MultiMod Manager CS [v2.2.1]
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MultiMod Manager CS [v2.2.1] Introduction Hi :3, this is my first post here. I want to share with you this project that I have published for 2 years now on my personal GitHub. A project that arose from the fact of improving old multimod plugins that had few features and limitations. Now I feel more confident to share it with you, since it is in a stable version. The project is open to new ideas and suggestions to continue improving it even more. I want to thank the collaborators who have participated and those who are still participating, both in the development of ideas, in testing and debugging. Special thanks to metita who has been the one who has helped me the most in testing and debugging. Post in spanish: https://amxmodx-es.com/Thread-MultiMod-Manager--25264 Contributors
RequirementsReSemiclip Compatibility >= 2.3.9 (Optional) Features
Config file (JSON) (e.g) addons/amxmodx/configs/multimod_manager/configs.json Code:
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Repository https://github.com/FEDERICOMB96/amxx-multimod-manager Latest release: https://github.com/FEDERICOMB96/amxx...eleases/latest |
Re: MultiMod Manager CS [v1.1.0]
Updated to v1.1.0
Important: - Updated minimum requirements (AmxModX and ReAPI versions) Updated all repository: - Moved all files to a better and intuitive location - Added workflow on github actions - Repository can now compile plugin(s) safely Full Changelog: https://github.com/FEDERICOMB96/amxx...commits/v1.1.0 :3 |
Re: MultiMod Manager CS [v1.1.0]
Looks nice. I suggest you to add more compatibility to mods like these:
+ Win by Frags + Volleyball Mod + Dodgeball Mod + Deathrun Manager + Jailbreak MOD + CS Halloween Mod + CS Zombie Panic + CS Snow Wars + Zombie Escape Mod I know that it is configurable, but it would be cool for you for try if these mods/gamemodes works correctly with your plugin or it causes limited functions. Cheers. |
Re: MultiMod Manager CS [v1.1.0]
Also i suggest you to open a translation request thread, because your mod can get expanded to other people that speaks other languages, like Portuguese, Russian, French, etc.
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Re: MultiMod Manager CS [v2.1.2]
Updated to v2.1.2
What's Changed - Update native mm_force_votemod return type - New native added mm_force_change_map - API major changes
- Added plugin test - Fix tasks ids Full Changelog: https://github.com/FEDERICOMB96/amxx...1.1.0...v2.1.2 |
Re: MultiMod Manager CS [v1.1.0]
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My multimod uses the cvar ‘amx_nextmap’ to set the next map when the vote ends, so any other plugin that uses that cvar for map change would have no problems. For example, ‘Win by Frags’ uses that cvar for map change and would have no problems. Personally, I don’t think it’s possible to cover 100% of all the plugins available at the moment, the best I can do is use what is standardized at the moment (cvar ‘amx_nextmap’). Anyway, each administrator should modify if there is any plugin that is not fully compatible to cover the case. In this new version, i added a new native to make a map change without having to add extra code in an addon, you simply use the native ‘mm_force_change_map’ to make that possible. Sry for my english :oops: |
Re: MultiMod Manager CS [v2.1.2]
I understand you. Also that function looks very cool. Cheers.
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Re: MultiMod Manager CS [v2.2.0]
Hello, I have a question, does it work if I put the plugin in another directory? example:
"plugins": [ "GunGame/gg_base.amxx", "GunGame/plugin21.amxx", "GunGame/plugin33.amxx", "GunGame/plugin44.amxx", "GunGame/plugin5.amxx" ] Also consult, if it supports long names of the zpsp_special_class_morpheus.amxx plugin in Polymorph it cuts it for me and leaves it "zpsp_special_class_morph" when loading it, it also doesn't let me put it in a directory other than Plugins, because ZombiePlague/zpsp_special_class_morpheus.amxx remains " "ZombiePlague/zpsp_speci" for example |
Re: MultiMod Manager CS [v2.2.0]
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I don't think putting plugins in folders is compatible with amxmodx but you can put a prefix for a better organization of the "plugins" folder. Eg, gg_plugin1.amxx, gg_plugin2.amxx, dm_plugin1.amxx, zp_plugin1.amxx ... Length name for plugins are defined by "PLATFORM_MAX_PATH" in "file.inc" default amxx include. file.inc#L30 My multimod manager simply overwrites the file defined for the plugins with the data you have configured. For example, you have loaded the plugins "gg_base.amxx", "gg_plugin1.amxx", "gg_plugin2.amxx" for "GunGame" mode. When this mode wins the vote, the plugin will create the file "plugins-multimodmanager.ini" with the list of those plugins defines.inc#L14. Debug word is supported too. Eg. "gg_base.amxx debug", "gg_plugin1.amxx" ... Let me know if you have any compatibility issues and I'll try to fix them or if you have any questions with the settings. :up: |
Re: MultiMod Manager CS [v2.2.0]
hey I get "load error" from this plugin ... I have all the requirements ok but it wont load... what could cause it to not load?
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Re: MultiMod Manager CS [v2.2.0]
Good job Fede!
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