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Search: Posts Made By: TheGodKing
Forum: Scripting 05-12-2014, 00:59
Replies: 5
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
Views: 2,246
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
Views: 6,006
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
Views: 6,006
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
Views: 6,006
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
Views: 6,006
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
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
Views: 6,006
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
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
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
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
Views: 31,370
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
Views: 31,370
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
Views: 31,370
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
Views: 8,849
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
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
Views: 8,849
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
Views: 8,849
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
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
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
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
Views: 8,849
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
Views: 968
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
Views: 2,515
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
Views: 8,849
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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