Teamswitch Bug
Hey, on our furienmod when we are 15+ people and teamchanges after win/defuse what ever
people always gets kicked with message " Reliable Channel Overflowed and this in log PHP Code:
PHP Code:
|
Re: TeamChange bug, please help
Try this and tell me :
PHP Code:
|
Re: TeamChange bug, please help
I will try it right now, can i also try it with BOTS now? cause we cant get over 16 players now.
|
Re: TeamChange bug, please help
Dunno, i've tested with 31 bots, had crashes with previous code at 23 players, but no kicks.
With actual code; i have no crashes, so would be better if you could test with real players. |
Re: TeamChange bug, please help
Ok thx, we will test with bots now and tomorrow with Players, i will reply later or tomorrow if it works. and btw, Why does this bug in the code i use now appears?
|
Re: TeamChange bug, please help
I get this error Connor
error 017: undefined symbol "m_iModelName" |
Re: TeamChange bug, please help
Use m_iInternalModel instead.
And try that one : PHP Code:
|
Re: TeamChange bug, please help
Hey Connor, we tested it and it works fine :).
Why is your code working and the old not? Where was the bug? And big thanks to you conor you really helped us alot :) i changed the thread name to xxxxxxx by mistake sorry :P |
Re: TeamChange bug, please help
Thanks Connor for that piece, ill surely use that some day!
I have one question: Can you say that in the aspect of Server/Plugins a bot is the same as a player? Ive testet your Code with 31 Bots and it worked fine. Do you think it would also work fine with normal players instead of bots? |
Re: Teamswitch Bug
No, podbots (dunno for csbots) are setting their model (using set_user_info "model") before the 0.1 task has been executed, but in fine result is the same with that code.
cs_set_user_team is sending userinfochange (that sends set_user_info "model"), so half of players are proceeded like this, the other half is proceeded either on next frame or something like that for podbots, either when task is executed. ]UchihaSkills In old code, "model" was updated on next frame for bots, and at spawn (new round) for players, so all at same time for bots and all at same time for players, result was that when there are too many bots, or too many players, server was crashing or players were kicked, at round end if too many bots, or at new round if too many players. |
| All times are GMT -4. The time now is 06:32. |
Powered by vBulletin®
Copyright ©2000 - 2024, vBulletin Solutions, Inc.