[ANY] tLevelMod v0.1.3 (2010-04-05)
3 Attachment(s)
This is a modular and therefore multi-part plugin, providing a basic backend for a RPG-like gameplay modification. Credits to noodleboy for inspiring me to do this.
Currently this only has an interface for l4d2 and tf2. And it is -at the moment- only cosmetic (again credits to noodleboy, his original plugin can be found here) although a tf2 attribute plugin is on its way, the source to a pre-alpha-git version can be found here. A complete description, install instuctions, the latest version, changelog (rss) and a development guide can be found on its github page. If you are interested in contributing to this project, send me a pm. Taken from the wiki on github: Quote:
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Re: [ANY] tLevelMod v0.1.2 (2010-03-14)
Work in l4d2?
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Re: [ANY] tLevelMod v0.1.2 (2010-03-14)
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Re: [ANY] tLevelMod v0.1.2 (2010-03-14)
The additional benefit to having a level higher
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Re: [ANY] tLevelMod v0.1.2 (2010-03-14)
so far none. benefits will be provided by plugins interacting with tLevelmod.
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Re: [ANY] tLevelMod v0.1.2 (2010-03-14)
ok i get it to load up
cept the menu keeps popping up after we close it saying Level 0/100 and i press 1 it disapears comes bak couple seconds later which prevents pple from changing ur weapons any way to disable it? |
Re: [ANY] tLevelMod v0.1.2 (2010-03-14)
what game, l4d2 or tf2?
did you set it up according to this guide? |
Re: [ANY] tLevelMod v0.1.2 (2010-03-14)
nevermind, get the latest version, it _should_ work out of the box for both games.
the l4d2 hud version should work for any game supporting hintmessages in a fashionable way, i'll have to test this. |
Re: [ANY] tLevelMod v0.1.2 (2010-03-14)
Been running it for a few days, and it hasn't crashed the server yet or anything, so that's good.
For some reason, levels for players (other than bots) don't seem to be saving, so if you disconnect and reconnect, you'll be back at Level 0. Maybe I missed a cvar somewhere. (And yeah, Clientprefs *is* installed.) |
Re: [ANY] tLevelMod v0.1.2 (2010-03-14)
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does your serverlog say sth like this when a player connects: DB: <playername> has xp: <value> and is xp > 0 ? your clientprefs db is configured correctly? is there a clientprefs-sqlite.sq3 in your sourcemod/data/sqlite folder? are you using mysql as a clientprefs backend? or am i having some race condition in my code - when i think about it, this could be the case. Maybe some one else can help as i am no expert for clientprefs: PHP Code:
OnClientConnected(client) is setting xp to 0. (the core does this) OnClientCookiesCached(client) loads the values from the db. The latter will always be called after the former, right? |
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