Search found 542 matches

by BackRaw
Sun Dec 03, 2017 7:44 pm
Forum: Plugin Development Support
Topic: Submenus
Replies: 11
Views: 8513

Submenus

Hello everyone, how can I add a submenu to a PagedMenu? I've looked in the menus package but I couldn't find anything related to submenus, or, how to attach one to a PagedMenu, at least. Edit: I know how to do it on my own but I'm wondering whether there is a more SP way to do it other than subclass...
by BackRaw
Sun Dec 03, 2017 12:42 am
Forum: Plugin Releases
Topic: Ultimate Deathmatch v1.9.2
Replies: 26
Views: 53479

Re: Ultimate Deathmatch v1.6

UDM v1.6 re-released!
Download link: https://github.com/backraw/udm/releases/tag/v1.6

Fixes
by BackRaw
Sun Dec 03, 2017 12:33 am
Forum: Plugin Releases
Topic: GG-ProjectileKills v1.1.0
Replies: 5
Views: 6923

Re: GG-ProjectileKills v1.0.1

Ah yes, sounds reasonable.
by BackRaw
Sat Dec 02, 2017 11:30 pm
Forum: Plugin Development Support
Topic: How to use PlayerAnimation.RELOAD?
Replies: 22
Views: 70091

Re: How to use PlayerAnimation.RELOAD?

I have changed to ammo_ cvars to -2 during gameplay for now.

Thanks for your help!
by BackRaw
Sat Dec 02, 2017 6:57 pm
Forum: Plugin Releases
Topic: GG-ProjectileKills v1.1.0
Replies: 5
Views: 6923

Re: GG-ProjectileKills v1.0.1

Finally I see my "Flash Fun" thing put to good use :grin:
I haven't seen any "disable blind/smoke" in your GunGame configs. Do you plan on adding those?
by BackRaw
Fri Dec 01, 2017 1:53 pm
Forum: Plugin Development Support
Topic: How to use PlayerAnimation.RELOAD?
Replies: 22
Views: 70091

Re: How to use PlayerAnimation.RELOAD?

Edit: Does sv_infinite_ammo apply to grenades and so on as well? According to several grenade training tutorials like this one , yes. Would've been too good to be true otherwise :D I guess the thread can be marked as solved now. Not sure if we can mark topics as "solved" on these forums b...
by BackRaw
Fri Dec 01, 2017 12:03 pm
Forum: Plugin Development Support
Topic: How to use PlayerAnimation.RELOAD?
Replies: 22
Views: 70091

Re: How to use PlayerAnimation.RELOAD?

I'd also mention CS:GO-specific cvar sv_infinite_ammo . It is used the stock DM mode. Setting it to 1 will get you an infinite reserve ammo, while setting it to 2 gets you an infinite clip, i.e. players won't need to reload at all. Default value is 0. I know your plugin is cross-game, but you may w...
by BackRaw
Fri Dec 01, 2017 7:33 am
Forum: Plugin Development Support
Topic: How to use PlayerAnimation.RELOAD?
Replies: 22
Views: 70091

Re: How to use PlayerAnimation.RELOAD?

Thank you very much! I'll test things out when I get back home :)
by BackRaw
Fri Dec 01, 2017 3:56 am
Forum: Plugin Development Support
Topic: How to use PlayerAnimation.RELOAD?
Replies: 22
Views: 70091

Re: How to use PlayerAnimation.RELOAD?

Here's the source code of CAmmoDef::MaxCarry : int CAmmoDef::MaxCarry(int nAmmoIndex) { if ( nAmmoIndex < 1 || nAmmoIndex >= m_nAmmoIndex ) return 0; if ( m_AmmoType[nAmmoIndex].pMaxCarry == USE_CVAR ) { if ( m_AmmoType[nAmmoIndex].pMaxCarryCVar ) return m_AmmoType[n...
by BackRaw
Fri Dec 01, 2017 3:39 am
Forum: Plugin Releases
Topic: GG-HostnameManager v1.0.1
Replies: 2
Views: 4052

Re: GG-HostnameManager v1.0.1

Awesome!!
by BackRaw
Fri Dec 01, 2017 3:37 am
Forum: Plugin Development Support
Topic: How to use PlayerAnimation.RELOAD?
Replies: 22
Views: 70091

Re: How to use PlayerAnimation.RELOAD?

Why not simply hook CBaseCombatCharacter::RemoveAmmo and always block its execution? I was actually going to propose that in my next reply to BackRaw :) Along with refilling the ammo in a post-hook on CBaseCombatWeapon::FinishReload . But I'm kinda taught by you not to hook stuff without the need, ...
by BackRaw
Fri Dec 01, 2017 2:51 am
Forum: Plugin Development Support
Topic: How to use PlayerAnimation.RELOAD?
Replies: 22
Views: 70091

Re: How to use PlayerAnimation.RELOAD?

No, tickrate doesn't affect internal timer, because tick interval (ideal time spent per tick) is constant once you launch the server. The game is smart enough to do the math, given it knows the total tick count and the tick interval :) Also. I didn't see that you also launch your refilling routine ...
by BackRaw
Fri Dec 01, 2017 2:49 am
Forum: Plugin Development Support
Topic: How to use PlayerAnimation.RELOAD?
Replies: 22
Views: 70091

Re: How to use PlayerAnimation.RELOAD?

L'In20Cible wrote:Why not simply hook CBaseCombatCharacter::RemoveAmmo and always block its execution?

I didn't know about that. Is it exposed so I can use it in a EntityPreHook?
by BackRaw
Fri Dec 01, 2017 2:11 am
Forum: Plugin Releases
Topic: Ultimate Deathmatch v1.9.2
Replies: 26
Views: 53479

Re: Ultimate Deathmatch v1.6

by BackRaw
Fri Dec 01, 2017 2:07 am
Forum: Plugin Development Support
Topic: How to use PlayerAnimation.RELOAD?
Replies: 22
Views: 70091

Re: How to use PlayerAnimation.RELOAD?

Well, can't really answer your question, but I'd point out the issue with your implementation. You delay the refilling procedure with Source.Python delay mechanism on a value based on m_flNextPrimaryAttack value. But the latter is expressed with time that can be affected by host_timescale , while S...
by BackRaw
Fri Dec 01, 2017 1:13 am
Forum: Plugin Development Support
Topic: How to use PlayerAnimation.RELOAD?
Replies: 22
Views: 70091

Re: How to use PlayerAnimation.RELOAD?

It's just one of the possible player animations. You can't really detect anything with it other than that reloading has begun. "Player intention detection" will more likely be described with PlayerButtons.RELOAD , but it will boil down to just checking R (or other key) state, even if a pl...
by BackRaw
Fri Dec 01, 2017 12:29 am
Forum: Plugin Development Support
Topic: How to use PlayerAnimation.RELOAD?
Replies: 22
Views: 70091

How to use PlayerAnimation.RELOAD?

Hi,

can I somehow utilize PlayerAnimation.RELOAD to detect whether a player wants to reload their weapon? Or is that constant just indicating that the player is currently reloading their weapon?

Thanks!
by BackRaw
Fri Dec 01, 2017 12:15 am
Forum: Plugin Releases
Topic: Ultimate Deathmatch v1.9.2
Replies: 26
Views: 53479

Re: Ultimate Deathmatch v1.5.3

UDM v1.5.3 released!
Download link: https://github.com/backraw/udm/releases/tag/v1.5.3

Changes
Fixes
  • Fix issue #1
  • Remove redundant code & optimize code documentation

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