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Archive › Old Forum Threads › Help › Scripting Help › Merging plugins
6 posts, 2 people · 698 views Thread Rating: ★★★★★
closedMerging plugins
Started by Kristiansen on 02-13-2009, 09:30 AM
K Kristiansen
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02-13-2009, 09:30 AM #1

Yo. I was simply wondering if merging plugins would be a lot of work or if one just can clash code together in a common sma and compile lol. Probably a noob question.rnrnI currently run some configs to start / stop a number of plugins and it would just look cleaner to just active / deactivate 1 plugin. But if its a lot of work I wont bother.

ghzero
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02-13-2009, 10:05 AM #2

just (!) code an controller plugin that can give the switch-status to other plugins over an native that you can call from your wanted plugins to toggle the plugins by their intern enable/disable-flag from their-self (maybe from plugin_cfg() )

K Kristiansen
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02-13-2009, 10:42 AM #3

Haha. Sounds greek to me. I'm good at copy pasting but not writing code. :D

ghzero
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02-13-2009, 03:06 PM #4

a few years ago I've done only changes in plugins too... but you can get better if you try more!rnyou will find so much code on this site and amxmodx.org and can lean very good from them.. and soon you can write your own fantastic plugins... I know that!

K Kristiansen
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Joined: Jan 2008
02-13-2009, 03:59 PM #5

I have been tempted to learn it but by the time I get good at it, people have stopped playing DoD.

ghzero
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02-14-2009, 10:31 AM #6

your knowledge is still usefully on sourcemod for dodsource!rnrnI like to play and code for dod classic instead of / for dod source . the amount of the running dod classic and amount of the dod source gameservers tells that the most dod-player still playing the classic half-life1 version of day of defeat.

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