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[L4D & L4D2] Missile System


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KRUTIK
Senior Member
Join Date: Feb 2019
Location: Мос
Old 04-15-2020 , 08:44   Re: [L4D & L4D2] Missile System
Reply With Quote #81

[SM] Blaming: missile_l4d.smx
[SM] Call stack trace:
[SM] [0] TeleportEntity
[SM] [1] Line 961, plugin.sp::TraceMissile
[SM] [2] Line 631, plugin.sp::ThinkMissile
[SM] Exception reported: Entity 48 is not valid
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TypicalType
Member
Join Date: Mar 2020
Location: Brazil
Old 06-01-2020 , 15:06   Re: [L4D & L4D2] Missile System
Reply With Quote #82

How do i edit the particles of the missile?
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canadianjeff
BANNED
Join Date: Sep 2016
Old 08-01-2020 , 06:44   Re: [L4D & L4D2] Missile System
Reply With Quote #83

does this plugin offer any translation file???

"a missile hitted" is not proper english
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Kleiner
Member
Join Date: Dec 2017
Location: Russia, Chelyabinsk
Old 12-27-2020 , 14:29   Re: [L4D & L4D2] Missile System
Reply With Quote #84

Will you add translations support?
Kleiner is offline
eyeonus
Member
Join Date: Jul 2009
Old 01-01-2021 , 21:05   Re: [L4D & L4D2] Missile System
Reply With Quote #85

Quote:
Originally Posted by KRUTIK View Post
Could you add this fix to the plugin code and drop it here for version 1.9
Had to make a few changes for it to compile for me, but here you go.

I also fixed the grammar issues, but someone else will have to code in translation support.
Attached Files
File Type: sp Get Plugin or Get Source (missile_l4d.sp - 219 views - 45.6 KB)

Last edited by eyeonus; 01-01-2021 at 21:20.
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KRUTIK
Senior Member
Join Date: Feb 2019
Location: Мос
Old 01-02-2021 , 10:25   Re: [L4D & L4D2] Missile System
Reply With Quote #86

Quote:
Originally Posted by eyeonus View Post
Had to make a few changes for it to compile for me, but here you go.

I also fixed the grammar issues, but someone else will have to code in translation support.
// E:\Action!\addons\sourcemod\scripting\missile _l4d.sp(1514) : warning 213: tag mismatch
KRUTIK is offline
AePT
Member
Join Date: Jan 2016
Old 01-02-2021 , 19:35   Re: [L4D & L4D2] Missile System
Reply With Quote #87

Quote:
Originally Posted by KRUTIK View Post
// E:\Action!\addons\sourcemod\scripting\missile _l4d.sp(1514) : warning 213: tag mismatch
PHP Code:
public PrecacheParticle(String:sEffectName[])
{
    new 
table INVALID_STRING_TABLE;

    if( 
table == INVALID_STRING_TABLE )
    {
        
table FindStringTable("ParticleEffectNames");
    }

    if( 
FindStringIndex(tablesEffectName) == INVALID_STRING_INDEX )
    {
        new 
save LockStringTables(false);
        
AddToStringTable(tablesEffectName);
        
LockStringTables(save);
    }

--->

PHP Code:
public PrecacheParticle(String:sEffectName[])
{
    new 
table INVALID_STRING_TABLE;

    if( 
table == INVALID_STRING_TABLE )
    {
        
table FindStringTable("ParticleEffectNames");
    }

    if( 
FindStringIndex(tablesEffectName) == INVALID_STRING_INDEX )
    {
        
bool save LockStringTables(false);
        
AddToStringTable(tablesEffectName);
        
LockStringTables(save);
    }

AePT is offline
KRUTIK
Senior Member
Join Date: Feb 2019
Location: Мос
Old 01-02-2021 , 23:34   Re: [L4D & L4D2] Missile System
Reply With Quote #88

Quote:
Originally Posted by AePT View Post
PHP Code:
public PrecacheParticle(String:sEffectName[])
{
    new 
table INVALID_STRING_TABLE;

    if( 
table == INVALID_STRING_TABLE )
    {
        
table FindStringTable("ParticleEffectNames");
    }

    if( 
FindStringIndex(tablesEffectName) == INVALID_STRING_INDEX )
    {
        new 
save LockStringTables(false);
        
AddToStringTable(tablesEffectName);
        
LockStringTables(save);
    }

--->

PHP Code:
public PrecacheParticle(String:sEffectName[])
{
    new 
table INVALID_STRING_TABLE;

    if( 
table == INVALID_STRING_TABLE )
    {
        
table FindStringTable("ParticleEffectNames");
    }

    if( 
FindStringIndex(tablesEffectName) == INVALID_STRING_INDEX )
    {
        
bool save LockStringTables(false);
        
AddToStringTable(tablesEffectName);
        
LockStringTables(save);
    }

Thank you.
KRUTIK is offline
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