AlliedModders

AlliedModders (https://forums.alliedmods.net/index.php)
-   Approved Plugins (https://forums.alliedmods.net/forumdisplay.php?f=8)
-   -   Polymorph: Mod Manager (https://forums.alliedmods.net/showthread.php?t=111535)

fysiks 12-12-2009 13:33

Re: Polymorph: Mod Manager
 
Thanks everybody. It's been a long time in the making :).

Added the admin commands so far to the first post.

Quote:

Originally Posted by orange (Post 1014145)
ooh this will help me for working on the SC multimod server i just havent had time but i will very soon.

I updated it to this version since the last time someone added mods to it. This version will, hopefully, be less confusing and if a MOD does not have all the parts to it in the initialization file it will not stop working. It will just skip that MOD.

Nextra 12-12-2009 13:42

Re: Polymorph: Mod Manager
 
Why do you set a max-mods limit when you're already working with CellArrays?

fysiks 12-12-2009 13:48

Re: Polymorph: Mod Manager
 
Quote:

Originally Posted by Nextra (Post 1014630)
Why do you set a max-mods limit when you're already working with CellArrays?

The number of MODs is not dynamic with any cell arrays. The dynamic arrays are used for lists of map names, cvars, and plugin names. I figured the number of MODs is not dynamic enough to require it :).

And it reduces the number of native calls too.

Nextra 12-12-2009 14:14

Re: Polymorph: Mod Manager
 
Ah ok. I know that the mod limit is not dynamic and the cellarrays are used for other stuff ;)

joropito 12-13-2009 14:46

Re: Polymorph: Mod Manager
 
Quote:

Originally Posted by fysiks (Post 1013837)
Startup:
The plugin will fail the first time it is run. Simply restart the server to create the plugins-polymorph.ini file.

I suggest to use the advantage of set/get_localinfo to fix that with autorestart on first run.

fysiks 12-13-2009 14:48

Re: Polymorph: Mod Manager
 
Quote:

Originally Posted by joropito (Post 1015942)
I suggest to use the advantage of set/get_localinfo to fix that with autorestart on first run.

That won't do anything. It only happens the VERY FIRST time you run it. Once it writes the file it will run any other time you stop/start the server. (unless you change the name of the MOD that is currently written in the file plugins-polymorph.ini file)

fang 12-13-2009 22:07

Re: Polymorph: Mod Manager
 
Pretty amazing mod. Good joke fysiks :)

bmann_420 12-17-2009 05:21

Re: Polymorph: Mod Manager
 
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:

Apollyon 12-28-2009 00:00

Re: Polymorph: Mod Manager
 
PHP Code:

poly_mapspermod <#>Number of maps played per mod before you can vote for a new mod.
Default 2.
I plan on making this variable customizable per MOD in the initialization file


I tried setting this to "1" in both the server.cfg and amxx.cfg but it never worked. It always used the default of "2". When I compiled the sma with that set to "1" it worked fine. Double-checked cfg files for typos but they were correct. Not sure why that was happening.

fysiks 12-28-2009 01:17

Re: Polymorph: Mod Manager
 
Quote:

Originally Posted by Apollyon (Post 1033417)
I tried setting this to "1" in both the server.cfg and amxx.cfg but it never worked. It always used the default of "2". When I compiled the sma with that set to "1" it worked fine. Double-checked cfg files for typos but they were correct. Not sure why that was happening.

That is strange. I'll look into it and see.

Just curious, what mods are you using?


All times are GMT -4. The time now is 16:03.

Powered by vBulletin®
Copyright ©2000 - 2023, vBulletin Solutions, Inc.