1.35 Released!
Good news, I've managed to locate the signature for Temp Entities.cartman-2000 wrote:...for example it's missing a signature/offsets for temp entities, which some plugins need, a spray tracking one I have on my server needs it for it to work.
the signatures/offsets for the previous version of the mod which someone else came up with. I'm wondering if neico or someone else could update this with the correct signature offsets for this build of the mod.
Code: Select all
"Games"
{
"obsidian"
{
"Offsets"
{
/* Offset into CBaseTempEntity constructor */
"s_pTempEntities"
{
"windows" "17"
}
"GetTEName"
{
"windows" "4"
}
"GetTENext"
{
"windows" "8"
}
"TE_GetServerClass"
{
"windows" "0"
}
}
"Signatures"
{
"CBaseTempEntity"
{
"library" "server"
"windows" "\xEC\x8B\xC1\x8B\x4D\x08\xC7\x00\x2A\x2A\x2A\x2A\x89\x48\x04\x8B\x15\x2A\x2A\x2A\x2A\x89\x50\x08\xA3\x2A\x2A\x2A\x2A\x5D\xC2\x04\x00"
}
}
}
}
Now, on to that pesky CommitSuicide offset that appears to have gone missing...
Update:
Something has caused the CommitSuicide function to change so much that SourceMod can't even call it reliably any more. Its offset 395 is actually valid, but it has changed internally, resulting in a crash when SourceMod attempts to call it. Scratch that, it's inaccurate, use offset 396 instead.
Last edited by TESLA-X4 on Fri Jun 04, 2010 7:56 am, edited 1 time in total.
If Alyxes or Barneys are too strong, you could always slow down their health regen with a server command. It tends to help out some if you feel that way about them.JarskiFIN wrote:It would be nice to have some kind of restriction for the number of alyxes in oc_cardwar, because 3 or 4 alyxes are almost unbeatable.
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That's the plan for the next patch.Neliel wrote:If Alyxes or Barneys are too strong, you could always slow down their health regen
There are certainly ways of beating them, for example using a high damage unit (like the stalker) covered by meatshields (zombies or metrocops) works pretty well. However, the hero units are just too good in most situations, an I really didn't want some cards to be simply flat-out better than others; their usefulness should depend on their allies, enemies, and the arena. Not to mention the annoying stalemates caused when both sides use them, hell two barneys can't even beat eachother's regeneration.shiftey wrote:A full lineup of regen npcs is toast against a full lineup of metro cops with handguns or smgs.
I have proved more than once that regen npcs aren't that powerful in cardwar.
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