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Posts Made By:
Flick3rR
Forum:
Suggestions / Requests
07-30-2015, 11:37
Replies:
2
Entity remover for deathrun
Views:
691
Posted By
Flick3rR
Re: Entity remover for deathrun
Check here. https://forums.alliedmods.net/showthread.php?t=163488 (especially- https://forums.alliedmods.net/showpost.php?p=1522549&postcount=6)
AFAIK these places on the map are "func_breakable"...
Forum:
Suggestions / Requests
03-08-2015, 11:23
Replies:
4
Help me with the code about knife.
Views:
811
Posted By
Flick3rR
Re: Help me with the code about knife.
Or you can do it like that and easily put also other weapons in the constant.
#include <amxmodx>
#include <hamsandwich>
#include <fakemeta>
#define IsPlayer(%1) (1 <= %1 <= g_iMaxPlayers)
...
Forum:
Suggestions / Requests
03-02-2015, 18:35
Replies:
8
[Request-Plugin]Direct kill even headshot-only is active.
Views:
1,699
Posted By
Flick3rR
Re: [Request-Plugin]Direct kill even headshot-only is active.
My code makes the player only available to make damage, if he shoots headshot. And that does not apply only for the AWP, which can make the damage on the whole body.
Forum:
Suggestions / Requests
03-02-2015, 12:39
Replies:
8
[Request-Plugin]Direct kill even headshot-only is active.
Views:
1,699
Posted By
Flick3rR
Re: [Request-Plugin]Direct kill even headshot-only is active.
Fast made.
#include <amxmodx>
#include <hamsandwich>
#include <fakemeta>
#define IsPlayer(%1) (1 <= %1 <= g_iMaxPlayers)
new g_iMaxPlayers
public plugin_init()
Forum:
Suggestions / Requests
03-02-2015, 10:53
Replies:
14
gun menu only for admins
Views:
2,039
Posted By
Flick3rR
Re: gun menu only for admins
What do you exactly mean by "gun menu". Can you give some more details of what you want?
Forum:
Suggestions / Requests
02-22-2015, 05:25
Replies:
9
[REQ] block chat plugin
Views:
1,590
Posted By
Flick3rR
Re: [REQ] block chat plugin
Owww.... Tha shitty mistake, sorry. Haven't noticed it.
Forum:
Suggestions / Requests
02-21-2015, 17:08
Replies:
9
[REQ] block chat plugin
Views:
1,590
Posted By
Flick3rR
Re: [REQ] block chat plugin
So that's the code mostly. Here is it with the redactions.
#include <amxmodx>
#include <amxmisc>
new bool:g_bAllowed
public plugin_init()
{
register_plugin("Chat Blocker", "1.0", "Ur...
Forum:
Suggestions / Requests
02-21-2015, 15:04
Replies:
9
[REQ] block chat plugin
Views:
1,590
Posted By
Flick3rR
Re: [REQ] block chat plugin
Be sure to put that above the original chat plugin in plugins.ini
#include <amxmodx>
#include <amxmisc>
new bool:g_bAllowed
public plugin_init()
{
register_plugin("Chat Blocker", "1.0",...
Forum:
Scripting Help
02-21-2015, 11:41
Replies:
12
Entity is touched = server crash
Views:
2,622
Posted By
Flick3rR
Re: Entity is touched = server crash
So then that 'damage' is an integer and not a float. Otherwise it's okay.
Forum:
Suggestions / Requests
02-21-2015, 10:51
Replies:
4
[REQ] Block AWP Buy
Views:
1,940
Posted By
Flick3rR
Re: [REQ] Block AWP Buy
Like that? You need to have client_buy.amxx in your server.
#include <amxmodx>
#include <amxmisc>
#include <cl_buy>
public plugin_init()
register_plugin("Client Buy Full Ammo", "1.0",...
Forum:
Scripting Help
02-21-2015, 10:47
Replies:
12
Entity is touched = server crash
Views:
2,622
Posted By
Flick3rR
Re: Entity is touched = server crash
'inflictor' is not the index of the attacker, but the entity, which has done the damage. So just set it to 0.
Forum:
Scripting Help
02-21-2015, 01:31
Replies:
2
Creating nade scorch (HE & Flashbang)
Views:
779
Posted By
Flick3rR
Re: Creating nade scorch (HE & Flashbang)
I guess I'm beginning to become a noobie... So, yeah, that was the problem. The entiresting was that firstly I've lowered it with 26.0, when the actual value of the standing up player is 36. So I...
Forum:
Scripting Help
02-20-2015, 16:31
Replies:
2
Creating nade scorch (HE & Flashbang)
Views:
779
Posted By
Flick3rR
Creating nade scorch (HE & Flashbang)
Hey, guys! I recently tried to create the scorch of those nades, which appears when the nades explode. So the point to create just the burned area for another effect, and I resulted with this...
Forum:
Scripting Help
02-19-2015, 12:23
Replies:
3
How to check an entity in water?
Views:
1,085
Posted By
Flick3rR
Re: How to check an entity in water?
But that's a forward that is called on each frame while the entity is in the water. I guess he only wats to check on some exact moment if the entity is in water. And with pev_flags() should work......
Forum:
Scripting Help
02-17-2015, 11:11
Replies:
4
-identifier-
Views:
689
Posted By
Flick3rR
Re: -identifier-
Аlso that
for(new i=0; i < gMaxClients; i++)
is not correct. Should be like that.
for(new i=1; i <= gMaxClients; i++)
Forum:
Scripting Help
02-16-2015, 18:36
Replies:
3
Remove On New Round
Views:
1,212
Posted By
Flick3rR
Re: Remove On New Round
It's actually still interesting for me if it's possible to remove the sprite which was set from the message. That should be cool to know, but I still think it's impossible.
Forum:
Scripting Help
02-16-2015, 13:30
Replies:
12
Entity is touched = server crash
Views:
2,622
Posted By
Flick3rR
Re: Entity is touched = server crash
I guess the indexes of the player and the entity should be replace with one another. I mean, just change them with the another one. F*ckin english, killing me...
Forum:
Scripting Help
02-16-2015, 10:26
Replies:
4
Double Messages
Views:
750
Posted By
Flick3rR
Re: Double Messages
new maxpl=get_maxplayers();
new msg[256];
for (new i = 1; i <= maxpl; i++)
{
if (is_user_connected(i) && !is_user_bot(i))
{
// HACK:...
Forum:
Scripting Help
02-16-2015, 09:59
Replies:
4
Double Messages
Views:
750
Posted By
Flick3rR
Re: Double Messages
Well, first you have 3 if-else statements, where 1 message is printed. And then you have that loop and print another message. I don't really see the purpose, but yes - that's what the code is...
Forum:
Scripting Help
02-16-2015, 09:54
Replies:
5
Disable weapon autoreload
Views:
644
Posted By
Flick3rR
Re: Disable weapon autoreload
Ow, shet. Didn't actually pay attention to that "without". But anyway, I think there isn't a reason not to use it? I mean, why do you need it to be without Ham_Weapon_Reaload?
Forum:
Scripting Help
02-16-2015, 09:35
Replies:
8
I have some Zombie armor problem.
Views:
856
Posted By
Flick3rR
Re: I have some Zombie armor problem.
I don't see anything related to armor in this code.
Forum:
Scripting Help
02-16-2015, 09:32
Replies:
5
Disable weapon autoreload
Views:
644
Posted By
Flick3rR
Re: Disable weapon autoreload
Read here: https://forums.alliedmods.net/showthread.php?t=123645?t=123645
You should be able to get it. There is shown how to check if the reload is automatic and you can return HAM_SUPERCEDE there.
Forum:
Scripting Help
02-16-2015, 05:45
Replies:
12
Entity is touched = server crash
Views:
2,622
Posted By
Flick3rR
Re: Entity is touched = server crash
As far as I can see from the code, the 'toucher' id is the one of the mine entity. Otherwise it makes no sense and should be changed, but if it's so, there shouldn't be a problem.
Forum:
Scripting Help
02-15-2015, 16:09
Replies:
6
[Req]Hud kill information
Views:
1,039
Posted By
Flick3rR
Re: [Req]Hud kill information
You can use directly make_deathmessage() from amxmisc.
Forum:
Scripting Help
02-15-2015, 08:38
Replies:
6
[Req]Hud kill information
Views:
1,039
Posted By
Flick3rR
Re: [Req]Hud kill information
Have you tried with putting a weapon string in the deathmessage you create when killing the player?
Showing results 1 to 25 of 500
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