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SDK Hooks 2.1 - Updated 2011-9-10


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asherkin
SourceMod Developer
Join Date: Aug 2009
Location: OnGameFrame()
Old 12-29-2012 , 17:16   Re: SDK Hooks 2.1 - Updated 2011-9-10
#2331

You... have a Linux server... and you're installing the Windows version.
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ummja
Senior Member
Join Date: Sep 2010
Old 12-29-2012 , 17:23   Re: SDK Hooks 2.1 - Updated 2011-9-10
#2332

Quote:
Originally Posted by asherkin View Post
You... have a Linux server... and you're installing the Windows version.
How do you know I have a Linux version..?
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asherkin
SourceMod Developer
Join Date: Aug 2009
Location: OnGameFrame()
Old 12-29-2012 , 17:24   Re: SDK Hooks 2.1 - Updated 2011-9-10
#2333

Quote:
Originally Posted by ummja View Post
How do you know I have a Linux version..?
Because your server is trying to load DSOs, the Linux equivalent to Windows' DLLs.
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ummja
Senior Member
Join Date: Sep 2010
Old 12-29-2012 , 17:26   Re: SDK Hooks 2.1 - Updated 2011-9-10
#2334

Quote:
Originally Posted by asherkin View Post
Because your server is trying to load DSOs, the Linux equivalent to Windows' DLLs.
Damn, I'm dumb as bricks.

Asherkin, by any chance can you help me get Sidewinder to work on my server?
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FlyingFlynn
New Member
Join Date: Dec 2012
Old 12-30-2012 , 15:15   Re: SDK Hooks 2.1 - Updated 2011-9-10
#2335

Apparently this is broken for me? I have deleted and reinstalled sourcemod and metamod about 6 times already and installed this for FF2, but it still doesn't work! It says that ____.smx cannot run because sdkhooks.ext isn't found or something like that. Can anyone help?
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coppertj
Junior Member
Join Date: May 2012
Old 12-31-2012 , 20:35   Re: SDK Hooks 2.1 - Updated 2011-9-10
#2336

I am also getting the same error as FlyingFlynn. I am running linux server and I installed linux version.
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Powerlord
AlliedModders Donor
Join Date: Jun 2008
Location: Seduce Me!
Old 12-31-2012 , 20:38   Re: SDK Hooks 2.1 - Updated 2011-9-10
#2337

Quote:
Originally Posted by FlyingFlynn View Post
Apparently this is broken for me? I have deleted and reinstalled sourcemod and metamod about 6 times already and installed this for FF2, but it still doesn't work! It says that ____.smx cannot run because sdkhooks.ext isn't found or something like that. Can anyone help?
Quote:
Originally Posted by coppertj View Post
I am also getting the same error as FlyingFlynn. I am running linux server and I installed linux version.
I'll just leave these here:

Quote:
Originally Posted by Powerlord View Post
Can we get a mod (or psychonic) to link the post with the latest Linux version for Source 2009 games in the first post? So we can stop having people complain about it not working on every other page (or so)?
Quote:
Originally Posted by psychonic View Post
Maybe I like passively trolling people that don't bother to read.
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Last edited by Powerlord; 12-31-2012 at 20:40.
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coppertj
Junior Member
Join Date: May 2012
Old 12-31-2012 , 20:46   Re: SDK Hooks 2.1 - Updated 2011-9-10
#2338

fixed!
Thanks man
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shavit
AlliedModders Donor
Join Date: Dec 2011
Location: Israel
Old 01-07-2013 , 12:43   Re: SDK Hooks 2.1 - Updated 2011-9-10
#2339

Whenever I do something like this:
PHP Code:
public Action:TakeDamageCallback(victim, &attacker, &inflictor, &Float:damage, &damagetype, &weapon,
        
Float:damageForce[3], Float:damagePosition[3])
{
    new 
String:Inflictor[32];
    new 
String:Weapon[32];
    
    
GetEntityClassname(inflictorInflictor32);
    
GetEntityClassname(weaponWeapon32);
    
PrintToChatAll("Inflictor: %s"Inflictor); 
    
PrintToChatAll("Weapon: %s"Weapon); 
    
    if(!
gB_Enabled || StrContains(Weapon"weapon_knife") == -|| !IsValidClient(attacker) || !IsValidClient(victim))
    {
        return 
Plugin_Continue;
    }
    
    
damage float(GetClientHealth(victim) + GetClientArmor(victim));
    
    return 
Plugin_Changed;

Inflictor prints "player 1" and weapon prints -1.
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psychonic

BAFFLED
Join Date: May 2008
Old 01-07-2013 , 12:48   Re: SDK Hooks 2.1 - Updated 2011-9-10
#2340

Quote:
Originally Posted by shavit View Post
Whenever I do something like this:
PHP Code:
public Action:TakeDamageCallback(victim, &attacker, &inflictor, &Float:damage, &damagetype, &weapon,
        
Float:damageForce[3], Float:damagePosition[3])
{
    new 
String:Inflictor[32];
    new 
String:Weapon[32];
    
    
GetEntityClassname(inflictorInflictor32);
    
GetEntityClassname(weaponWeapon32);
    
PrintToChatAll("Inflictor: %s"Inflictor); 
    
PrintToChatAll("Weapon: %s"Weapon); 
    
    if(!
gB_Enabled || StrContains(Weapon"weapon_knife") == -|| !IsValidClient(attacker) || !IsValidClient(victim))
    {
        return 
Plugin_Continue;
    }
    
    
damage float(GetClientHealth(victim) + GetClientArmor(victim));
    
    return 
Plugin_Changed;

Inflictor prints "player 1" and weapon prints -1.
Impossible. Inflictor could be "player", the classname of all player entities, but it would not be "player 1".

Not all games and damage sources set the weapon parameter. For those that do not, you have to infer it from the inflictor. For most games, if the inflictor is a player (> 0, <= MaxClients), the weapon is whatever weapon is currently being wielded by that player (m_hActiveWeapon).

I feel like I'm repeating myself as I just answered that same question from you about a month ago, https://forums.alliedmods.net/showthread.php?t=203372

Last edited by psychonic; 01-07-2013 at 12:51.
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