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Sven Co-op AngelScript documentation, tutorials, sample code and tools

Results 47 SC_AngelScript issues
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PackDeadPlayerItems() does not work. Neither on living nor on dead players. Just the item in hand is dropped. No Weaponbox is created

bug

Observer HUD messages disappear, when the HUD message was set up shortly before the Observer mode or in the same tick. (using g_PlayerFuncs.HudMessageAll)

bug

**Script types:** All Allow scripts to handle the event when a player is Spawned via a Revive (Medkit, or NPC revive).

Hook Request

**Script types:** All Getting target type, damage dealt, damage type, etc. See [`CBaseEntity::TakeDamage`][cbaseentity-doc] and [`CBaseEntity::TraceAttack`][cbaseentity-doc] [cbaseentity-doc]: https://baso88.github.io/SC_AngelScript/docs/CBaseEntity.htm

Hook Request

g_AdminControl.BanPlayer(p, minutes, reason); g_AdminControl.KickPlayer(p, reason); As for now, coders need to do very dirty workarounds like: ```cpp if(iMinutes > 0) g_EngineFuncs.ServerCommand("kick #"+string(g_EngineFuncs.GetPlayerUserId(pTarget.edict()))+" \""+sReason+" (ban duration: "+string(iMinutes)+")\"\n"); else g_EngineFuncs.ServerCommand("kick #"+string(g_EngineFuncs.GetPlayerUserId(pTarget.edict()))+" \""+sReason+"...

atm you need a dirty "reopen calculate menu page" -workaround. nicer would be: @menu = CTextMenu(@CallBackFunc); menu.KeepOpenAfterSelection(true); //default: false

This is a request to expose: **studio.h**, **com_model.h**, **model_t**, **studiohdr_t** and **studio** That would allow easy model access. Also **gamerules**, with a easy option to add our own rules. Access...

Reference Code: https://github.com/MrOats/AngelScript_SC_Plugins/releases/tag/SM_v4.0 In my plugin listed above, I left notes and ability to test trying to stay in Observer mode through setting &bCanRespawn for specific players. From what I...

bug

When attempting to set m_flRespawnDelayTime at hook's PlayerKilled or PlayerSpawned, the game does not change their respawn delay. From what it seems, you have to set it the moment the...

`CPlayerFuncs::AdminLevel` returns the admin level of the given player. Unfortunately, it takes a `CBasePlayer@` (like the underlying `AdminLevel` function it forwards to) so you can't use it in the `ClientConnected`...

API Missing