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-   -   WalkGuard - no camping/climbing/bug using - V1.3.2 (https://forums.alliedmods.net/showthread.php?t=55245)

mogel 06-04-2007 09:00

Re: WalkGuard - no camping/climbing/bug using - V1.3.1
 
Hi,

Quote:

Originally Posted by seiskakoo (Post 485531)
i'm getting the same error as him. I need the working source code that can compile, thanks.

u need the fakemeta_util.inc ... the webcompiler don't know this file ... download the fakemeta_util.inc and use the compiler on your machine at home

hand, mogel

Arkshine 06-11-2007 00:40

Re: WalkGuard - no camping/climbing/bug using - V1.3.1
 
You should add in pfn_touch() function a check for 'zone' because its causes an 'Invalid Entity' error with some others plugins. (Like Throwing Knives. It happened when you collect knives from the ground)

Something like:

Code:
 if( editor || !pev_valid( zone ) )         return;

vittu 06-11-2007 01:23

Re: WalkGuard - no camping/climbing/bug using - V1.3.1
 
Who converted to fakemeta and used pfn_touch which still requires engine but is not included?

Why would you need fakemeta_util? instead of causing all the problems with compiling (meaning people don't understand they need the include). Just take what you need and put it in the plugin itself. IE. fm_is_valid_ent you don't need that since pev_valid has been created.

Stick with your engine version instead of a bad fakemeta conversion that wasn't done by you.



I still think a camp zone cooldown is a good idea, to stop players from returning too quickly.

ThunderBlizzard 06-11-2007 18:29

Re: WalkGuard - no camping/climbing/bug using - V1.3.1
 
1 Attachment(s)
great job dude
well as i can see, the plugin is stable and still no one posted his wgz files??
why? there should be a collection for the default maps

i secured most of the default maps against buguse (assault, milita, office, aztec, cbble, dust2, inferno, nuke)
i will upload italy tommorrow or so...
as said these are only the buguse areas i didnt include camping positions. feel free to use them and/or add some more areas:mrgreen:

i put the wg.amxx in debug mode and my amx logs are getting spammed with an error

L 06/18/2007 - 02:47:36: [FAKEMETA] Invalid entity
L 06/18/2007 - 02:47:36: [AMXX] Displaying debug trace (plugin "walkguard.amxx")
L 06/18/2007 - 02:47:36: [AMXX] Run time error 10: native error (native "pev")
L 06/18/2007 - 02:47:36: [AMXX] [0] walkguard.sma::pfn_touch (line 197)

what am i doing wrong?

iggy_bus 06-27-2007 18:42

Re: WalkGuard - no camping/climbing/bug using - V1.3.1
 
Can you add up to 45 seconds for camping time ?

frankieyim 06-28-2007 06:57

Re: WalkGuard - no camping/climbing/bug using - V1.3.1
 
Quote:

Originally Posted by iggy_bus (Post 495575)
Can you add up to 45 seconds for camping time ?


very nice!!!!

ehha 06-28-2007 09:40

Re: WalkGuard - no camping/climbing/bug using - V1.3.1
 
could you please put a configurable disable timer for each zone? like st3reo said

for example on rush zone delay timer 0 (so instant slay) and disable the rush zone automatically after 45 seconds or 1 minute

BlackMilk 06-29-2007 04:09

Re: WalkGuard - no camping/climbing/bug using - V1.3.1
 
Very nice work Mogel, this is great (also for things like not letting players cross maps like aim_ak-colt xD) - +Karma, though I'll test it later.

EDIT: Just thought of something, although it might be too much trouble, I'm not sure since I'm not a coder myself, I think it'd be great if you could add custom messages on the spot for zones. For example you create a CT camper zone on the rooftop of the building next to the truck in cs_assault, and add the message "Don't camp on this rooftop" display whenever a player enter is, and/or preferably even comes close to it, so they can refrain from doing it in the first place. Rather than just going like "Don't Camp" or "Don't Cheat" and stuff.

Another example, make a block zone in aim_ak-colt that stretches across the middle to both sides, with it's message being "Don't cross the map", or rather, "Don't attempt to cross the map" since it'd be impossible anyway. So yeah, custom messages admins can put in on the spot and edit when they want.

Oh yes, I forgot to ask: do the zones stay after
-changing map
-restarting map/server
-disabling and re-enabling the plugin?

And can you edit them or remove them individually after you're done with them and have closed the menu?

ehha 06-29-2007 10:01

Re: WalkGuard - no camping/climbing/bug using - V1.3.1
 
they stay after all 3 because the zones get saved in a file

BlackMilk 06-29-2007 12:30

Re: WalkGuard - no camping/climbing/bug using - V1.3.1
 
Oh yes, my fault.
Well then I've got two questions left:

-Can zones be edited/removed after closing the menu?
-Can the ability be added for admins to give zones custom messages?

Guenhwyvar 07-06-2007 11:48

Re: WalkGuard - no camping/climbing/bug using - V1.3.1
 
Great plugin, works good - thank you!

EDIT
Yes, Black, they can be edited/removed all the time.

Custom messages for the zones would be very helpful.

Maurice 07-07-2007 20:04

Re: WalkGuard - no camping/climbing/bug using - V1.3.1
 
This is one of the greatest plugin i use on my servers but i noticed when you stand on the blocked walls you have no accuraty just as you stand on ladders and when you walk agains it you are shaking, the plugin would be even greater if this wasn't there. Also i missing a no shootable wall because now you can shoot thru walls just as there no walls although it is still a great plugin without my ideas!

edit: What is the difference between the start post plugin (engine) and the fakema version plugin? only the module it uses or anything else because now i still use the 1.2 engine version.

zobish 07-27-2007 05:15

Re: WalkGuard - no camping/climbing/bug using - V1.3.1
 
Thanks dude ;)

Halolo 07-27-2007 06:44

Re: WalkGuard - no camping/climbing/bug using - V1.3.1
 
I use this plugin too and it's just great ;)
+karma

soul__stealer 07-28-2007 01:12

Re: WalkGuard - no camping/climbing/bug using - V1.3.1
 
Ok just installed this mod onto my Assault server to stop CT's camping on the tower.

A couple of questions/requests:
Can it be set to activate at a certain time...IE will start to lose health when the timer reaches 1 minute (rather than allow them up for only 25 seconds)

At the moment, all they have to do is get on the tower, wait 20 seconds (25 second camp time) get off the tower and get back up again.

What I'd prefer to do is set a zone that is 'restricted' after a certain timelimit. The map time is 1min 45 seconds. It takes approx 17 seconds to run from CT spawn to hostages (therefore 17 seconds in + 17 seconds out) There's 34 seconds gone + allow time for killing on way in and way out give them about a minute in total. So any CT's on the noob tower should lose damage after the 1 minute mark.

zobish 07-28-2007 06:20

Re: WalkGuard - no camping/climbing/bug using - V1.3.1
 
Great job, just working fine for me! Thanks!

Guenhwyvar 07-28-2007 07:53

Re: WalkGuard - no camping/climbing/bug using - V1.3.1
 
@soul
I had the same "problem" with some maps. Workaround for me was to make the areas bigger and reduce the counter.

soul__stealer 07-29-2007 05:55

Re: WalkGuard - no camping/climbing/bug using - V1.3.1
 
Quote:

Originally Posted by Guenhwyvar (Post 509335)
@soul
I had the same "problem" with some maps. Workaround for me was to make the areas bigger and reduce the counter.

How will that work?

I want them to be able to use (for example) the tower up until a certain time before they start receiving damage.

If I make the area bigger and make the count-down smaller they will be forced to rush.

From what I am concerned, the noob tower is a viable beginning point to eliminate rushing t's (rush would be over if 45 seconds have passed) so CT's should be moving in by then.

Seeing as there is 1.45 on the timer, any CT's hiding on the tower after 1 minute should receive damage ever few seconds to encourage them to move. Making a 45 second zone is no good, because if CT's retreat back to the noob tower to camp at say the 1.10 mark, then they wont get told to move along till there is only 30 seconds to go.

Guenhwyvar 07-29-2007 12:57

Re: WalkGuard - no camping/climbing/bug using - V1.3.1
 
@soul
I understand, for this situation a delay is the only way.

EDIT
Forgot to load the engine module :( - problem solved.

ehha 07-31-2007 13:13

Re: WalkGuard - no camping/climbing/bug using - V1.3.1
 
hello, i found that this plugin is key sensitive, for example if i have a map de_Dust 2 & the configuration file set for de_dust 2 it will not work, can this be fixed?

& please add a timer for all 3 zones so they can be turned off automatically after that specific time & option to turn off zone after bomb plant

overall it's the most useful plugin for cs

kp_uparrow 07-31-2007 13:21

Re: WalkGuard - no camping/climbing/bug using - V1.3.1
 
bug: when i make new zones on some maps, sometimes the lines that make up the box dissappears, and that zone doesnt work anymore

mogel 08-08-2007 14:03

Re: WalkGuard - no camping/climbing/bug using - V1.3.1
 
Quote:

Originally Posted by ehha (Post 510602)
if i have a map de_Dust 2 & the configuration file set for de_dust 2 it will not work, can this be fixed?

use Windows for ur server (bad idea or not bad idea, that is not the question) ... filenames are not case-sensitiv under windows ... like Linux & Co. ... simple rename the wgz-file to de_Dust

Quote:

& please add a timer for all 3 zones so they can be turned off automatically after that specific time & option to turn off zone after bomb plant
i try to remember on next release/bugfix

hand, mogel

mogel 08-08-2007 14:14

Re: WalkGuard - no camping/climbing/bug using - V1.3.1
 
Quote:

Originally Posted by kp_uparrow (Post 510605)
sometimes the lines that make up the box dissappears

that's is ok ... a zone will draw every time, if they the aktive zone (u edit this zone) or is this zone is near ... all other zone's will only draw if the zone-entity in your view-cone

but all zone's will draw with the option MSG_ONE_UNRELIABLE ... that mean ... the server try to send to your client the command, that he has to draw a line ... but if on your screen to many lines the server can drop this command ... the client will not draw this line ... some milliseconds the line will dissappear

if i use the option MSG_ONE to draw the lines than the lines will not dissappear ... but players will kicked randomly with channel overflow message

Quote:

, and that zone doesnt work anymore
please post the map-name an ur wgz-file for this zone

hand, mogel

kp_uparrow 08-16-2007 20:31

Re: WalkGuard - no camping/climbing/bug using - V1.3.1
 
; V1 - WalkGuard Zone-File
; <zonename> <position (x/y/z)> <mins (x/y/z)> <maxs (x/y/z)> [<parameter>]
;
;
; parameter
;
; - wgz_camper <time>
; - wgz_camper_t1 <time>
; - wgz_camper_t2 <time>
; - wgz_camper_t3 <time>
; - wgz_camper_t4 <time>
;

wgz_camper -1647.0 69.8 405.2 -132 -712 -82 132 712 82 20
wgz_camper 121.8 45.0 417.5 -132 -732 -82 132 732 82 20

playground_x

if its made too big, zone wont even show up at all after map change!
the editor says its there (red line points), but after save/mapchange/reload, the zone is not there (actual box lines dont show up, and it is the only box in view, all i see is a red line that points to it, and sometimes that even points to the wrong place)

BlackMilk 08-18-2007 15:49

Re: WalkGuard - no camping/climbing/bug using - V1.3.1
 
I'm just waiting with getting and using this plugin until custom messages have been added...

Battousai-sama 08-26-2007 13:25

Re: WalkGuard - no camping/climbing/bug using - V1.3.1
 
Wow. mogel :up::up:

This plugins is kinda ULTIMATE!!!

philli 10-14-2007 18:23

Re: WalkGuard - no camping/climbing/bug using - V1.3.1
 
hey this is a great plugin that i really want to use, but there are some bugs that i should point out.

Code:

L 10/14/2007 - 15:59:04: [AMXX] Displaying debug trace (plugin "walkguard.amxx")
L 10/14/2007 - 15:59:04: [AMXX] Run time error 4: index out of bounds
L 10/14/2007 - 15:59:04: [AMXX]    [0] walkguard.sma::ZoneTouch (line 224)
L 10/14/2007 - 15:59:04: [AMXX]    [1] walkguard.sma::pfn_touch (line 203)

i dont know how to fix this. What can be done?

oh btw, ive been around here for a long time already, but decided to finally register so i can post since i really like this plug in. I hope it can be fixed

vittu 10-17-2007 20:29

Re: WalkGuard - no camping/climbing/bug using - V1.3.1
 
Find these at the top of the code and change the 32's to 33, then recompile.
Code:

new camperzone[32]                // letzte Meldung der CamperZone
new Float:campertime[32]        // der erste Zeitpunkt des eintreffens in die Zone
new Float:camping[32]                // der letzte Zeitpunkt des campens


Striker 10-21-2007 10:28

Re: WalkGuard - no camping/climbing/bug using - V1.3.1
 
I get this error message, how can I fix it ?

Code:

L 10/21/2007 - 16:16:20: [FAKEMETA] Invalid entity
L 10/21/2007 - 16:16:20: [AMXX] Displaying debug trace (plugin "walkguard.amxx")
L 10/21/2007 - 16:16:20: [AMXX] Run time error 10: native error (native "pev")
L 10/21/2007 - 16:16:20: [AMXX]    [0] walkguard.sma::pfn_touch (line 197)

I already added

Code:

if (!pev_valid(zone) && !pev_valid(player)) return PLUGIN_CONTINUE
but this doesn't fix the error...

ConnorMcLeod 10-21-2007 10:37

Re: WalkGuard - no camping/climbing/bug using - V1.3.1
 
Code:

if (!pev_valid(zone) || !pev_valid(player)) return PLUGIN_CONTINUE
would be better ( && implies both conditions are true )

Try :

Code:
public pfn_touch(zone, player) {     if (editor) return FMRES_IGNORED     if (!pev_valid(zone) )         return FMRES_IGNORED     if (!pev_valid(player))         return FMRES_IGNORED     static classname[33]     pev(player, pev_classname, classname, 32)     if (!equal(classname, "player"))         return FMRES_IGNORED         pev(zone, pev_classname, classname, 32)     if (!equal(classname, "walkguardzone"))         return FMRES_IGNORED         if (roundstatus == RS_RUNNING)         ZoneTouch(player, zone)         return FMRES_HANDLED }

hoboman 11-29-2007 01:19

Re: WalkGuard - no camping/climbing/bug using - V1.3.1
 
lol that code makes it so it is impossible to pick up weapons or open doors, etc...basically you won't be able to touch any entities

i have also been getting hella of these errors:
[AMXX] Run time error 10: native error (native "pev")
[AMXX] [0] walkguard.sma::pfn_touch (line 197)

djmd378 11-29-2007 03:01

Re: WalkGuard - no camping/climbing/bug using - V1.3.1
 
1 Attachment(s)
return FMRES_HANDLED ---> return FMRES_IGNORED

And this version is fully fakemeta, and can be compiled using the web compiler.

mogel 01-23-2008 07:00

Re: WalkGuard - no camping/climbing/bug using - V1.3.2
 
Hi,

added V1.3.2 to attachment ... no fakemeta_util requiered (thx djmd378 [post above])

hand, mogel

endeffects 02-19-2008 03:24

Re: WalkGuard - no camping/climbing/bug using - V1.3.2
 
the walkguard stops working after a few rounds,
any ideas how to fix this?

mogel 02-19-2008 09:47

Re: WalkGuard - no camping/climbing/bug using - V1.3.2
 
Moin,

please post the errors from the logfiles

hand, mogel

Lee 03-05-2008 01:43

Re: WalkGuard - no camping/climbing/bug using - V1.3.2
 
I don't think I've ever complimented anyone on their plugin before.. Really nice job! I really wasn't looking forward to coding this plugin and so you've saved me a whole bunch of time - I only need to strip it down and add a few small parts to suit my needs.

kobatz 05-07-2008 13:14

Re: WalkGuard - no camping/climbing/bug using - V1.3.2
 
Hello your plugin is awesome in one word :)
i have a conflict with atac 2.5.5.5 and also atac 3.1
Players are killed for no reason few times on a map.Nothing in serv. logs or in players console :(
What can i do please help?best regards Kobatz

EvolDay 05-08-2008 14:55

Re: WalkGuard - no camping/climbing/bug using - V1.3.2
 
Nice plugin, thank you. Just one thing whenever i seem to create a zone on a func_door entity or teleport entity's the outline for the zone dissapears and doesnt work. is there anything that can be done about that?.

Stixsmaster 06-26-2008 17:37

Re: WalkGuard - no camping/climbing/bug using - V1.3.2
 
I love this...I use it for my Zombie Plague server and it helps prevent campers so the server is fair...and zombies dont always get pwned...

---Stixsmaster

Kitami 06-29-2008 15:50

Re: WalkGuard - no camping/climbing/bug using - V1.3.2
 
The zone seems to only effect some players, some people who dont have immunity or even admin can still stand in the zone without getting killed, anyone know why this is happening?


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