AlliedModders

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-   -   Show Teammates Armament (https://forums.alliedmods.net/showthread.php?t=336536)

EFFx 02-26-2022 21:21

Show Teammates Armament
 
2 Attachment(s)
Show Teammates Armament


Release: 02/27/2022
Last Update: 03/27/2022

- Description
- This plugins display the whole teammates armament, incluiding weapons, grenades, armor type and cash information during freezetime, a good touch to use in 5x5 servers.

- Cvars
se_show_weapons = Display all weapons icons
se_show_money = Display money icons
se_show_utilities = Display grenades/defuse and c4 icons
se_show_arrow = Display a little arrow over players head
se_show_armortype = Display armor type
se_show_arrow_only = Show always an arrow icon over all players (default 0).
se_show_arrow_only_mode = 0 Both team's arrow will be seen, 1 only your teammate's arrows and 2 the enemy team's arrow will be seen.

se_sprite_color_weapons = default yellow
se_sprite_color_money = default green
se_sprite_color_grenades = default white (tried each grenade color individually, no pattern and combinations looks good, so by default all of them are the same color)
se_sprite_color_vesthelm = default purple
se_sprite_color_kevlar = default pink
se_sprite_color_arrow = default yellow
se_sprite_color_c4 = default orange
se_sprite_color_defusekit = default green

- Gameplay Images

https://imgur.com/BaI6Kw0.png https://imgur.com/j60LLXo.png

- Credits
https://forums.alliedmods.net/showpo...01&postcount=4
https://forums.alliedmods.net/showpo...3&postcount=16

- Change log
Spoiler



Note: The sprites were tested with 32/32 podbots and nothing happened regarding crashes or lag with the sprites.

georgik57 03-02-2022 13:55

Re: Show Teammates Armament
 
will check test it out and review the code when i have time. looks great. thank you for sharing and congrats.

SoulWeaver16 03-02-2022 13:57

Re: Show Teammates Armament
 
Good plugin, I found that some of the sprites are floating instead of disappearing
And another thing would be, if you could add that the cvar of se_show_arrow, could remain the whole round and not only during freezetime
https://i.imgur.com/VQLfFyH.png

OciXCrom 03-02-2022 14:22

Re: Show Teammates Armament
 
Awesome plugin. I see this being widely used. So, here is some feedback:

-------------------------------------- [ 1 ] --------------------------------------

Code:
#define TASK_INV        4562 #define TASK_DISPLAY        4563 #define TASK_HIDE_ENTS      4564

This is a big 'no' and is likely the reason for the issue in the previous comment.
Unique task ids should have a difference of at least 32 between them - the maximum number of players.

I understand only the first one is being combined with player ids, but this will still cause issues. For example:

Player with id #1 has a TASK_INV of 4562+1=4563 which is equal to TASK_DISPLAY, player #2's task is equal to TASK_HIDE_ENTS, etc, so when interacting with the player's TASK_INV tasks, you can accidentally interact with one of the other tasks.

The simple solution:

Code:
enum (+= 32) {     TASK_INV = 4562,     TASK_DISPLAY,     TASK_HIDE_ENTS }

-------------------------------------- [ 2 ] --------------------------------------

Your plugin won't compile under 1.8.2 because MAX_PLAYERS is not defined.

Code:
#if !defined MAX_PLAYERS const MAX_PLAYERS = 32 #endif

-------------------------------------- [ 3 ] --------------------------------------

I don't see a code that removes the sprites when the player disconnects?

EFFx 03-02-2022 17:19

Re: Show Teammates Armament
 
Quote:

Originally Posted by SoulWeaver16 (Post 2772912)
Good plugin, I found that some of the sprites are floating instead of disappearing
And another thing would be, if you could add that the cvar of se_show_arrow, could remain the whole round and not only during freezetime
https://i.imgur.com/VQLfFyH.png

I wasn't getting that issue... well, I've changed the way it removes the sprites. Now one by one players gets their sprites removed so it doesn't call the function too many times in a single second. Also your request about the arrow always over players head is added, turn se_show_arrow_only 1.

Quote:

Originally Posted by OciXCrom (Post 2772919)
Awesome plugin. I see this being widely used. So, here is some feedback:

-------------------------------------- [ 1 ] --------------------------------------

Code:
#define TASK_INV        4562 #define TASK_DISPLAY        4563 #define TASK_HIDE_ENTS      4564

This is a big 'no' and is likely the reason for the issue in the previous comment.
Unique task ids should have a difference of at least 32 between them - the maximum number of players.

I understand only the first one is being combined with player ids, but this will still cause issues. For example:

Player with id #1 has a TASK_INV of 4562+1=4563 which is equal to TASK_DISPLAY, player #2's task is equal to TASK_HIDE_ENTS, etc, so when interacting with the player's TASK_INV tasks, you can accidentally interact with one of the other tasks.

The simple solution:

Code:
enum (+= 32) {     TASK_INV = 4562,     TASK_DISPLAY,     TASK_HIDE_ENTS }

-------------------------------------- [ 2 ] --------------------------------------

Your plugin won't compile under 1.8.2 because MAX_PLAYERS is not defined.

Code:
#if !defined MAX_PLAYERS const MAX_PLAYERS = 32 #endif

-------------------------------------- [ 3 ] --------------------------------------

I don't see a code that removes the sprites when the player disconnects?

Glad to hear that from you. You were right about all three suggestions and they are implemented. Disconnect forward removes the sprite immedietely (with the set_task it was removing later anyway).

Tested again online and tests were good with 20 players simultaneously. Not sure how the server will behave with 32/32. I highly recommend it to be used in servers with low players.

SoulWeaver16 03-07-2022 16:38

Re: Show Teammates Armament
 
Hello, report here
I have stability problems with the server, the constant message on the console, is repeated in different periods of time
https://i.imgur.com/HlXk82D.jpg
Consequently, the game freezes for 1 or 2 seconds, and the models end up underground.
https://i.imgur.com/So331DA.png
And lastly, the arrow appears for the enemy side as well, maybe there could be one more cvar.
https://i.imgur.com/Nwjrxgk.png

EFFx 03-08-2022 19:58

Re: Show Teammates Armament
 
Updated to v1.1:

- Fixed sprites floating.
- Fixed wrong sprites displaying for players.
- Fixed some overflow regarding the display of sprites when se_show_arrow_only is 1.

- Changed the way of how the sprites gets displayed, removing the delay for each player.

- Added se_show_arrow_only_mode cvar that controls which arrow players will be able to see (both teams, teammates only or only enemy team only).

EFFx 03-27-2022 15:58

Re: Show Teammates Armament
 
Updated to v1.2: Until now, it seems like a stable version, no issues were reported in all my tests with the plugin.

- Had some people telling me about crashes when testing with 32/32 bots, added a loop split so the server doesn't suffer that much displaying a LOT of sprites at once.
- Besides that loop split, there is also a code that doesn't allow the call of some natives again since the only thing that changes is the frame and the sprites' size.
- Tested with 32/32 bots and no crashes were happening with me anymore, still needs confirmations on public servers.

- Now the positions of the sprites is rightly set.
- Now the arrow position is fixed when the user is crouched.
- Now there is se_sprites_scale cvar that controls the sprites size.
- Now there is a cvar for each sprite that controls their colors individually:

se_sprite_color_weapons = default yellow
se_sprite_color_money = default green
se_sprite_color_grenades = default white (tried each grenade color individually, no pattern and combinations looks good, so by default all of them are the same color)
se_sprite_color_vesthelm = default purple
se_sprite_color_kevlar = default pink
se_sprite_color_arrow = default yellow
se_sprite_color_c4 = default orange
se_sprite_color_defusekit = default green

Siska1 03-27-2022 17:40

Re: Show Teammates Armament
 
Here I want to ask whether it is possible for this plugin to work for only a short time at the beginning of each round within the time of purchase?

bigdaddy424 03-27-2022 17:57

Re: Show Teammates Armament
 
Quote:

Originally Posted by Siska1 (Post 2775355)
Here I want to ask whether it is possible for this plugin to work for only a short time at the beginning of each round within the time of purchase?

I offered EFFx money to do exactly the same thing you said but he rejected. Cruel world we live in

EFFx 03-27-2022 18:07

Re: Show Teammates Armament
 
Quote:

Originally Posted by Siska1 (Post 2775355)
Here I want to ask whether it is possible for this plugin to work for only a short time at the beginning of each round within the time of purchase?

But it is already like this. The sprites are only displayed within the freezetime.

Quote:

Originally Posted by bigdaddy424 (Post 2775359)
I offered EFFx money to do exactly the same thing you said but he rejected. Cruel world we live in

Wait, did you really? I would've never do that :crab:

Siska1 03-27-2022 18:21

Re: Show Teammates Armament
 
Maybe not work with bots ?

EFFx 03-27-2022 18:23

Re: Show Teammates Armament
 
It does, the whole test was with podbots.

Midnight Kid 03-28-2022 03:31

Re: Show Teammates Armament
 
1 Attachment(s)
Quote:

Originally Posted by Siska1 (Post 2775362)
Maybe not work with bots?

Quote:

Originally Posted by EFFx (Post 2775363)
It does, the whole test was with podbots.

C'mon, try with Z-Bot support (not test). :wink:

UPDATE: removed superfluous line in code.

Siska1 04-10-2022 08:24

Re: Show Teammates Armament
 
Quote:

Originally Posted by Midnight Kid (Post 2775396)
C'mon, try with Z-Bot support (not test). :wink:

UPDATE: removed superfluous line in code.

Code:

L 04/10/2022 - 15:12:48: [HAMSANDWICH] Function spawn not found.
L 04/10/2022 - 15:12:48: [AMXX] Run time error 10 (plugin "showequips.amxx") (native "RegisterHam") - debug not enabled!
L 04/10/2022 - 15:12:48: [AMXX] To enable debug mode, add "debug" after the plugin name in plugins.ini (without quotes).

I wrote a debug, but nothing came out ...

SoulWeaver16 04-10-2022 17:48

Re: Show Teammates Armament
 
One question, can sprites be made visible through walls?
That is, if your partner is rendered you can see his position through walls

iclassdon 04-10-2022 22:16

Re: Show Teammates Armament
 
Any chance on adding support for it to display on spawn for "x" amount of seconds?

Would be really cool for respawn servers with no rounds.

georgik57 04-11-2022 08:32

Re: Show Teammates Armament
 
Quote:

Originally Posted by SoulWeaver16 (Post 2776378)
One question, can sprites be made visible through walls?
That is, if your partner is rendered you can see his position through walls

It is. "Through walls" isn't exactly the right term though, more like "on walls" by calculating the right rendering, positioning and scaling. I've made a server sided "esp" plug-in but it's not finished or ready for public use.

EFFx 04-13-2022 19:31

Re: Show Teammates Armament
 
Quote:

Originally Posted by iclassdon (Post 2776388)
Any chance on adding support for it to display on spawn for "x" amount of seconds?

Would be really cool for respawn servers with no rounds.

Change

PHP Code:

new Float:fFreezeTime get_pcvar_float(g_fFreezeTime

To

PHP Code:

new Float:fFreezeTime YOUR_TIME_IN_SECONDS 


iclassdon 04-13-2022 20:15

Re: Show Teammates Armament
 
Quote:

Originally Posted by EFFx (Post 2776715)
Change

PHP Code:

new Float:fFreezeTime get_pcvar_float(g_fFreezeTime

To

PHP Code:

new Float:fFreezeTime YOUR_TIME_IN_SECONDS 


Thank you but the alterations didn't work. Used 3 seconds for my value.

(194) : warning 213: tag mismatch
(167) : warning 204: symbol is assigned a value that is never used: "g_fFreezeTime"

EFFx 04-13-2022 20:46

Re: Show Teammates Armament
 
1 Attachment(s)
Those are just warnings. The first one is because you used an interger instead of a float, should be 3.0.
The other warning is just telling you that g_fFreezeTime is not being used. If you remove it's existence, should be fine.

If still under complications, this should do what you asked for:

georgik57 04-13-2022 21:05

Re: Show Teammates Armament
 
Quote:

Originally Posted by iclassdon (Post 2776717)
Thank you but the alterations didn't work. Used 3 seconds for my value.

(194) : warning 213: tag mismatch
(167) : warning 204: symbol is assigned a value that is never used: "g_fFreezeTime"

PHP Code:

g_fFreezeTime 3.0 

Ignore the other warning.

iclassdon 04-13-2022 21:32

Re: Show Teammates Armament
 
Thank you. It compiled and it worked on first initial spawn for the specified time. After that the sprites never showed again after respawning. Using podbot as test bed.

p.s. It looked really cool. Good work.

Siska1 04-14-2022 00:36

Re: Show Teammates Armament
 
Is it possible that the plugin will not work if different models are used, for example from the original ones ?

georgik57 04-14-2022 08:50

Re: Show Teammates Armament
 
Quote:

Originally Posted by Siska1 (Post 2776734)
Is it possible that the plugin will not work if different models are used, for example from the original ones ?

They have to follow the original sprites' styles.

EFFx 05-04-2022 23:00

Re: Show Teammates Armament
 
Quote:

Originally Posted by iclassdon (Post 2776722)
Thank you. It compiled and it worked on first initial spawn for the specified time. After that the sprites never showed again after respawning. Using podbot as test bed.

p.s. It looked really cool. Good work.

Thank you for your words, sorry for the late message.

Quote:

Originally Posted by Siska1 (Post 2776734)
Is it possible that the plugin will not work if different models are used, for example from the original ones ?

Well, I have tried the default models, so I'm not sure if tall player models will conflict with the code.

Siska1 05-22-2022 06:42

Re: Show Teammates Armament
 
I have this code and work for me
Code:

#include <amxmodx>
#include <fakemeta>
#include <engine>
#include <cstrike>
#include <hamsandwich>

#define TASK_HUD_REMOVE 4853453

new userSpr[33][6], g_buytime, bool:bTimeIsOver;

new const g_szSprites[][] =
{
    "sprites/1.spr",
    "sprites/10.spr",
    "sprites/100.spr",
    "sprites/1000.spr",
    "sprites/10000.spr",
    "sprites/cash.spr"
}

public plugin_init()
{
    register_event("DeathMsg", "event_deathmsg", "a");
    register_event("HLTV", "event_new_round", "a", "1=0", "2=0");
    register_think("LOL", "fw_think");
    RegisterHam(Ham_Spawn, "player", "player_got_spawned", 1);
    g_buytime = get_cvar_pointer("mp_buytime");
}

public plugin_precache()
{
    for(new i = 0; i < sizeof g_szSprites; i++)
        precache_model(g_szSprites[i]);
}

public client_disconnected(id)
{
    for(new i; i < sizeof userSpr[]; i++)
    {   
        if(userSpr[id][i] > 0) remove_entity(userSpr[id][i]);
        userSpr[id][i] = 0;
    }
}

public reset(id)
{
    for(new i; i < sizeof userSpr[]; i++)
    {   
        if(userSpr[id][i] > 0) remove_entity(userSpr[id][i]);
        userSpr[id][i] = 0;
    }
}

public event_deathmsg()
{
    reset(read_data(2));
}

public player_got_spawned(id)
{
    if(!is_user_alive(id) || bTimeIsOver) return;
    reset(id) ;
    set_user_HUDMONEY_onhead(id);
}

public event_new_round()
{
    bTimeIsOver = false;
    remove_task(TASK_HUD_REMOVE)
    set_task(floatclamp(get_pcvar_float(g_buytime), 1.0, 60.0 * 20.0), "task_remove_HUD", TASK_HUD_REMOVE);
}

public task_remove_HUD()
{
    new players[32],pnum;
    get_players(players, pnum, "ah");
   
    for(new i; i < pnum; i++)
    {
        reset(players[i]);
    }
   
    bTimeIsOver = true;
}

set_user_HUDMONEY_onhead(id)
{   
    new ent = create_entity("env_sprite");
    new Float:gTime = get_gametime();
   
    if(ent > 0)
    {
        userSpr[id][0] = ent;
        set_pev(ent, pev_classname, "LOL");
        set_pev(ent, pev_nextthink, gTime + 0.1);
        set_pev(ent, pev_movetype, MOVETYPE_NOCLIP);
        engfunc(EngFunc_SetModel, ent, g_szSprites[0]);
        set_pev(ent, pev_iuser4, id);
        set_pev(ent, pev_iuser3, 4);
        set_pev(ent, pev_frame, 0.0)
        set_pev(ent, pev_framerate, 1.0)
        set_pev(ent, pev_scale, 0.2)
        set_rendering(ent, kRenderFxNone, 0, 255, 0, kRenderTransAdd, 200)
    }
   
    new ent2 = create_entity("env_sprite");
   
    if(ent2 > 0)
    {
        userSpr[id][1] = ent2;
        set_pev(ent2, pev_classname, "LOL");
        set_pev(ent2, pev_nextthink, gTime + 0.1);
        set_pev(ent2, pev_movetype, MOVETYPE_NOCLIP);
        engfunc(EngFunc_SetModel, ent2, g_szSprites[1]);
        set_pev(ent2, pev_iuser4, id);
        set_pev(ent2, pev_iuser3, 3);
        set_pev(ent2, pev_frame, 0.0)
        set_pev(ent2, pev_framerate, 1.0)
        set_pev(ent2, pev_scale, 0.2)
        set_rendering(ent2, kRenderFxNone, 0, 255, 0, kRenderTransAdd, 200)
    }
   
    new ent3 = create_entity("env_sprite");
   
    if(ent3 > 0)
    {
        userSpr[id][2] = ent3;
        set_pev(ent3, pev_classname, "LOL");
        set_pev(ent3, pev_nextthink, gTime + 0.1);
        set_pev(ent3, pev_movetype, MOVETYPE_NOCLIP);
        engfunc(EngFunc_SetModel, ent3, g_szSprites[2]);
        set_pev(ent3, pev_iuser4, id);
        set_pev(ent3, pev_iuser3, 2);
        set_pev(ent3, pev_frame, 0.0)
        set_pev(ent3, pev_framerate, 1.0)
        set_pev(ent3, pev_scale, 0.2)
        set_rendering(ent3, kRenderFxNone, 0, 255, 0, kRenderTransAdd, 200)
    }
   
    new ent4 = create_entity("env_sprite");
   
    if(ent4 > 0)
    {
        userSpr[id][3] = ent4;
        set_pev(ent4, pev_classname, "LOL");
        set_pev(ent4, pev_nextthink, gTime + 0.1);
        set_pev(ent4, pev_movetype, MOVETYPE_NOCLIP);
        engfunc(EngFunc_SetModel, ent4, g_szSprites[3]);
        set_pev(ent4, pev_iuser4, id);
        set_pev(ent4, pev_iuser3, 1);
        set_pev(ent4, pev_frame, 0.0)
        set_pev(ent4, pev_framerate, 1.0)
        set_pev(ent4, pev_scale, 0.2)
        set_rendering(ent4, kRenderFxNone, 0, 255, 0, kRenderTransAdd, 200)
    }
   
    new ent5 = create_entity("env_sprite");
   
    if(ent5 > 0)
    {
        userSpr[id][4] = ent5;
        set_pev(ent5, pev_classname, "LOL");
        set_pev(ent5, pev_nextthink, gTime + 0.1);
        set_pev(ent5, pev_movetype, MOVETYPE_NOCLIP);
        engfunc(EngFunc_SetModel, ent5, g_szSprites[4]);
        set_pev(ent5, pev_iuser4, id);
        set_pev(ent5, pev_iuser3, 0);
        set_pev(ent5, pev_frame, 0.0)
        set_pev(ent5, pev_framerate, 1.0)
        set_pev(ent5, pev_scale, 0.2)
        set_rendering(ent5, kRenderFxNone, 0, 255, 0, kRenderTransAdd, 200)
    }
   
    new ent6 = create_entity("env_sprite");
   
    if(ent > 0)
    {
        userSpr[id][5] = ent6;
        set_pev(ent6, pev_classname, "LOL");
        engfunc(EngFunc_SetModel, ent6, g_szSprites[5]);
        set_pev(ent6, pev_nextthink, gTime + 0.1);
        set_pev(ent6, pev_movetype, MOVETYPE_NOCLIP);
        set_pev(ent6, pev_iuser4, id);
        set_pev(ent6, pev_iuser3, 5);
        set_pev(ent6, pev_frame, 1.0)
        set_pev(ent6, pev_framerate, 1.0)
        set_pev(ent6, pev_scale, 0.22)
        set_rendering(ent6, kRenderFxNone, 0, 255, 0, kRenderTransAdd, 200)
    }
}

public fw_think(ent)
{
    static Float:fOrigin[3], x, iUser;
    pev((iUser=pev(ent, pev_iuser4)), pev_origin, fOrigin)
   
    fOrigin[2] += 50.0;
    set_pev(ent, pev_origin, fOrigin);
   
    x = pev(ent, pev_iuser3);
   
    if(x == 5)
    {
        set_pev(ent, pev_nextthink, get_gametime() + 0.1);
        return;
    }
   
    static szMoney[6], szValue[2];
    arrayset(szMoney, 0, sizeof szMoney);
    num_to_str(cs_get_user_money(iUser), szMoney, charsmax(szMoney));
   
    if(szMoney[x] == 0)
    {
        set_rendering(ent, kRenderFxNone, 0, 0, 0, kRenderTransAlpha, 0)
        set_pev(ent, pev_nextthink, get_gametime() + 0.1);
        return;
    }
   
    szValue[0] = szMoney[x];
    szValue[1] = 0;
    set_rendering(ent, kRenderFxNone, 0, 255, 0, kRenderTransAdd, 200)
    set_pev(ent, pev_frame, floatstr(szValue))
    set_pev(ent, pev_nextthink, get_gametime() + 0.1);
}

But why did the plugin on this topic never work for me? I see that the plugins are similar...

Etern1ty 05-22-2022 18:47

Re: Show Teammates Armament
 
When someone tries to connect to the server they get this error:


Error: server failed to transmit file 'sprites/10000.spr'
Error: server failed to transmit file 'sprites/1000.spr'
Error: server failed to transmit file 'sprites/100.spr'
Error: server failed to transmit file 'sprites/10.spr'
Error: server failed to transmit file 'sprites/1.spr'
Error: server failed to transmit file 'sprites/weap.spr'
Error: server failed to transmit file 'sprites/weap2.spr'
Error: server failed to transmit file 'sprites/cash.spr'
Error: server failed to transmit file 'sprites/arrow.spr'
Error: could not load file sprites/10000.spr
Model sprites/10000.spr not found and not available from server
Cannot continue without model sprites/10000.spr, disconnecting.

Siska1 05-22-2022 19:51

Re: Show Teammates Armament
 
I did not know that the plugin should be used without freeztime !
Now everything works without freeztime !

OciXCrom 05-23-2022 14:08

Re: Show Teammates Armament
 
Quote:

Originally Posted by Siska1 (Post 2779964)
I did not know that the plugin should be used without freeztime !
Now everything works without freeztime !

The entire point of the plugin is to show information DURING freezetime.

Siska1 05-24-2022 05:06

Re: Show Teammates Armament
 
Quote:

Originally Posted by OciXCrom (Post 2780022)
The entire point of the plugin is to show information DURING freezetime.

I guess it works with freeztime, but I don't need freeztime for that long. And because I had freeztime 1, the plugin didn't work. I removed the freeztime and now I adjust how long it works from the beginning of the round. In principle, the idea of the plugin working with freeztime would be quite stupid. Good thing they came up with another way...

Still, it's not clever enough, because if I want to have a freeztime, I can't actually use any of the versions of this plugin properly, and I already have more than 3 versions.

EFFx 05-24-2022 07:46

Re: Show Teammates Armament
 
Don't say it's quite stupid when the whole point of the plugin is for pug/mix servers, when the freezetime is higher for players to buy their weapons and discuss what they'll do in the round.

Just because you use different settings doesn't make the plugin stupid. Also there's a version asked without the freezetime literally in the #21 reply by me, you were too lazy and didn't search enough to see it.

Siska1 05-24-2022 08:17

Re: Show Teammates Armament
 
Quote:

Originally Posted by EFFx (Post 2780067)
Don't say it's quite stupid when the whole point of the plugin is for pug/mix servers, when the freezetime is higher for players to buy their weapons and discuss what they'll do in the round.

Just because you use different settings doesn't make the plugin stupid. Also there's a version asked without the freezetime literally in the #21 reply by me, you were too lazy and didn't search enough to see it.

I use the other version, but it also has some problem with freeztime. But it doesn't matter, I was able to set it up for my server. Otherwise, do not pay attention with google, I can hardly understand everything. The plugin is great, but he wants more work!

We should not see our own icons above our heads and we should only see our teammates and not the opponent...

EFFx 06-01-2022 19:55

Re: Show Teammates Armament
 
As I said, it was meant for freezetime, where players are FREEZED and you cannot see your enemies. Your version makes you have those issues.

SoulWeaver16 06-01-2022 21:29

Re: Show Teammates Armament
 
Quote:

Originally Posted by Siska1 (Post 2780058)
I guess it works with freeztime, but I don't need freeztime for that long. And because I had freeztime 1, the plugin didn't work. I removed the freeztime and now I adjust how long it works from the beginning of the round. In principle, the idea of the plugin working with freeztime would be quite stupid. Good thing they came up with another way...

Still, it's not clever enough, because if I want to have a freeztime, I can't actually use any of the versions of this plugin properly, and I already have more than 3 versions.

It would actually be better to have a separate cvar, because relying on freezetime makes more casual games that don't use freezetime less useful.
It would be more personalized and you can pair it with freezetime without needing to freeze to appreciate the plugin.

Siska1 06-10-2022 11:49

Re: Show Teammates Armament
 
So, in the end, that's where the problem is. When I use the original plugin it doesn't work at all, and when I use the other one without freeze time the plugin itself works, but half of the other plugins in the server stop working and the server does what it wants. I stop the plug-in and everything is fine. Also, the one without freeze time doesn't work properly anyway

I guess I have too many sprite files or some problem with another plugin, but when I stop this one everything works fine again. It is a pity that I will not be able to use it, but otherwise I like the idea a lot, because I have a csgo remake server.

bigdaddy424 06-10-2022 19:28

Re: Show Teammates Armament
 
You forgot to add a cvar to toggle this whole thing,

EFFx 06-22-2022 01:40

Re: Show Teammates Armament
 
Quote:

Originally Posted by bigdaddy424 (Post 2781451)
You forgot to add a cvar to toggle this whole thing,

I don't see a good point for that. If an owner installs it, he'll use it whatsoever. If it's the most needed case, amx_pausecfg does the job.

bigdaddy424 06-24-2022 01:12

Re: Show Teammates Armament
 
Talking to you is like talking to a brick wall, casting pearls before swine.

EFFx 06-24-2022 03:20

Re: Show Teammates Armament
 
When does it end Dayanne?


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