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Posts Made By:
Hawkeye-
Forum:
Plugins
11-25-2017, 08:55
Replies:
210
[TF2] MatchMod
Views:
99,548
Posted By
Hawkeye-
Re: [TF2] MatchMod
Attached is the 1.19 release, it is the latest formal release a few years ago. The Source in included.
Forum:
Plugins
11-25-2017, 08:48
Replies:
210
[TF2] MatchMod
Views:
99,548
Posted By
Hawkeye-
Re: [TF2] MatchMod
Yeah, the server got hacked a bit ago, once I make it back to my desk i’ll Upload the files here
Forum:
Plugins
03-05-2014, 02:18
Replies:
210
[TF2] MatchMod
Views:
99,548
Posted By
Hawkeye-
Re: [TF2] MatchMod
What server / version, I'll take a quick look and see if I can spot anything.
Generally, to begin the method most often used is the sm_scrim sm_pug or sm_match commands, it's been a bit since i...
Forum:
Plugins
06-04-2013, 17:25
Replies:
21
[TF2] LogUpload (v0.1.5, 7/4/2013)
Views:
21,574
Posted By
Hawkeye-
Re: [TF2] LogUpload (v0.1.1, 4/14/2013)
I'll poke around and see if I can get this to work. There might be a different way to work the two halves to have it natively fire I was working on.
Forum:
Plugins
05-24-2013, 03:14
Replies:
21
[TF2] LogUpload (v0.1.5, 7/4/2013)
Views:
21,574
Posted By
Hawkeye-
Re: [TF2] LogUpload (v0.1.1, 4/14/2013)
Let me know what changes are made, I can modify the second half to fire an event or anything.. The reason I forcefully kill the match is the way scoring works by the league rules. I can manually fire...
Forum:
Plugins
05-21-2013, 00:02
Replies:
210
[TF2] MatchMod
Views:
99,548
Posted By
Hawkeye-
Re: [TF2] MatchMod
Plug still works and is supported..
The Framework file is designed for league admins to create configs for their leagues that would work with matchmod (or without actually).
To begin a scrim,...
Forum:
Plugins
04-05-2013, 23:15
Replies:
210
[TF2] MatchMod
Views:
99,548
Posted By
Hawkeye-
Re: [TF2] MatchMod
Tf2lobby requires no plugins and actually is designed around not having any plugins on the server.
Matchmod watches the rcon traffic for specific things tf2lobby does and will allow you to unload...
Forum:
Plugins
10-03-2012, 15:08
Replies:
210
[TF2] MatchMod
Views:
99,548
Posted By
Hawkeye-
Re: [TF2] MatchMod
I would guess your server specific config setting CVARs back in a very weird order, I'll take a look over the next week as I find time and let you.. I have heard this recently, but never had an issue...
Forum:
Plugins
10-02-2012, 21:18
Replies:
210
[TF2] MatchMod
Views:
99,548
Posted By
Hawkeye-
Re: [TF2] MatchMod
Okay, the post I in this thread is on a very old version of SOAP, as the current version does not use Dukehacks or most of those other files..
Start with a base install of Sourcemod, you will...
Forum:
Plugins
09-25-2012, 12:48
Replies:
210
[TF2] MatchMod
Views:
99,548
Posted By
Hawkeye-
Re: [TF2] MatchMod
Okay, If you are using the full ready-up functions (any of the league specific configs) each player will need to issue the ready command, once you have the required amount of players, you should be...
Forum:
Extensions
08-25-2012, 23:36
Replies:
284
Team Balance Immunity
Views:
113,834
Posted By
Hawkeye-
Re: Team Balance Immunity
Installed this, look stable, but is there a log or something I can use to verify it is working (TF2)
Forum:
Plugins
08-18-2012, 19:40
Replies:
210
[TF2] MatchMod
Views:
99,548
Posted By
Hawkeye-
Re: [TF2] MatchMod
Yes, but not automatic, MatchMod in the 1.1.8 incarnation (and further extended in 1.1.9) will generate a server log specific to the match. It begins at the open of the first half and runs through to...
Forum:
SourceBans / SourceBans++
08-09-2012, 01:01
Replies:
3,141
Sticky:
Release
Legacy SourceBans 1.4.11 (Updated 2014/02/17)
Views:
2,001,832
Posted By
Hawkeye-
Re: SourceBans 1.4.9 (Updated 2011/11/18)
You will need the web server that runs sourcebans to have access to the following ports
Port: <game server port / 27015 or similar>
Protocol: UDP - Incoming / TCP - Outgoing (Both to ensure...
Forum:
Plugins
08-09-2012, 00:57
Replies:
210
[TF2] MatchMod
Views:
99,548
Posted By
Hawkeye-
Re: [TF2] MatchMod
2.0 is basically a re-write of a lot of the code, and the external configs, a special set will be internally coded into the mod, Not my favorite thing, but for ease of setup be many servers, it...
Forum:
Plugins
08-04-2012, 16:54
Replies:
210
[TF2] MatchMod
Views:
99,548
Posted By
Hawkeye-
Re: [TF2] MatchMod
The 1.1.9 version has a portion of the code reversed, I will fix it this weekend and build a new formal release for 1.1.9..
2.0 is likely going to wait a bit.
Forum:
Plugin/Gameplay Ideas and Requests
03-08-2012, 19:30
Replies:
7
plugin by map
Views:
1,484
Posted By
Hawkeye-
Re: plugin by map
Somethign that may help you (based of code Berni wrote originally)
#define PUSH 1
#define STOPWATCH 2
#define CTF 3
#define PAYLOAD 4
#define PAYLOADRACE 5
#define KOTH 6
#define ARENA 7
Forum:
SourceMod Anti-Cheat
02-29-2012, 22:02
Replies:
18
SMAC Immuninty
Views:
6,275
Posted By
Hawkeye-
Re: SMAC Immuninty
To my knowledge yes it still can issue a VAC Ban, but VAC banned users can still play on non-VAC secure servers. This is my current understanding anyways.
Forum:
Plugins
02-28-2012, 23:40
Replies:
14
[ANY] Team Scores
Views:
18,536
Posted By
Hawkeye-
Re: [ANY] Team Scores
I'll let you know..
EDIT: Yup, it does, you likely will get an author credit in my mod if I can do this correctly :-)
Forum:
Plugins
02-28-2012, 22:23
Replies:
14
[ANY] Team Scores
Views:
18,536
Posted By
Hawkeye-
Re: [ANY] Team Scores
Out of curiosity, is the update cosmetic only or does it modify how the game rules would be processed, i.e. if I set it to 4 and the winlimit is five, would it end if the team hit 5? This might prove...
Forum:
Plugins
02-05-2012, 18:03
Replies:
210
[TF2] MatchMod
Views:
99,548
Posted By
Hawkeye-
Re: [TF2] MatchMod
make sure the .cfg are in /tf/cfg/matchmod/prematch.cfg to ensure they are in the right place to execute. Also check the server logs/SM logs for any possible errors and post here if you see...
Forum:
Plugins
01-30-2012, 16:32
Replies:
210
[TF2] MatchMod
Views:
99,548
Posted By
Hawkeye-
Re: [TF2] MatchMod
This defines the folder where the STVs are going to be stored, as opposed to in the root of the TF folder, if that CVAR has a value, it will be used to create a directory and store the STVs in that...
Forum:
Plugin/Gameplay Ideas and Requests
12-27-2011, 13:23
Replies:
3
[TF2] dynamic Soap to competative plug
Views:
1,942
Posted By
Hawkeye-
Re: [TF2] dynamic Soap to competative plug
Sorry, just spotted this, (catching up on things..
This was not as apsecific plugin to accomplish just this task, I used a event plug in that allows me to run .cfg files on various events, so when...
Forum:
Plugins
12-19-2011, 23:04
Replies:
65
[ANY] MumbleMan
Views:
30,842
Posted By
Hawkeye-
Re: [ANY] MumbleMan
Yes, it still does not work, I will inquire once again if they will add mumble:// URL processing abilities once again.. I'll let you know
Forum:
General
10-13-2011, 19:22
Replies:
4
KV File to other format
Views:
1,297
Posted By
Hawkeye-
Re: KV File to other format
What is the table structure for the data?
And yes, this is possible.
Forum:
Plugin/Gameplay Ideas and Requests
09-20-2011, 08:45
Replies:
2
Server Plugin Request - TF2
Views:
962
Posted By
Hawkeye-
Re: Server Plugin Request - TF2
yes it's possible, I cannot think of a plugin that natively does this, but there is a plugin that can allow you to modify the class limits when players connect/disconnect. So yuo would need a normal...
Showing results 1 to 25 of 224
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