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-   -   [CSS/CSP/CSGO/TF2] Autorespawn [1.4 10/November/2013] (https://forums.alliedmods.net/showthread.php?t=193554)

shavit 11-06-2012 12:25

Re: [CSS/CSP/CSGO/TF2] Autorespawn [1.2 21/July/2012]
 
Quote:

Originally Posted by VJScope (Post 1833458)
I'm glad that I typed that "?" :)

Any chance to increase the time like up to 30sec?
sm_autorespawn_time

I tried recompile with this change:
gH_Time = CreateConVar("sm_autorespawn_time", "0.0", "Time to wait before autorespawn. [Float] [0.0 - Instant]", FCVAR_PLUGIN, true, 0.0, true, 30.0);

Isn't really needed, why does any body needs auto-respawn with more than 10 seconds?[/b]

VJScope 11-15-2012 20:42

Re: [CSS/CSP/CSGO/TF2] Autorespawn [1.2 21/July/2012]
 
Well, we have 30 players server and we need autorespawn for soccer (no, we don't want any soccermod-plugin). Players don't want to wait 5mins after getting killed by ball but 10s is too short too :)

shavit 11-16-2012 04:51

Re: [CSS/CSP/CSGO/TF2] Autorespawn [1.2 21/July/2012]
 
Quote:

Originally Posted by VJScope (Post 1838562)
Well, we have 30 players server and we need autorespawn for soccer (no, we don't want any soccermod-plugin). Players don't want to wait 5mins after getting killed by ball but 10s is too short too :)

Hmmm.. I'm through the on-screen keyboard so it's impossible to script.
Till I get an normal keyboard you can recompile and change the max seconds.

sigvatr 05-10-2013 14:20

Re: [CSS/CSP/CSGO/TF2] Autorespawn [1.2 21/July/2012]
 
Cross posting from a thread I made regarding this plugin: https://forums.alliedmods.net/showthread.php?t=215646

"I run a very active 32 player 2fort server in Australia that uses the generic instaspawn plugin that is in the Sourcemod website's plugin directory. However, the plugin is partially broken because spies who are using the dead ringer will instantly be killed and sent to respawn if they take any damage whatsoever. Lots of people are complaining about not being able to use the dead ringer and I'm sure my server isn't the only place where this is a problem.

I know the dead ringer is weird because it will show in console when people have died and maybe the plugin is requiring console activity to determine when people die. There has to be a way to make an instaspawn plugin that works but I have no idea how to do it, I've never written a plugin before.

Thanks."

Powerlord 05-10-2013 14:30

Re: [CSS/CSP/CSGO/TF2] Autorespawn [1.2 21/July/2012]
 
2 Attachment(s)
As sigvatr mentioned, this wasn't handling TF2's Dead Ringer properly, as player_death is fired when it's used. Here's a version that handles it (by checking the death_flags).

sigvatr 05-10-2013 14:36

Re: [CSS/CSP/CSGO/TF2] Autorespawn [1.2 21/July/2012]
 
Excellent work, thank you very much.

VeMi 10-31-2013 08:27

Re: [CSS/CSP/CSGO/TF2] Autorespawn [1.2 21/July/2012]
 
I run a minigames server and is there a way to disable autorespawn after a certain amount of time in a round? Like after 30 seconds nobody can autorespawn anymore for a round and once the round is over autorespawn is on again.

dertione 10-31-2013 09:32

Re: [CSS/CSP/CSGO/TF2] Autorespawn [1.2 21/July/2012]
 
In end map, all players are slayed for not block change map ?

TnTSCS 10-31-2013 09:40

Re: [CSS/CSP/CSGO/TF2] Autorespawn [1.2 21/July/2012]
 
Quote:

Originally Posted by VeMi (Post 2055063)
... is there a way to disable autorespawn after a certain amount of time in a round?

https://forums.alliedmods.net/showpo...95&postcount=9

Bacardi 11-09-2013 15:41

Re: [CSS/CSP/CSGO/TF2] Autorespawn [1.2 21/July/2012]
 
Before respawn a player, you really should check FIRST is player in game :P


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