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Harry Potter Mod v0.0.6


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Jhob94
AMX Mod X Donor
Join Date: Jul 2012
Old 04-27-2023 , 10:26   Re: Harry Potter Mod v0.0.6
Reply With Quote #21

Quote:
Originally Posted by DJEarthQuake View Post
They do not unbind and void the control permanently, they move it to another key. I have no idea what you are assuming is bound to Q but I use it differently on each mod.

Code:
bind q
"q" = "!spec"
Code:
bind q
"q" = "galil;famas"
And you think that the people who knows how to do that will have no idea why Q will not work?
I can make a motd for it, just seems pointless.
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DruGzOG
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Join Date: Nov 2007
Location: Unknown
Old 04-27-2023 , 12:48   Re: Harry Potter Mod v0.0.6
Reply With Quote #22

Just leave it as it is. You can create an motd if user's are interested to rebind the keys or create an option to bind keys to the same command.
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DJEarthQuake
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Join Date: Jan 2014
Location: Astral planes
Old 04-28-2023 , 09:30   Re: Harry Potter Mod v0.0.6
Reply With Quote #23

Quote:
Originally Posted by Jhob94 View Post
  • +Attack2 Makes you fly
  • +Attack Makes you stop fly
  • Q / A Makes you cast Kadabra Spell and insta kill someone
  • PREVIOUS WEAPON / STAFE LEFT - Kadabra Spell ~insta kill


Having your users default their keys to see how to use script is uncouth. The first 2 lines look great. Then it goes into an oblivion. Get some fancy texts like the movie that move around on your page.
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Jhob94
AMX Mod X Donor
Join Date: Jul 2012
Old 04-28-2023 , 09:53   Re: Harry Potter Mod v0.0.6
Reply With Quote #24

I appreciate your tips but i believe this is better this way.

Everything has pros and cons. Before claiming your Pov you must understand it may not be the best option on all cases.

Like @milbre was talking about check if files exists before precache.
The pro is server doesn’t crash. The cons is that the plug-in will always do that checks.
Since this is a game mod and your server need it to run it’s pointless to check if file exist, specially with many files.
If it crashes, it crashes, it’s not gonna work either way. But if it is installed correctly it won’t crash. Checking the existance of file is only important on installation and it’s pointless since you get the logs on crash.
Having this in mind it’s better not to check if file exists. But some people may prefer to do other way. Doesn’t mean it’s better.

On those kind of stuff it has pros and cons too.
If i do your way 99% will not reconize at least lastinv and impulse 100 commands. They will faster reconize they need to get default binds than reconizing what impulse 100 is.
So again, i am going for what i believe it’s the best option.

On thread i rather have this simple text. It’s what i always use on my plugins.
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mlibre
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Join Date: Nov 2015
Location: return PLUGIN_CONTINUE
Old 04-28-2023 , 12:23   Re: Harry Potter Mod v0.0.6
Reply With Quote #25

well, really the most important thing in my suggestion is to avoid crash at all costs. if you have a "game panel" autostart, you will get into an endless loop simply by forgetting to load the necessary resources which are often overlooked
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IC3k1ng
Senior Member
Join Date: Mar 2023
Location: Argentina
Old 07-23-2023 , 16:13   Re: Harry Potter Mod v0.0.6
Reply With Quote #26

Looks Nice. I give you some suggestions:
+ You can create maps for your mod (like Hedgehog Fog mods)
+ You can add a MOTD command called /tutorial for those who doesn't know how to play your mod, or you can just make a DHUD message that says the controls to the user when it joins to the server.

Also if you didn't know, you can create a logo for your mod with a Harry Potter design if you want, because there's a page that you can create texts with custom designs. It's called FlamingText and it's very cool. I use it sometimes for my creations. Here's the link to create the logo: https://flamingtext.com/logo/Design-Harry-Potter
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Last edited by IC3k1ng; 07-24-2023 at 11:03.
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Jhob94
AMX Mod X Donor
Join Date: Jul 2012
Old 07-24-2023 , 06:34   Re: Harry Potter Mod v0.0.6
Reply With Quote #27

Quote:
Originally Posted by IC3k1ng View Post
Looks Nice. I give you some suggestions:
+ You can create maps for your mod (like Hedgehog Fog mods)
+ You can add a MOTD command called /tutorial for those who doesn't know how to play your mod, or you can just make a DHUD message that says the controls to the user when it joins to the server
About maps i am not good at it.
About the info there is already a hud with the keys and cooldowns


Quote:
Originally Posted by IC3k1ng View Post
Also if you didn't know, you can create a logo for your mod with a Harry Potter design, because there's a page that you can create texts with custom designs. It's called FlamingText and it's very cool. I use it sometimes for my creations. Here's the link to create the logo: https://flamingtext.com/logo/Design-Harry-Potter
I'm oldschool and for me this is perfect as it is.
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IC3k1ng
Senior Member
Join Date: Mar 2023
Location: Argentina
Old 07-24-2023 , 11:03   Re: Harry Potter Mod v0.0.6
Reply With Quote #28

Quote:
Originally Posted by Jhob94 View Post
About maps i am not good at it.
If you want, you can practice with any youtube tutorial about how to create maps in CS 1.6 (using each programs like Valve Hammer Editor and Batch Compiler)

About the logo. It's optional. I just recommend it to you because i know that you like the world of Harry Potter.
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