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-   -   Polymorph: Mod Manager (https://forums.alliedmods.net/showthread.php?t=111535)

fysiks 06-05-2020 21:12

Re: Polymorph: Mod Manager
 
Not something that I'm planning but people are free to clone the project on GitHub and add custom functionality as needed.

DINOBO 07-20-2020 07:56

Re: Polymorph: Mod Manager
 
Hi, can you add new cvar new_round_change ?
If (next_round_change == 1)
{
the map will be changed in next round
}
else
{
change map default(20 seconds)
}

DINOBO 07-20-2020 07:58

Re: Polymorph: Mod Manager
 
Quote:

Originally Posted by mayron (Post 2704224)
are you planning to add the number of voters for the mods and the maps in %?
It would be very useful.
Example
https://b.radikal.ru/b02/1906/76/d525026fb4a2t.jpghttps://d.radikal.ru/d31/1906/1e/5074abd36d42t.jpg

Привет, можешь отправить код такого голосования ?)

fysiks 07-21-2020 02:36

Re: Polymorph: Mod Manager
 
Quote:

Originally Posted by DINOBO (Post 2710888)
Hi, can you add new cvar new_round_change ?
If (next_round_change == 1)
{
the map will be changed in next round
}
else
{
change map default(20 seconds)
}

Um, quite sure that that is already implemented with the "poly_endonround" cvar.

DINOBO 07-22-2020 05:25

Re: Polymorph: Mod Manager
 
Quote:

Originally Posted by fysiks (Post 2710976)
Um, quite sure that that is already implemented with the "poly_endonround" cvar.

Thanks, i found it :D

SoulWeaver16 05-28-2021 21:11

Re: Polymorph: Mod Manager
 
How do I make the server start with a specific mod?
I have 3 modes installed, and it always starts randomly, it should start with the mod you have as "0_" or "1_"

fysiks 05-28-2021 22:56

Re: Polymorph: Mod Manager
 
It will attempt to use the last mod (determined by name) that was last used if it is still configured as an option. If it can't find the mod, it will set up the first mod listed in your configuration and you will be forced to restart the server to have it load that mod's plugins.

SoulWeaver16 06-03-2021 19:54

Re: Polymorph: Mod Manager
 
Quote:

Originally Posted by fysiks (Post 2748136)
It will attempt to use the last mod (determined by name) that was last used if it is still configured as an option. If it can't find the mod, it will set up the first mod listed in your configuration and you will be forced to restart the server to have it load that mod's plugins.

I understand, even so, it seemed strange to me or something that I configured is not right
In any case, it happened that it had all three modes (4 actually)
0_Normal (That to play de_ cs_ as_ with active targets)
1_GunGame
2_Deathmatch
3_Zombie Plague Ammo Pack
4_Zombie Plague Money
And whenever I deleted the plugin_polymorph file
When starting a server, force to restart it, it took the Zombie Plague anyway
I made sure to configure your plugins within the corresponding .ini file
so there was no plugin_zombieplague or anything like that.
It doesn't matter anyway, I deleted all the settings and started again, but it seemed curious to comment on it.

fysiks 06-03-2021 21:36

Re: Polymorph: Mod Manager
 
What is the contents of plugins-polymorph.ini after deleting it and restarting the server when it re-creates it?

Siska1 06-18-2022 02:48

Re: Polymorph: Mod Manager
 
How exactly does detmach fit into these files and folders ?
I'm trying to release three mods, but only the first two work.

So far I have a classic and a gun game, but when I write the plugins in 2_CSDM_Respawn.ini then I write either bad load or crashes the server.

Which version of csdm exactly should we use and how exactly is it launched? What about plugins-csdm.ini and csdm.cfg?

L 06/18/2022 - 21:30:43: [AMXX] Plugin file open error (plugin "enabled")
L 06/18/2022 - 21:30:43: [AMXX] Plugin file open error (plugin "strip_weapons")
L 06/18/2022 - 21:30:43: [AMXX] Plugin file open error (plugin "weapons_stay")
L 06/18/2022 - 21:30:43: [AMXX] Plugin file open error (plugin "spawnmode")
L 06/18/2022 - 21:30:43: [AMXX] Plugin file open error (plugin "remove_bomb")
L 06/18/2022 - 21:30:43: [AMXX] Plugin file open error (plugin "spawn_wait_time")


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