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November 8 2012 - November 26 2024
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November 25 2023 - November 26 2024
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Showing content with the highest reputation on 01/27/21 in all areas
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The Vision for Minigames The vision for the CSGO Minigames Server is to create a server with a selection of maps and rules that not only keep current players interested and engaged, but also looks appealing to newcomers to the server. Minigames is fun because of it's diverse map pool and the ability to play tons of different games modes and types in a short period of time. The goal of this server is to be a server molded by the players for the players. Suggesting maps (even ones that might not be a part of a traditional MG server's pool) will continue to provide not only new experiences for the server, but also allow us to tune in on what this server's community wants. Server Rules Play the game. Have fun. You are allowed to team kill on kill maps. When it comes to course maps you may only kill people with grenades. Slaying/Killing yourself to avoid losing points is not allowed. You may be banned and your points will be reset. Point trading or trying to manipulate points is also not allowed. Do not delay. No Cheats, exploits or 3rd party tools that give you an unfair advantage over other players. No ghosting. Be respectful to everyone! A certain amount of smack-talk is ok, but do not be disrespectful. No sexual harassment of female players. Do not be racist or use racist terms! These servers are for everybody. No useless spamming of the mic, text, or radio. That means no songs/soundbytes. No recruiting or advertising for other clans in here. Do not wear the -hg- / [HG] / HG | tag unless you are an HG member! No name impersonation of ANYONE, especially not HG members. If you are caught trying to crash or lag the server you will be permanently banned. Server Commands By default on the server you will have access to commands to pick/choose maps you want to play and force a vote on a map. !rtv - Rocks the vote. If enough players rtv it will force a map at the end of the next round. !nominate - Allows you to look through our map pool and nominate a map that will be in the next voting pool. !stopmusic - Will stop the music playing for the current round. rank - displays your current rank on the leaderboard top20 - displays the top twenty players on the server. Playing MG and earning a rank in the top 20 players will allow you access to commands that regular players will not. These commands are enabled/disabled on a map by map basis. !ak/!m4 - Gives you one ak or m4 per round. !smoke - Gives you one smoke per rounds. !vip - allows you to enable/disable Explosive Headshots/Sticky Grenades.4 points
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I'm learning Sourcemod and decided to make my own version of prison dice, called jimothy dice. Right now all it does is set you on fire and slap you until you die. Enjoy! EDIT: v0.0.2 is here! Added the !jdmenu command and it will no longer continue slapping players after respawn. #pragma semicolon 1 #define DEBUG #define PLUGIN_AUTHOR "Jimothy" #define PLUGIN_VERSION "0.02" #include <sourcemod> #include <sdktools> #pragma newdecls required #define JD_MENU_TITLE "Jimothy Dice" #define ROLL_MENU_ITEM "roll" #define ROLL_MENU_ITEM_DISPLAY "Roll" Handle TIMER_JDSLAP[MAXPLAYERS+1] = INVALID_HANDLE; bool JdSlapped[MAXPLAYERS+1]; public Plugin myinfo = { name = "Jimothy Dice", author = PLUGIN_AUTHOR, description = "Rolls the Jimothy dice", version = PLUGIN_VERSION, url = "https://www.youtube.com/watch?v=U_cPir6MwLM" }; public void OnPluginStart() { RegConsoleCmd("sm_jimothydice", Jimothy_Dice, "Roll the Jimothy Dice!"); RegConsoleCmd("sm_jd", Jimothy_Dice, "Roll the Jimothy Dice!"); RegConsoleCmd("sm_jdmenu", Jimothy_Dice_Menu, "Jimothy Dice Menu"); HookEvent("player_spawn", Event_PlayerSpawn, EventHookMode_Post); HookEvent("player_death", Event_PlayerDeath, EventHookMode_Post); } public Action Jimothy_Dice(int client, int args){ if(!client) { ReplyToCommand(client, "Console cannot roll Jimothy Dice!"); return Plugin_Handled; } if (args > 0) { ReplyToCommand(client, "Jimothy Dice takes no params!!."); SlapPlayer(client, 1000, true); return Plugin_Handled; } int dice = GetRandomInt(1, 2); PrintToChat(client, "You just rolled %d on the Jimothy Dice!", dice); switch(dice) { case 1: { Burning_Hammer(client); } case 2: { PrintToChat(client,"TODO: implement 2"); } } return Plugin_Handled; } public void Burning_Hammer(int client) { IgniteEntity(client, 25.0); JdSlapped[client] = true; TriggerTimer(TIMER_JDSLAP[client] = CreateTimer(0.1, Timer_Jd_Slap, GetClientUserId(client), TIMER_REPEAT|TIMER_FLAG_NO_MAPCHANGE), true); } public Action Timer_Jd_Slap(Handle hTimer, int userId) { int client = GetClientOfUserId(userId); if(client == 0) return Plugin_Stop; else if(!JdSlapped[client]) { TIMER_JDSLAP[client] = INVALID_HANDLE; return Plugin_Stop; } if(!IsClientInGame(client) || !IsPlayerAlive(client) || !SlapPlayer(client, 1, true)) { JdSlapped[client] = false; TIMER_JDSLAP[client] = INVALID_HANDLE; return Plugin_Stop; } return Plugin_Continue; } public void OnClientDisconnect(int client) { ResetVariables(client); } public void OnClientDisconnect_Post(int client) { ResetVariables(client); JdSlapped[client] = false; } public void OnMapStart() { for(int i=1;i < MAXPLAYERS+1;i++) { TIMER_JDSLAP[i] = INVALID_HANDLE; } } void ResetVariables(int client) { if (TIMER_JDSLAP[client] != INVALID_HANDLE) { CloseHandle(TIMER_JDSLAP[client]); TIMER_JDSLAP[client] = INVALID_HANDLE; } } public void OnClientPutInServer(int client) { JdSlapped[client] = false; } public Action Jimothy_Dice_Menu(int client, int args) { Menu menu = new Menu(Menu_Callback); menu.SetTitle(JD_MENU_TITLE); menu.AddItem(ROLL_MENU_ITEM, ROLL_MENU_ITEM_DISPLAY); menu.Display(client, 30); return Plugin_Handled; } public int Menu_Callback(Menu menu, MenuAction action, int param1, int param2) { switch (action) { case MenuAction_Select: { char item[32]; menu.GetItem(param2, item, sizeof(item)); if (StrEqual(item,ROLL_MENU_ITEM)) { Jimothy_Dice(param1, 0); } } case MenuAction_End: { delete menu; } } } public Action Event_PlayerSpawn(Handle hEvent, const char[] Name, bool dontBroadcast) { int client = GetClientOfUserId(GetEventInt(hEvent, "userid")); JdSlapped[client] = false; if(TIMER_JDSLAP[client] != INVALID_HANDLE) { CloseHandle(TIMER_JDSLAP[client]); TIMER_JDSLAP[client] = INVALID_HANDLE; } } public Action Event_PlayerDeath(Handle hEvent, const char[] Name, bool dontBroadcast) { int clientUserId = GetEventInt(hEvent, "userid"); int client = GetClientOfUserId(clientUserId); if(client == 0) return; JdSlapped[client] = false; if(TIMER_JDSLAP[client] != INVALID_HANDLE) { CloseHandle(TIMER_JDSLAP[client]); TIMER_JDSLAP[client] = INVALID_HANDLE; } } jimothydice.smx3 points
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Fellas, moving out of the barracks and into a house is so much work.2 points
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@dblackhawk I do not want to see you abusing your admin in our servers again. If you continue to do so your admin will be revoked. This is your official warning. Keep your nose clean in our servers please and have fun. Unbanned2 points
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Welcome to Egyptian Sand. So, what's changed? As the server has changed and progressed over the years, the clear indication that the preferred maps to be played are small to medium size maps. As such, maps made a couple of years ago may not be balanced with the consent changing meta of HG ZS. Nothing against the original creator of ancient sand but, players are wanting maps to be less confusing and are more focused on the gamemode itself. To reiterate, the same basic layout of ancient sand has been retained with some areas deemed too undesirable to cade removed or edited to make cading more easier and streamlined. Most areas have been moved to mostly one side of the map so players can rush to a spot and still be close enough to rush to the cade. You can still jump and run around if you feel so inclined but, hiding spots on the map have been mostly removed. This isn't a hide-and-seek gamemode after all. Anyways, leave any feedback or comments below as always, map changes will be listed below. Screenshots Changelogs Version 1 - Major layout changes to simplify the map - Crate spots are now easier to defend - Crate spots are now varied - Christmas has been expanded - Water has been added to prevent kleiners from dying - Many pickups have been added - Major retexturing - Zombies gain a 15% speed boost to make getting around the map easier - Zombie spawn has been moved more central to help prevent spawn camping - Some secret changes Post any questions, suggestions, or bugs below!1 point
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I'd like to congratulate one of our newest staff members! (I totally didn't forget to post this...) [HG] Lucas15 [CE] He'll be managing our HG newsletters and smthin else.1 point
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Abuse Report Abuser Name DBlackhawk Abuser's Steam ID/Unique ID STEAM_0:1:9172445 Where did this occur? CS:S What server? 185.141.204.1:27015 crackhouse How long ago did this take place? 30+ minutes ago, I was waiting for a high rank to send me the report link. Give us a brief description of the incident. I killed the admin with a knife two times and they slayed me for no reason and left. They never said why they slayed me nor said sorry. Proof Links? https://prntscr.com/xog8zj, https://prntscr.com/xoger11 point
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i am back after being homeless for 6 months yay i missed you guys1 point
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Welcome to Cock Eaters [CE] ! i hope i don't get removed from ce staff for posting this : )1 point
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I don't know if this is the right way to do this,, but I thought I'd start a suggestion thread for the new minigames server. -the duckhunt map needs to have like 1 CT - 4 T ratio. This is definitely negotiable, but it feels about right to me. Currently it lets the teams be 1:1 and it causes headaches and arguments about who should get off CT. - duckhunt seems to have become known to be a points farm for the gameme plug in. The map is a lot of fun, but no one wants to play considering that they lose a ton of points. If we could disable the plug in on duckhunt exclusively I think it would benefit the server. -it's also been brought to my attention that a great idea for duck hunt would be to auto rotate people from each team each round. - I personally think that many of the maps with the boosts and such should have auto b hop turned on and possibly fall damage off depending on the map. It may be a harder to shoot people, but I think it will attract more people than not having it. - There has been talk of minigames specific rules. I may be dumb, but I'm not stupid and I am struggling to find any rules specific to minigames listed anywhere on the forums or the server. If we're going to enforce minigames server/ map specific rules I feel like they should be published somewhere. I may add more as we go, but I thought I'd start with these. I'll keep playing on it and see how it goes. If anyone else has reasonable, I repeat reasonable, suggestions feel free to add them here.1 point
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