LDuke randomly typed the following on 10/02/2006 12:49 AM:
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Go through each error one by one. Fix it if it's the problem is obvious. If
it's not obvious, Google the text of the error and attempt to track it down.
HTH
Thank you. Can you
Hello people,
I have been away from the list for a while and I need some help
compiling a plugin under Linux.
I have downloaded the latest metamod:source and the latest sdk. I
believe I have the environment configured as I did before, but my plugin
which compiled under the old SDK no longer
Paul Kirby randomly typed the following on 04/07/2006 06:33 PM:
Please don't say try using Source: Metamod ,due to I don't want it to use
that.
Metamod is seriously misrepresented and you really should consider using
it as it adds a lot of functionality. There is little difference in
coding
Alfred Reynolds wrote:
I have added a new page to the wiki with some VGUI2 programming best
practices to follow:
http://developer.valvesoftware.com/wiki/VGUI2_Programming_Best_Practices
- Alfred
Alfred Reynolds wrote:
Does this burst of free time creativity mean that voice_speex and the
Hi,
I have just started porting my plugin from cz/1.6 to css. In the
process, I have looked at a lot of code samples and I have yet to see
anyone implement this solution for comparing a single string against a
number of search patterns.
I am posting this in the hope that this will be useful to
Daniel Wilson randomly typed the following on 02/15/2006 11:36 PM:
Nice code,
Thank you.
If your list grows larger, you could use a hash table or, in such a case, I
would prefer one of the tree structures like AVL. You would have to populate
them at runtime, but that are much faster,
Hi people,
This is nothing to do with the server plugins but more to do with people
writing shabby client side utilities. I am hoping by writing here,
those people will do something about them.
The problem exists in at least two helpers for buying weapons and
weapon selecting scripts; RZEs
Hi,
Can someone give me an example of code for this please?
As far as I can understand, I just need to write something like this to
make it send a request:
(*g_engfuncs.pfnQueryClientCvarValue2)(pEntity, cl_cmdrate, 1);
Then, at the other end, something like this:
void CvarValue2(const
Jeffrey botman Broome wrote:
Your own MOD? Some other MOD? More details?
Sorry, my bad.
I am coding this as a metamod plugin to be used with CZ and 1.6.
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Hi,
I am trying to get my plugin to remember players money, frags and deaths
over a retry. I can set the money and frags without any issue, but even
though I store the deaths and update the deaths at the same time as the
frags, the deaths always remain at 0.
Here is my snippet of code for setting
Deadman Standing wrote:
When is this code called? What mod are you testing this with?
Hi,
I am using this on CS 1.6 and CS:CZ.
This code is executed immidiately after gmsgInitHUD,
Cheers,
Matt.
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voogru wrote:
Put something like this in ClientPutInServer.
int rate =
atoi(g_engfuncs.pfnInfoKeyValue(g_engfuncs.pfnGetInfoKeyBuffer(PLAYER_EDICT_
T),rate));
However, if they change it while connected you might want to do something so
it updates.
Hi,
Thanks for that, didn't realise it was so
Brian A. Stumm wrote:
I believe he means the CVAR rate which the client uses based on his
internet connection speed but in case its ping and packet loss we are
after try this:
Aye, it is the clients CVAR setting I am after. I know AMX could pull
some CVARs from the client, so I should probably
Hello all,
I am guessing searching for anything to with rates on google is a dead
loss so I shall ask directly here.
Can someone suggest a way that my metamod plugin can check client rates?
Cheers,
Matt
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Brian A. Stumm wrote:
On Sat, 31 Jul 2004, Jeff 'Kuja' Katz wrote:
Thunderbird is better than the included mozilla email client.
I've yet to get a virus with my mail client.
Pine via command line.
I recall, from the eons ago, when I installed this under FreeBSD or
OpenBSD, the port listed pine
David Fencik wrote:
I question that last comment. Pine was coded as an academic project,
thus the code was heavily scrutinized.
Dave
http://www.securiteam.com/unixfocus/6Z0001P0BI.html
http://www.securityspace.com/smysecure/catid.html?id=12602
David Fencik wrote:
I didn't question the first half...i questioned the comment.
Dave
Ahh, sorry. I am only going by what I remember. It may or may not have
been as I quoted, but what I said was a good summarisation of the actual
content. Maybe someone with a FreeBSD box will be able to help
David Anderson wrote:
while (!FNullEnt(tEnt)) {
const char *model = STRING(model);
Sorry, spent a few days doing other stuff, but found the problem :)
const char *model = STRING(tEnt-v.model);
Nice function, and thanks for your help. And apologies to valve for
accusing
Help!
(I have never coded for 1.5, but I am beginning to wish I had. Are they
going to make it this hard for us to do stuff in HL2?)
The DeleteCSWeapon is not working for me.
DeleteCSWeapon(models/w_awp.mdl,weapon_awp,index);
Am I using this wrong?
If I call this function when the player is
I have seen a number of posts and articales on this, is there any chance
that you can enable people to remove entities without crashing the server?
We can spawn entities, look them up, modify certain aspects, why the
hell can't we delete them?
Please can we have this *bug* fixed. I see this as a
Jeffrey botman Broome wrote:
We can spawn entities, look them up, modify certain aspects, why the
hell can't we delete them?
You can.
Please can we have this *bug* fixed. I see this as a setback to anyone
trying to create a mod.
What entities specifically can't you remove if you are
Jeffrey botman Broome wrote:
Yes. There are many people that have taken the standard 20 player maps
and made 32 player maps from them. If you want to play around with a
metamod plugin that allows dynamically adding and remove stuff to/from a
map, take a look at my Stripper2 plugin...
Deadman Standing wrote:
Any entities you create can be removed without issue (I do it all the
time).
Deleting entities created by the game (like map spawned entities) may
cause issues with the caching mechanism introduced a few releases ago.
At least that is the word as I recall it.
Any
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