Polymorph: Mod Manager
9 Attachment(s)
Polymorph: Mod Manager Description: This is a map chooser replacement. It allows voting for the next mod (GunGame, HNS, etc.). It does not pause plugins so plugins from the mods are not loaded unless it is being played.Admin Commands: amx_nextmodConsole command to show/choose the next MOD to be played. When you change the next MOD it will choose a random map from the MOD's map list to be the default map.amx_votemod Cvars: poly_mode <#>Setup:0: Always stay on one mod unless changed manually with admin command. (Map votes only) Startup: The plugin will fail the first time it is run. Simply restart the server to create the plugins-polymorph.ini file. Thanks to the SuperCentral Community for letting me test this on a public server. Optimization/coding suggestions are welcome. The changelog is in the source code. |
Polymorph Compatibility
8 Attachment(s)
MOD Compatibility
Gungame:CSDM: Addons: Polymorph: Rock the Vote:If you want to write add-on plugins for Polymorph you can use the attached include file.This is a simple rtv plugin. Say rtv or rockthevote. |
Re: Polymorph: Mod Manager
Gj, seems a really good plugin, I'll test on my server when getting home :p
+k for the good work ^^ (I think it will be approved) :D |
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Nice.
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Wow nice , this plugin is even more neat than the others. O: gj again.
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ooh this will help me for working on the SC multimod server i just havent had time but i will very soon.
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oO GJ.nice idea
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Interesting. :)
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I could have used this some months ago. I was too lazy to do it myself :)
Well done. |
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GJ fysiks
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Thanks everybody. It's been a long time in the making :).
Added the admin commands so far to the first post. Quote:
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Why do you set a max-mods limit when you're already working with CellArrays?
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And it reduces the number of native calls too. |
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Ah ok. I know that the mod limit is not dynamic and the cellarrays are used for other stuff ;)
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Pretty amazing mod. Good joke fysiks :)
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O yes indeed, i was waiting for you to release it :D I wish i wasnt so busy in order to test this to the full extent, like orange was sayin. But you did some good work fysiks, theirs no doubt in that :up:
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Just curious, what mods are you using? |
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I was just testing it on my test server with my team change plugins. One mod for humans join ct team and the other for humans join t team. The mods worked fine.
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fysiks is my hero.
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Re: Polymorph: Mod Manager
Hi,
I've got some problem with the plugin ! first : the plugin only show me max 8 mods when i type amx_nextmod in the console and while typing amx_votemod it show me 7 mods I've got 9 mods second : when execute the cvar in polymorph folder it rename my server with max 21 characters in hostname so can you change this and also make it possible to vote for the same mod not as extended Thanks a lot and sorry for my bad english |
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Oh sorry
find the bug when only see 8 of my 9 mods the name of the maplist was not right !! |
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While testing, I commented-out "mapchooser.amxx" in the plugins.ini file like was required with your previous multi-mod plugin. Is this still required? It's not stated in your first post here.
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Originally Posted by patroderix https://forums.alliedmods.net/images...s/viewpost.gif also make it possible to vote for the same mod not as extended Thanks a lot and sorry for my bad english I'll have to think about this one. I'm thinking that the cost will outweigh the benefits if I make that easily customizable by a cvar. I could easily make a custom version for you though. if you can make a version for me without extend map just vote for the mod thanks a lot it is what i want so much |
Re: Polymorph: Mod Manager
2 Attachment(s)
Here ya go. It includes the "hostname" fix too. (Not an official release)
Just remind me when I make an official release to re-fix it for your voting request. Updated: Updated this version to the latest. In fact, it was found that my previous "fix" didn't fix it because there was another variable that was too short. This is fixed now. You can have a longer "hostname" now. I just now realized that you edited your post to inform me of this issue! Sorry I didn't see it sooner. :| |
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It works perfectly for the vote mod but not for the hostname it still 21 characters max |
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A clean multimod plugin, good job :)
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Awesome ! I was waiting for this for a long time.
+karma |
Re: Polymorph: Mod Manager
Hey Fysiks, i just updated added a few mods. With your mapchooser and rtv, it doesnt want to do a map vote after the mod is choosed. It reverts back to where it was at, and you must disconnect and rejoin for the same mod. Maybe when yea get on steam we can figure some thing out to ;) (you can also view the files if you want in the ftp)
Code:
L 01/02/2010 - 16:42:52: Invalid CVAR pointer |
Re: Polymorph: Mod Manager
That's strange. It somehow failed to get the pointer for amx_nextmap :(.
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Re: Polymorph: Mod Manager
Crap nuggets, somehow nextmap.amxx got disabled. It seems to work now.. One of those days.
I see the max mods in the vote is 10, but the menu is 5, and their is no next page? |
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Alrighty :D So per say, map configs. How would we go about doing that? Use map configs as a regular and it will just simply enabled what needs to be or do they need to be put somewhere else? (plugins & cvars per map)
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I think he wants to know does he need to put his map specific cvars and plugins from per-map configs in polymorph.ini in [cfg] and [plugins ] sectors , or they can be read normally from their curent files.
What i would like to see is edit of poly_mode cvar so it has an option like current 0 or 1 but without any map votes, it just goes on one mod following mapcycle (or even better, maps listen under that mods mapsfile maps.ini) until its manually changed or it follows mapcycle (or as stated in first example) for X maps then changes mod but without any autovotes for mapchange. |
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