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[ANY] AFK Manager (Version 4.3.0 / Updated July 2nd 2018)


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santaclaus
Senior Member
Join Date: Dec 2008
Old 08-21-2010 , 03:20   Re: AFK Manager (Any Mod) (Version 3.2.9 / Updated May 29 2010)
Reply With Quote #651

There's no bots.

It's ZReloaded as you mentioned though.
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Rothgar
Veteran Member
Join Date: Nov 2007
Old 08-21-2010 , 21:21   Re: AFK Manager (Any Mod) (Version 3.2.9 / Updated May 29 2010)
Reply With Quote #652

Quote:
Originally Posted by santaclaus View Post
There's no bots.

It's ZReloaded as you mentioned though.
I have seen that issue reported before and I can't remember if the commonality is Zombie Reloaded.

Maybe it does something weird to players?
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Punkk
Junior Member
Join Date: Aug 2010
Old 08-24-2010 , 08:28   Re: AFK Manager (Any Mod) (Version 3.2.9 / Updated May 29 2010)
Reply With Quote #653

Quote:
Originally Posted by compile.sh
antitk.sp(2035) : warning 203: symbol is never used: "RemoveTKer"
antitk.sp(419) : warning 204: symbol is assigned a value that is never used: "of fsCashAmmount"
Header size: 5852 bytes
Code size: 49176 bytes
Data size: 26984 bytes
Stack/heap size: 16384 bytes; Total requirements: 98396 bytes

Quote:
Originally Posted by log
L 08/24/2010 - 16:20:22: [SM] Displaying call stack trace for plugin "antitk.smx":
L 08/24/2010 - 16:20:22: [SM] [0] Line 1980, antitk.sp::CheckAdminImmunity()
L 08/24/2010 - 16:20:22: [SM] [1] Line 1304, antitk.sp::Event_PlayerHurt()


L 08/24/2010 - 17:15:26: [SM] Displaying call stack trace for plugin "antitk.smx":
L 08/24/2010 - 17:15:26: [SM] [0] Line 1661, antitk.sp::ForgivePlayer()
L 08/24/2010 - 17:15:26: [SM] [1] Line 1537, antitk.sp:unishmentMenuSelected()

Last edited by Punkk; 08-24-2010 at 09:18.
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Rothgar
Veteran Member
Join Date: Nov 2007
Old 08-24-2010 , 18:37   Re: AFK Manager (Any Mod) (Version 3.2.9 / Updated May 29 2010)
Reply With Quote #654

Uh, wrong thread I can see
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boominz28
Junior Member
Join Date: Jun 2010
Old 08-31-2010 , 01:39   Re: AFK Manager (Any Mod) (Version 3.2.9 / Updated May 29 2010)
Reply With Quote #655

I have your plugin and everything seems to work it puts them in spec but does not kick them from spectate if afk for the time i have alloted , what do you need in order to help me solve the issue. I have a rented windows server running sourcemod latest version, with gungame 5.1 event scripts, esp , sdk hooks
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Conrad500
Junior Member
Join Date: Aug 2010
Old 08-31-2010 , 03:44   Re: AFK Manager (Any Mod) (Version 3.2.9 / Updated May 29 2010)
Reply With Quote #656

I love this plugin. It is perfect. Thank you very much.
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Rothgar
Veteran Member
Join Date: Nov 2007
Old 08-31-2010 , 06:16   Re: AFK Manager (Any Mod) (Version 3.2.9 / Updated May 29 2010)
Reply With Quote #657

Quote:
Originally Posted by boominz28 View Post
I have your plugin and everything seems to work it puts them in spec but does not kick them from spectate if afk for the time i have alloted , what do you need in order to help me solve the issue. I have a rented windows server running sourcemod latest version, with gungame 5.1 event scripts, esp , sdk hooks
What is your config?
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Rothgar
Veteran Member
Join Date: Nov 2007
Old 08-31-2010 , 09:42   Re: AFK Manager (Any Mod) (Version 3.2.9 / Updated May 29 2010)
Reply With Quote #658

Quote:
Originally Posted by Conrad500 View Post
I love this plugin. It is perfect. Thank you very much.
Thanks
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boominz28
Junior Member
Join Date: Jun 2010
Old 09-09-2010 , 03:35   Re: AFK Manager (Any Mod) (Version 3.2.9 / Updated May 29 2010)
Reply With Quote #659

Roth here is what you requested.


// This file was auto-generated by SourceMod (v1.3.4)
// ConVars for plugin "afk_manager.smx"

// Admin Flag for immunity? Leave Blank for any flag.
// -
// Default: ""
sm_afk_admins_flag ""
// Are Admins immune to the AFK Manager? [0 = DISABLED, 1 = COMPLETE IMMUNITY, 2 = KICK IMMUNITY, 3 = MOVE IMMUNITY]
// -
// Default: "1"
sm_afk_admins_immune "1"
// Is the AFK manager enabled or disabled? [0 = FALSE, 1 = TRUE]
// -
// Default: "1"
sm_afk_enable "1"
// Should the AFK manager exclude checking dead players? [0 = FALSE, 1 = TRUE]
// -
// Default: "0"
sm_afk_exclude_dead "0"
// Minimum amount of connected clients needed to kick AFK clients.
// -
// Default: "6"
sm_afk_kick_min_players "2"
// Should the AFK manager kick clients? [0 = DISABLED, 1 = KICK ALL, 2 = ALL EXCEPT SPECTATORS, 3 = SPECTATORS ONLY]
// -
// Default: "1"
sm_afk_kick_players "3"
// Time in seconds (total) client must be AFK before being kicked.
// -
// Default: "120.0"
sm_afk_kick_time "120.0"
// Time in seconds remaining, player should be warned before being kicked for AFK. [DEFAULT: 30.0 seconds]
// -
// Default: "30.0"
sm_afk_kick_warn_time "30.0"
// Threshold for amount of movement required to mark a player as AFK. [0 = NONE, DEFAULT: 30.0]
// -
// Default: "30.0"
sm_afk_location_threshold "30.0"
// Minimum amount of connected clients needed to move clients to spectator.
// -
// Default: "4"
sm_afk_move_min_players "4"
// Move AFK clients to spec before kicking them? [0 = FALSE, 1 = TRUE]
// -
// Default: "0"
sm_afk_move_spec "1"
// Time in seconds (total) client must be AFK before being moved to spectator.
// -
// Default: "60.0"
sm_afk_move_time "60.0"
// Time in seconds remaining, player should be warned before being moved for AFK. [DEFAULT: 30.0 seconds]
// -
// Default: "30.0"
sm_afk_move_warn_time "30.0"
// Should the AFK manager warn team 0 (Usually unassigned) players? (Disabling may not work for some games) [0 = FALSE, 1 = TRUE, DEFAULT: 1]
// -
// Default: "1"
sm_afk_move_warn_unassigned "1"
// Time in seconds, player should have moved from spawn before being flagged AFK. [0 = DISABLED, DEFAULT: 20.0 seconds]
// -
// Default: "20.0"
sm_afk_spawn_time "20.0"
// Current version of the AFK Manager
// -
// Default: "3.2.9"
sm_afkm_version "3.2.9"
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Rothgar
Veteran Member
Join Date: Nov 2007
Old 09-10-2010 , 18:44   Re: AFK Manager (Any Mod) (Version 3.2.9 / Updated May 29 2010)
Reply With Quote #660

That is weird, I made a post on this thread saying that that config looked fine but it seems to have vanished...

Something may have changed in an update, so is it possible to get access to your server to test?

Have you tried a debug build with say 1 player?

I think I have decided what to do for the Spawn AFK system, I am going to make another cvar for a Warn time which would be by default 15 seconds. That way it should not print a message immediately for deathmatch in some cases but could also be customized.

Need to find someone to test the new build before I post though as a number of things have changed in hooking mechanism's etc.
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