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Scag
AlliedModders Donor
Join Date: May 2017
Location: Crashing Hale
Old 07-08-2021 , 23:48   Re: [TF2] Building Overhaul
Reply With Quote #6

Quote:
Originally Posted by PC Gamer View Post
Agreed. Pretty cool plugin.

A couple more notes:
1. cvar for sm_buildingov_max_sentry doesn't seem to work. If I set the limit to be '2', players can still build 3. If I set to 4, players can only build 3, etc.
2. Build and Destroy menu has a nasty habit of disappearing a split second after you select the tool, much faster than the player can select a menu option to build or destroy a building.

Plugin is working but getting errors in error log:
PHP Code:
L 07/08/2021 11:00:55: [SMException reportedInvalid Handle 0 (error4)
L 07/08/2021 11:00:55: [SMBlamingbuildingoverhaul.smx
L 07
/08/2021 11:00:55: [SMCall stack trace:
L 07/08/2021 11:00:55: [SM]   [0ArrayList.Length.get
L 07
/08/2021 11:00:55: [SM]   [1Line 771buildingoverhaul.sp::GetNumObjects
L 07
/08/2021 11:00:55: [SM]   [2Line 687buildingoverhaul.sp::CTFPlayer_BuildObservableEntityList

L 07
/08/2021 10:55:04: [SMException reportedInvalid Handle 0 (error4)
L 07/08/2021 10:55:04: [SMBlamingbuildingoverhaul.smx
L 07
/08/2021 10:55:04: [SMCall stack trace:
L 07/08/2021 10:55:04: [SM]   [0ArrayList.FindValue
L 07
/08/2021 10:55:04: [SM]   [1Line 669buildingoverhaul.sp::CTFPlayer_RemoveObject
L 07
/08/2021 10:55:04: [SM]   [3AcceptEntityInput
L 07
/08/2021 10:55:04: [SM]   [4Line 146buildingspawner.sp::OnClientDisconnect 
Whoops, forgot the subscribe to this thread so sorry for the delay. The errors and #1 should be fixed, I managed to mess up the order of the cvars so teleporters were treated as sentries and vice versa.

For #2, it might have to do with an incompatibility with another plugin. My guess is that buildingspawner.smx is manually adding to the vector (most likely with "SetBuilder" in AcceptEntityInput).

Because of Windows inlining, I wasn't able to catch insertion with inputs so I lazily skipped over it. I'll look further into that when I have the time.
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