AlliedModders

AlliedModders (https://forums.alliedmods.net/index.php)
-   News (https://forums.alliedmods.net/forumdisplay.php?f=59)
-   -   SourceMod 1.8 Now Stable (https://forums.alliedmods.net/showthread.php?t=283552)

CamerDisco 06-23-2016 12:26

Re: SourceMod 1.8 Now Stable
 
I didn't have these problems with error logs on sm 1.7.3

Lux 06-23-2016 23:59

Re: SourceMod 1.8 Now Stable
 
Should i leave the old syntax behind and start with new?
also how long is old syntax going to be supported for as i'v only learn a small part of coding over the 5months of doing small stuff.
changing syntax looks very very tedious to me :c

psychonic 06-24-2016 08:49

Re: SourceMod 1.8 Now Stable
 
Quote:

Originally Posted by Ludastar (Post 2430101)
Should i leave the old syntax behind and start with new?
also how long is old syntax going to be supported for as i'v only learn a small part of coding over the 5months of doing small stuff.
changing syntax looks very very tedious to me :c

It will always be supported in some way for existing functions.

However, some newer functionality is already only available in methodmaps.

Lux 06-25-2016 03:57

Re: SourceMod 1.8 Now Stable
 
Errrm yea the thing is, i dont know what a methodmaps are xD.
Im such a nub :P

Edit:
Ok i read the wiki and i understand alittle, but im still quite new to any programming language including sourcemod but ill get it someday maybe, thanks for letting me know about old syntax.

ImACow 06-26-2016 21:22

Re: SourceMod 1.8 Now Stable
 
Quote:

Originally Posted by psychonic (Post 2425469)
The plugin is probably returning Plugin_Changed instead of Plugin_Handled or Plugin_Stop in a player_death event hook. That was never the correct way to block an event and only worked due to a bug.

return Plugin_Handled;
return Plugin_Continue;
return Plugin_Changed;

None seem to make the event accept the changes.

:shock:

anyone an idea ?

ddhoward 06-26-2016 21:24

Re: SourceMod 1.8 Now Stable
 
Quote:

Originally Posted by ImACow (Post 2430952)
return Plugin_Handled;
return Plugin_Continue;
return Plugin_Changed;

None seem to make the event accept the changes.

:shock:

anyone an idea ?

Post your code.

ImACow 06-27-2016 08:23

Re: SourceMod 1.8 Now Stable
 
PHP Code:

HookEvent("player_death",test_OnPlayerDeathPre,EventHookMode_Pre);
public 
Action test_OnPlayerDeathPre(Event eventchar[] namebool dontBroadcast)
{

    
int victim GetClientOfUserId(GetEventInt(event"userid")); 
    
int attacker GetClientOfUserId(GetEventInt(event"attacker")); 
    
int assister GetClientOfUserId(GetEventInt(event"assister")); 
    
char weapon[MAX_NAME_LENGTH]; //make string to get weapon name
    
GetEventString(event"weapon"weaponsizeof(weapon)); //get weapon name

    
char explosion_weapon[64]; //grab the replacement value
    
Format(explosion_weapon,sizeof(explosion_weapon),"%s","weapon_ak47")
    
PrintToConsoleAll("debug \t event[weapon] was set to %s",explosion_weapon);

    
SetEventString(event"weapon"explosion_weapon);
    return 
Plugin_Changed;




psychonic 06-27-2016 08:34

Re: SourceMod 1.8 Now Stable
 
Quote:

Originally Posted by ImACow (Post 2431065)
PHP Code:

HookEvent("player_death",test_OnPlayerDeathPre,EventHookMode_Pre);
public 
Action test_OnPlayerDeathPre(Event eventchar[] namebool dontBroadcast)
{

    
int victim GetClientOfUserId(GetEventInt(event"userid")); 
    
int attacker GetClientOfUserId(GetEventInt(event"attacker")); 
    
int assister GetClientOfUserId(GetEventInt(event"assister")); 
    
char weapon[MAX_NAME_LENGTH]; //make string to get weapon name
    
GetEventString(event"weapon"weaponsizeof(weapon)); //get weapon name

    
char explosion_weapon[64]; //grab the replacement value
    
Format(explosion_weapon,sizeof(explosion_weapon),"%s","weapon_ak47")
    
PrintToConsoleAll("debug \t event[weapon] was set to %s",explosion_weapon);

    
SetEventString(event"weapon"explosion_weapon);
    return 
Plugin_Changed;




If this is for CS:GO, make sure that you're on the latest SM build. A recent game update broke the SetEvent* natives.

ImACow 06-27-2016 10:37

Re: SourceMod 1.8 Now Stable
 
Quote:

Originally Posted by psychonic (Post 2431069)
If this is for CS:GO, make sure that you're on the latest SM build. A recent game update broke the SetEvent* natives.

Thanks! this fixed it.

cravenge 07-03-2016 06:11

Re: SourceMod 1.8 Now Stable
 
Not quite sure if this problem appears to me only or happens to someone else. Ever since I upgraded to the latest SM build, L4D2 crashes during map changes.

I've already tried all the possible things I could do:
  1. Uninstall and reinstall the game. Verify game cache. (No effect)
  2. Redownload Metamod:Source and Sourcemod. (Still no effect)
  3. Disable any metamod and sourcemod plugins and addons, leaving the basic ones loaded. (No effect so far)
  4. Redownload all metamod and sourcemod plugins, extensions, gamedatas, etc. (You already know the results)

None of them worked so far, however, when I downgrade to the latest SM 1.7 build, that problem is gone so if there is any fix you could do about it, I can wait. For now, I'm sticking back to 1.7 until 1.8 doesn't crash the game during map changes.


All times are GMT -4. The time now is 07:45.

Powered by vBulletin®
Copyright ©2000 - 2024, vBulletin Solutions, Inc.