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MvM_allinone (v2.1.5)


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karlos
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Join Date: Apr 2004
Location: Germany/Poland
Old 04-20-2005 , 11:02  
Reply With Quote #61

UPDATE v1.3:
fixed:
- again another default model bug ()
- red CC has now correct animation

changes:
- code improvements


@Osa
are u using any converter to use co_cs co_de maps on mvm like ripent?
if yes this must be the error cause this plugin checks very early if its a MvM map
ripent is changing it to a MvM map, but the check was done and map was recognized as non MvM
NOT 100% sure but i think its this way


@Bolox 16
why are u writing all in capital letters?

no it does not contain ANY sound file
only the models are needed
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Osa
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Join Date: Apr 2005
Old 04-20-2005 , 16:22  
Reply With Quote #62

Yeah I'm using Stripper2. Is there anything I can do to make it work
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karlos
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Join Date: Apr 2004
Location: Germany/Poland
Old 04-20-2005 , 17:00  
Reply With Quote #63

the only way i know is:
- decompile the map
- edit it to mvm map
- recompile it

but performance of map can be bad after this
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Osa
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Join Date: Apr 2005
Old 04-22-2005 , 09:59  
Reply With Quote #64

I'm afraid about that... It's hard to remake map to mvm and keep the good performance. It's the only way?
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Rabid Baboon
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Join Date: Jul 2004
Old 04-22-2005 , 11:42  
Reply With Quote #65

I have the latest version on AMXX and NS 3.0 Final and when I play a MVM it spawns 2 red cc and somtimes 2 blue cc. Anyway to fix this?
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Woody56
Junior Member
Join Date: Oct 2004
Old 04-22-2005 , 12:06  
Reply With Quote #66

Yes I have the same problem...Anyone figure this 2 cc bug
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karlos
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Join Date: Apr 2004
Location: Germany/Poland
Old 04-22-2005 , 12:21  
Reply With Quote #67

@Osa
only way would be to do a check if its a MvM map a bit later
but this will get in conflict with the precache stuff
so either:
models wont be download
or
models will be downloaded on any map

CC bug:
3 ideas about this (number 2 and 3 only concerns RED CC, its impossible for BLUE)

1) the map was made this way that each or one team has 2 CCs

2) before the countdown starts there can be 2 CCs but 1 will disapear when countdown starts

3) red team has always 2 CCs, 1 is the original and the other is a fake
fake one raplaces orig one
orig one is teleported to NULL origin

maybe some maps are made near NULL origin


i can fix number 3)
maybe 2) too

PS:
could u tell me the map names so i can test it easier
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Rabid Baboon
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Join Date: Jul 2004
Old 04-22-2005 , 12:35  
Reply With Quote #68

The map I was testing on was co_sillyv5 and it was only the red cc that was duplicated. I don't remeber what map had the double ccs but it was probably the map. I will look in to some other maps and see if it happens on those aswell. Thanks for the quick response.
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KCE
Senior Member
Join Date: Jan 2005
Location: Los Angeles, CA
Old 04-24-2005 , 18:30  
Reply With Quote #69

I think you have to update the enums.

From the latest NS SDK:
http://www.modns.org/forums/index.php?showtopic=39

Code:
typedef enum
{
	PLAYMODE_UNDEFINED = 0,
	PLAYMODE_READYROOM = 1,
	PLAYMODE_PLAYING = 2,
	PLAYMODE_AWAITINGREINFORCEMENT = 3,	// Player is dead and waiting in line to get back in
	PLAYMODE_REINFORCING = 4,			// Player is in the process of coming back into the game
	PLAYMODE_OBSERVER = 5,
	PLAYMODE_REINFORCINGCOMPLETE = 6	// Combat only: 'press fire to respawn'
} AvHPlayMode;


typedef enum
{
	PLAYERCLASS_NONE = 0,
	PLAYERCLASS_ALIVE_MARINE,
	PLAYERCLASS_ALIVE_JETPACK_MARINE,
	PLAYERCLASS_ALIVE_HEAVY_MARINE,
	PLAYERCLASS_ALIVE_LEVEL1,
	PLAYERCLASS_ALIVE_LEVEL2,
	PLAYERCLASS_ALIVE_LEVEL3,
	PLAYERCLASS_ALIVE_LEVEL4,
	PLAYERCLASS_ALIVE_LEVEL5,
	PLAYERCLASS_ALIVE_DIGESTING,
	PLAYERCLASS_ALIVE_GESTATING,
	PLAYERCLASS_DEAD_MARINE,
	PLAYERCLASS_DEAD_ALIEN,
	PLAYERCLASS_COMMANDER,
	PLAYERCLASS_REINFORCING,
	PLAYERCLASS_SPECTATOR,
	PLAYERCLASS_REINFORCINGCOMPLETE
} AvHPlayerClass;
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karlos
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Join Date: Apr 2004
Location: Germany/Poland
Old 04-25-2005 , 14:15  
Reply With Quote #70

UPDATE v1.3.2:
fixed:
- dublicated red CC (during initialization and ingame)

changes:
- moved from pev/set_pev to entity_get/entity_set



@KCE
2 things:
1) the playermode enum does not need to be updated as "PLAYMODE_REINFORCINGCOMPLETE = 6" is never used

2) this playerclass is wrong
in your COMM is 13 BUT it must be 14
im using this:
Code:
enum {
	PLAYERCLASS_NONE = 0,
	PLAYERCLASS_ALIVE_MARINE,
	PLAYERCLASS_ALIVE_JETPACK,
	PLAYERCLASS_ALIVE_HEAVY_MARINE,
	PLAYERCLASS_ALIVE_LEVEL1,
	PLAYERCLASS_ALIVE_LEVEL2,
	PLAYERCLASS_ALIVE_LEVEL3,
	PLAYERCLASS_ALIVE_LEVEL4,
	PLAYERCLASS_ALIVE_LEVEL5,
	PLAYERCLASS_ALIVE_DIGESTING,
	PLAYERCLASS_ALIVE_GESTATING,
	PLAYERCLASS_DEAD_MARINE,
	PLAYERCLASS_DEAD_ALIEN,
	PLAYERCLASS_COMMANDER,
	PLAYERCLASS_REINFORCING,
	PLAYERCLASS_SPECTATOR,
	PLAYERCLASS_READY	// to reinforce ?
}
not sure if its alien alive is what i called it too BUT this one exists
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