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Posts Made By:
MAGNAT2645
Forum:
Scripting
02-23-2024, 06:39
Replies:
1
Pass an array to a function
Views:
413
Posted By
MAGNAT2645
Re: Pass an array to a function
public Action Test(client, args)
{
ArrayList MyArray = new ArrayList(ByteCountToCells(PLATFORM_MAX_PATH));
MyFunc(MyArray, "sound/hit/", "kevlar");
// Do something with MyArray and...
Forum:
Plugins
11-10-2023, 14:50
Replies:
32
[TF2|API] Training Messsages
Views:
6,348
Posted By
MAGNAT2645
Re: [TF2|API] Training Messsages
Doesn't work for me. I hear message sound but no message is displayed.
Tried within my plugins and with sm_rsay command.
Forum:
Extensions
10-09-2023, 01:49
Replies:
20
[ANY?/TF2] SourceTools - NPC Framework & SDK Tools
Views:
16,738
Posted By
MAGNAT2645
Re: [ANY?/TF2] SourceTools - NPC Framework & SDK Tools
Yeah, sure (https://github.com/TF2-DMB/CBaseNPC/issues/47).
Forum:
Extensions
09-26-2023, 13:57
Replies:
20
[ANY?/TF2] SourceTools - NPC Framework & SDK Tools
Views:
16,738
Posted By
MAGNAT2645
Re: [ANY?/TF2] SourceTools - NPC Framework & SDK Tools
Cool extension but it crashes my Linux server when i run "quit" command to stop the server. There are no any errors or dumps. Accelerator doesn't seem to notice this kind of crash because it happens...
Forum:
Scripting
04-18-2022, 08:27
Replies:
2
Where to get information about pawn VM opcodes?
Views:
602
Posted By
MAGNAT2645
Re: Where to get information about pawn VM opcodes?
There's a reference guide (https://hlmod.ru/threads/spravochnik-bajt-kod-sourcepawn.44301/) (Russian) about opcodes, but it might be a little outdated. More advanced tutorials about SourcePawn and...
Forum:
Scripting
03-10-2022, 12:34
Replies:
4
Solved
Generate file depend date
Views:
718
Posted By
MAGNAT2645
Re: Generate file depend date
That's because you're doing it only in OnPluginStart which is called only once after server start or when you (re)load the plugin manually.
You should rebuild the path at least in OnMapStart which...
Forum:
Scripting
03-10-2022, 11:06
Replies:
4
Solved
Generate file depend date
Views:
718
Posted By
MAGNAT2645
Re: Generate file depend date
Post the full code because i don't see how you create files.
EDIT 1: Here are some examples how to write logs (if that's what you want)
// Using LogToFile/LogToFileEx
//...
Forum:
Scripting
02-17-2022, 11:58
Replies:
5
Solved
About ThrowNativeError
Views:
867
Posted By
MAGNAT2645
Re: About ThrowNativeError
Okay then, thanks.
Forum:
Scripting
02-17-2022, 08:03
Replies:
5
Solved
About ThrowNativeError
Views:
867
Posted By
MAGNAT2645
Re: About ThrowNativeError
I thought so. But anyway thanks for the answers.
But i'm still not sure about using ThrowNativeError inside non-native functions which are called by natives.
Like this:
stock void...
Forum:
Scripting
02-13-2022, 11:55
Replies:
5
Solved
About ThrowNativeError
Views:
867
Posted By
MAGNAT2645
About ThrowNativeError
Is it fine to ThrowNativeError in a function which is called by a native?
Like here...
Forum:
Scripting
01-30-2022, 05:26
Replies:
3
Solved
What's wrong with my client loop?
Views:
818
Posted By
MAGNAT2645
Re: What's wrong with my client loop?
When you use any function from includes, check error notes if there are any.
For example, GetClientTeam (https://sourcemod.dev/#/clients/function.GetClientTeam):
It helps you understand what...
Forum:
Scripting
01-24-2022, 10:39
Replies:
1
Polymorphism Function
Views:
742
Posted By
MAGNAT2645
Re: Polymorphism Function
SourcePawn is not like C++ (the only similarity is probably syntax) and other OOLs.
There can be only one function L4D2_SpawnInfected with only one prototype.
You can define typesets (a set of...
Forum:
Scripting
12-02-2021, 09:32
Replies:
3
Solved
Make weapon_ entity untouchable
Views:
927
Posted By
MAGNAT2645
Re: Make weapon_ entity untouchable
I am pretty sure you can use SetEntityMoveType right after DispatchSpawn. Or with RequestFrame instead of a timer.
Forum:
Plugins
11-16-2021, 17:42
Replies:
24
[TF2] Slender Fortress Modified (v1.7.5.09, 12/29/22)
Views:
26,862
Posted By
MAGNAT2645
Re: [TF2] Slender Fortress Modified (v1.7.0, 11/10/21)
You should compile it on SM 1.10+, not the 1.11.
Forum:
Extensions
11-09-2021, 05:09
Replies:
99
[EXTENSION] Sound Info Library v1.0.1
Views:
116,867
Posted By
MAGNAT2645
Re: [EXTENSION] Sound Info Library v1.0.1
Thanks, but i meant native functions in the methodmap.
For example:
property float LengthFloat
{
public native get();
}
property int Year
{
Forum:
Extensions
11-05-2021, 13:49
Replies:
99
[EXTENSION] Sound Info Library v1.0.1
Views:
116,867
Posted By
MAGNAT2645
Re: [EXTENSION] Sound Info Library v1.0.1
Hi. Can you please also implement methodmap natives (in the extension) from this?
methodmap SoundFile < Handle {
/**
* Opens a sound file.
*
* @note Sound files are closed with...
Forum:
Scripting
10-05-2021, 09:58
Replies:
3
FrontLine plugin
Views:
1,150
Posted By
MAGNAT2645
Re: FrontLine plugin
Just add a check before GetEntityClassname (line 437)
Like this:
new iWeaponEnt = GetEntPropEnt(attacker, Prop_Send, "m_hActiveWeapon");
if (iWeaponEnt != -1 &&...
Forum:
Scripting
08-26-2021, 16:42
Replies:
1
map music mod
Views:
826
Posted By
MAGNAT2645
Re: map music mod
In the AmbientSHook you can check if the sample is the beacon sound and such, and then return Plugin_Continue;
public Action:AmbientSHook(String:sample[PLATFORM_MAX_PATH], &entity,...
Forum:
Snippets and Tutorials
08-20-2021, 19:00
Replies:
83
Sticky:
[TUT] SourcePawn Scripting - Tips, Basics to Advanced
Views:
140,181
Posted By
MAGNAT2645
Re: [TUT] SourcePawn Scripting - Tips, Basics to Advanced
As i said, it's not that useful. You can use it in a macro to join text (and put it without quotes).
#define ERROR(%0) PrintToServer( "ERROR: " ... #%0 )
int a = 5;
int b = 0;
int c;
if ( b...
Forum:
Snippets and Tutorials
08-19-2021, 14:17
Replies:
83
Sticky:
[TUT] SourcePawn Scripting - Tips, Basics to Advanced
Views:
140,181
Posted By
MAGNAT2645
Re: [TUT] SourcePawn Scripting - Tips, Basics to Advanced
You can also mention the "stringize" operator (inherited from Pawn) which converts arguments to packed strings in a macro.
I don't find it that useful but still here's an example:
// Note that...
Forum:
Scripting
07-16-2021, 05:13
Replies:
3
Solved
How do I prevent rockets from exploding when they collide with each other?
Views:
1,651
Posted By
MAGNAT2645
Re: How do I prevent rockets from exploding when they collide with each other?
AFAIK in this case projectile will also go through VPhysics entities (not only other projectiles).
Forum:
Scripting
07-16-2021, 05:04
Replies:
2
what happens if we forget closehandle
Views:
871
Posted By
MAGNAT2645
Re: what happens if we forget closehandle
SourceMod can also detect possible memory leaks and will unload plugins with too many handles.
Memory leaks will be logged to sourcemod_fatal.log (in root folder of your game) and to...
Forum:
Scripting
07-15-2021, 09:29
Replies:
3
Solved
How do I prevent rockets from exploding when they collide with each other?
Views:
1,651
Posted By
MAGNAT2645
Re: How do I prevent rockets from exploding when they collide with each other?
Have you tried CollisionHook (https://forums.alliedmods.net/showthread.php?t=197815)'s CH_ShouldCollide?
Forum:
Plugins
07-11-2021, 18:41
Replies:
25
[ANY] Plugin Updates Checker (1.6) [14-Jul-2022]
Views:
8,026
Posted By
MAGNAT2645
Re: [ANY] Plugin Updates Checker (1.0) [11-Jul-2021]
You can use Discord/Slack API (https://forums.alliedmods.net/showthread.php?t=292663) as optional plugin (there are some examples like modules) and create a key for discord.cfg:
"sm_updates" //...
Forum:
Scripting
07-08-2021, 14:01
Replies:
3
Can an author help me ?
Views:
1,887
Posted By
MAGNAT2645
Re: Can an author help me ?
Try to replace
if (GetUserFlagBits(client) == ADMFLAG_CUSTOM3) {
with
if ((GetUserFlagBits(client) & ADMFLAG_CUSTOM3) == ADMFLAG_CUSTOM3) {
Showing results 1 to 25 of 420
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