AlliedModders

AlliedModders (https://forums.alliedmods.net/index.php)
-   Plugins (https://forums.alliedmods.net/forumdisplay.php?f=108)
-   -   [CS:GO] Deathmatch (v2.0.9, 2018-06-12) (https://forums.alliedmods.net/showthread.php?t=246405)

Maxximou5 08-17-2014 06:48

[CS:GO] Deathmatch (v2.0.9, 2018-06-12)
 
1 Attachment(s)

_____________________________________________

Main Features
_____________________________________________
  • Weapon Menu
  • Loadout Style
  • Free For All (FFA)
  • Client Preferences
  • Workshop Map Support
  • Display Panel for Damage
  • Different Game Modes:
    • Headshot Only
    • Primary Weapons Only
    • Secondary Weapons Only
    • Random Weapons Only
  • No Knife Damage (Guns Only)
  • Objective Removal (C4/Hostage)
  • Spawn Editor, Menu, and Statistics
  • Fast Weapon Equip
  • Replenish Grenades
  • Replenish Ammo & Clip
  • Hide Radar for Players
  • Hide Award and Grenade Messages
  • Kill Reward (HP/AP/Ammo/Grenades)
  • Line of Sight Spawning
  • 3rd Party Knife Plugin Support
  • Multi-Language Support
    • English Supported
    • Spanish Supported
    • French Supported
    • Polish Supported
    • Brazilian Supported
    • German Supported

_____________________________________________

Features to Add
_____________________________________________
  • Integrated Stats (ELO)
  • Team Selective Spawns

_____________________________________________

Commands
_____________________________________________
  • dm_spawn_menu - Opens the spawn point menu.
  • dm_respawn_all - Respawns all players.
  • dm_stats - Displays spawn statistics.
  • dm_reset_stats - Resets spawn statistics.

_____________________________________________

ConVars
_____________________________________________

Spoiler


_____________________________________________

Compatibility
_____________________________________________

This plugin is tested on the following Sourcemod & Metamod Versions.

_____________________________________________
Requirements
_____________________________________________

None.

_____________________________________________

Instructions
_____________________________________________
  • Extract zip file and place files in the corresponding directories of /addons/sourcemod
  • /configs/deathmatch/deathmatch.ini
  • /configs/deathmatch/spawns/*.txt
  • /plugins/deathmatch.smx
  • /scripting/deathmatch.sp (necessary only for compiling)

_____________________________________________
Changelog
_____________________________________________

To view the most recent changelog visit the changelog file.

_____________________________________________

Download
_____________________________________________

Once installed, the plugin will update itself as long as you've done as described in the requirements section; otherwise, downloaded the latest release below.
Please download the latest deathmatch.zip file from my releases.

_____________________________________________

Bugs
_____________________________________________

If there are any bugs, please report them using the issues page.

_____________________________________________

Credit
_____________________________________________

A thank you to those who helped:

_____________________________________________

Source Code
_____________________________________________

Visit the Github or download the source code below.

_____________________________________________

Donate
_____________________________________________

If you think I am doing a good job or you want to buy me a beer or feed my cat, please donate. Thanks!

https://www.paypalobjects.com/en_US/...onateCC_LG.gif

_____________________________________________

Difference
_____________________________________________

Why another release of a Deathmatch plugin? After receiving many requests to update my release of Snip3rUK's Deathmatch plugin (version 1.5.5), I decided it was time to fix up the bugs and issues rendering the plugin a bit broken. This is simply carrying on the wonderful plugin that Snip3rUK made, but with the added benefit of new features, fixed bugs, and maintainability. The general code has not been altered other than what needed to be fixed or better optimized, and of course the few new features. Why continue this plugin when h3bus's Deathmatch plugin is already an extension of Snip3rUK's? A lot of requests I received were due to his plugin being too complicated to use for some server operators; whereas, this plugin requires simple setup and configuration. Not dependent or useful for map specific, but designed for generic deathmatch use. If you are using the old version (1.5-1.5.5) please back up everything and remove all files, as the file placement has moved.

Total times downloaded: 6922 (as of 2018-06-14)

Maxximou5 08-17-2014 06:49

Re: [CS:GO] Deathmatch (v2.0.0, 2014-08-17)
 
Reserved for future Q & A.

DoomHammer69 08-17-2014 17:03

Re: [CS:GO] Deathmatch (v2.0.0, 2014-08-17)
 
The server crash without any error in console.
Here are my all info. Based on windows

[SM] Listing 25 plugins:
01 "Admin File Reader" (1.6.1-dev+4532) by AlliedModders LLC
02 "Admin Help" (1.6.1-dev+4532) by AlliedModders LLC
03 "Admin Menu" (1.6.1-dev+4532) by AlliedModders LLC
04 "Advertisements" (0.6) by Tsunami
05 "Anti-Flood" (1.6.1-dev+4532) by AlliedModders LLC
06 "Basic Chat" (1.6.1-dev+4532) by AlliedModders LLC
07 "Basic Comm Control" (1.6.1-dev+4532) by AlliedModders LLC
08 "Basic Commands" (1.6.1-dev+4532) by AlliedModders LLC
09 "Basic Info Triggers" (1.6.1-dev+4532) by AlliedModders LLC
10 "Basic Votes" (1.6.1-dev+4532) by AlliedModders LLC
11 "Client Preferences" (1.6.1-dev+4532) by AlliedModders LLC
12 "CS:GO Zones" (1.3) by Root (based on "Anti Rush" plugin by Jannik 'Peace-Maker' Hartung)
13 "Deathmatch" (2.0.0) by Maxximou5
14 "Disable Auto-Kick" (0.3) by The-Killer
15 "Fun Commands" (1.6.1-dev+4532) by AlliedModders LLC
16 "Fun Votes" (1.6.1-dev+4532) by AlliedModders LLC
17 "HLstatsX CE Ingame Plugin" (1.6.19) by psychonic, cypis
18 "Only Headshot" (1.4) by Spir
19 "Player Commands" (1.6.1-dev+4532) by AlliedModders LLC
20 "Reserved Slots" (1.6.1-dev+4532) by AlliedModders LLC
21 "Server Clean Up" (1.2.2) by Jamster
22 "Sound Commands" (1.6.1-dev+4532) by AlliedModders LLC
23 "SourceBans" (1.4.11) by SourceBans Development Team
24 "Updater" (1.2.0) by GoD-Tony
25 "Vigilante 1.4" (1.6) by eLManiKomio

[SM] Displaying 13 extensions:
[01] Automatic Updater (1.6.1-dev+4532): Updates SourceMod gamedata files
[02] Webternet (1.6.1-dev+4532): Extension for interacting with URLs
[03] CS Tools (1.6.1-dev+4532): CS extended functionality
[04] BinTools (1.6.1-dev+4532): Low-level C/C++ Calling API
[05] SDK Tools (1.6.1-dev+4532): Source SDK Tools
[06] Top Menus (1.6.1-dev+4532): Creates sorted nested menus
[07] Client Preferences (1.6.1-dev+4532): Saves client preference settings
[08] SQLite (1.6.1-dev+4532): SQLite Driver
[09] SDK Hooks (1.6.1-dev+4532): Source SDK Hooks
[10] <FAILED> file "steamtools.ext.dll": No se puede encontrar el mdulo especificado.

[11] <FAILED> file "curl.ext.dll": No se puede encontrar el mdulo especificado.

[12] Socket (3.0.1): Socket extension for SourceMod

Listing 4 plugins:
[01] SourceMod (1.6.1-dev+4532) by AlliedModders LLC
[02] CS Tools (1.6.1-dev+4532) by AlliedModders LLC
[03] SDK Tools (1.6.1-dev+4532) by AlliedModders LLC
[04] SDK Hooks (1.6.1-dev+4532) by AlliedModders LLC


All other plugins are stable and running fine in other servers, I try to run only this plugin and still the server fails.

FIX:

Already Fixed installing in my windows machine:

http://www.microsoft.com/en-us/downl....aspx?id=26347

http://www.microsoft.com/en-us/downl...s.aspx?id=2092

http://www.microsoft.com/en-us/downl...s.aspx?id=5582

And now the server runs withouth any crash! ( You MUST restart the machine / dedicated after install this )

Thanks for your help Maxximou5

TomXPro 08-17-2014 19:11

Re: [CS:GO] Deathmatch (v2.0.0, 2014-08-17)
 
If it works, does your plugin ADD this gametype /-mode?
Can I configure on which map your plugin runs?

Maxximou5 08-17-2014 21:06

Re: [CS:GO] Deathmatch (v2.0.0, 2014-08-17)
 
The plugin works well on my servers, what DoomHammer69 was experiencing is fixed now, refer to his post if you are running a windows machine.

Any plugin can be configured to run on certain maps. You could use: https://forums.alliedmods.net/showth...=69506?t=69506

versatile_bfg 08-18-2014 00:22

Re: [CS:GO] Deathmatch (v2.0.0, 2014-08-17)
 
If we are still using the old one from Death match 1.5.# Can we just replace the plugin only and all the setting be the same? [Most likely will work just want to make 100% sure before I change the plugin over]

Maxximou5 08-18-2014 05:42

Re: [CS:GO] Deathmatch (v2.0.0, 2014-08-17)
 
There are new settings in the deathmatch.ini file, as well, the location of the files have moved to the sourcemod dir rather than the cfg folder.

versatile_bfg 08-18-2014 23:41

Re: [CS:GO] Deathmatch (v2.0.0, 2014-08-17)
 
2 Attachment(s)
Quote:

Originally Posted by Maxximou5 (Post 2185638)
There are new settings in the deathmatch.ini file, as well, the location of the files have moved to the sourcemod dir rather than the cfg folder.

alright sweet. Cheers. Updating to SM1.6.1+ now and going to install this as well.

Also you may want to put updater under this line:
PHP Code:

#pragma semicolon 1

#include <sourcemod>
#include <sdktools>
#include <cstrike>
#undef REQUIRE_PLUGIN
#include <updater> 

This will allow people without the updater plugin to use the plugin. =) You have coded the rest right for it.

Attached spawns points for cbble and overpass [18-19 points]

Edit:

Is the HS only feature far away? Just got asked to set a server up with it.

Maxximou5 08-19-2014 02:51

Re: [CS:GO] Deathmatch (v2.0.0, 2014-08-17)
 
Quote:

Originally Posted by versatile_bfg (Post 2186046)
alright sweet. Cheers. Updating to SM1.6.1+ now and going to install this as well.

Also you may want to put updater under this line:
PHP Code:

#pragma semicolon 1

#include <sourcemod>
#include <sdktools>
#include <cstrike>
#undef REQUIRE_PLUGIN
#include <updater> 

This will allow people without the updater plugin to use the plugin. =) You have coded the rest right for it.

I did not know that, thank you for providing that little nugget of gold. :bacon!:

Quote:

Originally Posted by versatile_bfg (Post 2186046)
Attached spawns points for cbble and overpass [18-19 points]

Thank you!

Quote:

Originally Posted by versatile_bfg (Post 2186046)
Is the HS only feature far away? Just got asked to set a server up with it.

Not far away, I am just looking for the best way to implement the checks for it. I hope to have it done in a couple days, given I have the time.

Update: I finished it this morning, took a few hours but I got it working and added a bunch of new features. I'll release it with the rest of the new features soon.

versatile_bfg 08-25-2014 07:06

Re: [CS:GO] Deathmatch (v2.0.1, 2014-08-19)
 
Currently getting these 2 errors popping up:
PHP Code:

L 08/25/2014 17:30:19: [SMNative "IsClientInGame" reportedClient index 0 is invalid
L 08
/25/2014 17:30:19: [SMDisplaying call stack trace for plugin "deathmatch.smx":
L 08/25/2014 17:30:19: [SM]   [0]  Line 431deathmatch.sp::Timer_WelcomeMsg()
L 08/25/2014 17:31:09: [SMNative "SetEntProp" reportedEntity 1 (1is invalid
L 08
/25/2014 17:31:09: [SMDisplaying call stack trace for plugin "deathmatch.smx":
L 08/25/2014 17:31:09: [SM]   [0]  Line 1157deathmatch.sp::RemoveRadar() 

To stop Line 431 error this will work:
PHP Code:

public Action:Timer_WelcomeMsg(Handle:timerany:userid)
{
    new 
clientIndex GetClientOfUserId(userid);
    
    if (!
IsFakeClient(clientIndex))
    {
        if (
IsClientInGame(clientIndex))
        {
            
PrintHintText(clientIndex"This server is running Deathmatch Version 2.0.1");
            
//PrintToChat(clientIndex, "[\x04WELCOME\x01] This server is running \x04Deathmatch \x01v2.0");
        
}
    }
    return 
Plugin_Stop;


Could be a better way to do it but this way makes sense to me.

Not sure on Line 1157 but maybe the same code as above will fix this error?

nemus 08-26-2014 06:30

Re: [CS:GO] Deathmatch (v2.0.1, 2014-08-19)
 
How do i remove the warmup X(

Scizaki 08-28-2014 22:49

Re: [CS:GO] Deathmatch (v2.0.1, 2014-08-19)
 
Was really east to setup/use, and is a really great mod, and thank you a lot! It has improved the fun of me, and my buddy in our dedicated server by a lot!

I do have some quick questions/requests though.

1. Can you specify what distance measurement is used in "dm_spawn_distance", seems to be really small units?

2. Is team specific spawns possible?

3.
is Insert position here, and add position here the same thing?

4. And is reload on kill possible?

Apologize for the amount of questions.

again, Thank you for your contribution!

Paul01 08-30-2014 16:00

Re: [CS:GO] Deathmatch (v2.0.1, 2014-08-19)
 
Great mod! Can you add my server to the list that use this mod?

Server info:
http://www.gametracker.com/server_in....174.72:27035/

Thanks.

Paul01 08-30-2014 20:18

Re: [CS:GO] Deathmatch (v2.0.1, 2014-08-19)
 
Hi,

I'm experiencing some major issues with this mod. I have the latest version of SM.

Issues:
* Deathmatch clock runs down to 0:00 but no next-map is triggered. Not sure which of the following apply but I saw this in the console:
Quote:

Selected 2 hostage positions '7,3'
AddMultiDamage: g_MultiDamage.GetDamageForce() == vec3_origin
BUG: CCSGameMovement::CheckParameters - too many stacking levels.
BUG: CCSGameMovement::CheckParameters - too many stacking levels.
BUG: CCSGameMovement::CheckParameters - too many stacking levels.
BUG: CCSGameMovement::CheckParameters - too many stacking levels.
BUG: CCSGameMovement::CheckParameters - too many stacking levels.
BUG: CCSGameMovement::CheckParameters - too many stacking levels.
BUG: CCSGameMovement::CheckParameters - too many stacking levels.
BUG: CCSGameMovement::CheckParameters - too many stacking levels.
BUG: CCSGameMovement::CheckParameters - too many stacking levels.
BUG: CCSGameMovement::CheckParameters - too many stacking levels.
BUG: CCSGameMovement::CheckParameters - too many stacking levels.
BUG: CCSGameMovement::CheckParameters - too many stacking levels.
BUG: CCSGameMovement::CheckParameters - too many stacking levels.
BUG: CCSGameMovement::CheckParameters - too many stacking levels.
BUG: CCSGameMovement::CheckParameters - too many stacking levels.
BUG: CCSGameMovement::CheckParameters - too many stacking levels.
BUG: CCSGameMovement::CheckParameters - too many stacking levels.
BUG: CCSGameMovement::CheckParameters - too many stacking levels.
BUG: CCSGameMovement::CheckParameters - too many stacking levels.
After researching this, an answer was to verify the game cache; how do I do this for a server?

* If I switch from DM to another GT, like Casual or Competitive, the server seems stuck in Deathmatch even though the GT shows as Casual. So FFA is allowed, the weapon menu pops up, etc. The match seems to get stuck in a Warmup, in which you can't buy anything even if you haven't moved an inch. "You are outside the buy zone". Additionally the following errors are logged when switching.

Quote:

Invalid terrorist spawnpoint at (-840.0,-334.0,16.0)
Invalid terrorist spawnpoint at (-829.0,-261.0,16.0)
Invalid terrorist spawnpoint at (-824.0,-178.0,16.0)
Invalid terrorist spawnpoint at (-820.0,-121.0,16.0)
Invalid terrorist spawnpoint at (-832.0,-56.0,16.0)
Invalid terrorist spawnpoint at (-825.0,79.0,16.0)
Invalid terrorist spawnpoint at (-828.0,150.0,16.0)
Invalid terrorist spawnpoint at (-833.0,217.0,16.0)
Invalid terrorist spawnpoint at (-831.0,280.0,16.0)
Invalid terrorist spawnpoint at (-815.0,353.0,16.0)
Invalid counterterrorist spawnpoint at (315.0,-326.0,16.0)
Invalid counterterrorist spawnpoint at (310.0,-273.0,16.0)
Invalid counterterrorist spawnpoint at (307.0,-212.0,16.0)
Invalid counterterrorist spawnpoint at (311.0,-113.0,16.0)
Invalid counterterrorist spawnpoint at (329.0,-51.0,16.0)
Invalid counterterrorist spawnpoint at (300.0,99.0,16.0)
Invalid counterterrorist spawnpoint at (295.0,208.0,16.0)
Invalid counterterrorist spawnpoint at (304.0,150.0,16.0)
Invalid counterterrorist spawnpoint at (311.0,263.0,16.0)
Invalid counterterrorist spawnpoint at (297.0,325.0,16.0)
CreateFragmentsFromFile: 'downloads/1ab72a88.dat' doesn't exist.
PutClientInServer: no info_player_start on level
Game will not start until both teams have players.
Game will not start until both teams have players.
Game will not start until both teams have players.
Terrorist bot spawned outside of a buy zone (-912, 312, 16)
CT bot spawned outside of a buy zone (395, 56, 16)
CT bot spawned outside of a buy zone (392, -287, 16)
Terrorist bot spawned outside of a buy zone (-912, 144, 16)
CT bot spawned outside of a buy zone (397, 248, 16)
Terrorist bot spawned outside of a buy zone (-912, -128, 16)
CT bot spawned outside of a buy zone (396, 184, 16)
Terrorist bot spawned outside of a buy zone (-912, 72, 16)
There are some other bugs I noticed but these are by far the most important.

Thanks,
Paul

Maxximou5 09-03-2014 23:57

Re: [CS:GO] Deathmatch (v2.0.1, 2014-08-19)
 
Spoiler

Thank you for the bug finds, I ended up using another method, which seemed to solve it. I tried your suggested method but still got the error, my bad on the initial try.

Spoiler

  1. Any value between 0 and 50, or so it should be.
  2. No, not yet, and not sure when, but I will add it to the list.
  3. There is a difference, insert adds a spawn between local spawns, and moves the closest one down the list; whereas, add spawn adds it the end of the spawn list.
  4. Reload on kill, referring to instant full clip on kill? No
Spoiler


If you do not ever want a warmup, in your server.cfg add: mp_do_warmup_period 0
To end a warmup, do: mp_warmup_end

Spoiler


I will see what I can find out about Deathmatch gamemode behaving as it does. Otherwise, stick to Casual or Competitive, and make sure you set it in your launch or server parameters. If you switched it mid game, most likely you were still using the gamemode_deathmatch.cfg and the values of that were making the game give you such bugs and errors. Also, it most likely had the convars: mp_buy_anywhere, mp_respawn_on_death_ct, mp_respawn_on_death_t set to 1.

In other news: Version 2.0.2 is released. Bug fixes and new features. Give me your bugs. :fox:

Paul01 09-04-2014 13:57

Re: [CS:GO] Deathmatch (v2.0.2, 2014-09-03)
 
Hi Maxx,

Thanks for the reply. Yeah, I think the reason I had the second issue of the config still being stuck in Deathmatch was because I changed the gametype while the server was running. We need to be able to do that if we use this mod...

Any idea what causes the 1st one? Has anyone else had this?

Thx

Maxximou5 09-04-2014 14:21

Re: [CS:GO] Deathmatch (v2.0.2, 2014-09-03)
 
Quote:

Originally Posted by Paul01 (Post 2193881)
Hi Maxx,

Thanks for the reply. Yeah, I think the reason I had the second issue of the config still being stuck in Deathmatch was because I changed the gametype while the server was running. We need to be able to do that if we use this mod...

Any idea what causes the 1st one? Has anyone else had this?

Thx

This issue was introduced in Deathmatch 1.5, I remember troubleshooting the issue with another user whom this problem first occurred with. I had found no remedy at the time, as it was randomly created by Valve and I never released a fixed version or updated version till now. I had placed the issue on the back burner and forgot about it in this release, but obviously this is an issue that needs to be addressed now.

I was able to find the post where I talked about this. Click me click me!

I'll see what I can find out from other coders or if anyone has any insight, please do share.

Paul01 09-04-2014 22:15

Re: [CS:GO] Deathmatch (v2.0.2, 2014-09-03)
 
Thanks for the info. Jeez, when they created Deathmatch 1.5 you would think they would have had support for Deathmatch. Pretty obvious but I guess shit happens.

Thx
Paul

xados 09-05-2014 18:01

Re: [CS:GO] Deathmatch (v2.0.2, 2014-09-03)
 
can you make russia language?

Maxximou5 09-05-2014 23:43

Re: [CS:GO] Deathmatch (v2.0.2a, 2014-09-05)
 
First off, I would like to announce a recent update to v2.0.3.

Quote:

Originally Posted by Paul01 (Post 2194013)
Thanks for the info. Jeez, when they created Deathmatch 1.5 you would think they would have had support for Deathmatch. Pretty obvious but I guess shit happens.

Thx
Paul

To clarify, it wasn't Deathmatch 1.5 that lacked support for Valve's Deathmatch mode, it was Valve that created an issue with the plugin after I started supporting the plugin. Valve has always changed the game mechanics and left the developers in the dust, atm I still do not understand the issue; however, it will eventually be solved.
Quote:

Originally Posted by xados (Post 2194332)
can you make russia language?

If you are asking for me to support multi-language, such as Russian, French, or German languages. I will... Eventually. However, doing translations is not on my to-do list atm. The above comment, shows my earliest priority.

DoomHammer69 09-06-2014 07:47

Re: [CS:GO] Deathmatch (v2.0.2a, 2014-09-05)
 
I can help you with the translations to spanish if u want.

Unity 09-16-2014 11:23

Re: [CS:GO] Deathmatch (v2.0.2a, 2014-09-05)
 
Since the last update (DM 2.0.3a / or CSGO) I cannot drop my weapons and every new respawn gives me standard an AK and a Deagle for both CT and T.

Maxximou5 09-16-2014 12:26

Re: [CS:GO] Deathmatch (v2.0.2a, 2014-09-05)
 
Quote:

Originally Posted by Unity (Post 2199571)
Since the last update (DM 2.0.3a / or CSGO) I cannot drop my weapons and every new respawn gives me standard an AK and a Deagle for both CT and T.

That shouldn't be possible as my plugin sets:
Code:

mp_ct_default_primary ""
mp_t_default_primary ""
mp_ct_default_secondary ""
mp_t_default_secondary ""

Which would mean your server is somehow overwriting this process, if this is the case, set your server with these same variables in the gamemodes_'gamemode'_server.cfg.

If you can't drop any weapons, set these in the same .cfg.
Code:

mp_death_drop_c4 "1" // Whether c4 is droppable
mp_death_drop_defuser "1" // Drop defuser on player death
mp_death_drop_grenade "2" // 2=current or best
mp_death_drop_gun "1" // 2=current or best

Note: This plugin does not function properly with the Valve's Deathmatch gametype/gamemode!

Unity 09-16-2014 13:02

Re: [CS:GO] Deathmatch (v2.0.2a, 2014-09-05)
 
I have made the changes that you have suggested, the players can drop weapons now. Thank you !

xados 09-18-2014 14:37

Re: [CS:GO] Deathmatch (v2.0.2a, 2014-09-05)
 
how i can make off awp??

xados 09-18-2014 15:33

Re: [CS:GO] Deathmatch (v2.0.2a, 2014-09-05)
 
and how can i make that bots have automatic weapon and dont knife?

Maxximou5 09-18-2014 19:59

Re: [CS:GO] Deathmatch (v2.0.2a, 2014-09-05)
 
Quote:

Originally Posted by xados (Post 2200748)
how i can make off awp??

Put 0 for the weapon in the Deathmatch.ini file regarding the weapon you do not want available.
Quote:

Originally Posted by xados (Post 2200768)
and how can i make that bots have automatic weapon and dont knife?

This plugin is not designed to handle bots or use bots in any fashion, anything bot related is on your end.
Also please do not double post, click edit, and add whatever else you want to say. Thank you.
Quote:

Originally Posted by Unity (Post 2199643)
I have made the changes that you have suggested, the players can drop weapons now. Thank you !

I noticed earlier you mentioned that you still had problems with the clients getting an issued primary gun and secondary, is that still true? I've been away from my main computer so I can not replicate the issue but have not had that problem on my test server.

Fenomeno 09-18-2014 21:14

Re: [CS:GO] Deathmatch (v2.0.2a, 2014-09-05)
 
good night, maxximou5!
Could add to your plugin
LoadTranslations ("deathmatch.phrases");

xados 09-19-2014 09:46

Re: [CS:GO] Deathmatch (v2.0.2a, 2014-09-05)
 
I have done zero for the AWP but players can still select it in the menu

Fenomeno 09-19-2014 13:42

Re: [CS:GO] Deathmatch (v2.0.2a, 2014-09-05)
 
Quote:

Originally Posted by xados (Post 2201087)
I have done zero for the AWP but players can still select it in the menu

disable random option in the option menu!

SM9 09-19-2014 17:29

Re: [CS:GO] Deathmatch (v2.0.2a, 2014-09-05)
 
I must say this thread is very well presented. Good job.

Ejziponken 09-19-2014 18:06

Re: [CS:GO] Deathmatch (v2.0.2a, 2014-09-05)
 
Question:

How much is "spawn_distance_from_enemies" "1.0" ? I'm trying to figure out a good value but don't want to set it to high or low.

Maxximou5 09-19-2014 20:14

Re: [CS:GO] Deathmatch (v2.0.2a, 2014-09-05)
 
Quote:

Originally Posted by xCoderx (Post 2201313)
I must say this thread is very well presented. Good job.

Thank you very much.

Quote:

Originally Posted by Ejziponken (Post 2201328)
Question:

How much is "spawn_distance_from_enemies" "1.0" ? I'm trying to figure out a good value but don't want to set it to high or low.

Any value between 0.0 and 50.0, I suggest anything from 1-20.

kuniva 09-19-2014 21:55

Re: [CS:GO] Deathmatch (v2.0.2a, 2014-09-05)
 
Hello, great plugin. I have it running on chi.vmpesports.com works perfectly. I've figured out the issue with the bots.

If you set welcome msg to "yes" then the bots use guns.

Is there a way the player will get rewarded with bullets when he/she gets a kill like how hp_per_kill works. Like.... ammo_per_kill "5" ammo_per_headshot_kill "10"? That would be great

kuniva 09-19-2014 22:38

Re: [CS:GO] Deathmatch (v2.0.2a, 2014-09-05)
 
If you add the replenish ammo and armor per kill, it would be a perfect plug in. Don't even have to update it any more :o. Please let me know if this is possible. I have a lot of people showing interest in the server already. Also, for some reason in the server browser it shows that my server is only 4 slots but if i right click and view server info..... the names don't show in the browser but just says "Max Players 18" in the name list

Ejziponken 09-20-2014 05:38

Re: [CS:GO] Deathmatch (v2.0.2a, 2014-09-05)
 
Quote:

Originally Posted by Maxximou5 (Post 2201368)
Thank you very much.


Any value between 0.0 and 50.0, I suggest anything from 1-20.

Well u didn't really answer the question. How much ingame is 1.0? Or 20?

Maxximou5 09-20-2014 12:53

Re: [CS:GO] Deathmatch (v2.0.2a, 2014-09-05)
 
Quote:

Originally Posted by kuniva (Post 2201404)
Is there a way the player will get rewarded with bullets when he/she gets a kill like how hp_per_kill works. Like.... ammo_per_kill "5" ammo_per_headshot_kill "10"? That would be great

I'm already adding a method for current ammo replenish, but adding ammo per kill is not something I will be adding.
Quote:

Originally Posted by kuniva (Post 2201418)
Also, for some reason in the server browser it shows that my server is only 4 slots but if i right click and view server info..... the names don't show in the browser but just says "Max Players 18" in the name list

That's because you have bots, if you have any amount of bots, it will subtract how many actual player slots.
Quote:

Originally Posted by Ejziponken (Post 2201517)
Well u didn't really answer the question. How much ingame is 1.0? Or 20?

How much? It's a value of 1. You wanted to not set it to high or too low, so I gave you a range to try. Use any value from 1-20, find one that works for you. All it does is check the distance from Line of Sight and how many times it needs to check and ensure the player is not in visible range.

Ejziponken 09-20-2014 13:07

Re: [CS:GO] Deathmatch (v2.0.2a, 2014-09-05)
 
Quote:

Originally Posted by Maxximou5 (Post 2201643)
I'm already adding a method for current ammo replenish, but adding ammo per kill is not something I will be adding.

That's because you have bots, if you have any amount of bots, it will subtract how many actual player slots.

How much? It's a value of 1. You wanted to not set it to high or too low, so I gave you a range to try. Use any value from 1-20, find one that works for you. All it does is check the distance from Line of Sight and how many times it needs to check and ensure the player is not in visible range.

I want to know the actual distance of the value 1 or 20 so I know what I'm dealing with. Maybe I wasn't clear enough about that. Sorry if that's the case.
We are running several maps and they are different sizes etc. Thats why I want to know how the distance is measured.

Maxximou5 09-20-2014 13:15

Re: [CS:GO] Deathmatch (v2.0.2a, 2014-09-05)
 
Quote:

Originally Posted by Ejziponken (Post 2201646)
I want to know the actual distance of the value 1 or 20 so I know what I'm dealing with. Maybe I wasn't clear enough about that. Sorry if that's the case.
We are running several maps and they are different sizes etc. Thats why I want to know how the distance is measured.

There is no numerical distance, the answer you are seeking is no applicable here.
It's based on the spawns you set or the spawns that are used, it's based on the relative distance of each spawn with LoS. It's simply how many times it checks spawns before allowing a player to spawn. You're going to have to figure it out and see which one works best for you on each server, if you don't want to put that effort in, just put a value of 1.0 and hope it satisfies everyone.

Ejziponken 09-20-2014 14:07

Re: [CS:GO] Deathmatch (v2.0.2a, 2014-09-05)
 
Well Im using 270 now as distance and people still spawn closer to the enemies than I would want too. The biggest complain on DMs is that you spawn and die because someone is to close. :/


All times are GMT -4. The time now is 22:40.

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