PDA

View Full Version : CSS - GunGame:SM


Pages : [1] 2

Liam
11-16-2008, 18:06
Requirements:

Latest 1.1 release of SourceMod.
Counter-Strike: SourceInstallation directions:

Install Metamod:Source (http://www.sourcemm.net/).
Install SourceMod (http://www.sourcemod.net/).
Upload the addons, sound, and cfg into your cstrike folder for CS:Source
Config gungame.config.txt and gungame.equip.txt to your liking in cfg/gungame/
Restart your server.Credits:

Original Idea and concepts of Gun Game was made by cagemonkey @ http://www.cagemonkey.org (http://www.cagemonkey.org/)
Original SourceMod code by Teame06Bugs && Feature Requests:

GunGame Bugs and Feature Requests (https://bugs.alliedmods.net/enter_bug.cgi?product=GunGame%3ASM)SVN:

http://users.svn.alliedmods.net/viewvc.cgi/?root=liamChange Log:

Corrected a bug in UTIL_FindMapObjective( )
Removed the MaxClients global define
Corrected the bug in the GetSlot function. Make sure to overwrite the gungame.games.txt in the addons\sourcemod\gamedata folder.Notes:

I will NOT support anyone running an illegal / cracked server. Don't even bother asking.

Sgt-Mess
11-16-2008, 22:53
Its nice to see someone else taking up the job of perhaps making the only working gungame plugin for sourcemod. Thanks Liam.

The biggest problem I think this plugin has is working with mapchooser. It needs a way of telling mapchooser when to start a vote via weapon levels remaining or something.

Stixsmaster
11-17-2008, 08:58
is this beta 5 still or is it the official 1.0.0.0?

& is it the nightly build of sourcemod you are talking about?

---Stixsmaster

Liam
11-17-2008, 09:18
This is beta 5 with some additional bug fixes that I put in last night. Bailopan is adding this as a project to Bugzilla so I can start tracking issues, but I am actively working on this project. So please be patient until we get that up, but this is a newer version than what was posted before.

exvel
11-17-2008, 14:49
Liam, that is the day that I waited for along time. Thank you for your work. I hope this plugin will be better and faster then es version. Just will wait a final relese. :)

exvel
11-17-2008, 14:51
p.s. plz add translation support

Sgt-Mess
11-19-2008, 21:17
Could you please make it a high priority to enable a map vote somehow via weapon level or something.

I know there's probably a bunch of other things that would need to be fixed before this but It would really be great to have a feature like this incorporated into the plugin.

But it not having a feature like this is the only thing stopping me from putting it on our server.

Rebell
11-20-2008, 07:26
Oha - good luck with this plugin !

I would like to use it if its "stable" :)

Liam
11-20-2008, 08:58
Its stable :)

{7~11} TROLL
11-20-2008, 20:43
whats different in this version of css gungame then the others?

Liam
11-20-2008, 21:42
This version runs strictly from SourceMod instead of using ES.

PStar
11-21-2008, 04:50
This version runs strictly from SourceMod instead of using ES.
I think he meaned thath what is the difference in this Gugame compared to the unapproved one.

{7~11} TROLL
11-21-2008, 14:07
I think he meaned thath what is the difference in this Gugame compared to the unapproved one.
no i was meaning my clan runs a css gungame server now it runs on es and bat and i was wanting to know the difference between that version and this one.

im currently now thinking of redoing that server so all of css servers run off 1 admin mod (source mod) instead of different once on each server.

are the setup and stuff for the guns any different or is that basicly the same as the other one?

Liam
11-21-2008, 15:16
Should be basically the same. All of the install directions are in the OP here.

As far as the difference between this and the unapproved, there are a few bug fixes and I updated some old functions to the new ones.

Right now I'm basically waiting for testing and to get the bug system added to BugZilla here so you all can start reporting bugs over that and requesting features.

I've spent the last few days looking through the code and I'm tossing some ideas around in my mind on how to make it faster and more efficient, but I'm going to hold off on that for now.

{7~11} TROLL
11-21-2008, 15:33
one last question,

on the gungame for es you can auto respawn when you get killed (like deathmatch) is that auto enabled with this?

if not how can i make the players auto respawn?

Liam
11-21-2008, 18:04
I'm not 100% sure, though I like the idea. Once we get the bugzilla stuff up and running, you can request it as a feature.

{7~11} TROLL
11-21-2008, 18:17
i sent you a pm of an error i keep getting for this mod can you take a look please

PStar
11-21-2008, 19:45
Did you implemet tha unlimited nades function in this version?

Sgt-Mess
11-21-2008, 21:27
i sent you a pm of an error i keep getting for this mod can you take a look please

Apparently you didn't read his signature.

DontWannaName
11-21-2008, 22:43
Another mod to add to your sig Liam.

Liam
11-22-2008, 01:21
OP Updated with links to SVN and Bugzilla for bug and feature requests. Thanks for setting this up Bailopan!

nonick
11-22-2008, 13:08
Didn't load plugin :( error:

L 11/22/2008 - 19:40:06: [SM] Plugin encountered error 25: Call was aborted
L 11/22/2008 - 19:40:06: [SM] Native "SetFailState" reported: Virtual CBaseCombatWeapon::GetSlot Failed. Please contact the author.
L 11/22/2008 - 19:40:06: [SM] Displaying call stack trace for plugin "gungame.smx":
L 11/22/2008 - 19:40:06: [SM] [0] Line 179, gungame/hacks.sp::CreateGetSlotHack()
L 11/22/2008 - 19:40:06: [SM] [1] Line 48, gungame/hacks.sp::OnHackStart()
L 11/22/2008 - 19:40:06: [SM] [2] Line 123, gungame.sp::OnPluginStart()
L 11/22/2008 - 19:46:36: [SM] Plugin encountered error 25: Call was aborted
L 11/22/2008 - 19:46:36: [SM] Native "SetFailState" reported: Virtual CBaseCombatWeapon::GetSlot Failed. Please contact the author.
L 11/22/2008 - 19:46:36: [SM] Displaying call stack trace for plugin "gungame.smx":
L 11/22/2008 - 19:46:36: [SM] [0] Line 179, gungame/hacks.sp::CreateGetSlotHack()
L 11/22/2008 - 19:46:36: [SM] [1] Line 48, gungame/hacks.sp::OnHackStart()
L 11/22/2008 - 19:46:36: [SM] [2] Line 123, gungame.sp::OnPluginStart()

Liam
11-22-2008, 14:33
Try recompiling the plugins against your scripting folder. I had that once on my Weapon Restriction plugin and a recompile against my updated SM install fixed it.

nonick
11-22-2008, 14:56
Nothing ...

rcon sm plugins load gungame
autokick is disabled for NoNick
L 11/22/2008 - 21:51:36: [SM] Plugin encountered error 25: Call was aborted
L 11/22/2008 - 21:51:36: [SM] Native "SetFailState" reported: Virtual CBaseCombatWeapon::GetSlot Failed. Please contact the author.
L 11/22/2008 - 21:51:36: [SM] Displaying call stack trace for plugin "gungame.smx":
L 11/22/2008 - 21:51:36: [SM] [0] Line 179, gungame/hacks.sp::CreateGetSlotHack()
L 11/22/2008 - 21:51:36: [SM] [1] Line 48, gungame/hacks.sp::OnHackStart()
L 11/22/2008 - 21:51:36: [SM] [2] Line 123, gungame.sp::OnPluginStart()
[SM] Loaded plugin gungame.smx successfully.

Liam
11-22-2008, 16:35
nonick, send me a message on AIM. The contact info is in my profile.

nonick
11-22-2008, 16:59
i'm didn't use AIM, just skype and what message? ;)

Liam
11-22-2008, 17:20
I'll be glad to help you if you'll install msn or AIM. the contact for both are in my profile here. If you don't want to do that, zip your addons folder up and create a bug report and attach it there please.

http://bugs.alliedmods.net

{7~11} TROLL
11-22-2008, 19:16
how do i recompile the plugin cause im getting the same thing
L 11/22/2008 - 18:08:59: SourceMod error session started
L 11/22/2008 - 18:08:59: Info (map "cs_assault") (file "errors_20081122.log")
L 11/22/2008 - 18:08:59: [SM] Plugin encountered error 25: Call was aborted
L 11/22/2008 - 18:08:59: [SM] Native "SetFailState" reported: Virtual CBaseCombatWeapon::GetSlot Failed. Please contact the author.
L 11/22/2008 - 18:08:59: [SM] Displaying call stack trace for plugin "gungame.smx":
L 11/22/2008 - 18:08:59: [SM] [0] Line 179, gungame/hacks.sp::CreateGetSlotHack()
L 11/22/2008 - 18:08:59: [SM] [1] Line 48, gungame/hacks.sp::OnHackStart()
L 11/22/2008 - 18:08:59: [SM] [2] Line 123, gungame.sp::OnPluginStart()
L 11/22/2008 - 18:13:03: Error log file session closed.
L 11/22/2008 - 18:13:09: SourceMod error session started
L 11/22/2008 - 18:13:09: Info (map "cs_assault") (file "errors_20081122.log")
L 11/22/2008 - 18:13:09: [SM] Plugin encountered error 25: Call was aborted
L 11/22/2008 - 18:13:09: [SM] Native "SetFailState" reported: Virtual CBaseCombatWeapon::GetSlot Failed. Please contact the author.
L 11/22/2008 - 18:13:09: [SM] Displaying call stack trace for plugin "gungame.smx":
L 11/22/2008 - 18:13:09: [SM] [0] Line 179, gungame/hacks.sp::CreateGetSlotHack()
L 11/22/2008 - 18:13:09: [SM] [1] Line 48, gungame/hacks.sp::OnHackStart()
L 11/22/2008 - 18:13:09: [SM] [2] Line 123, gungame.sp::OnPluginStart()

Liam
11-22-2008, 19:34
Troll,

Shoot me a message on IM.

{7~11} TROLL
11-22-2008, 19:36
can you install xfire?

http://www.xfire.com/downloads

Xfire: dbdtroll

Liam
11-22-2008, 20:12
Uh. No. I have 3 messengers installed already. That's enough.

{7~11} TROLL
11-22-2008, 20:35
ok do you have steam?

Liam
11-22-2008, 21:00
Please file a bug report at http://bugs.alliedmods.net and attach your entire addons folder so I can test it on this end.

Thanks.

{7~11} TROLL
11-22-2008, 22:09
ok i sent it

PStar
11-23-2008, 07:43
Getting the same error log, altought i recomplied it against the new-es snapshot.

Dannyd534
11-23-2008, 21:53
hello huys,

i installed GG:SM but it wont run on my server..what do i have to do to make it start up?

{7~11} TROLL
11-23-2008, 22:04
lol get in line a couple of us are having the same issue

Dannyd534
11-23-2008, 22:07
lmao...well w/e ill just remove it...this sourcemod is really pissing me of....they shoulda just made amxx for source...its so much easier to use

Liam
11-24-2008, 08:08
It is?

Lebson506th
11-24-2008, 08:09
...it's the same thing, dude.

Liam
11-24-2008, 08:30
hello huys,

i installed GG:SM but it wont run on my server..what do i have to do to make it start up?

If you're having trouble getting GG running, please let me know and I'll be glad to help you out.

Liam
11-24-2008, 11:09
I've corrected the GetSlot issue that people were experiencing. Please download the zip file from the OP and extract it. Overwrite the gungame.games.txt file in the addons\sourcemod\gamedata folder and restart your server.

I did not increase the version number as it wasn't a code change. Let me know if you have any problems by submitting a bug report to http://bugs.alliedmods.net

Thanks!

PStar
11-24-2008, 15:20
Did you get my req?
I cannot find it in bugzilla now :-(

Liam
11-24-2008, 15:27
I fixed it and closed the bug. You should have gotten an email.

PStar
11-24-2008, 16:15
I fixed it and closed the bug. You should have gotten an email.

I know, and i redownloaded tha pack but cannot find the cvart what i had requested. And i still dont get anohter grenade after i throwed my.

If i wasn't clear enought i woudl like to see something like this:
http://forums.alliedmods.net/showthread.php?p=607242
As a built in feature.

Liam
11-24-2008, 16:21
Oh. Thats the feature request. I haven't done that yet. It should still be in the bug system. Go down to 'My Bugs' at the bottom.

{7~11} TROLL
11-24-2008, 16:31
is the new download the svn link? or the attached zip folder?

Liam
11-24-2008, 16:39
You can use either.

{7~11} TROLL
11-24-2008, 16:50
ok thank you it works :D

{7~11} TROLL
11-24-2008, 17:06
ok one last question

how can i make it so my players respawn instead of having to wait for the whole team to die?

PStar
11-24-2008, 17:10
ok one last question

how can i make it so my players respawn instead of having to wait for the whole team to die?
I thik deatmatch mod isn't implemented yet.

{7~11} TROLL
11-24-2008, 17:15
damn :( well i cant wait till it is know any plugins i could add till its implemented?

Liam
11-24-2008, 18:52
You could request it as a feature.

{7~11} TROLL
11-25-2008, 13:34
ok where would you like me to post it to request it?

Liam
11-25-2008, 13:37
http://bugs.alliedmods.net like it says in the first post. :)

{7~11} TROLL
11-25-2008, 13:41
ah thank you for answering all my question one last one do you know of something like a mod i can use untill deathmatch is added to this one?

Sgt-Mess
11-25-2008, 14:24
If I'm not mistaken I thought Bailopan's CSS:DM plugin was suppose to work with this plugin to achieve a death match gungame.

Or am I wrong.

Liam
11-25-2008, 14:30
You would be correct.

{7~11} TROLL
11-25-2008, 14:40
ok can some post on how to get that to work with gun game please (im new at setting up servers lol) like the things you need for it to work with gungame adn the things you dont need

Liam
11-25-2008, 14:55
Read through here.
http://forums.alliedmods.net/showthread.php?t=56930

I think there are directions in that.

{7~11} TROLL
11-25-2008, 15:49
ok i got it all figured out thanks again for answering all my questions i had :D

Xp3r7
11-25-2008, 23:56
ah thank you for answering all my question one last one do you know of something like a mod i can use untill deathmatch is added to this one?

http://forums.alliedmods.net/showthread.php?t=60002

This would work as well and wouldnt be as hard to setup and configure.

Harley
11-26-2008, 11:39
A very interesting plug-in
It would be like on my servers
I work on time even with EV for GG
Is there a possibility for this plugin change map on and off at Turn

Liam
11-26-2008, 11:40
do huh what?

{7~11} TROLL
11-26-2008, 14:18
well our server has been running this for 24 hours now and its perfect

thanks again liam for the help

Dunno
11-27-2008, 12:43
Great addon!!

I have a question for creator, or anyone else.

I would like an easier way to disable/re enable this addon, than editing the config. then restarting.

Is there another "simple" addon to do this?

Is it possible to exec the GG addon when a certain map runs? I.E. Gungame maps.

Thanks for the addon!

Liam
11-27-2008, 13:42
Great addon!!

I have a question for creator, or anyone else.


I would like an easier way to disable/re enable this addon, than editing the config. then restarting.


That's pretty simple, so no.

Is there another "simple" addon to do this?


No.
Is it possible to exec the GG addon when a certain map runs? I.E. Gungame maps.


Yes.
Thanks for the addon!


NP.

PStar
11-28-2008, 15:14
2 Req and no response.
Satrting to think that i might do something wrong.

Liam
11-28-2008, 15:55
No, but debugging is more important than requests. I've also got my final project for class to finish coding. :)

Also, the things you asked for are pretty time intensive.

[OSF]Swine
12-02-2008, 13:04
Well the only thing stopping me from using this plugin is the fact that it doesn't have a single cmd to turn it on and off. I'm running a hybrid Vanilla CS:S and GG server where GG is only enabled when it's on a gg map while it's Vanilla for all the other maps. Is there any way that could be accomplished with this?

Sgt-Mess
12-02-2008, 14:40
Swine;721774']Well the only thing stopping me from using this plugin is the fact that it doesn't have a single cmd to turn it on and off. I'm running a hybrid Vanilla CS:S and GG server where GG is only enabled when it's on a gg map while it's Vanilla for all the other maps. Is there any way that could be accomplished with this?

gg_enable/gg_disable

or you know you could unload the plugin.

Liam
12-03-2008, 22:05
So I just wanted to give you all a quick update. Right now I am working on rewriting the entire GunGame plugin from scratch. It will be written to comply with SourceMod version 1.2x since there are a lot of changes in that engine, though I will be making it backwards compatible, as well as taking advantage of a lot of new, faster procedures that are now available.

I have seen the feature requests everyone has submitted and I will do my best to include the ones that would do well in the 'core' in the first version I release.

Anyways, thanks for everyone who's testing this! If you find any bugs, dont hesitate to let me know. I will be updating the code in this one to keep it running and stable.

-Liam

Sgt-Mess
12-04-2008, 01:13
Sounds great, I'll probably start using this and report bugs.

{7~11} TROLL
12-04-2008, 17:19
if you wanna try it out feel free to come visit our server thats running this

GuN GaMe DM [ 7~11 X-Treme Gulp ] - 69.12.94.41:27015

Sgt-Mess
12-04-2008, 20:13
if you wanna try it out feel free to come visit our server thats running this

GuN GaMe DM [ 7~11 X-Treme Gulp ] - 69.12.94.41:27015

I would have joined but you have consistency enabled.

PStar
12-05-2008, 06:58
I would have joined but you have consistency enabled.
Try ours: 87.229.109.45:27015 (but your latency won't be too good )

P.s: does the handicap mode work by any of us?

{7~11} TROLL
12-05-2008, 17:31
I would have joined but you have consistency enabled.
meaning?

Sgt-Mess
12-05-2008, 18:03
meaning?
Meaning anyone with custom content can't join your server.

sv_consistency 1

{7~11} TROLL
12-05-2008, 18:37
ah i get ya

DontWannaName
12-05-2008, 18:38
Not true...
15:37:33 "sv_consistency" = "1"
replicated
- Whether the server enforces file consistency for critical files

Not custom. So what kinda custom stuff are you running...

Sgt-Mess
12-05-2008, 18:57
Not true...
15:37:33 "sv_consistency" = "1"
replicated
- Whether the server enforces file consistency for critical files

Not custom. So what kinda custom stuff are you running...
What do you mean not true If I didn't have custom content I could join. So obviously its custom content. Besides this is way off topic.

Custom skins/models/ect

{7~11} TROLL
12-05-2008, 19:38
are you trying to play my clans server if so ill look intot that so you can play on there its a great server.

{7~11} TROLL
12-11-2008, 14:27
im currently running source mod deathmatch on my server with this how do i turn the guns off that are on the floor?

Liam
12-11-2008, 18:55
There's a 'new' plugin in the 'new plugins' section that addresses that very thing.

{7~11} TROLL
12-12-2008, 15:32
oh ok i didnt know if it would work for this one. thanks liam

Carvin
12-17-2008, 14:42
May I ask why was I banned from your server?

{7~11} TROLL
12-17-2008, 18:23
carvin ill pm you no point talking about it in liams post.

sorry liam

{7~11} TROLL
12-21-2008, 13:57
liam how do i change the scout to an awp? on the bat version of gungame you have an awp instead of a scout how i can i change the scout to an awp on your version?

{7~11} TROLL
12-28-2008, 15:34
anyone know how to change teh scout to awp?

PStar
12-28-2008, 17:34
anyone know how to change teh scout to awp?
I assume you want to change the given weapon on a level.
If so you have to edit the "gungame.equip.txt" file.

{7~11} TROLL
12-28-2008, 18:12
I assume you want to change the given weapon on a level.
If so you have to edit the "gungame.equip.txt" file.
yeah i want the scout to be an awp

edit
got it thanks much

Liam
12-29-2008, 09:09
Work is still progressing on the new version of GG. Just wanted to give you guys an update.

{7~11} TROLL
12-29-2008, 14:32
sounds good i know as soon as the new version is realised ill be updating our server to it.

x16
12-31-2008, 05:27
I use this mod and it works great.
I have just 2 Questions:

1) I turned on "Turbo Mode". For i.e. I have a fiveseven an I found a ak47 on the floor and kill someone with the ak47. What is then my next Weapon: m4a1? or elite?

2) I had another GuneGame Mod on CZ 2 years ago. When I died I startet at the startpoint immediately. I dont had to wait for next round. Is this possible on your Mod too?

{7~11} TROLL
12-31-2008, 17:34
I use this mod and it works great.
I have just 2 Questions:

1) I turned on "Turbo Mode". For i.e. I have a fiveseven an I found a ak47 on the floor and kill someone with the ak47. What is then my next Weapon: m4a1? or elite?

2) I had another GuneGame Mod on CZ 2 years ago. When I died I startet at the startpoint immediately. I dont had to wait for next round. Is this possible on your Mod too?

1. your kills only count for the guns on gungame if you pick up a weapon it dont count for the kills. you will still have to earn the kills on the weapon your currently on (before you picked up the ak) if you want that disable there is a good mod called buyit damnit souce that will disable guns on the floor.

2.i think your talking about the handie cap? if you come into the game late and you have handie cap inabled you will get a gun that most people have on the map.

PStar
12-31-2008, 23:17
2.i think your talking about the handie cap? if you come into the game late and you have handie cap inabled you will get a gun that most people have on the map.

No he is talking about instan respawning after death another name Gungame Deathmacth. It is not possible at the moment but wil be (i presume) after teh new release. But you can usethe DM plugin whit this so you will get a GG DM.

racer
01-03-2009, 00:53
Any chance of changing the nade and knife rounds to only require 1 kill when everything else is set to two? Also, can you add the option to instantly reload the gun upon getting a kill? I remember that from the es tools version.

Liam
01-03-2009, 14:03
If you have any suggestions, please post them at http://bugs.alliedmods.net

racer
01-03-2009, 14:16
I posted those requests a while ago and it appears to have been deleted.

sniperkills
01-05-2009, 05:19
how do i tur this off & on whats the command i looked in the cfg file only thing it says enable 1 or 0

PStar
01-05-2009, 06:50
how do i tur this off & on whats the command i looked in the cfg file only thing it says enable 1 or 0

If you want to tun off the plugin just unload the plugins.

sniperkills
01-05-2009, 08:24
hmm thats the first i run 6 multi mod servers 5 in dods 1 css i was hopeing it could turn off in game like the otheres :(

x16
01-05-2009, 13:21
2.i think your talking about the handie cap? if you come into the game late and you have handie cap inabled you will get a gun that most people have on the map.

OK thank you, but i can't found that plugin. I tried the search on this Board and Google. Can you give me the Link to the Plugin or the exact Name of the Plugin please?

{7~11} TROLL
01-05-2009, 13:52
the handie cap is part of gungame is coded into it.

go into your servers cstrike/cfg/gungame/gungame.cfg in that file you will see the following line


/**
* Gives joining players the avg level of all other players when they join late.
* If you're in the top10, you do not get this handicap even if it is turned on.
*/
"HandicapMode" "0"

0 = Disabled
1= Enabled

so if you want your players on the server to have that function change the 0 to a 1 save the file and reupload it.

{7~11} TROLL
01-05-2009, 13:54
how do i tur this off & on whats the command i looked in the cfg file only thing it says enable 1 or 0
edit your gungame config file and change


/* Enables/Disables GunGame Mod */
"Enabled" "1"

change 1 to 0

1 = enabled
0 = disabled

x16
01-06-2009, 10:00
the handie cap is part of gungame is coded into it.

go into your servers cstrike/cfg/gungame/gungame.cfg in that file you will see the following line


/**
* Gives joining players the avg level of all other players when they join late.
* If you're in the top10, you do not get this handicap even if it is turned on.
*/
"HandicapMode" "0"
0 = Disabled
1= Enabled

so if you want your players on the server to have that function change the 0 to a 1 save the file and reupload it.

OK, but i just want that there are no Guns on the floor (buyit damnit souce).

{7~11} TROLL
01-06-2009, 13:42
OK, but i just want that there are no Guns on the floor (buyit damnit souce).
yeah buyit damnit source will remove the guns on the floor im running it on my clans css gg server

sniperkills
01-06-2009, 23:52
ok i understand that i dont run this on all the time i was hopeing like it i put like sm_gungame_enabled 1 or 0 o i cold put it in admin rcon so it cold be turnd off or on at any time instead of goin in to the cfg file to turn off or on if u know a plugin for gungame that could do this plz let me know

PStar
01-07-2009, 03:25
ok i understand that i dont run this on all the time i was hopeing like it i put like sm_gungame_enabled 1 or 0 o i cold put it in admin rcon so it cold be turnd off or on at any time instead of goin in to the cfg file to turn off or on if u know a plugin for gungame that could do this plz let me know

If you want to load and unload manualy the plugin you should create 2 cfg files (like the warmod cfg files)
gg_disable.cfg:
sm plugins unload gungame
sm plugins unload gungame_afk
sm plugins unload gungame_config
sm plugins unload gungame_logging
sm plugins unload gungame_mapvoting
sm plugins unload gungame_stats
sm plugins unload gungame_tk
sm plugins unload extra
gg_enable.cfg:
sm plugins load gungame
sm plugins load gungame_afk
sm plugins load gungame_config
sm plugins load gungame_logging
sm plugins load gungame_mapvoting
sm plugins load gungame_stats
sm plugins load gungame_tk
sm plugins load extra

sniperkills
01-07-2009, 04:07
ok thx i understand now 1 more thing with the gg map folder do put the gg maps in that folder & keep them in my server map folder or both

PStar
01-07-2009, 04:57
ok thx i understand now 1 more thing with the gg map folder do put the gg maps in that folder & keep them in my server map folder or both
I don't know what the question is:) but is you speak about the "cfg/gungame/maps" folder, then you should leve where it is.

x16
01-07-2009, 06:15
yeah buyit damnit source will remove the guns on the floor im running it on my clans css gg server

OK but where can I find this plugin "Buyit Damnit Source" ???
I searched Google but can't find it.

sniperkills
01-07-2009, 07:33
no theres a map folder in this packege do i put maps in it

PStar
01-07-2009, 09:48
no theres a map folder in this packege do i put maps in it
NO.
You can make oer map configs whit is.
You haveto copy the gungame.config.txt file and rename it to gg_mapname.gungme.config.txt ad so you can map specila configurations on the maps.

PStar
01-07-2009, 09:49
OK but where can I find this plugin "Buyit Damnit Source" ???
I searched Google but can't find it.
here:
http://forums.alliedmods.net/showthread.php?p=523211

x16
01-07-2009, 12:37
Thank you!

[OSF]Swine
01-12-2009, 10:46
Well cpl things I've noticed- when the time runs out on a round and there are still people alive on each team the round doesn't end, if it's bots it could go on like forever and cause the server to sit and wait for an admin to slay the bots. Guess the second thing would be more of a feature request but it'd be nice to have an unlimited nade option on nade level.

PStar
01-12-2009, 13:25
Swine;742813']Well cpl things I've noticed- when the time runs out on a round and there are still people alive on each team the round doesn't end, if it's bots it could go on like forever and cause the server to sit and wait for an admin to slay the bots. Guess the second thing would be more of a feature request but it'd be nice to have an unlimited nade option on nade level.

You should report bug-s and make feature req-s here:
https://bugs.alliedmods.net/enter_bug.cgi?product=GunGame%3ASM

Ohh and by the way i dont know how could we list all the bug.s reported and req-s made by userst on bugzila but i had make some so here are they, in case you want to report the same thing you don't have to make a new one just writ a commnet to it.
https://bugs.alliedmods.net/show_bug.cgi?id=3439
https://bugs.alliedmods.net/show_bug.cgi?id=3456
https://bugs.alliedmods.net/show_bug.cgi?id=3482

Dirton
01-18-2009, 06:39
Is there a way to make instant weapon change on levelup?

PStar
01-18-2009, 07:00
Is there a way to make instant weapon change on levelup?
Turn Turbo-mode on.

Dirton
01-18-2009, 07:10
Thanks a million. :)
Also, it's a bit unfair that players on HE level only get one grenade per death, why don't make them unlimited?

PStar
01-18-2009, 15:47
Thanks a million. :)
Also, it's a bit unfair that players on HE level only get one grenade per death, why don't make them unlimited?
It will bee in the next version, but until then you could use this:

http://forums.alliedmods.net/showpost.php?p=682835&postcount=8

It's a bit buggy(not always give extra nades to palyers i would say about 70%), but it still does the trick.

Dirton
01-18-2009, 16:47
Thanks, could you also make an option to make full clip after a kill? That would certainly do the win.

Matrixo
01-24-2009, 10:40
Hi i need to change a game mode from console.
Can somebody help me ? for example from normal gaming to gun mode.
Thanks a lot

TTK
01-24-2009, 15:02
Hi Guys,

How to you change GunGame to off and on? I'm running a css server on my homemachiene, but I would have 2 CSS servers, a normal 1 and a GunGame server. But if I turn GG on, both servers are running GunGame...

With this plugin I can turn it off on 1 server but only for 1 mapround, so I should to know how to set on 1 server on on en one the other server to off.

krzynek1
01-24-2009, 16:36
TTK, to turn on gungame just make a file in your cstrike/cfg directory for example ggon.cfg , and paste in this lines


sm plugins load gungame
sm plugins load gungame_afk
sm plugins load gungame_config
sm plugins load gungame_logging
sm plugins load gungame_mapvoting
sm plugins load gungame_stats
sm plugins load gungame_tkand to turn off gungame make file ggoff.cfg , and paste this


sm plugins unload gungame
sm plugins unload gungame_afk
sm plugins unload gungame_config
sm plugins unload gungame_logging
sm plugins unload gungame_mapvoting
sm plugins unload gungame_stats
sm plugins unload gungame_tknow, from console just exec them when U like, or add this lines to Your adminmenu_cfgs.txt to access them from in-game admin menu

"cfg/ggon.cfg" "Turn Gungame On"
"cfg/ggoff.cfg" "Turn Gungame Off"

--------------------------
i added request https://bugs.alliedmods.net/show_bug.cgi?id=3588

TTK
01-25-2009, 03:55
Okay, It can unload and load GunGame, but it doesn't matter, If I unload it still works (even if I change the map). If I load it to turn it on, and in the GG-config I have set Gungame_enabled "0", then it doesn't work...

So, I'm really needing a cvar or something that I can set to 0? Do you know how its possible?

TTK
01-25-2009, 04:14
Look,

I should to have for each server a file like this:

"GunGame.Config"
{
"Config"
{
/* Enables/Disables GunGame Mod */
"Enabled" "1"

/* Display a join message, popup giving players instructions on how to play */
/* When menus are implement it will be a pop otherwise they will have to look in console */
"JoinMessage" "1"

/* Give player -1 level if they kill themself by WorldSpawn Suicide */
"WorldspawnSuicide" "1"

/* Enables or disables -1 level if they use the "kill" command */
"CommitSuicide" "1"

/* Enables or disables built in Afk management system */
"AfkManagement" "1"

/* Kick player on x number of afk deaths. */
"AfkDeaths" "5"

/**
* What action to deal with the player when the maximum is reach?
* 1 = Kick, 2 = Move to spectate.
*/
"AfkAction" "1"

/* Give x number of level by completing the bomb planting/defusing objectives.
* Amount giving base on the value setting.
*/
"ObjectiveBonus" "1"

/* Enables objective bonus on last level */
"ObjectiveBonusWin" "0"

/**
* Gives joining players the avg level of all other players when they join late.
* If you're in the top10, you do not get this handicap even if it is turned on.
*/
"HandicapMode" "0"

/**
* Allow players in the top10 to receive a handicap with the rest of the players.
* Handicap must also be turned on above for this to work.
*/
"Top10Handicap" "0"

/* Can bots win the game otherwise when they reach the last weapon and nothing will happen */
"BotsCanWinGame" "0"

/* How many levels they can gain in 1 round */
"MaxLevelPerRound" "3"

/* Turbo Mode */
"TurboMode" "0"

/* Triple Level Bonus - Current not implmented*/
"TripleLevelBonus" "0"

/* Turn Knife Pro allow stealing a player level by killing them with a knife */
"KnifePro" "0"

/* Enables Knife Pro when a player is on hegrenade level */
"KnifeProHE" "0"

/* Knife Elite force them to only have a knife after they level up.
They will get a normal weapon again next round */
"KnifeElite" "0"

/**
* How many kills they need to with the weapon to get the next level
* Kills will count across all rounds so that you don't have to get them in one round.
*/
"MinKillsPerLevel" "1"

/* The minimum level that a player must be at before another player can knife steal from. Requires KnifePro on. */
"KnifeProMinLevel" "6"

/* Enables Warmup Round*/
"WarmupEnabled" "1"

/* Decides when warmup round starts. 1 = When each team has a player. 2 = At the start of map load finish. */
"WarmupStartup" "2"

/* Warmup time length */
"WarmupTimeLength" "30"

/* Knife only during warmup otherwise allow them to use the default weapon*/
"WarmupKnifeOnly" "1"

/* Allow players to keep their levels after warmup otherwise it will reset to level 1 after warmup. */
"ResetLevelAfterWarmup" "1"

/* This gives the player a glock with 50 bullets */
"NadeGlock" "0"

/* Gives a smoke grenade*/
"NadeSmoke" "0"

/* Gives a Flash grenade */
"NadeFlash" "0"

/* Gives an extra hegrenade to the player if they get a kill */
"ExtraNade" "0"

/* Remove objectives from map. 0 = Disabled, 1 = BOMB, 2 = HOSTAGE, 3 = BOTH*/
"RemoveObjectives" "0"

/* Enabled friendly fire automatically when a player reaches hegrenade level */
"AutoFriendlyFire" "0"

/**
* Prune player from player win database after numbers of days if they
* havn't been in the server in awhile. This occur during map change.
* It it recommended that you set a value to this setting. Over time as
* the player win database get filled up. It can cause long map changes.
* 0 = off otherwise the value is the number of days.
*/
"Prune" "30"
}

"Sounds"
{
"IntroSound" "gungame/gungame2.wav"
"KnifeLevel" "gungame/knife_level.wav"
"NadeLevel" "gungame/nade_level.wav"
"LevelSteal" "gungame/smb3_1-up.wav"
"LevelUp" "gungame/smb3_powerup.wav"
"LevelDown" "gungame/smb3_powerdown.wav"
"Triple" "gungame/smb_star.mp3"
"Autoff" "gungame/smb_warning2.mp3"
"MultiKill" "common/stuck1.wav"
"Winner" "music/HL2_song15.mp3"
}
}

krzynek1
01-25-2009, 05:49
You should have per map config files, SM reloads every plugins when changing map

Matrixo
01-25-2009, 06:40
sm plugins load gungame
sm plugins load gungame_afk
sm plugins load gungame_config
sm plugins load gungame_logging
sm plugins load gungame_mapvoting
sm plugins load gungame_stats
sm plugins load gungame_tk
I have this files in:

0:/cstrike/addons/sourcemod/plugins/gungame/gungame_afk so i should make

sm plugins load gungame/gungame
sm plugins load gungame/gungame_afk
sm plugins load gungame/gungame_config
sm plugins load gungame/gungame_logging
sm plugins load gungame/gungame_mapvoting
sm plugins load gungame/gungame_stats
sm plugins load gungame/gungame_tk


??

TTK
01-25-2009, 06:43
You should have per map config files, SM reloads every plugins when changing map
What do you mean?

krzynek1
01-25-2009, 08:12
Matrixo, even if you have this plugins in diffrent directory that doesnt matter, still use

sm plugins load gungame
sm plugins load gungame_afk
sm plugins load gungame_config
sm plugins load gungame_logging
sm plugins load gungame_mapvoting
sm plugins load gungame_stats
sm plugins load gungame_tki have server with cssdm, gungameSM and regular mod, and these mods are turned on automatically when specyfic map is loaded, to do so create directory ctrike/maps/cfg , then create files map_name.cfg and put in those your config per map

my example:

de_dust.cfg

sm plugins unload gungame
sm plugins unload gungame_afk
sm plugins unload gungame_config
sm plugins unload gungame_logging
sm plugins unload gungame_mapvoting
sm plugins unload gungame_stats
sm plugins unload gungame_tk
sm plugins unload GG_deathmatch
sm plugins unload dissolvegg_aim_shotty.cfg


sm_bet 0
sm_team_balance_enable 0
mp_timelimit 45
mp_chattime 23
mp_friendlyfire 0
mp_freezetime 2
sm_noblock 1
sp_on 1etc. , why in gg_aim_shotty.cfg there is no sm plugins load ... ? coz sourcemod automatically reloads all plugins when mapchange happen

Matrixo
01-25-2009, 09:43
Thanks a lot.

TTK
01-25-2009, 10:43
I shall test it soon. But its still a little bit difficult, I have much maps...

TTK
01-25-2009, 12:42
It still doesn't work...

Matrixo
01-25-2009, 15:53
krzynek1 Do you know how config will look for Zombie Mod Reloaded?
(http://forums.alliedmods.net/member.php?u=46832)

ooooops
01-25-2009, 18:13
Sorry..I figured it out.
Love sourcemod..

iggythepop
01-27-2009, 19:02
Great plugin! Requests?

Gungame4 features 4 things your plugin doesnt have.

1) When making the switch from shotgun to duelies pistols you must throw
away your shotgun, its not a automatic switch. This is with rev gg set up.

2) Can you add a default weapons line for warm up. Point being like nades as default warm up weapons. As it is now it considers your #1 weapon as default as far as I can tell.

3) Random win songs like in gg4 its something like
play_ran_win "song1.mp3.song2.mp3,.... and so on, the gun game win songs are stored in the gungame sound folder. Of course with a on / off option

4) The weapons !give command which gives you the correct weapon of
the current level your on. In case you knive and get someones wronglevel weapon or your like me and throw your weapon alot to knive rather than use the mouse roll or q button.

Besides that this is one rockin plugin and Im finnally all source mod. Had some back door rcon takeovers thru es tools while using the gun game4 mattie tools set up. Anyway Im also using your ping and afk plugin alls good.

These are just hopeful suggestions and just trying to help ya keep up with the jones. Peace Iggy

http://module.game-monitor.com/69.28.221.213:27015/image/default/cstrike2-02.png (http://www.game-monitor.com/cstrike2_GameServer/69.28.221.213:27015/247_HangumRealHigh_GG_DM_Half_Grav__Jetpack.h tml)

krzynek1
01-28-2009, 02:21
Hi , i have a problem with

"KnifeLevel" "gungame/knife_level.wav"
"NadeLevel" "gungame/nade_level.wav"

besides this, other sounds works fine, any suggestions ?

Dirton
01-31-2009, 05:46
Yes! I have another suggestion. :)
When the player joins the server, can you make that he would get some weapon depending the average of all already connected client’s level.
Also player’s level saving during the round would also be nice. So that if he's reconnects or his PC/OS/game suddenly fails he could resume from the level he ended. (also it'll prevent players in the end to get beter weapons on recconect)

ZiramMaddness
01-31-2009, 15:16
Yes! I have another suggestion. :)
When the player joins the server, can you make that he would get some weapon depending the average of all already connected client’s level.

Already have that is is called handicap


Also player’s level saving during the round would also be nice. So that if he's reconnects or his PC/OS/game suddenly fails he could resume from the level he ended. (also it'll prevent players in the end to get beter weapons on recconect)

That is a good idea

Dirton
02-01-2009, 07:40
Also I use it with SM gungame deathmatch plugin, is there a way to rip off mp_roundtime?
I set "RemoveObjectives" "3" but roundtimer is still counting down. :/

Raptor10
02-08-2009, 16:53
Hi all, I have a problems with sounds: the gg mode is working very well but there is no way to let sounds play..The only playing sound is the last one at the end of the map. I put the sound folder together with addons and cfg and I read somewhere in this forum that there is an options "sound on or off"..
First : Did I put the sounds folder in the right place ?
Second: Where is located the options "sounds on or off" ?

thanks a lot for helping me

PStar
02-08-2009, 18:50
Any news on the rewrited version Liam?
When can we try it out?

N!N
02-10-2009, 07:29
sorry if i missed it but i want my people to get the guns right away after lvl achievemnt.

PStar
02-10-2009, 10:05
sorry if i missed it but i want my people to get the guns right away after lvl achievemnt.
Turbo mode

Raptor10
02-11-2009, 00:32
One question : Last standar level weapons (23) is knife if I want to have last level with knife and deagle together what should I do ?

x16
02-13-2009, 14:30
Is it possible that after a GunGame Round (when a player win) gungame restarts and make no mapchange?

PStar
03-06-2009, 10:54
Liam do you still support this?

ANTiCHRiST
04-07-2009, 22:40
enable disable per cvar dose not work :(

krzynek1
04-08-2009, 02:06
fortunately unloading plugins works fine

st0rm_r1der
04-17-2009, 07:45
can someone tell me what this error means? and how do i fix that?

L 04/17/2009 - 11:33:04: [SM] Plugin encountered error 25: Call was aborted
L 04/17/2009 - 11:33:04: [SM] Native "SetFailState" reported: Virtual SwitchTeam failed. Please contact the author.
L 04/17/2009 - 11:33:04: [SM] Displaying call stack trace for plugin "gameplay/gungame/gungame_afk.smx":
L 04/17/2009 - 11:33:04: [SM] [0] Line 169, gungame_afk.sp::CreateSwitchTeam()
L 04/17/2009 - 11:33:04: [SM] [1] Line 31, gungame_afk.sp::OnPluginStart()
L 04/17/2009 - 11:33:04: [SM] Plugin encountered error 25: Call was aborted
L 04/17/2009 - 11:33:04: [SM] Native "SetFailState" reported: Virtual CGameRules::EndMultiplayerGame Failed. Please contact the author.
L 04/17/2009 - 11:33:04: [SM] Displaying call stack trace for plugin "gameplay/gungame/gungame.smx":
L 04/17/2009 - 11:33:04: [SM] [0] Line 196, gungame/hacks.sp::CreateEndMultiplayerGame()
L 04/17/2009 - 11:33:04: [SM] [1] Line 42, gungame/hacks.sp::OnHackStart()
L 04/17/2009 - 11:33:04: [SM] [2] Line 123, gungame.sp::OnPluginStart()

samforce
04-22-2009, 13:21
Hey hey,
The implemented AFK kicker/mover wont work correct. It's giving to following error in console:

CCSPlayer::SwitchTeam( 1 ) - invalid team index.


Hoping to inform u enough!

Harley
04-25-2009, 06:13
With sourcemod version 1.1.2 all ok

with version1.2.1 unlod the plugin the server is crash

ShadeZeRO
04-25-2009, 12:03
fortunately unloading plugins works fine

Unfortunately not for me.
SM 1.2.1 crashes when I run an gg_disable.cfg
It seems nobody can join teams when I switch back to a regular map.
And the server crashes/restarts.

Still attempting to debug.

Which version of SM are you running?

krzynek1
04-25-2009, 13:56
sm 1.1, in my map config stays this:


sm plugins unload gungame
sm plugins unload gungame_afk
sm plugins unload gungame_config
sm plugins unload gungame_logging
sm plugins unload gungame_mapvoting
sm plugins unload gungame_stats
sm plugins unload gungame_tk

ShadeZeRO
04-25-2009, 15:58
fortunately unloading plugins works fine

sm 1.1, in my map config stays this:


sm plugins unload gungame
sm plugins unload gungame_afk
sm plugins unload gungame_config
sm plugins unload gungame_logging
sm plugins unload gungame_mapvoting
sm plugins unload gungame_stats
sm plugins unload gungame_tk

Cool, actually, that ends up crashing my server for some reason.

But I figured out howto use the "maps" folder inside of it.

Took some time, but I now have configs for over 100 maps =)

ShadeZeRO
04-26-2009, 17:51
Turns out my Random Weapons is not working at all.
They weapons just go in order.

Also, the GG_Deathmatch plugin does not work either.

krzynek1
04-27-2009, 01:21
thats strange, mine is working well, maybe there are some errors in console that can help find the problem ?

ShadeZeRO
04-27-2009, 03:57
thats strange, mine is working well, maybe there are some errors in console that can help find the problem ?


L 04/27/2009 - 00:41:24: [SM] Displaying call stack trace for plugin "GG_deathmatch.smx":
L 04/27/2009 - 00:41:24: [SM] [0] Line 140, /home/groups/alliedmodders/forums/files/3/2/2/9/8/35568.attach::ExecRespawn()
L 04/27/2009 - 00:41:25: [SM] Native "KillTimer" reported: Invalid timer handle 6a170cef (error 3)
L 04/27/2009 - 00:41:25: [SM] Displaying call stack trace for plugin "GG_deathmatch.smx":
L 04/27/2009 - 00:41:25: [SM] [0] Line 80, /home/groups/alliedmodders/forums/files/3/2/2/9/8/35568.attach::EventPlayerSpawn()
L 04/27/2009 - 00:43:48: [SM] Native "SDKCall" reported: Invalid Handle 0 (error 4)
L 04/27/2009 - 00:43:48: [SM] Displaying call stack trace for plugin "GG_deathmatch.smx":
L 04/27/2009 - 00:43:48: [SM] [0] Line 153, /home/groups/alliedmodders/forums/files/3/2/2/9/8/35568.attach::Spawn()
L 04/27/2009 - 00:43:48: [SM] [1] Line 172, /home/groups/alliedmodders/forums/files/3/2/2/9/8/35568.attach::Autospawn()
L 04/27/2009 - 00:43:58: [SM] Native "SDKCall" reported: Invalid Handle 0 (error 4)
L 04/27/2009 - 00:43:58: [SM] Displaying call stack trace for plugin "GG_deathmatch.smx":
L 04/27/2009 - 00:43:58: [SM] [0] Line 153, /home/groups/alliedmodders/forums/files/3/2/2/9/8/35568.attach::Spawn()
L 04/27/2009 - 00:43:58: [SM] [1] Line 172, /home/groups/alliedmodders/forums/files/3/2/2/9/8/35568.attach::Autospawn()
L 04/27/2009 - 00:44:08: [SM] Native "SDKCall" reported: Invalid Handle 0 (error 4)
L 04/27/2009 - 00:44:08: [SM] Displaying call stack trace for plugin "GG_deathmatch.smx":
L 04/27/2009 - 00:44:08: [SM] [0] Line 153, /home/groups/alliedmodders/forums/files/3/2/2/9/8/35568.attach::Spawn()
L 04/27/2009 - 00:44:08: [SM] [1] Line 172, /home/groups/alliedmodders/forums/files/3/2/2/9/8/35568.attach::Autospawn()
L 04/27/2009 - 00:44:18: [SM] Native "SDKCall" reported: Invalid Handle 0 (error 4)

krzynek1
04-27-2009, 04:48
maybe try sm 1.1 ? just for test

ShadeZeRO
04-27-2009, 15:13
maybe try sm 1.1 ? just for test

Fixed it, Just recompiled the plugin.
Deathmatch works fantastic now!

I should probly recompile Gungame too.
For some reason, random weapon order does not work.

krzynek1
04-27-2009, 15:30
/* Future option and not implemented yet */
"Override"
{
/* This will take the weapons in the WeaponOrder and randomize all the weapons oder.*/
"RandomWeapOrder" "1"
}
}

ShadeZeRO
04-27-2009, 15:41
I see why it doesn't work now:


/* Future option and not implemented yet */


I wish a new version would come out soon =(
I don't want to go back to EventScripts for GG5 =\

PStar
05-04-2009, 09:56
I see why it doesn't work now:



I wish a new version would come out soon =(
I don't want to go back to EventScripts for GG5 =\

But you should, till the new version comes out.
Thisone frozez my server sometimes and it hasn't got many needed functions.

So i use ES GG5 till this one is fixed.

Timiditas
05-07-2009, 18:19
Is it just me or does
"JoinMessage" "0"
in
gungame.config.txt
has NO effect? (always showing joinmessage!)

King_b
05-08-2009, 00:49
Is their a way to make it so that when you get you level ups you get your new weapon on the lvl up instead of waiting for next round? I am trying to use GunGame with Death Match and it doesnt want to auto-change weapons on the lvl up so it defeats the purpose of deathmatch.

krzynek1
05-08-2009, 01:42
joinmessage always show, thats true even if is set to 0

King_b, set "TurboMode" to 1 in gungame.config.txt

King_b
05-08-2009, 03:24
thanks :)

Sgt-Mess
05-09-2009, 02:05
I remember you saying you where gonna update this plugin to some of the new features that GUNGAME 5 has will this still be done???

Or is it pretty much the same as if this where still team06 thread?

ZiramMaddness
05-09-2009, 02:15
nope nothing new so far

roOl69
05-12-2009, 07:06
hello guys,

I have some probleme with the turbo mod.
I have to gungame config files in my /cstrike/cfg/gungame

gungame.config.txt & gungame.equip.txt

changes made in gungame.equip.txt are OK.

but changes made in gungame.config.txt just do not work:

"GunGame.Config"
{
"Config"
{
/* Enables/Disables GunGame Mod */
"Enabled" "1"

/* Display a join message, popup giving players instructions on how to play */
/* When menus are implement it will be a pop otherwise they will have to look in console */
"JoinMessage" "1"

/* Give player -1 level if they kill themself by WorldSpawn Suicide */
"WorldspawnSuicide" "1"

/* Enables or disables -1 level if they use the "kill" command */
"CommitSuicide" "1"

/* Enables or disables built in Afk management system */
"AfkManagement" "1"

/* Kick player on x number of afk deaths. */
"AfkDeaths" "5"

/**
* What action to deal with the player when the maximum is reach?
* 1 = Kick, 2 = Move to spectate.
*/
"AfkAction" "1"

/* Give x number of level by completing the bomb planting/defusing objectives.
* Amount giving base on the value setting.
*/
"ObjectiveBonus" "0"

/* Enables objective bonus on last level */
"ObjectiveBonusWin" "0"

/**
* Gives joining players the avg level of all other players when they join late.
* If you're in the top10, you do not get this handicap even if it is turned on.
*/
"HandicapMode" "1"

/**
* Allow players in the top10 to receive a handicap with the rest of the players.
* Handicap must also be turned on above for this to work.
*/
"Top10Handicap" "0"

/* Can bots win the game otherwise when they reach the last weapon and nothing will happen */
"BotsCanWinGame" "0"

/* How many levels they can gain in 1 round */
"MaxLevelPerRound" "3"

/* Turbo Mode */
"TurboMode" "1"

/* Triple Level Bonus - Current not implmented*/
"TripleLevelBonus" "1"

/* Turn Knife Pro allow stealing a player level by killing them with a knife */
"KnifePro" "1"

/* Enables Knife Pro when a player is on hegrenade level */
"KnifeProHE" "0"

/* Knife Elite force them to only have a knife after they level up.
They will get a normal weapon again next round */
"KnifeElite" "0"

/**
* How many kills they need to with the weapon to get the next level
* Kills will count across all rounds so that you don't have to get them in one round.
*/
"MinKillsPerLevel" "2"

/* The minimum level that a player must be at before another player can knife steal from. Requires KnifePro on. */
"KnifeProMinLevel" "5"

/* Enables Warmup Round*/
"WarmupEnabled" "1"

/* Decides when warmup round starts. 1 = When each team has a player. 2 = At the start of map load finish. */
"WarmupStartup" "2"

/* Warmup time length */
"WarmupTimeLength" "30"

/* Knife only during warmup otherwise allow them to use the default weapon*/
"WarmupKnifeOnly" "1"

/* Allow players to keep their levels after warmup otherwise it will reset to level 1 after warmup. */
"ResetLevelAfterWarmup" "0"

/* This gives the player a glock with 50 bullets */
"NadeGlock" "0"

/* Gives a smoke grenade*/
"NadeSmoke" "0"

/* Gives a Flash grenade */
"NadeFlash" "0"

/* Gives an extra hegrenade to the player if they get a kill */
"ExtraNade" "0"

/* Remove objectives from map. 0 = Disabled, 1 = BOMB, 2 = HOSTAGE, 3 = BOTH*/
"RemoveObjectives" "3"

/* Enabled friendly fire automatically when a player reaches hegrenade level */
"AutoFriendlyFire" "1"

/**
* Prune player from player win database after numbers of days if they
* havn't been in the server in awhile. This occur during map change.
* It it recommended that you set a value to this setting. Over time as
* the player win database get filled up. It can cause long map changes.
* 0 = off otherwise the value is the number of days.
*/
"Prune" "30"
}

"Sounds"
{
"IntroSound" "gungame/gungame2.wav"
"KnifeLevel" "gungame/knife_level.wav"
"NadeLevel" "gungame/nade_level.wav"
"LevelSteal" "gungame/smb3_1-up.wav"
"LevelUp" "gungame/smb3_powerup.wav"
"LevelDown" "gungame/smb3_powerdown.wav"
"Triple" "gungame/smb_star.mp3"
"Autoff" "gungame/smb_warning2.mp3"
"MultiKill" "common/stuck1.wav"
"Winner" "music/HL2_song15.mp3"
}
}

GG is running, no problem.
But people don't get their new gun after levelling, until they die.
Only one frag is required to pass a level
Objective are not removed.

KeyEffDee
05-12-2009, 15:09
Hi guys. I have the same problem as
roOl69 (https://forums.alliedmods.net/member.php?u=53318). I also have the problem as DM is not working. Has read previous posts about it and I can't get it to work.
I have "JoinMessage" "0" but you still get the messages.

We can't use this live until DM is working.
These are the scripts I use now:
21:08:38 [SM] Listing 17 plugins:
01 "Admin File Reader" (1.2.0) by AlliedModders LLC
02 "Admin Help" (1.2.0) by AlliedModders LLC
03 "Admin Menu" (1.2.0) by AlliedModders LLC
04 "C4 Countdown Timer" (1.0.0.0) by sslice
05 "GunGame:SM" (1.0.0.1) by teame06-hat/Liam
06 "GunGame:SM Afk Management" (1.0.0.1) by teame06-hat/Liam
07 "GunGame:SM Config Reader" (1.0.0.1) by teame06-hat/Liam
08 "GunGame:SM Winner Logger" (1.0.0.1) by teame06-hat/Liam
09 "GunGame:SM Map Vote Starter" (1.0.0.1) by teame06-hat/Liam
10 "GunGame:SM Stats" (1.0.0.1) by teame06-hat/Liam
11 "GunGame:SM TK Management" (1.0.0.1) by teame06-hat/Liam
12 "HLstatsX CE Ingame Plugin" (1.5.3) by psychonic
13 "Grenade Spam Prevention" (1.0.0) by FlyingMongoose
14 "SourceBans" (1.4.1) by InterWave Studios Development Team
15 "Tag Protection" (1.21) by InstantDeath
16 "Team Balance" (2.2.2) by dalto
17 "HLX CE Weapon Logging" (1.5.3) by psychonic

Please give me a helping hand so I can get this working.

PStar
05-12-2009, 15:18
USE ES GG5.

This one is broken too like team06-s.

Sgt-Mess
05-13-2009, 02:16
USE ES GG5.

This one is broken too like team06-s.

Seriously? I haven't used this In a long while. It seems he stopped work on it once he became a dev.

I'm glad to see someone saying there gonna do something then not do it, I mean you could at least respond back to peoples post Liam.

KeyEffDee
05-13-2009, 16:26
USE ES GG5.

This one is broken too like team06-s.

NO WAY man! NO WAY!
never ES...

altex
05-17-2009, 13:52
Plugin updated.
Unofficial release and diff to official release are attached.

Changelog
---------
Unofficial_2:
* Fixed gg_import
* Redesigned join message panel

Unofficial:
+ Added option to disable calculate winner on intermission
+ Added option to level up attacker even if victim on first level
+ Added option to level down victim even if attacker is on grenade level
* Fixed player stats saving on map end
+ Start map voting on level provided in config
+ Added random winner sound
* Fixed bug win BotCanWin
* Fixed JoinMessage config variable
* Commented hookusermessage due to bug (server crash on plugin unload)
So calculate winner on intermission is disabled.

TODO
----
1) Enable hookusermessage after fix for https://bugs.alliedmods.net/show_bug.cgi?id=3817
2) Add sqlite and mysql support for top players stats
3) Add grenade warmup
4) Fix gg_rebuild to recreate top10panel
5) Fix recreation of top10panel after first win when no top10.txt file found (KvGotoFirstSubKey(KvRank) returns false on empty file in LoadRank)

altex
05-18-2009, 16:55
Changelog
---------
Unofficial_3 1.0.0.1.1:
* Version changed :)
* Write leaders to chat, not in hint box
* Disable second line on spawn to chat if custom kill per level = 1 (annoying line)
- Disable "congratulation" line (there is a sound)
+ Added line "is leading on level X" after leader gained next level
* Fixed possible bug for random winner sound
* Redesigned all menus where it is possible to change "0. Exit" to "1. Exit".
It's pretty much ergonomic button.
* Fixed gg_rebuild to recreate top10panel. Now you do not need to wait for map end
to see recreated top10 panel.
* Fixed HasRank value after SaveRank. Now you do not need to restart plugin
if there was no winners yet.
* Redesigned "!level" panel.

Unofficial_2:
* Fixed gg_import
* Redesigned join message panel

Unofficial:
+ Added option to disable calculate winner on intermission
+ Added option to level up attacker even if victim on first level
+ Added option to level down victim even if attacker is on grenade level
* Fixed player stats saving on map end
+ Start map voting on level provided in config
+ Added random winner sound
* Fixed bug win BotCanWin
* Fixed JoinMessage config variable
* Commented hookusermessage due to bug (server crash on plugin unload)
So calculate winner on intermission is disabled.

TODO
----
* Enable hookusermessage after fix for https://bugs.alliedmods.net/show_bug.cgi?id=3817
+ Add sqlite and mysql support for top players stats
+ Add grenade warmup
* What is wrong with randon number generator? GetRandomInt(0,12) give one
the same value on server start even i use SetRandomSeed().
* And once again something wrong with top10.txt, not correctly calculated after player win.
Last winner saved to place 10 even it has less wins than 10-th player from top10. (!!!)
* Colorize nick names in chat by red/blue color.
* Colorize nick name on top left corner on gg win.
* Fix bug with no message about tied with the leader when leader on level 2 (first level gained)
Fix FindLeader to return CLIENT (now it returns LEVEL not CLIENT). (!!!)
* Fix bug with no message about leaders if stealing level
* Is CurrentLeader calculating on stealing level?
* What if multiple leaders found on intermission?
* Money are not removed on player kill, only on player spawn.

altex
05-19-2009, 03:46
Looking in todo list makes me sad :(

PStar
05-19-2009, 04:15
I think you could implement for Grenade level a cvar wich would give grenades after the playes has thrown it.

For example

gg_givegrenades 3 (would give 3 more grenades
gg_givegrenades 0 (would give unlimited grenades
gg_givegrenades -1 (would disable this option

altex
05-19-2009, 04:36
I think you could implement for Grenade level a cvar wich would give grenades after the playes has thrown it.

For example

gg_givegrenades 3 (would give 3 more grenades
gg_givegrenades 0 (would give unlimited grenades
gg_givegrenades -1 (would disable this option

i think it is needed to implement all the features from es gg5 at least.
but first of all it is needed to fix all critical bugs :(

samforce
05-20-2009, 12:58
Thanks Altex,
For picking up what liam should do....
question though, is the weapon switch bug from elite to m3 on turbo mode allready fixed? (the animation of pulling out ure m3 is missing).

great work on the other fixes, and looking forward to the completion of this version. whe still have the (first) 1.0.0.1 version running. will do the update this monday.

Greetz

altex
05-21-2009, 00:23
Changelog
---------
Unofficial_4 1.0.0.1.2:
* Fix bug with no message about tied with the leader when leader on level 2 (first level gained)
Fix FindLeader to return CLIENT (now it returns LEVEL not CLIENT). (!!!)
* Fix bug with no message about leaders if stealing level
* ChangeLevel and FindLeader should come together, because
each ChangeLevel can change and the CurrentLeader.
* Fixed CurrentLeader calculation on stealing level
* Fixed behaviour if multiple leaders found on intermission


Unofficial_3 1.0.0.1.1:
* Version changed :)
* Write leaders to chat, not in hint box
* Disable second line on spawn to chat if custom kill per level = 1 (annoying line)
- Disable "congratulation" line (there is a sound)
+ Added line "is leading on level X" after leader gained next level
* Fixed possible bug for random winner sound
* Redesigned all menus where it is possible to change "0. Exit" to "1. Exit".
It's pretty much ergonomic button.
* Fixed gg_rebuild to recreate top10panel. Now you do not need to wait for map end
to see recreated top10 panel.
* Fixed HasRank value after SaveRank. Now you do not need to restart plugin
if there was no winners yet.
* Redesigned "!level" panel.

Unofficial_2:
* Fixed gg_import
* Redesigned join message panel

Unofficial:
+ Added option to disable calculate winner on intermission
+ Added option to level up attacker even if victim on first level
+ Added option to level down victim even if attacker is on grenade level
* Fixed player stats saving on map end
+ Start map voting on level provided in config
+ Added random winner sound
* Fixed bug win BotCanWin
* Fixed JoinMessage config variable
* Commented hookusermessage due to bug (server crash on plugin unload)
So calculate winner on intermission is disabled.

TODO
----
* Enable hookusermessage after fix for https://bugs.alliedmods.net/show_bug.cgi?id=3817
+ Add sqlite and mysql support for top players stats
+ Add grenade warmup
* What is wrong with randon number generator? GetRandomInt(0,12) give one
the same value on server start even i use SetRandomSeed().
* And once again something wrong with top10.txt, not correctly calculated after player win.
Last winner saved to place 10 even it has less wins than 10-th player from top10.(!!!)
Temporary fix: insert gg_rebuild into server.cfg
* Colorize nick names in chat by red/blue color.
* Colorize nick name on top left corner on gg win.
* Money are not removed on player kill, only on player spawn.

altex
05-21-2009, 09:04
is the weapon switch bug from elite to m3 on turbo mode allready fixed? (the animation of pulling out ure m3 is missing).

What are you talking about? :)

PStar
05-21-2009, 09:35
What are you talking about? :)
I tink hes talkinkg about something like this:

If you had the duals and kill someone and got leveled up after you got the level you need tho change to primray weapon (like M3), to bee able to shoot.

I normal case it shoudl work like this:
dual > level up > automaticliy swithc to m3

Harley
05-21-2009, 13:14
Thx altex

altex
05-21-2009, 14:01
Changelog
---------
Unofficial_6 1.0.0.1.4:
* Reverted changes about warmup. Need more think about.

Unofficial_5 1.0.0.1.3:
* Added exit button "1" to "!score" menu
* Code improved. Separated business logic about calculating leader from
showing messages to chat. Added UTIL_RecalculateLeader and it is called from
UTIL_ChangeLevel. Added PrintLeaderToChat.
* Fixed recalculating leader on TK (GG_RemoveALevel)
* Fixed saving to top10.txt. The issue was that only 9 players was in !top10. 10-th player
was never loaded, so on map end his rank was rewritten by the winner.
* Fixed warmup end right after round_restart (warmup was ending 1 second before round_restart).

Unofficial_4 1.0.0.1.2:
* Fixed bug with no message about tied with the leader when leader on level 2 (first level gained)
Fixed FindLeader to return CLIENT (it was returning LEVEL not CLIENT). (!!!)
* Fixed bug with no message about leaders if stealing level
* ChangeLevel and FindLeader should come together, because
each ChangeLevel can change and the CurrentLeader.
* Fixed CurrentLeader calculation on stealing level
* Fixed behaviour if multiple leaders found on intermission

Unofficial_3 1.0.0.1.1:
* Version changed :)
* Write leaders to chat, not in hint box
* Disable second line on spawn to chat if custom kill per level = 1 (annoying line)
- Disable "congratulation" line (there is a sound)
+ Added line "is leading on level X" after leader gained next level
* Fixed possible bug for random winner sound
* Redesigned all menus where it is possible to change "0. Exit" to "1. Exit".
It's pretty much ergonomic button.
* Fixed gg_rebuild to recreate top10panel. Now you do not need to wait for map end
to see recreated top10 panel.
* Fixed HasRank value after SaveRank. Now you do not need to restart plugin
if there was no winners yet.
* Redesigned "!level" panel.

Unofficial_2:
* Fixed gg_import
* Redesigned join message panel

Unofficial:
+ Added option to disable calculate winner on intermission
+ Added option to level up attacker even if victim on first level
+ Added option to level down victim even if attacker is on grenade level
* Fixed player stats saving on map end
+ Start map voting on level provided in config
+ Added random winner sound
* Fixed bug win BotCanWin
* Fixed JoinMessage config variable
* Commented hookusermessage due to bug (server crash on plugin unload)
So calculate winner on intermission is disabled.

TODO
----
* Enable hookusermessage after fix for https://bugs.alliedmods.net/show_bug.cgi?id=3817
+ Add sqlite and mysql support for top players stats
+ Add grenade warmup
* What is wrong with random number generator? GetRandomInt(0,12) give one
the same value on server start even i use SetRandomSeed().
* Colorize nick names in chat by red/blue color.
Is it possible on CSS? (MessageSay2 or etc.)
* Colorize nick name on top left corner on gg win.
* Money are not removed on player kill, only on player spawn.
* Is there a sound if player is on last/nade level?
Is it plays on player reaches this level?
Is it plays on round start?
* Check for automatic switching primary/secondary in turbo mode.
* Save levels on disconnect and restore on reconnect.
* Fix warmup end right after round_restart (warmup is ending 1 second before round_restart).
* Add handycap option to give the lowest level to new connected player.

jokst0r
05-21-2009, 20:31
Okay it maybe just me, but everytime I use these unofficial releases and copy/paste the folders into my server they make the gungame disable and not run at all. I know Altex is trying to help and it's not his plugin but am I the only one having this issue or what? :(

altex
05-22-2009, 01:14
Okay it maybe just me, but everytime I use these unofficial releases and copy/paste the folders into my server they make the gungame disable and not run at all. I know Altex is trying to help and it's not his plugin but am I the only one having this issue or what? :(
1) check sourcemod and metamod version, its must be the latest official build
2) check plugins: plugin_print;meta list;sm plugins list
3) check log files addons/sourcemod/logs/
4) try to load manualy and check the output
5) try to recompile plugin

Sgt-Mess
05-22-2009, 01:42
@altex (http://forums.alliedmods.net/member.php?u=52794)

You should request control of the plugin since you seem to be intrested in getting it up to date.

If you need any ideas for features to add to this plugin you should look at some of the included plugins that comes with gungame5. A list of those plugins can be found here.

http://forums.gungame5.com/included_addons.php

I have gungame5 on our server and its great but it requires EventScripts and it seems to be a bit performance heavy on the server. And I'm sure allot of others would love to see a sourcemod version with allot or all of the same features as gungame5 has.

But just a suggestion.

jokst0r
05-22-2009, 04:21
Which sourcemod version is everyone running with the unofficial updates? I am running v1.2

ZiramMaddness
05-22-2009, 05:17
yes please dang it i hate using es if i can help it

altex
05-22-2009, 05:37
Which sourcemod version is everyone running with the unofficial updates? I am running v1.2

1) check sourcemod and metamod version, its must be the latest official build
2) check plugins: plugin_print;meta list;sm plugins list
3) check log files addons/sourcemod/logs/
4) try to load manualy and check the output
5) try to recompile plugin

PStar
05-22-2009, 07:22
In the next update pls put the unlimited nade on nade level function.
It would bee essential and i coud finaly get back to SM GG.

PStar
05-22-2009, 07:22
Dupe

altex
05-23-2009, 02:34
Changelog
---------
Unofficial_7 1.0.0.1.5:
* Fixed money remove on player kill.
* Colorized winner message.
+ Added sounds on last/nade level.
* Colorized nick names in chat by red/blue color.
* Fixed levels freezing on warmup if warmupreset is set.
* Fixed not to give weapon on warmup if warmupknifeonly is set in turbo mode.
* Fixed automatic switching to new given weapon in turbo mode.
* Fixed mp_chattime time.
+ Added "!score" button to "!level" panel.

Unofficial_6 1.0.0.1.4:
* Reverted changes about warmup. Need more think about.

Unofficial_5 1.0.0.1.3:
* Added exit button "1" to "!score" menu
* Code improved. Separated business logic about calculating leader from
showing messages to chat. Added UTIL_RecalculateLeader and it is called from
UTIL_ChangeLevel. Added PrintLeaderToChat.
* Fixed recalculating leader on TK (GG_RemoveALevel)
* Fixed saving to top10.txt. The issue was that only 9 players was in !top10. 10-th player
was never loaded, so on map end his rank was rewritten by the winner.
* Fixed warmup end right after round_restart (warmup was ending 1 second before round_restart).

Unofficial_4 1.0.0.1.2:
* Fixed bug with no message about tied with the leader when leader on level 2 (first level gained)
Fixed FindLeader to return CLIENT (it was returning LEVEL not CLIENT). (!!!)
* Fixed bug with no message about leaders if stealing level
* ChangeLevel and FindLeader should come together, because
each ChangeLevel can change and the CurrentLeader.
* Fixed CurrentLeader calculation on stealing level
* Fixed behaviour if multiple leaders found on intermission

Unofficial_3 1.0.0.1.1:
* Version changed :)
* Write leaders to chat, not in hint box
* Disable second line on spawn to chat if custom kill per level = 1 (annoying line)
- Disable "congratulation" line (there is a sound)
+ Added line "is leading on level X" after leader gained next level
* Fixed possible bug for random winner sound
* Redesigned all menus where it is possible to change "0. Exit" to "1. Exit".
It's pretty much ergonomic button.
* Fixed gg_rebuild to recreate top10panel. Now you do not need to wait for map end
to see recreated top10 panel.
* Fixed HasRank value after SaveRank. Now you do not need to restart plugin
if there was no winners yet.
* Redesigned "!level" panel.

Unofficial_2:
* Fixed gg_import
* Redesigned join message panel

Unofficial:
+ Added option to disable calculate winner on intermission
+ Added option to level up attacker even if victim on first level
+ Added option to level down victim even if attacker is on grenade level
* Fixed player stats saving on map end
+ Start map voting on level provided in config
+ Added random winner sound
* Fixed bug win BotCanWin
* Fixed JoinMessage config variable
* Commented hookusermessage due to bug (server crash on plugin unload)
So calculate winner on intermission is disabled.

TODO
----
* Enable hookusermessage after fix for https://bugs.alliedmods.net/show_bug.cgi?id=3817
+ Add sqlite and mysql support for top players stats
+ Add grenade warmup
+ Add unlimited nades
* Improve random number generation algorithm after fix for https://bugs.alliedmods.net/show_bug.cgi?id=3831
* Save levels on disconnect and restore on reconnect.
* Fix warmup end right after round_restart (warmup is ending 1 second before round_restart).
+ Add handycap option to give the lowest level to new connected player.

altex
05-23-2009, 02:37
If you had the duals and kill someone and got leveled up after you got the level you need tho change to primray weapon (like M3), to bee able to shoot.

I normal case it shoudl work like this:
dual > level up > automaticliy swithc to m3

Now i made some reseach and i think he means buggy change weapon animation from duales to m3. The weapon is chaging but animation is late for 1 second.

altex
05-23-2009, 04:22
One question to Liam. Can i add myself to plugins authors or i need to start new topic for my releases?

PStar
05-23-2009, 05:51
Just one tought.
Only write the latest changes in the post and add attach a changes.txt wich has every change made.
The posts will be clearer.

altex
05-23-2009, 06:05
Just one tought.
Only write the latest changes in the post and add attach a changes.txt wich has every change made.
The posts will be clearer.
I do not understard why do i should duplicate changelog in the post and in the attach of the same post? 0_o

Actualy yes, big posts sux. I think i should start new topic to be able to update first post. But i'll wait a little for Liam, maybe he will find a better way to not duplicate topics with the same plugin.

PStar
05-23-2009, 08:56
You dont have to duplicate it.
If you make some changes you write the new changes in the post and the old ones goes to the attached txt file.

Or you should use the scrool function in your post.

altex
05-23-2009, 14:53
Changelog
---------
Unofficial_8 1.0.0.1.6:
* Fixed top left winner message size for long nicknames.
+ Added handycap option to give the lowest level to new connected player.

All other changelog and todo in readme.txt attached (it is also available in the zip archive).

samforce
05-24-2009, 12:00
Now i made some reseach and i think he means buggy change weapon animation from duales to m3. The weapon is chaging but animation is late for 1 second.
indeed! ^^

jokst0r
05-24-2009, 18:35
This is what I get when I update to the unofficial updates

17 <Failed> "GunGame:SM" (1.0.0.1.5) by teame06-hat/Liam
18 <Failed> "GunGame:SM Afk Management" (1.0.0.1.5) by teame06-hat/Liam
19 <Failed> "GunGame:SM Config Reader" (1.0.0.1.5) by teame06-hat/Liam
20 <Failed> "GunGame:SM Winner Logger" (1.0.0.1.5) by teame06-hat/Liam
21 <Failed> "GunGame:SM Map Vote Starter" (1.0.0.1.5) by teame06-hat/Liam
22 <Failed> "GunGame:SM Stats" (1.0.0.1.5) by teame06-hat/Liam
23 <Failed> "GunGame:SM TK Management" (1.0.0.1.5) by teame06-hat/Liam

jokst0r
05-24-2009, 18:51
It says I am not running the 1.2 of sourcemod or higher yet I am, this must be a bug? This is the reason it's telling me I am not able to load the gungame unofficial version.

altex
05-25-2009, 03:02
It says I am not running the 1.2 of sourcemod or higher yet I am, this must be a bug? This is the reason it's telling me I am not able to load the gungame unofficial version.

And so what is in source mod logs? What does console say if you trying to reload gungame in rcon?

altex
05-25-2009, 03:07
It says I am not running the 1.2 of sourcemod or higher yet I am, this must be a bug? This is the reason it's telling me I am not able to load the gungame unofficial version.

i really can not help any of you if you doesn't try at least first 4 things from this list and provide me results as is (logs/outputs etc.).



1) check sourcemod and metamod version, its must be the latest official build
2) check plugins: plugin_print;meta list;sm plugins list
3) check log files addons/sourcemod/logs/
4) try to load manualy and check the output
5) try to recompile plugin

PStar
05-25-2009, 04:12
It works with SM1.3 (latest)

p.s: Pls add the unlimited nade function :) it's the only thing i need to use it again on the server.

altex
05-25-2009, 05:11
It works with SM1.3 (latest)

p.s: Pls add the unlimited nade function :) it's the only thing i need to use it again on the server.

I test plugins on _latest_stable_ source mod and _latest_stable_ meta mod.
http://www.sourcemod.net/
Likewise, the supported stable branch is now 1.2.As me, for example, at this moment i use

13:08:58 plugin_print;meta list;sm plugins list;
13:08:58 Loaded plugins:
---------------------
0:<TAB>"Metamod:Source 1.7.1"
---------------------
Listing 6 plugins:
[01] Mani Admin Plugin (1.2BetaS SMM) by Mani
[02] Stripper (1.1a) by BAILOPAN
[03] SourceMod (1.2.0) by AlliedModders LLC
[04] CS:S Tools (1.2.0) by AlliedModders LLC
[05] Downloader (1.0.0.7) by devicenull
[06] SDK Tools (1.2.0) by AlliedModders LLC
[SM] Listing 11 plugins:
01 "Auth Country" (0.1) by otstrel
02 "Banlist" (0.1) by otstrel
03 "Game Cron" (1.0.0.0) by Otstrel.ru
04 "GunGame:SM" (1.0.0.1.6) by teame06-hat/Liam
05 "GunGame:SM Afk Management" (1.0.0.1.6) by teame06-hat/Liam
06 "GunGame:SM Config Reader" (1.0.0.1.6) by teame06-hat/Liam
07 "GunGame:SM Winner Logger" (1.0.0.1.6) by teame06-hat/Liam
08 "GunGame:SM Map Vote Starter" (1.0.0.1.6) by teame06-hat/Liam
09 "GunGame:SM Stats" (1.0.0.1.6) by teame06-hat/Liam
10 "1v1 Knife Fight" (1.2.1.2) by XARiUS
11 "KnifeTop" (1.2.2) by Otstrel.ru Team
13:08:58 L 05/25/2009 - 13:08:58: rcon from "XXXX:XXXX": command "plugin_print;meta list;sm plugins list;"

altex
05-25-2009, 13:48
Changelog
---------
Unofficial_9 1.0.0.1.7:
+ Added option no activate alltalk after player win.
+ Added grenade warmup.
+ Added unlimited nades.
* Fixed minor bug.

For full changelog see README.txt.

PStar
05-25-2009, 14:44
Changelog
---------
Unofficial_9 1.0.0.1.7:
+ Added option no activate alltalk after player win.
+ Added grenade warmup.
+ Added unlimited nades.
* Fixed minor bug.

:mrgreen::up:

Apollyon
05-25-2009, 22:37
altex: I'm running your latest version along with CSS : DM. I was wondering if there's a way to get the mapchooser plugin to work or if there is another option available to enable map voting.

altex
05-26-2009, 03:44
altex: I'm running your latest version along with CSS : DM. I was wondering if there's a way to get the mapchooser plugin to work or if there is another option available to enable map voting.
There is mapvoting config in ggsm, so you just need to put something like "sm vote 4 random" or "ma_voterandom 4 end" etc depending on your vote system. I have not yet using mapchooser.

PStar
05-26-2009, 08:05
For the voting use sm_mapvote.

I think i found a bug in the voting sytem.

If i set it so that the vote should start when a players reachen MAX level-1, it start the vote.
But after another player reaches it too the vote starts again (if the previolus vote has finished).

altex
05-26-2009, 09:01
If i set it so that the vote should start when a players reachen MAX level-1, it start the vote.
But after another player reaches it too the vote starts again (if the previolus vote has finished).
I realy think it's completely impossible if you did not disable gungame after first map vote nor reenable it again. There is a special flag in gungame to protect map vote from calling twice, and it is setted before map vote is called. After that it can be reseted only on map end or gungame unload.

So maybe there is another plugin, that starting map vote?

PStar
05-26-2009, 10:42
I realy think it's completely impossible if you did not disable gungame after first map vote nor reenable it again. There is a special flag in gungame to protect map vote from calling twice, and it is setted before map vote is called. After that it can be reseted only on map end or gungame unload.

So maybe there is another plugin, that starting map vote?

I will look into it, i only saw it once.

Xp3r7
06-01-2009, 08:47
Is there a way we can get an update on features (like a list of all features) from the original SM GG and the ones youve added since?

I just want to compare SMs GG to GG5 feature wise.

altex
06-01-2009, 09:02
Is there a way we can get an update on features (like a list of all features) from the original SM GG and the ones youve added since?

I just want to compare SMs GG to GG5 feature wise.

Sure, full changelog to last official release is located in archive (and named README.txt) and attached now to last unofficial release post.

T3ERROR
06-03-2009, 16:48
hy i've got a problem with the "MultipleKillsPerLevel" .
Does this feature work or not? Cause at my GunGame Server it doesn't work and I don't no why..
or isn't that feature implemented yet?

( i know that a few lines other this it's says:
/* Future option and not implemented yet */
"Override"
{.........but i don't know if just the "Override" feature isn't implemented or the whole section after that :/)
I tried it so ( Cause i wan't that you need only one kill for HE and knife level, also I added 2 levels ( awp, sg552) and I made a reverse weapon sequence):

"MultipleKillsPerLevel" "1"
{
/**
* This is for custom kills per level will override default (MinKillsPerWeapon).
...........
* Kills will count across all rounds so that you don't have to get them in one round.
*
*
*/
"1" "2"
"2" "2"
"3" "2"
"4" "2"
"5" "2"
"6" "2"
"7" "2"
"8" "2"
"9" "2"
"10" "2"
"11" "2"
"12" "2"
"13" "2"
"14" "2"
"15" "2"
"16" "2"
"17" "2"
"18" "2"
"19" "2"
"20" "2"
"21" "2"
"22" "2"
"23" "2"
"24" "1"
"25" "1"

}
}

what did i wrong, can anyone say to me how it really or if it works?

( and sry for my very bad english but I tried my best^^)

altex
06-03-2009, 17:01
"MultipleKillsPerLevel" "1"
{

That is why it does not work. Fix it like this.

"MultipleKillsPerLevel"
{

T3ERROR
06-03-2009, 17:49
No I deleted the "1" but it still doesn't work :/

btw: thx for the fast answer^^

ineya
06-03-2009, 18:51
No I deleted the "1" but it still doesn't work :/

btw: thx for the fast answer^^
I'm seeing the same error. For some reason I can not override the default "Min number" of required kills.

altex
06-04-2009, 17:16
Changelog
---------
Unofficial_10 1.0.0.1.8:
* Fixed multiple kills.
+ Added random weapon order option.

Full changelog is in README.txt.

ineya
06-04-2009, 18:23
I'm seeing the same error. For some reason I can not override the default "Min number" of required kills.
MultipleKillsPerLevel is not indexing your custom levels defined above.
These indexex are from Weapons arrays, so
if you want to have only 1 kill for knife and grenade use:
"2" "1"
"27" "1"

Xp3r7
06-04-2009, 20:40
Changelog
---------
Unofficial_10 1.0.0.1.8:
* Fixed multiple kills.
+ Added random weapon order option.

Full changelog is in README.txt.

You should just start your own thread like Grrrrrrrrrrrrrr did with the Quake Sounds plugin.

It would make it much easier for people instead of having to wade through 20+ pgs to get your newer overtaken version. :)

Then you could just add the changelog to the thread and not have to mess with that README.txt anymore.

altex
06-05-2009, 02:00
MultipleKillsPerLevel is not indexing your custom levels defined above.
These indexex are from Weapons arrays, so
if you want to have only 1 kill for knife and grenade use:
"2" "1"
"27" "1"
You are not right.
First number IS LEVEL.
I changed it right yersterday, because in common you can have more than one level with the same gun. So multikill is for level, not for gun.

ineya
06-05-2009, 03:33
Maybe we talk about different version of plugin, this is what I see in sources, check how WeaponIndex is obtained and used in CustomKillPerLevel array.

from event.sp

decl String:Weapon[24], String:vName[MAX_NAME_SIZE]

GetEventString(event, "weapon", Weapon, sizeof(Weapon));
new Weapons:WeaponIndex = UTIL_GetWeaponIndex(Weapon), ret;

new temp = CustomKillPerLevel[WeaponIndex] ? CustomKillPerLevel[WeaponIndex] : MinKillsPerLevel
from util.sp

Weapons:UTIL_GetWeaponIndex(const String:Weapon[])
{
new len;

if(strlen(Weapon) > 7)
{
/* Only check truncated weapon names */
len = (Weapon[6] == '_') ? 7 : 0;
}

if(WeaponOpen)
{
KvRewind(KvWeapon);

if(KvJumpToKey(KvWeapon, Weapon[len]))
{
return Weapons:KvGetNum(KvWeapon, "index");
}
}

return Weapons:0;
}

from keyvalue.sp

KvWeapon = CreateKeyValues("gg_WeaponInfo", BLANK, BLANK);
FormatEx(WeaponFile, sizeof(WeaponFile), "cfg\\gungame\\weaponinfo.txt");
WeaponOpen = FileToKeyValues(KvWeapon, WeaponFile);
So those indexes are obtained from this file:
GunGameSM\cfg\gungame\weaponinfo.txt (index in this file +1, because config parser will do -1 for each index)

If first number is level as you say, then I don't understand why it didn't work in my case, also I don't know how to explain what I see in sources.

altex
06-05-2009, 03:36
You should request control of the plugin since you seem to be intrested in getting it up to date.


You should just start your own thread .

http://forums.alliedmods.net/showthread.php?t=93977

altex
06-05-2009, 03:38
Maybe we talk about different version of plugin.


Yes, i talk about 1.0.0.1.8, and you talk about all the previous versions.

ineya
06-05-2009, 03:45
Yes, i talk about 1.0.0.1.8, and you talk about all the previous versions.
Right, I used the "official" one from first page in this thread.
I checked the sources of 1.0.0.1.8 and it indeed appears, that here the index means level. I'm glad we come to some explanation and that we both were right :).

altex
06-05-2009, 03:51
Great http://otstrel.ru/vbb/images/smilies/happydance.gifhttp://otstrel.ru/vbb/images/smilies/icon_pidu.gif

T3ERROR
06-05-2009, 12:33
thx n1 ;=)

Stitllams
06-06-2009, 00:41
Was going to add this to new thread but it seemed to more appropriate here.

I upgraded to 1.0.0.1.8, love that now you can change kills per level. :mrgreen:

But it 'appears' like its not per level because when I put randomize weapons on, the weapons still had the #kills I had added, unless I have somehow stuffed something up it would appear that its purely a level/weapon list and #kills per level/weapon list not a #kills per level.

Maybe the description should change to make it more obvious what it does?

It would also be nice to be able to have the option of randomizing just the weapons or the #kills per level as added.

My thoughts, happy to be corrected. :shock:

altex
06-06-2009, 02:18
Was going to add this to new thread but it seemed to more appropriate here.

I upgraded to 1.0.0.1.8, love that now you can change kills per level. :mrgreen:

But it 'appears' like its not per level because when I put randomize weapons on, the weapons still had the #kills I had added, unless I have somehow stuffed something up it would appear that its purely a level/weapon list and #kills per level/weapon list not a #kills per level.

Maybe the description should change to make it more obvious what it does?

It would also be nice to be able to have the option of randomizing just the weapons or the #kills per level as added.

My thoughts, happy to be corrected. :shock:

"1" "deagle"
"2" "m3"
"3" "knife"

+

"1" "10"
"2" "2"

=

1 level - deagle - 10 kills
2 level - m3 - 2 kills
3 level - knife - 1 kill


If random enabled than it gives something like this:

1 level - knife (cfg level 3) - 1 kill
2 level - deagle (cfg level 1) - 10 kills
3 level - m3 (cfg level 2) - 2 kills

So custom kills per level meens level provided in config, and not level after they shuffled. And it is correct, because elseware you would get something like this

[not correct]
1 level - knife (cfg level 3) - 10 kills
2 level - deagle (cfg level 1) - 2 kills
3 level - m3 (cfg level 2) - 1 kill

So it is incorrect way if you can get 10 kills from hegrenade and not from ak47 for example like you provided in config.

P.S. this is question for the new thread. Like all others if you want to got answer from me. If you want to get answer from Liam, then this thread is better place.

muederJoe
06-09-2009, 16:32
Can you make an option where the weaponorder turns complete at every second map, so that you have on the first map the normal weaponorder and on the second map the reverse weaponorder ?

Greetz muederJoe

altex
06-10-2009, 03:24
Can you make an option where the weaponorder turns complete at every second map, so that you have on the first map the normal weaponorder and on the second map the reverse weaponorder ?

Greetz muederJoe

Sorry, I do not think it is a great idea. It wouldn't be implemented.

muederJoe
06-10-2009, 11:41
okay then I'll use the ranodomize funktionn to implement that ... thx anyway and congratulation - it's a great plugin ^^

samforce
06-10-2009, 13:29
Hi Altex,
Another thing i found out:
- ifa player is on nade, and makes a knife kill in order to win the round. he has to do another knife kill. (normaly its 1 knife kill to do the trick)

can u check that out, and also the point stated in my previous post.
(about the elite/m3 animation)

thanks

altex
06-10-2009, 14:06
Hi Altex,
Another thing i found out:
- ifa player is on nade, and makes a knife kill in order to win the round. he has to do another knife kill. (normaly its 1 knife kill to do the trick)

Is nade level is last level in your config?
Is KnifePro enabled?
Is KnifeProHE enabled?

can u check that out, and also the point stated in my previous post.
(about the elite/m3 animation)

I think there is no way to fix elite animation. It happens not only before swithing to m3, but other weapons too.

samforce
06-11-2009, 10:52
i will show u my config's

gungame.config.txt

"Config"
{
/* Set sv_alltalk 1 after player win */
"AlltalkOnWin" "0"

/* Start voting if leader level is less maximum level by this value */
"VoteLevelLessWeaponCount" "0"

/* Can level down victim if killer is on the grenade level */
"CanLevelDownOnGrenade" "1"

/* Can steal level if victim is on the first level */
"CanStealFirstLevel" "0"

/* If intermission starts do calculate winner */
"IntermissionCalcWinner" "1"

/* Enables/Disables GunGame Mod */
"Enabled" "1"

/* Display a join message, popup giving players instructions on how to play */
/* When menus are implement it will be a pop otherwise they will have to look in console */
"JoinMessage" "0"

/* Give player -1 level if they kill themself by WorldSpawn Suicide */
"WorldspawnSuicide" "1"

/* Enables or disables -1 level if they use the "kill" command */
"CommitSuicide" "1"

/* Enables or disables built in Afk management system */
"AfkManagement" "1"

/* Kick player on x number of afk deaths. */
"AfkDeaths" "2"

/**
* What action to deal with the player when the maximum is reach?
* 1 = Kick, 2 = Move to spectate.
*/
"AfkAction" "2"

/* Give x number of level by completing the bomb planting/defusing objectives.
* Amount giving base on the value setting.
*/
"ObjectiveBonus" "0"

/* Enables objective bonus on last level */
"ObjectiveBonusWin" "0"

/**
* Gives joining players the avg level of all other players when they join late.
* If you're in the top10, you do not get this handicap even if it is turned on.
* 0 - Disable
* 1 - Avg level
* 2 - Min level
*/
"HandicapMode" "1"

/**
* Allow players in the top10 to receive a handicap with the rest of the players.
* Handicap must also be turned on above for this to work.
*/
"Top10Handicap" "1"

/* Can bots win the game otherwise when they reach the last weapon and nothing will happen */
"BotsCanWinGame" "1"

/* How many levels they can gain in 1 round */
"MaxLevelPerRound" "5"

/* Turbo Mode */
"TurboMode" "1"

/* Triple Level Bonus - Current not implmented*/
"TripleLevelBonus" "1"

/* Turn Knife Pro allow stealing a player level by killing them with a knife */
"KnifePro" "1"

/* Enables Knife Pro when a player is on hegrenade level */
"KnifeProHE" "0"

/* Knife Elite force them to only have a knife after they level up.
They will get a normal weapon again next round */
"KnifeElite" "0"

/**
* How many kills they need to with the weapon to get the next level
* Kills will count across all rounds so that you don't have to get them in one round.
*/
"MinKillsPerLevel" "1"

/* The minimum level that a player must be at before another player can knife steal from. Requires KnifePro on. */
"KnifeProMinLevel" "3"

/* Enables Warmup Round*/
"WarmupEnabled" "1"

/* Decides when warmup round starts. 1 = When each team has a player. 2 = At the start of map load finish. */
"WarmupStartup" "2"

/* Warmup time length */
"WarmupTimeLength" "45"

/* Knife only during warmup otherwise allow them to use the default weapon*/
"WarmupKnifeOnly" "1"

/* Allow players to keep their levels after warmup otherwise it will reset to level 1 after warmup. */
"ResetLevelAfterWarmup" "0"

/* This gives the player a glock with 50 bullets */
"NadeGlock" "1"

/* Gives a smoke grenade*/
"NadeSmoke" "0"

/* Gives a Flash grenade */
"NadeFlash" "0"

/* Gives an extra hegrenade to the player if they get a kill */
"ExtraNade" "1"

/* Gives unlimited hegrenades to the player if he is on nage level */
"UnlimitedNades" "0"

/* Gives unlimited hegrenades to the player if warmup is enabled */
"WarmupNades" "1"

/* Remove objectives from map. 0 = Disabled, 1 = BOMB, 2 = HOSTAGE, 3 = BOTH*/
"RemoveObjectives" "3"

/* Enabled friendly fire automatically when a player reaches hegrenade level */
"AutoFriendlyFire" "0"



sorry for all the codes but i want to have it solved



gungame.equip.txt

"1" "glock"
"2" "usp"
"3" "p228"
"4" "deagle"
"5" "fiveseven"
"6" "elite"
"7" "m3"
"8" "xm1014"
"9" "tmp"
"10" "mac10"
"11" "mp5navy"
"12" "ump45"
"13" "p90"
"14" "galil"
"15" "famas"
"16" "ak47"
"17" "scout"
"18" "awp"
"19" "m4a1"
"20" "sg552"
"21" "aug"
"22" "m249"
"23" "hegrenade"
"24" "knife"



"MultipleKillsPerLevel"
{
}

Im sorry for all the info/text but i want to have it fixed! ^^
its kinda a strange thingy.

As attachment i uploaded a .zip'd .dem file, so u can see the m3 animation.
thanks for all ure effort.

altex
06-11-2009, 16:25
samforce (https://forums.alliedmods.net/member.php?u=52206), what can i say...

Once again.
>> - ifa player is on nade, and makes a
>> knife kill in order to win the round. he
>> has to do another knife kill. (normaly
>> its 1 knife kill to do the trick)

No bugs here.

>> can u check that out, and also the
>> point stated in my previous post.
>> (about the elite/m3 animation)

No bugs in m3 animation. There is bug in elites. Other weapons have no animation too if they following elites, and m3 do have animation after other weapons.

Is there the same bug if you use es gg 5?

samforce
06-11-2009, 18:20
Once again.
>> - ifa player is on nade, and makes a
>> knife kill in order to win the round. he
>> has to do another knife kill. (normaly
>> its 1 knife kill to do the trick)

No bugs here.

i would be happy to invite u to join our server and play some rounds.
u will notice it... its kinda strange.
the ip of this server is: 92.48.203.28:27015


>> can u check that out, and also the
>> point stated in my previous post.
>> (about the elite/m3 animation)

No bugs in m3 animation. There is bug in elites. Other weapons have no animation too if they following elites, and m3 do have animation after other weapons.


Is there the same bug if you use es gg 5?

thanks to clear this up to me... But the answer is no, whe had es gg5 and whe never experienced such a thing.
I think im going to get the elites out of the weapon order, until it's fixed or an solution is found.

altex
06-12-2009, 03:12
i played on you server.
something wrong with you config.
when i killed with knife for the first time, i saw that "Your current weapon :: pon_knife and you level 24" in !level menu. Thats very wrong.
And btw number of levels is 23 on your server, bug it is 24 levels in your config. May be you've commented "elites" and was not changing level numbers?

altex
06-12-2009, 04:44
I think im going to get the elites out of the weapon order, until it's fixed or an solution is found.

small solution is to put fiveseven after elites for example. somehow fiveseven animation is correct even after elites.

P90Fighter
06-13-2009, 08:30
Hi!
sm_gungame_unofficial_10(1.0.0.1.8) works fine!

The only problem is that no voting at the end appears
"VoteLevelLessWeaponCount" "1" is switched on and in the gungame.votemap.cfg stands sm vote.
What exactly must stand there at the end of the map voting is done?


Can someone help me?

exvel
06-13-2009, 09:04
Hi!
sm_gungame_unofficial_10(1.0.0.1.8) works fine!

The only problem is that no voting at the end appears
"VoteLevelLessWeaponCount" "1" is switched on and in the gungame.votemap.cfg stands sm vote.
What exactly must stand there at the end of the map voting is done?


Can someone help me?
Why you are posting it here? There are a new thread (http://forums.alliedmods.net/showthread.php?t=93977) for this plugin. :)

altex
06-13-2009, 09:35
Hi!
sm_gungame v1.0.0.1.8 works fine!

The only problem is that no voting at the end appears
"VoteLevelLessWeaponCount" "1" is switched on and in the gungame.votemap.cfg stands sm vote.[/FONT]
What exactly must stand there at the end of the map voting is done?


Can someone help me?

Is gungame_mapvote loaded?
What is in gungame.votemap.cfg?
Did you try to exec all the lines from gungame.votemap.cfg manualy from rcon?
Try to skip first line from that config (simply leave it blank) and move other lines lower.

samforce
06-15-2009, 10:06
when i killed with knife for the first time, i saw that "Your current weapon :: pon_knife and you level 24" in !level menu. Thats very wrong.

i noticed that "pon_knife" but what does it means, cause if u killed someone. it changed to "knife". so i dont get it.

May be you've commented "elites" and was not changing level numbers?

i did not... but i added awp and deleted elites. count is still 23 in the list

"1" "glock"
"2" "usp"
"3" "p228"
"4" "deagle"
"5" "fiveseven"
"6" "m3"
"7" "xm1014"
"8" "tmp"
"9" "mac10"
"10" "mp5navy"
"11" "ump45"
"12" "p90"
"13" "galil"
"14" "famas"
"15" "ak47"
"16" "scout"
"17" "awp"
"18" "m4a1"
"19" "sg552"
"20" "aug"
"21" "m249"
"22" "hegrenade"
"23" "knife"
this is the current list

altex
06-15-2009, 10:19
i noticed that "pon_knife" but what does it means, cause if u killed someone. it changed to "knife". so i dont get it.



i did not... but i added awp and deleted elites. count is still 23 in the list

"1" "glock"
"2" "usp"
"3" "p228"
"4" "deagle"
"5" "fiveseven"
"6" "m3"
"7" "xm1014"
"8" "tmp"
"9" "mac10"
"10" "mp5navy"
"11" "ump45"
"12" "p90"
"13" "galil"
"14" "famas"
"15" "ak47"
"16" "scout"
"17" "awp"
"18" "m4a1"
"19" "sg552"
"20" "aug"
"21" "m249"
"22" "hegrenade"
"23" "knife"this is the current list

Try the latest version of GunGame:SM.
And attach all configs related to gungame (cstrike/cfg/gungame/*)

samforce
06-15-2009, 12:01
hey Altex,
I finaly discoverd what the problem caused.
it was this line:
/* Start voting if leader level is less maximum level by this value */
"VoteLevelLessWeaponCount" "0"
its back on "1" and i have no problems anymore.

i switched the elite with the fiveseven and indeed, thats working fine either!

Thank u so much for trying to help me out.