View Single Post
Flanger
Member
Join Date: Mar 2007
Old 11-26-2016 , 22:00   Re: [CS:GO] Deathmatch (v2.0.7, 2016-10-08)
Reply With Quote #322

Hello everyone.
I'm trying to set up this plugin to be "on demand", so I can have hybrid server. Everything is working perfectly except one tiny problem I'm running into. Here are the start/stop scripts for exec:

on.cfg
Code:
dm_enabled "1"
mp_maxrounds "1"
mp_roundtime "30"
mp_freezetime "0"
sm_msay "DM/FFA/HSONLY IS STARTING NOW. HAPPY HEADHUNTING!"
mp_restartgame 5
off.cfg
Code:
dm_enabled "0"
mp_maxrounds "20"
mp_roundtime "2"
mp_freezetime "5"
mp_friendlyfire "0"
mp_teammates_are_enemies "0"
mp_ct_default_secondary "weapon_hkp2000"
mp_t_default_secondary "weapon_glock"
sm_msay "TURNING OFF DM!"
mp_restartgame 5
As you can see, I have included default secondary weapons, as the plugin disables them, so when manually turned off via off.cfg, this is working as intended. Now when map changes either by built-in valve voting, or via sm_map (I have dm_enabled 0 in sourcemod.cfg) DM is off, but CT/Ts still don't have default secondary weapons on spawn.

This is rather odd, since gamemode_competitive_server.cfg has both mp_ct_default_secondary and mp_t_default_secondary cvars included and executes them on map change, console log shows them being changed and yet they're still without value. So is there any way to configure DM, not to change these two at all?
Flanger is offline