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Posts Made By:
ConnorMcLeod
Forum:
Module Coding
11-08-2013, 12:51
Replies:
1,508
Module: Orpheu (v2.6.3)
Views:
919,848
Posted By
ConnorMcLeod
Re: Module: Orpheu (v2.5.1)
You can stop it, but players gonna still hear their own sounds.
What do you want to do exactly ?
Forum:
Module Coding
10-09-2013, 13:21
Replies:
1,508
Module: Orpheu (v2.6.3)
Views:
919,848
Posted By
ConnorMcLeod
Re: Module: Orpheu (v2.5.1)
My bad, your sig is ok, i have confused MSG_ReadSBits and MSG_ReadBits
Forum:
Module Coding
10-08-2013, 01:12
Replies:
1,508
Module: Orpheu (v2.6.3)
Views:
919,848
Posted By
ConnorMcLeod
Re: Module: Orpheu (v2.5.1)
3. Here is test plugin, from previous tests, callback was never called, now with this code server crashes when i try to connect.
If i disable hook, server crashes when i call ClientPrint.
...
Forum:
Module Coding
10-07-2013, 01:04
Replies:
1,508
Module: Orpheu (v2.6.3)
Views:
919,848
Posted By
ConnorMcLeod
Re: Module: Orpheu (v2.5.1)
1 :
#include < amxmodx >
#include < fakemeta >
#include < fun >
#include < hamsandwich >
#include < orpheu >
#pragma semicolon 1
#define PLUGIN "orpheu test bool return HasShield"
Forum:
Module Coding
10-05-2013, 12:01
Replies:
1,508
Module: Orpheu (v2.6.3)
Views:
919,848
Posted By
ConnorMcLeod
Re: Module: Orpheu (v2.5.1)
Few bugs i have noticed, i hope someone gonna take them in account...
Function that should return 'bool' return always 1 instead of 0/1
If, for testing, return type is declared as 'int',...
Forum:
Module Coding
09-22-2013, 01:17
Replies:
1,508
Module: Orpheu (v2.6.3)
Views:
919,848
Posted By
ConnorMcLeod
Re: Module: Orpheu (v2.5.1)
Linux names for not found functions :
_Z25AddAmmoNameToAmmoRegistryPKc
_Z16InstallGameRulesv
_ZL18ReadMultiplayCvarsP18CHalfLifeMultiplay
_Z15EndRoundMessagePKci
Forum:
Module Coding
01-29-2013, 01:21
Replies:
1,508
Module: Orpheu (v2.6.3)
Views:
919,848
Posted By
ConnorMcLeod
Re: Module: Orpheu2.3a
CBasePlayerWeapon::HasSecondaryAttac is used in CBasePlayerWeapon::ItemPostFrame but is inlined (may be same at some other places).
CBasePlayerWeapon::AddPrimaryAmmo is integrated to...
Forum:
Module Coding
01-25-2013, 18:46
Replies:
1,508
Module: Orpheu (v2.6.3)
Views:
919,848
Posted By
ConnorMcLeod
Re: Module: Orpheu2.3a
Did it ever worked ?
When you had the return problem, was it only on windows ?
Forum:
Module Coding
01-24-2013, 12:49
Replies:
1,508
Module: Orpheu (v2.6.3)
Views:
919,848
Posted By
ConnorMcLeod
Re: Module: Orpheu2.3a
Also on windows it shows no return, and if you search on linux where the function is called, you can see no value is waited there.
Just set the linux function with no return and things gonna become...
Forum:
Module Coding
01-23-2013, 01:22
Replies:
1,508
Module: Orpheu (v2.6.3)
Views:
919,848
Posted By
ConnorMcLeod
Re: Module: Orpheu2.3a
Signature is ok.
I think there is no return.
About ammo, if function works, ammo is duplicated, owner still has ammo.
On default cs routine, owner weapons are stripped after weapons are packed,...
Forum:
Module Coding
01-18-2013, 00:47
Replies:
1,508
Module: Orpheu (v2.6.3)
Views:
919,848
Posted By
ConnorMcLeod
Re: Module: Orpheu2.3a
In windows it is inlined into CBasePlayer::TakeDamage
Linux :
if ( CBasePlayer::ShouldDoLargeFlinch(this, this->m_LastHitGroup, iAttackerWeaponType) )
{
pevThis = this->pev;
...
Forum:
Module Coding
06-30-2012, 09:40
Replies:
1,508
Module: Orpheu (v2.6.3)
Views:
919,848
Posted By
ConnorMcLeod
Re: Module: Orpheu2.3a
Your screen proves you crashed a no steam server protocol 47.
Forum:
Module Coding
06-30-2012, 07:57
Replies:
1,508
Module: Orpheu (v2.6.3)
Views:
919,848
Posted By
ConnorMcLeod
Re: Module: Orpheu2.3a
Try with a steam server.
Forum:
Module Coding
11-27-2011, 07:15
Replies:
1,508
Module: Orpheu (v2.6.3)
Views:
919,848
Posted By
ConnorMcLeod
Re: Module: Orpheu2.3a
Not sure if you want specifically the motd file or other stuff, when you connect to a server, motd is downloaded in a temporary file located in cstrike client folder.
In game you can re-open motd at...
Forum:
Module Coding
03-03-2011, 02:41
Replies:
1,508
Module: Orpheu (v2.6.3)
Views:
919,848
Posted By
ConnorMcLeod
Re: Module: Orpheu2.3a
What you mean ?
It seems that there is no problem with it, i use it this way (i think arkshine gave me the way, or joaquim put the code somewhere on the forum) :
new OrpheuFunction:PM_Move =...
Forum:
Module Coding
07-04-2010, 05:33
Replies:
1,508
Module: Orpheu (v2.6.3)
Views:
919,848
Posted By
ConnorMcLeod
Re: Module: Orpheu2.3a
As kreation said, i mean when a player join a team and select a team, it's easier with orpheu because FCanRespawn is called at this time.
Deaths are easy to catch without orpheu.
Forum:
Module Coding
07-03-2010, 07:47
Replies:
1,508
Module: Orpheu (v2.6.3)
Views:
919,848
Posted By
ConnorMcLeod
Re: Module: Orpheu2.3a
The orpehu method is fine if you want to respawn a just-coming player.
To respawn a player after death, i prefer to set flag DEAD_RESPAWNABLE in Ham_Killed post forward.
Forum:
Module Coding
07-02-2010, 16:06
Replies:
1,508
Module: Orpheu (v2.6.3)
Views:
919,848
Posted By
ConnorMcLeod
Re: Module: Orpheu2.3a
You should be respawned like 1sec after die.
Note that if you hold , not any, but certain buttons, you will go to spec mode.
Forum:
Module Coding
04-18-2010, 11:46
Replies:
1,508
Module: Orpheu (v2.6.3)
Views:
919,848
Posted By
ConnorMcLeod
Re: Module: Orpheu2.3
Lol, COPIER :mrgreen:
Forum:
Module Coding
03-08-2010, 14:57
Replies:
1,508
Module: Orpheu (v2.6.3)
Views:
919,848
Posted By
ConnorMcLeod
Re: Module: Orpheu2.3
Stay close to "new plugins submissions" forum you should see it soon.
Forum:
Module Coding
02-26-2010, 09:33
Replies:
1,508
Module: Orpheu (v2.6.3)
Views:
919,848
Posted By
ConnorMcLeod
Re: Module: Orpheu2.2
no steam is not supported on this forum.
Forum:
Module Coding
02-19-2010, 16:45
Replies:
1,508
Module: Orpheu (v2.6.3)
Views:
919,848
Posted By
ConnorMcLeod
Re: Module: Orpheu2.2
He said he restarted his server.
Anyway, there is no magic module load, either it is declared in modules.ini, either a plugin needs it.
Or may be you dodn't restarted your server, you used...
Forum:
Module Coding
02-15-2010, 13:38
Replies:
1,508
Module: Orpheu (v2.6.3)
Views:
919,848
Posted By
ConnorMcLeod
Re: Module: Orpheu2.1 (Plugin to change server slots in the end of the thread)
Sure, support for this :
void SetupVisibility( edict_t *pViewEntity, edict_t *pClient, unsigned char **pvs, unsigned char **pas )
{
Vector org;
edict_t *pView = pClient;
// Find the...
Forum:
Module Coding
02-08-2010, 01:31
Replies:
1,508
Module: Orpheu (v2.6.3)
Views:
919,848
Posted By
ConnorMcLeod
Re: Module: Orpheu2.1 (Change max money and weapon slots in the end of the thread :D
You mean setting offset m_fDeathTime or store a per player variable and wait for that gametime is reached to supercede the function and return true ?
Forum:
Module Coding
02-07-2010, 16:25
Replies:
1,508
Module: Orpheu (v2.6.3)
Views:
919,848
Posted By
ConnorMcLeod
Re: Module: Orpheu2.1 (Change max money and weapon slots in the end of the thread :D
Can someone convert this : http://forums.alliedmods.net/showpost.php?p=970646&postcount=94
I just need the respawn feature, because no round end has been done by arkshine.
Showing results 1 to 25 of 29
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