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Posts Made By:
TheGodKing
Forum:
Scripting
05-12-2014, 00:59
Replies:
5
How much can we do, before a player is kicked because server is full?
Views:
1,634
Posted By
TheGodKing
Re: How much can we do, before a player is kicked because server is full?
I'm not entirely sure what you can grab or what is needed to do so, but you can test it with bots.
Make a 5 slot server and enter this into your server.cfg
bot_join_after_player 0...
Forum:
Scripting
05-11-2014, 03:52
Replies:
9
sql name adding..?
Views:
2,248
Posted By
TheGodKing
Re: sql name adding..?
Correct me if I'm wrong, but to my knowledge you only need to lock databases when mixing threaded and non-threaded queries.
Edit: After checking the Wiki, What I said above isn't entirely true....
Forum:
SourceMod Anti-Cheat
04-28-2014, 15:51
Replies:
16
Legit ban?
Views:
6,011
Posted By
TheGodKing
Re: Legit ban?
The counter intentionally doesn't reset. The only time it will ever reset is if you reconnect to the server.
The reason resetting it on a failed jump would be a horrible idea is because all it would...
Forum:
SourceMod Anti-Cheat
04-27-2014, 05:51
Replies:
16
Legit ban?
Views:
6,011
Posted By
TheGodKing
Re: Legit ban?
If you intend to use spacebar for bhopping, then I suggest Macrodox over SMAC.
The counter does not reset on any jumps. Ever.
Forum:
SourceMod Anti-Cheat
04-20-2014, 06:42
Replies:
16
Legit ban?
Views:
6,011
Posted By
TheGodKing
Re: Legit ban?
SMAC doesn't wait for 20 consecutive perfect jumps, it actually stock piles detections (perfect jumps) that are only ever erased if the client reconnects or if they wait for each detection to slowly...
Forum:
SourceMod Anti-Cheat
04-19-2014, 07:37
Replies:
16
Legit ban?
Views:
6,011
Posted By
TheGodKing
Re: Legit ban?
Explaining the inner workings of SMAC Autotrigger makes a complete bypass for scripts evident, so I'll try to explain this in rough detail.
SMAC expects bhoppers to scroll instead of using...
Forum:
Scripting
04-18-2014, 07:21
Replies:
8
announce timer help
Views:
1,463
Posted By
TheGodKing
Re: announce timer help
You can find the flags in include/timers.inc
I'm not good on explanations, but here goes...
If you use MaxClients and run a timer for client 3, and he leaves, when a new client joins he could...
Forum:
SourceMod Anti-Cheat
04-18-2014, 06:42
Replies:
16
Legit ban?
Views:
6,011
Posted By
TheGodKing
Re: Legit ban?
SMAC Autotrigger will never throw detections if a client is properly scrolling. Every 4 seconds 1 of the 20 needed detections are purged.
In order to be detected by SMAC Autotrigger a player must...
Forum:
Scripting
03-10-2014, 07:55
Replies:
3
timer disable
Views:
1,490
Posted By
TheGodKing
Re: timer disable
TIMER_FLAG_NO_MAPCHANGE will stop the timer when the server changes maps.
If you have a look at timers.inc inside the Sourcemod scripting/include folder you will find more information on timers.
...
Forum:
Scripting
03-10-2014, 07:49
Replies:
3
timer disable
Views:
1,490
Posted By
TheGodKing
Re: timer disable
I don't really know what you're trying to achieve with the switch statement, but you need to kill the timer when the IsAmmoRefill Boolean returns false.
Adding TIMER_FLAG_NO_MAPCHANGE will stop the...
Forum:
Source Servers (SRCDS)
03-08-2014, 15:19
Replies:
5
Use steam voice?
Views:
1,130
Posted By
TheGodKing
Re: Use steam voice?
I wouldn't touch steam voice with a 10 foot poll.
Edit: I was referring to having it set to 1.
Forum:
Unapproved Plugins
12-21-2013, 01:16
Replies:
67
[ DMT ] Dynamic Multimode Timer
Views:
31,385
Posted By
TheGodKing
Re: [ DMT ] Dynamic Multimode Timer
This is a plugins section, so I will cease debates with you here.
Neither of us are going to concede and therefore I will keep all thoughts to myself.
#biggerman (Okay, now I'm done)
Forum:
Unapproved Plugins
12-20-2013, 21:38
Replies:
67
[ DMT ] Dynamic Multimode Timer
Views:
31,385
Posted By
TheGodKing
Re: [ DMT ] Dynamic Multimode Timer
This current archive you gave us is missing includes for a module and the compiled binaries don't mirror the source code.
On top of that it takes heavy configuration to get going. A drag and drop...
Forum:
Unapproved Plugins
12-19-2013, 19:08
Replies:
67
[ DMT ] Dynamic Multimode Timer
Views:
31,385
Posted By
TheGodKing
Re: [ DMT ] Dynamic Multimode Timer
Speaking on behalf of the community this plugin was funded by, it was never stable. Every version given to us by Zipcore came with a few megabytes of error logs.
Version 1.3.4e was given to us about...
Forum:
Source Servers (SRCDS)
09-11-2013, 14:40
Replies:
29
Really high packet loss
Views:
8,850
Posted By
TheGodKing
Re: Really high packet loss
I shall extend you the same courtesy, can you read?
Forum:
Scripting
09-11-2013, 07:11
Replies:
8
[CS:GO] Need help scripting!
Views:
2,352
Posted By
TheGodKing
Re: [CS:GO] Need help scripting!
Plugin_Handled tells the plugin to halt all code in a given function including normal game events should there be any.
Plugin_Continue tells the plugin to halt all code, but allow game events to...
Forum:
Source Servers (SRCDS)
09-11-2013, 05:43
Replies:
29
Really high packet loss
Views:
8,850
Posted By
TheGodKing
Re: Really high packet loss
Setting sv_maxrate to 100,000 only allows clients to transmit UP TO 100kB/s it does not mean
that they will be transmitting that much. Limiting maxrate will only cause a bottleneck when
clients...
Forum:
Source Servers (SRCDS)
09-08-2013, 02:48
Replies:
29
Really high packet loss
Views:
8,850
Posted By
TheGodKing
Re: Really high packet loss
Rate is just a bound value that controls how much data is allowed to be transmitted, ideally the
higher you can set it the better.
If a client requires 50kB/s and sv_maxrate is 30,000 then the...
Forum:
Plugin/Gameplay Ideas and Requests
09-05-2013, 06:16
Replies:
4
Player Count Based Trigger
Views:
1,383
Posted By
TheGodKing
Re: Player Count Based Trigger
There is a slight logical flaw in that code I gave you, it will only check the ClientCount variable when clients
connect, so if you have 15 clients and 10 of them leave the check wont run. A quick...
Forum:
Plugin/Gameplay Ideas and Requests
09-05-2013, 01:23
Replies:
4
Player Count Based Trigger
Views:
1,383
Posted By
TheGodKing
Re: Player Count Based Trigger
Is this what you are looking for?
new ClientCount;
public OnClientPutInServer(client) //Used to increment when clients fully join the server
{
ClientCount++;
if(ClientCount >=...
Forum:
Scripting
09-05-2013, 01:01
Replies:
2
[CS:S] Problem with Game Description Override plugin
Views:
1,322
Posted By
TheGodKing
Re: [CS:S] Problem with Game Description Override plugin
When it comes to changing something like the game description I would use OnConfigsExecuted
public OnConfigsExecuted()
{
decl String:GameName[64];
Format(GameName, sizeof(GameName),...
Forum:
Source Servers (SRCDS)
09-04-2013, 07:40
Replies:
29
Really high packet loss
Views:
8,850
Posted By
TheGodKing
Re: Really high packet loss
Your settings are fine as long as the clients have their rates set correctly, but personally I would
bump sv_minrate up to 25000 or higher to prevent people with low rates complaining about lag....
Forum:
Source Servers (SRCDS)
09-02-2013, 17:14
Replies:
2
Mp_timelimit wont change map
Views:
970
Posted By
TheGodKing
Re: Mp_timelimit wont change map
When a time limit is reached the map will only change when the round has officially ended.
A round (usually) only ends when all the players of a team die.
If one of the teams has no players the...
Forum:
Source Servers (SRCDS)
09-02-2013, 16:49
Replies:
11
Lagg Dedicated Server
Views:
2,518
Posted By
TheGodKing
Re: Lagg Dedicated Server
SRCDS is single threaded, you can't use multiple cores for a single SRCDS process.
The Atom CPU branch is used for small devices such as tablets, I wouldn't expect much from one when it comes to...
Forum:
Source Servers (SRCDS)
09-02-2013, 16:39
Replies:
29
Really high packet loss
Views:
8,850
Posted By
TheGodKing
Re: Really high packet loss
Can you paste your server.cfg rate settings, bad rate settings such as "sv_maxrate 20000" can cause lag when the server is trying to transmit more then 20kb/s of data with a client.
Showing results 1 to 25 of 88
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