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leiizko last won the day on April 29

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About leiizko

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  • Birthday 12/31/1868

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  1. You were already told what is wrong. If you want russian language to work you will sadly have to figure it out yourself.
  2. Your spect.gsx script is then most likely being called prior to events init function.
  3. You need to call init() function first. You can do it within globallogic init function.
  4. deleting the entity should stop the sound I think. However not sure if it would have any negative effects.
  5. I'm unable to test this, the waypoints seem broken. The algorithm I use just fails to find the path (I don't do node rediscovery) while stock implementation just enters an endless loop and scriptengine returns undefined after 16 seconds.
  6. I tested on pipeline which has 450 waypoints. If you have any bigger waypoint file you can send it to me and I can test it for paths you are having trouble with.
  7. Maybe just use this instead link That little improvoment you would get from doing it in pure C is not worth it.
  8. Best used on Hardcore servers so we can get a clear view without hitmarker obscuring everything and 1 shot means 1 kill with most weapons. Use only when you are active on the server and recording. And before someone asks, cvar_cheats only makes server be able to use cheat protected dvars, clients will not be able to use cheats while playing.
  9. This plugin will allow you to write plugin in Lua, no compiling needed. Just drop into server directory and load the script file and you're done. Most suited for implementation of heavier functions that run slow in gsc script (A star for example). It is up to 10 times faster in my tests. Still early version so there may be bugs and not all functions are implemented. Should be enough to satisfy most needs, but if needed you can use lua ffi api to access structs and other functions. GitHub page
  10. If you are running new arch add to config file: set db_nobspweapon 1 If still on old arch add this code to gametype start function turrets = getEntArray( "misc_turret", "classname" ); for( i = 0; i < turrets.size; i++ ) { turrets[ i ] delete(); }
  11. Wouldnt help you at all. Weapons are precached in script and if you remove them from loading you will crash due to script error.
  12. Plugin_Error prints just general error/warning from the plugin, while Plugin_Scr_Error invokes a script error so you actually have a backtrace so you know where exactly the error happens in gsc code. At quick glance i cannot see Scr_GetVector´╗┐ accessible from the plugin. Plugin_Scr_GetVector´╗┐(0, &origin); will do exactly the same. It can be messy at times, but if it suits your needs it is okay then.
  13. Unreleated, but some notes: You probably want Plugin_Scr_Error here? You tried your own implementation of this? Plugin_Scr_GetVector() is by default. Use Vec3DistanceSq() instead. And like said before, try not to use 2 different return types.
  14. Don't have a steam cod4, still does exactly what I described.
  15. Sure. struct data *location = malloc( numElements * sizeof(struct data) ); But this obviously has to be done at runtime and not as a global variable. What are you even trying to malloc? You already initialized the location array. Maybe you'd want to switch to C++ and just use vectors instead.