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Quote:
Originally Posted by versatile_bfg
Currently getting these 2 errors popping up:
PHP Code:
L 08/25/2014 - 17:30:19: [SM] Native "IsClientInGame" reported: Client index 0 is invalid L 08/25/2014 - 17:30:19: [SM] Displaying call stack trace for plugin "deathmatch.smx": L 08/25/2014 - 17:30:19: [SM] [0] Line 431, deathmatch.sp::Timer_WelcomeMsg() L 08/25/2014 - 17:31:09: [SM] Native "SetEntProp" reported: Entity 1 (1) is invalid L 08/25/2014 - 17:31:09: [SM] Displaying call stack trace for plugin "deathmatch.smx": L 08/25/2014 - 17:31:09: [SM] [0] Line 1157, deathmatch.sp::RemoveRadar()
To stop Line 431 error this will work:
PHP Code:
public Action:Timer_WelcomeMsg(Handle:timer, any:userid) { new clientIndex = GetClientOfUserId(userid); if (!IsFakeClient(clientIndex)) { if (IsClientInGame(clientIndex)) { PrintHintText(clientIndex, "This server is running Deathmatch Version 2.0.1"); //PrintToChat(clientIndex, "[\x04WELCOME\x01] This server is running \x04Deathmatch \x01v2.0"); } } return Plugin_Stop; }
Could be a better way to do it but this way makes sense to me.
Not sure on Line 1157 but maybe the same code as above will fix this error?
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Thank you for the bug finds, I ended up using another method, which seemed to solve it. I tried your suggested method but still got the error, my bad on the initial try.
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Quote:
Originally Posted by Scizaki
Was really east to setup/use, and is a really great mod, and thank you a lot! It has improved the fun of me, and my buddy in our dedicated server by a lot!
I do have some quick questions/requests though.
1. Can you specify what distance measurement is used in "dm_spawn_distance", seems to be really small units?
2. Is team specific spawns possible?
3. is Insert position here, and add position here the same thing?
4. And is reload on kill possible?
Apologize for the amount of questions.
again, Thank you for your contribution!
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- Any value between 0 and 50, or so it should be.
- No, not yet, and not sure when, but I will add it to the list.
- There is a difference, insert adds a spawn between local spawns, and moves the closest one down the list; whereas, add spawn adds it the end of the spawn list.
- Reload on kill, referring to instant full clip on kill? No
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Quote:
Originally Posted by nemus
How do i remove the warmup X(
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If you do not ever want a warmup, in your server.cfg add: mp_do_warmup_period 0
To end a warmup, do: mp_warmup_end
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Quote:
Originally Posted by Paul01
Hi,
I'm experiencing some major issues with this mod. I have the latest version of SM.
Issues:
* Deathmatch clock runs down to 0:00 but no next-map is triggered. Not sure which of the following apply but I saw this in the console:
After researching this, an answer was to verify the game cache; how do I do this for a server?
* If I switch from DM to another GT, like Casual or Competitive, the server seems stuck in Deathmatch even though the GT shows as Casual. So FFA is allowed, the weapon menu pops up, etc. The match seems to get stuck in a Warmup, in which you can't buy anything even if you haven't moved an inch. "You are outside the buy zone". Additionally the following errors are logged when switching.
There are some other bugs I noticed but these are by far the most important.
Thanks,
Paul
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I will see what I can find out about Deathmatch gamemode behaving as it does. Otherwise, stick to Casual or Competitive, and make sure you set it in your launch or server parameters. If you switched it mid game, most likely you were still using the gamemode_deathmatch.cfg and the values of that were making the game give you such bugs and errors. Also, it most likely had the convars: mp_buy_anywhere, mp_respawn_on_death_ct, mp_respawn_on_death_t set to 1.
In other news:
Version 2.0.2 is released. Bug fixes and new features. Give me your bugs.