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Posts Made By:
baneado
Forum:
Scripting Help
05-04-2023, 18:13
Replies:
8
Changing FM to ReApi
Views:
2,886
Posted By
baneado
Re: Changing FM to ReApi
Come on... We aren't on 2005.
You can't see any difference between engine and fakemeta nowadays.
There isn't any option to replace that fakemeta hook
Forum:
Module Coding
12-27-2022, 18:05
Replies:
28
[HELP] Writing a module hooking CBasePlayer::SetAnimation
Views:
18,989
Posted By
baneado
Re: [HELP] Writing a module hooking CBasePlayer::SetAnimation
Not need to use it right now, we have 'RG_CBasePlayer_SetAnimation' hook on ReAPI.
Also 'rg_set_animation' native to call SetAnimation function.
Forum:
Suggestions / Requests
05-11-2022, 14:16
Replies:
8
Breakable things
Views:
3,677
Posted By
baneado
Re: Breakable things
3 years later, but fixing the wrong solution.
It is spawnflags, not flags
if(equal(szClassName, "func_breakable") && !(entity_get_int(iEntIndex, EV_INT_spawnflags) & SF_BREAK_TRIGGER_ONLY))
Forum:
Scripting Help
03-20-2022, 05:33
Replies:
13
Damage Tracker Plugin.. need what the player got hit by..
Views:
3,293
Posted By
baneado
Re: Damage Tracker Plugin.. need what the player got hit by..
iInflictor should be the rocket entity.
Check his value and get his class name to know what entity is.
Also, you can check bitsDamageType. It can be DMG_GRENADE or DMG_BLAST. I don't know...
Forum:
Scripting Help
03-19-2022, 19:58
Replies:
4
blocking console model changes
Views:
2,877
Posted By
baneado
Re: blocking console model changes
Use rg_set_user_model
Already fix this
Forum:
Scripting Help
03-19-2022, 19:50
Replies:
5
Solved
Multiple TraceHull
Views:
3,006
Posted By
baneado
Re: Multiple TraceHull
For documentation
This can be done hooking RG_CBaseEntity_FireBullets3 with ReAPI and modifying iPenetration parameter.
Or if it isn't a weapon (a turret for example), just use...
Forum:
Scripting Help
01-09-2022, 18:07
Replies:
11
Entity go though wall and but still trigger when touch
Views:
4,770
Posted By
baneado
Re: Entity go though wall and but still trigger when touch
Traceline, get all explosion origins and set delayed explosions with task or thinking
Forum:
Scripting Help
11-15-2021, 04:02
Replies:
5
client_disconnected and client_authorized problem.
Views:
2,932
Posted By
baneado
Re: client_disconnected and client_authorized problem.
Are you sure disconnected is called two times?
Put a log_to_file and test.
I think the problem is when you load data
Forum:
Code Snippets/Tutorials
09-23-2021, 17:34
Replies:
3
Fix to 'ERROR: couldn't open custom.hpk'
Views:
8,335
Posted By
baneado
Re: Fix to 'ERROR: couldn't open custom.hpk'
Read this
Forum:
Code Snippets/Tutorials
09-08-2021, 18:23
Replies:
4
Reduce 'SZ_GetSpace overflow on (Nick)'
Views:
10,243
Posted By
baneado
Re: Reduce 'SZ_GetSpace overflow on (Nick)'
See your logs searching 'overflow'
For me it wasn't causing any error, but for other players yes.
Depends on player's network
Forum:
Code Snippets/Tutorials
09-07-2021, 11:20
Replies:
4
Reduce 'SZ_GetSpace overflow on (Nick)'
Views:
10,243
Posted By
baneado
Re: Reduce 'SZ_GetSpace overflow on (Nick)'
It's not the same attacker than victim.
One victim can have a lot of attackers at the same time.
Read the example I've posted:
Imagine: one player with 30k health and 20 players shooting him....
Forum:
Code Snippets/Tutorials
08-30-2021, 06:39
Replies:
4
Reduce 'SZ_GetSpace overflow on (Nick)'
Views:
10,243
Posted By
baneado
Reduce 'SZ_GetSpace overflow on (Nick)'
This error appears at server console when player reliable channel is overflowed.
I have noticed that this happens in two different situations:
Player loses connection or crashed and all data...
Forum:
Code Snippets/Tutorials
08-30-2021, 05:53
Replies:
3
Fix to 'ERROR: couldn't open custom.hpk'
Views:
8,335
Posted By
baneado
Fix to 'ERROR: couldn't open custom.hpk'
I have seen so many post about this and anyone hasn't got a correct answer.
Here it is, maybe some years later :)
What is custom.hpk?
Contains all custom sprays used for the users who play on...
Forum:
New Plugin Submissions
08-16-2021, 17:24
Replies:
11
Mute Weapon Shots
Views:
9,385
Posted By
baneado
Re: Mute Weapon Shots
Why do you want to know that?
It's a client-side sound, can't be hooked by server.
This plugin is using a 'trick' to mute the shots
Forum:
New Plugin Submissions
08-10-2021, 17:55
Replies:
11
Mute Weapon Shots
Views:
9,385
Posted By
baneado
Re: Mute Weapon Shots
The plugin is blocking an event to a receiver, that result he won't listen shot sounds.
Really, plugin isn't blocking any sound (weapon fire sounds can't be blocked, you can just make a workaround...
Forum:
New Plugin Submissions
08-09-2021, 04:07
Replies:
11
Mute Weapon Shots
Views:
9,385
Posted By
baneado
Re: Mute Weapon Shots
If you want to mute an invoker for all players, will be better to return supercede instead changing groupinfo for all.
Knife sounds can be blocked at FM_EmitSound.
About nades, I don't know....
Forum:
New Plugin Submissions
08-08-2021, 14:50
Replies:
11
Mute Weapon Shots
Views:
9,385
Posted By
baneado
Re: Mute Weapon Shoots
Not possible, look at code from ReHLDS I've posted.
It's related to invoker and receiver, not weapon entities.
Forum:
Scripting Help
08-08-2021, 05:02
Replies:
4
FM_PlaybackEvent for receiver
Views:
4,998
Posted By
baneado
Re: FM_PlaybackEvent for receiver
Solved.
New plugin submitted:
https://forums.alliedmods.net/showthread.php?t=333823
Forum:
New Plugin Submissions
08-08-2021, 04:50
Replies:
11
Mute Weapon Shots
Views:
9,385
Posted By
baneado
Mute Weapon Shots
This has been requested on so many post I read.
Finally, it's possible.
Description
The plugin will allow players to individually disable hearing weapon shots from other players.
It was made...
Forum:
Scripting Help
07-30-2021, 13:34
Replies:
4
FM_PlaybackEvent for receiver
Views:
4,998
Posted By
baneado
Re: FM_PlaybackEvent for receiver
Returning supercede to mute weapons for 3rd players that enable the /mute command (for example).
Problem? That function only appears invoker, not receiver.
I saw a server having this option....
Forum:
Scripting Help
07-29-2021, 18:06
Replies:
4
FM_PlaybackEvent for receiver
Views:
4,998
Posted By
baneado
FM_PlaybackEvent for receiver
I want to use FM_PlaybackEvent
(int flags, const edict_t *pInvoker, unsigned short eventindex, float delay, float *origin, float *angles, float fparam1, float fparam2, int iparam1, int iparam2, int...
Forum:
Module Coding
07-12-2021, 13:52
Replies:
6
AMXX Module: EmitSound2
Views:
7,931
Posted By
baneado
Re: AMXX Module: EmitSound2
[AMXX] Plugin "my_test_plugin.amxx" failed to load: Plugin uses an unknown function (name "emit_sound2") - check your modules.ini.
and module is loaded correctly:
[10] EmitSound2 RUN - ...
Forum:
New Plugin Submissions
06-01-2020, 06:55
Replies:
6
Disconnected players func_tank fix (HLDS-bug crash fix too)
Views:
6,750
Posted By
baneado
Re: Disconnected players func_tank fix (HLDS-bug crash fix too)
Plugin updated
v0.2 (01 june 2020)
It seems using get_pdata_int on client_disconnect sometimes server crashes on mapchange.
- Replaced client_disconnect to fakemeta disconnect forward
- Not...
Forum:
HL1 Servers (HLDS)
04-24-2020, 15:30
Replies:
5
My server does not update "sxe injected"
Views:
4,269
Posted By
baneado
Re: My server does not update "sxe injected"
spanish alliedmodders forum: https://amxmodx-es.com/
Forum:
HL1 Servers (HLDS)
03-31-2020, 11:56
Replies:
2
Rates for sv 32 slots?
Views:
3,220
Posted By
baneado
Re: Rates for sv 32 slots?
Everything explained here: https://steamcommunity.com/sharedfiles/filedetails/?id=126383209
Note: he is talking about client commands, but you will get an idea
Showing results 1 to 25 of 500
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