Raised This Month: $51 Target: $400
 12% 

[CSS] Moving From Amxmodx Pawn To Sourcepawn And Many Ohter Questions.


Post New Thread Reply   
 
Thread Tools Display Modes
Powerlord
AlliedModders Donor
Join Date: Jun 2008
Location: Seduce Me!
Old 03-13-2012 , 09:59   Re: Some questions about source pawn.
Reply With Quote #11

Quote:
Originally Posted by .Dare Devil. View Post
Hi,

Today I realized that cs1.6 is old and sucks.
In css have many things possible what i need, so i starded learning a source pawn.

I know pawn basics so its not hard i think to start.
I have plan, make zombie plague to css.
I don't know if it's anything like Zombie Plague, but have you looked at Zombie: Reloaded? It has its own forum section here.

Quote:
Originally Posted by .Dare Devil. View Post
3. How to Controll the wav start and stop like cs1.6 [ client_cmd(index, " spk sound(s20e90)" ]
Not really sure what this means. I know you can use StopSound to stop a sound from playing if you know what channel it's using... and you can specify the channel when you use EmitSound, EmitSoundToClient, or EmitSoundToAll (but not EmitAmbientSound).

Quote:
Originally Posted by .Dare Devil. View Post
22. is there client_cmd ( like cs1.6 ) or something like that, to force enter command or bind something ( only with player permission ofcourse.) // Done, 80% of my plans Impossible
While you can't force binds on them, you can force them to enter specific server commands using FakeClientCommand or FakeClientCommandEx. The client never actually sees these commands, though, so I don't think you can force them to shoot or anything like that.

Edit: While I'm here, I believe Source games have all their sounds located in the sound/ directory off of the game's folders, not stored in the models. However, my Source server experience is primarily with Team Fortress 2.
__________________
Not currently working on SourceMod plugin development.

Last edited by Powerlord; 03-13-2012 at 10:14.
Powerlord is offline
.Dare Devil.
Veteran Member
Join Date: Sep 2010
Old 03-13-2012 , 12:53   Re: Some questions about source pawn.
Reply With Quote #12

Quote:
Originally Posted by RedSword View Post
"10. is it possible to control sprite anim move, like set frame 6 or 10 and it will stay in 6 or 10 frame // Done"

Any link on how to do so please ?

Letting hyperlink for other people could help too, and you wouldn't need to do that last thing you made :p.
I need to reask it , i dont remember.
My friend knows somethings about source.
I update the thread and write it in there, how it need to be done.

Quote:
Originally Posted by Powerlord View Post
I don't know if it's anything like Zombie Plague, but have you looked at
Its a zombie gameplay like that source zombie mod
there are lot more things, like flare nades ( light nades.... ), frost nades ( zombie cant move effect ), and costoms gameplay modes
zombie classes, extra items, ammo packs systems and much more...
MeRcyLeZZ is just a genius...


Quote:
Originally Posted by Powerlord View Post
Not really sure what this means. I know you can use StopSound to stop a sound from playing if you know what channel it's using... and you can specify the channel when you use EmitSound, EmitSoundToClient, or EmitSoundToAll (but not EmitAmbientSound).
Its anyohter client side command what can play the sounds

client_cmd is a client force command.
spk is that wav play command in client side
sound(s20e90) mean that sound start at 20 sec and end at 90sec.

Quote:
Originally Posted by Powerlord View Post
While you can't force binds on them, you can force them to enter specific server commands using
force bind does not matter, i dont need it anyway but yeah i know that, i was thinking that force them enter server command is impossible but it is possible and its good.

thanks for helping me.

Last edited by .Dare Devil.; 03-13-2012 at 12:56.
.Dare Devil. is offline
.Dare Devil.
Veteran Member
Join Date: Sep 2010
Old 03-30-2012 , 12:37   Re: Some questions about source pawn.
Reply With Quote #13

Bump!
.Dare Devil. is offline
Mitchell
~lick~
Join Date: Mar 2010
Old 04-01-2012 , 14:52   Re: Some questions about source pawn.
Reply With Quote #14

Quote:
Originally Posted by .Dare Devil. View Post
something about changing the weapon sound on the view model or something...
How exactly did you accomplish this, did you decompile a view model or something? i would like to change the sounds of the weapon, to make it sound like a ar2 firing, with out the sound of the original sound playing, would help me make different type of guns or something.
Mitchell is offline
Dr. McKay
Sir Dr. SourceMod Plugin Approver Esq. Ltd. M.D. PhD
Join Date: Aug 2011
Location: Atlantis
Old 04-02-2012 , 20:03   Re: delete please...
Reply With Quote #15

Please don't clear the OP when your questions are resolved. Half of the purpose of a forum is for people to Google questions and get answers.
__________________
Dr. McKay is offline
RedSword
SourceMod Plugin Approver
Join Date: Mar 2006
Location: Quebec, Canada
Old 04-02-2012 , 20:25   Re: delete please...
Reply With Quote #16

Quote:
Originally Posted by Dr. McKay View Post
Please don't clear the OP when your questions are resolved. Half of the purpose of a forum is for people to Google questions and get answers.
Same. I feel frustrated seeing your first post now. Imagine if everyone would do that. Search functions would be useless and good quotes/posts would be lost...
__________________
My plugins :
Red Maze
Afk Bomb
RAWR (per player/rounds Awp Restrict.)
Kill Assist
Be Medic

You can also Donate if you appreciate my work

Last edited by RedSword; 04-15-2012 at 04:51. Reason: took a random post to test VBulletin spoiler tag that I couldn't get to work
RedSword is offline
Greentryst
WHAT MORE DO THEY WANT?!
Join Date: Mar 2004
Location: ? MAYBE SYRUP+TREES?
Old 04-02-2012 , 21:16   Re: Some questions about source pawn.
Reply With Quote #17

Fixed. Do not blank your own posts.
__________________
<Bend3r> Have you waiting for new monsters? Have fix it, but I will not release it an. Gonna fix more monsters and searching after bugs. {3 screenshots attached}
<Locks> that monster looks tight.
<Bend3r> maybe it will slap me.
Greentryst is offline
Send a message via ICQ to Greentryst Send a message via AIM to Greentryst Send a message via MSN to Greentryst Send a message via Yahoo to Greentryst Send a message via Skype™ to Greentryst
.Dare Devil.
Veteran Member
Join Date: Sep 2010
Old 04-03-2012 , 10:38   Re: Some questions about source pawn.
Reply With Quote #18

Quote:
Originally Posted by Greentryst View Post
Fixed. Do not blank your own posts.
Quote:
Originally Posted by RedSword View Post
Same. I feel frustrated seeing your first post now. Imagine if everyone would do that. Search functions would be useless and good quotes/posts would be lost...
Quote:
Originally Posted by Dr. McKay View Post
Please don't clear the OP when your questions are resolved. Half of the purpose of a forum is for people to Google questions and get answers.
sorry about that, it wont happen again.

Quote:
Originally Posted by Mitchell View Post
How exactly did you accomplish this, did you decompile a view model or something? i would like to change the sounds of the weapon, to make it sound like a ar2 firing, with out the sound of the original sound playing, would help me make different type of guns or something.
I did decompile model with source Sdk tools "Studio compiler".


Quote:
Originally Posted by RedSword View Post
"10. is it possible to control sprite anim move, like set frame 6 or 10 and it will stay in 6 or 10 frame // Done"

Any link on how to do so please ?

Letting hyperlink for other people could help too, and you wouldn't need to do that last thing you made :p.
env_sprite has params
framerate and frame.

if you set frame to correct frame and set framerate to 0, then you can controll this.
( i dont have code right now, i am correctly working on cs1.6 pawn but if i do finish this i will post it in
here )
.Dare Devil. is offline
Blowst
Senior Member
Join Date: Feb 2011
Location: Korea, Republic of
Old 04-03-2012 , 12:21   Re: Some questions about source pawn.
Reply With Quote #19

Quote:
Originally Posted by .Dare Devil. View Post
7. how to change view fov
PHP Code:
SetEntProp(clientProp_Send"m_iFOV"Value); 
Default value of 'm_iFOV' = 90
__________________
Sorry about my poor English

Blowst is offline
.Dare Devil.
Veteran Member
Join Date: Sep 2010
Old 09-27-2012 , 19:07   Re: [CSS] Moving From Amxmodx Pawn To Sourcepawn And Many Ohter Questions.
Reply With Quote #20

Bump, big thread update!

Last edited by .Dare Devil.; 09-27-2012 at 19:08.
.Dare Devil. is offline
Reply



Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 19:52.


Powered by vBulletin®
Copyright ©2000 - 2024, vBulletin Solutions, Inc.
Theme made by Freecode