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FakeFull Original v1.7.6


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Plugin Info:     Modification:   ALL        Category:   Server Management        Approver:   v3x (159)
jtp10181
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Join Date: May 2004
Location: Madison, WI
Old 06-12-2006 , 12:09   FakeFull Original v1.7.6
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********************************************* *******************************
*
* Version 1.7.6 Date: 08/09/2006
*
* Original Author: Freecode [email protected]
* Current Author: JTP10181 [email protected]
*
********************************************* *******************************


Based on OLO's FakeFull metamod plugin. Fake clients connect to the server when its empty. Everytime someone joins and there is no more spots left for another person one fake client is removed. When the server is empty and FakeFull is on Automatic mode it will add a fake client. Once the # of fake clients and real players equals to ff_players it will stop.

Admin Commands:

amx_addfake <# | @FILL> - Add # of bots or fill the server

amx_removefake <# | @ALL> - Remove # of bots or remove all


CVARs: Paste the following into your amxx.cfg to change defaults. You must uncomment cvar lines for them to take effect
Code:
// ******************  FakeFull Settings  ******************
 
//Turns Automatic mode on.
//ff_players must be set higher then 0.
//<1 = ON || 0 = OFF>
//ff_automode 0
 
//Minimal number of fake and real clients on the server.
//Fake clients will be kicked so that the total players on the
//Server equals this number.  If there are more players than this
//All the fake players will be gone. Do NOT set this at or aboive
//your max player count or no one will be able to join
//REQUIRED to be above 0 for Automatic mode.
//ff_players 2
 
//Delay between each fake client joins/leaves.
//REQUIRED to be above 0 for Automatic mode and regular bot add.
//ff_delay 1
Setup for Automatic Mode:

Set ff_players to the number of fake clients you want in server at max. Turn on ff_automode.

Changelog:

v1.7.6 - JTP10181 - 08/09/06
  • Set team to UNASSIGNED for CS so they wont join teams
v1.7.5 - JTP10181 - 08/03/06
  • Got rid of need for engine module
  • Upgraded to pCVARS
  • Finally put an end to fakes ending up with models and being seen as ghost players
v1.7.4 - JTP10181 - 07/01/06
  • Fixed bug in team checking causing fakes on team "-1" to get kicked
  • Upgraded to new file natives
v1.7.3 - JTP10181 - 4/21/06
  • Added code to kick bots if they get on a team somehow
v1.7.2 - JTP10181
  • Added new line of code per suggestion on a forum post, to prevent crashing
v1.7.1 - JTP10181
  • Cleaned up massive code, hopefully no more crashing
  • Renamed CVARS and commands
  • Added feature to randomly add frags to the fake clients
v1.7 - JTP10181
  • Ported fake client creation to new method using AMXX. No longer needs module.
  • Changed bot name file to botnames.txt
v1.6.1 - JTP
  • Fixed bug that could get server stuck in an infinite loop
  • Fixed bug that caused dupe names sometimes
v1.6 - JTP
  • Ported to AMXx
  • Fixed mem leak/overflow bug caused by some of my code
  • Fixed bugs where it was not removing the fakes automatically
  • Rewrote a lot of the createBot function to make it more effecient and less likely to cause mem overflows from looping
  • Fixed bugs when setting the max_names higher.
  • Must have the botnames.cfg now, no defaults are embedded in the script
  • Fixed bug where playnames array was 1000 length for the names, made plugin huge.
v1.5
  • Custom names and reading names from botnames.cfg
Below v1.6 was maintained by FreeCode


The botnames.txt goes in the amxx configs folder
Attached Files
File Type: sma Get Plugin or Get Source (fakefull_original.sma - 65948 views - 12.8 KB)
File Type: zip botnames.zip (1.1 KB, 43160 views)
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Last edited by jtp10181; 08-09-2006 at 18:46.
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Kensai
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Join Date: Aug 2005
Location: San Diego, California
Old 06-12-2006 , 12:26  
Reply With Quote #2

Sweet, these fake clients are actual bots or are they just names taking up slots?
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bigman11
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Join Date: Jun 2006
Location: Computer
Old 06-12-2006 , 12:41  
Reply With Quote #3

You need to try compiling before posting. See if even compiles
But Dont Fear I guess I will fix it.
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jtp10181
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Join Date: May 2004
Location: Madison, WI
Old 06-12-2006 , 13:11  
Reply With Quote #4

Quote:
Originally Posted by bigman11
You need to try compiling before posting. See if even compiles
But Dont Fear I guess I will fix it.
It compiles fine on 1.71 locally. Not my fault the online compiler is broken.

And they are not bots, just "fake" clients that show up in the player list.
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v3x
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Join Date: Oct 2004
Location: US
Old 06-12-2006 , 13:13  
Reply With Quote #5

Please choose a category ;)
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What am I doing these days? Well, I run my own Rust server. It's heavily modded. If you'd like to join, the ip is 167.114.101.67:28116

I also created a website called Rust Tools. It will calculate and tell you the raw amounts of resources needed to craft items.
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jtp10181
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Location: Madison, WI
Old 06-12-2006 , 13:16  
Reply With Quote #6

I had but it randomly forgets it when you edit the thread. I fixed it now
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bigman11
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Join Date: Jun 2006
Location: Computer
Old 06-12-2006 , 13:32  
Reply With Quote #7

too much work!!
Not going to try to fix.
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Kensai
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Join Date: Aug 2005
Location: San Diego, California
Old 06-12-2006 , 14:07  
Reply With Quote #8

Quote:
Originally Posted by jtp10181
It compiles fine on 1.71 locally. Not my fault the online compiler is broken.
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v3x
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Location: US
Old 06-12-2006 , 15:13  
Reply With Quote #9

Quote:
Originally Posted by jtp10181
I had but it randomly forgets it when you edit the thread. I fixed it now
Only if you preview it when you first post it ;)
__________________
What am I doing these days? Well, I run my own Rust server. It's heavily modded. If you'd like to join, the ip is 167.114.101.67:28116

I also created a website called Rust Tools. It will calculate and tell you the raw amounts of resources needed to craft items.
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`666
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Join Date: Jan 2006
Old 06-12-2006 , 15:36  
Reply With Quote #10

botnames.txt gose in to "configs" folder?
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