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Search: Posts Made By: h3bus
Forum: Plugins 11-29-2021, 14:30
Replies: 489
Views: 183,145
Posted By h3bus
Re: [ANY] Server Redirect - A full featured server listing/hoper (v0.2.6, 24/01/2016)

Valve updated A2S and added a challenge query for server info.
It is not very hard to update the plugin for that, there already is a challenge query for player list.

However as I don't have any...
Forum: Plugins 08-15-2019, 17:33
Replies: 2,589
Views: 971,827
Posted By h3bus
Re: [CS:GO] Deathmatch Goes Advanced (v0.13.8, 23/01/2016)

Change the display name by adding this in deathmatch.ini, section Configs->Options Default:

"DefineWeapon"
{
"ClassName" "weapon_ak47"
...
Forum: Plugins 08-15-2019, 11:43
Replies: 2,589
Views: 971,827
Posted By h3bus
Re: [CS:GO] Deathmatch Goes Advanced (v0.13.8, 23/01/2016)

Indeed, it does not matter in FFA.


Offset may change with CS:GO updates. They are located in gamedata/deathmatch.games.txt
I think someone shared updated offsets a while ago, but as I no longer...
Forum: Plugins 08-15-2019, 04:18
Replies: 2,589
Views: 971,827
Posted By h3bus
Re: [CS:GO] Deathmatch Goes Advanced (v0.13.8, 23/01/2016)

Yes its very high, it means that the plugin will try to spawn players at 80% of the map size from each other, which is impossible in most cases.
Also, you can reduce min distance between teamates a...
Forum: Plugins 03-10-2019, 05:30
Replies: 2,589
Views: 971,827
Posted By h3bus
Forum: Plugins 01-01-2019, 14:19
Replies: 2,589
Views: 971,827
Posted By h3bus
Re: [CS:GO] Deathmatch Goes Advanced (v0.13.8, 23/01/2016)

You'll need to update Dhook offsets for this to work.
Forum: Plugins 12-09-2018, 06:17
Replies: 2,589
Views: 971,827
Posted By h3bus
Re: [CS:GO] Deathmatch Goes Advanced (v0.13.8, 23/01/2016)

You can use CSGO internal spawn system with the plugin's spawn placement customisation. This should work seemlessy as the plugin creates actual spawn entities.
Forum: Plugins 11-28-2018, 11:20
Replies: 2,589
Views: 971,827
Posted By h3bus
Re: [CS:GO] Deathmatch Goes Advanced (v0.13.8, 23/01/2016)

This was needed to give USP/P2000 regardless of player's loadout.
I've no idea if this is still needed.
Forum: Plugins 11-19-2018, 03:36
Replies: 2,589
Views: 971,827
Posted By h3bus
Re: [CS:GO] Deathmatch Goes Advanced (v0.13.8, 23/01/2016)

Your Warmup section in the config you provided does not list any weapon, if you load it as is, you'll be restricted to knives.
You may use dm_load_mod to add weapons on top on that config, eg:...
Forum: Plugins 11-12-2018, 08:52
Replies: 2,589
Views: 971,827
Posted By h3bus
Re: [CS:GO] Deathmatch Goes Advanced (v0.13.8, 23/01/2016)

dm_load "Game Modes" "Pistols" equip
Forum: Plugins 08-23-2018, 08:11
Replies: 2,589
Views: 971,827
Posted By h3bus
Re: [CS:GO] Deathmatch Goes Advanced (v0.13.8, 23/01/2016)

Depends of what you mean by "schedule". If you want an external trigger that displays the message, then no.
Forum: Plugins 08-21-2018, 11:16
Replies: 2,589
Views: 971,827
Posted By h3bus
Re: [CS:GO] Deathmatch Goes Advanced (v0.13.8, 23/01/2016)

You can load a message configuration through command line but not send it.
Forum: Plugins 08-21-2018, 11:13
Replies: 2,589
Views: 971,827
Posted By h3bus
Re: [CS:GO] Deathmatch Goes Advanced (v0.13.8, 23/01/2016)

You can add it without recompiling using a "DefineWeapon" section.
Forum: Plugins 06-24-2018, 16:55
Replies: 489
Views: 183,145
Posted By h3bus
Forum: Plugins 06-24-2018, 16:49
Replies: 489
Views: 183,145
Posted By h3bus
Forum: Plugins 05-28-2018, 16:41
Replies: 2,589
Views: 971,827
Posted By h3bus
Re: [CS:GO] Deathmatch Goes Advanced (v0.13.8, 23/01/2016)

For your first question, if I remember correctly there specific mp_roundtime for deatmatch, don't remeber the name of the cvar but you should get them easily from cvar lists.

For your second...
Forum: Plugins 04-03-2018, 05:36
Replies: 2,589
Views: 971,827
Posted By h3bus
Re: [CS:GO] Deathmatch Goes Advanced (v0.13.8, 23/01/2016)

For the hints, if this is not client sided you can try to enable
dm_filter_hints_enabled
dm_log_hints_enabled
And check in SM logs what hints are being sent by server, then add them to...
Forum: Plugins 03-19-2018, 18:30
Replies: 2,589
Views: 971,827
Posted By h3bus
Re: [CS:GO] Deathmatch Goes Advanced (v0.13.8, 23/01/2016)

It should work, did you do this in your console?
Forum: Plugins 02-21-2018, 11:55
Replies: 2,589
Views: 971,827
Posted By h3bus
Re: [CS:GO] Deathmatch Goes Advanced (v0.13.8, 23/01/2016)

Note that you can replace "respawn" with whatever suits your use case best :
Forum: Plugins 02-05-2018, 11:53
Replies: 2,589
Views: 971,827
Posted By h3bus
Re: [CS:GO] Deathmatch Goes Advanced (v0.13.8, 23/01/2016)

Did you try with
dm_weapons_allow_3rd_party 1
Forum: Plugin/Gameplay Ideas and Requests 01-05-2018, 11:00
Replies: 2
Views: 2,666
Posted By h3bus
Re: [REQ] MultiCFG Deathmatch

Execute config should work just fine.
https://forums.alliedmods.net/showpost.php?p=2193438&postcount=780
Forum: Plugins 09-03-2017, 04:40
Replies: 2,589
Views: 971,827
Posted By h3bus
Re: [CS:GO] Deathmatch Goes Advanced (v0.13.8, 23/01/2016)

I didn't know you could set a netprop before spawn.

Anyway, if it is confirmed to work, this is a good find! Thank you!
Forum: Plugins 08-26-2017, 05:40
Replies: 2,589
Views: 971,827
Posted By h3bus
Forum: Plugins 08-25-2017, 08:09
Replies: 2,589
Views: 971,827
Posted By h3bus
Re: [CS:GO] Deathmatch Goes Advanced (v0.13.8, 23/01/2016)

As a side note, you could have had the same result without recompiling by adding the following section into deathmatch.ini Configs->Option default section

"DefineWeapon"
{
"ClassName" ...
Forum: Plugins 08-25-2017, 02:12
Replies: 2,589
Views: 971,827
Posted By h3bus
Re: [CS:GO] Deathmatch Goes Advanced (v0.13.8, 23/01/2016)

Well, first you'll need to get the key names. I guess 'sm_dump datamaps' can help but I'm not entirely sure.
Then it's trial and error. First key I would try to set is the definitionIndex.

...
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