThinkHook()
Old 07-13-2011 , 02:20   Re: FuncommandsX
Reply With Quote #383

One of my admins wrote this function, I think it would make a nice addition.
He doesn't have an account on here so I'm posting this on his behalf.

Credits to Mitch for code / testing:
PHP Code:
RegAdminCmd("sm_addhappy"Command_AddhappyADMFLAG_BAN"Adds a happy phrase to happy_phrases.ini");

public 
Action:Command_Addhappy(clientargs)
{
    if(
args 1)
    {
        
ReplyToCommand(client"[SM] Usage: sm_addhappy <phrase>");
        return 
Plugin_Handled;
    }

    new 
String:szhappyphrase[64];
    
GetCmdArgString(szhappyphrasesizeof(szhappyphrase));

    new 
String:szFile[256];
    
BuildPath(Path_SMszFilesizeof(szFile), "configs/happy_phrases.ini");
    new 
Handle:hFile OpenFile(szFile"at");
    
WriteFileLine(hFile"%s"szhappyphrase);
    
CloseHandle(hFile);

     
g_phraseCount BuildPhrases();

    return 
Plugin_Handled;

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Last edited by DarthNinja; 01-14-2012 at 15:57.
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Arg!
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Location: Australia
Old 07-15-2011 , 12:44   Re: FuncommandsX
Reply With Quote #384

Excellent addition, love it!

Can someone please test the new command in this version and ill release it if its all good
Attached Files
File Type: zip funcommandsX_2.1.0.1.zip (55.0 KB, 115 views)
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Extreme_One
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Join Date: Nov 2006
Old 08-12-2011 , 05:54   Re: FuncommandsX
Reply With Quote #385

Is there an easy way to have just the sm_me functionality without the rest?

I took a look at the source but I'm no coder and have no real idea about how I'd strip out the rest.
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Arg!
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Join Date: Jul 2008
Location: Australia
Old 08-12-2011 , 06:23   Re: FuncommandsX
Reply With Quote #386

Theres actually some compiler directives at the top of the main source file so you can recompile with certain functionalities enabled/disabled.
I cant recall if ive ever actually tested them before tho.

Heres a compiled release with only the SAYACTIONS module - let me know how it goes.
Attached Files
File Type: zip funcommandsX_2.1.0.1_sayactions_only.zip (30.7 KB, 119 views)
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Extreme_One
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Old 08-12-2011 , 06:34   Re: FuncommandsX
Reply With Quote #387

Quote:
Originally Posted by Arg! View Post
Theres actually some compiler directives at the top of the main source file so you can recompile with certain functionalities enabled/disabled.
I cant recall if ive ever actually tested them before tho.

Heres a compiled release with only the SAYACTIONS module - let me know how it goes.
Arg! you're da man! Thank you very much.

Tested and reported working!
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Drixevel
AlliedModders Donor
Join Date: Sep 2009
Location: Somewhere headbangin'
Old 08-16-2011 , 08:52   Re: FuncommandsX
Reply With Quote #388

Code:
L 08/16/2011 - 03:06:56: [SM] Native "SetEntProp" reported: Property "m_nRenderMode" not found (entity 330/tf_ragdoll)
L 08/16/2011 - 03:06:56: [SM] Displaying call stack trace for plugin "funcommandsX.smx":
L 08/16/2011 - 03:06:56: [SM]   [0]  Line 309, C:\Dev\sourcemod\funcommandsX\tags\Release_2.1\tools\sourcemod-1.3.2\addons\sourcemod\scripting\include\entity_prop_stocks.inc::SetEntityRenderMode()
L 08/16/2011 - 03:06:56: [SM]   [1]  Line 268, temp\funcommandsX/rgba.sp::SetWeaponsRGBA()
L 08/16/2011 - 03:06:56: [SM]   [2]  Line 235, temp\funcommandsX/rgba.sp::DoRGBA()
L 08/16/2011 - 03:06:56: [SM]   [3]  Line 119, temp\funcommandsX/rgba/disco.sp::Timer_Disco()
hmm? Any Ideas?

Last edited by Drixevel; 08-16-2011 at 08:58.
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Arg!
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Join Date: Jul 2008
Location: Australia
Old 08-16-2011 , 09:43   Re: FuncommandsX
Reply With Quote #389

game? situation? issue?

all i see is an error report - nothing about an actual problem.
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Drixevel
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Join Date: Sep 2009
Location: Somewhere headbangin'
Old 08-16-2011 , 10:14   Re: FuncommandsX
Reply With Quote #390

TF2, i think it's the model manager changing models and disco mode doesn't work on it...or something. hmm.
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