Raised This Month: $ Target: $400
 0% 

[CS:S/CS:GO] GunGame


Post New Thread Reply   
 
Thread Tools Display Modes
wtfaatp
Senior Member
Join Date: Jul 2010
Old 09-14-2012 , 01:22   Re: [CS:S/CS:GO] GunGame
Reply With Quote #3621

Quote:
Originally Posted by altex View Post
1. Can you close it with 1,2 or 3?
2. This pkugin does not spawn a player.
What lord was trying to say is the following...


If you have bots on the server you are able to take over the bot and still earn levels...


I personally dont like it either.. However I would love to force them to use only a knife.
__________________
SourceMod : 1.10.0 (Official) | MetaMod : 1.10.7 (Official)
Server : NFOservers - Windows
wtfaatp is offline
apothegm
Member
Join Date: Jul 2012
Old 09-14-2012 , 02:30   Re: [CS:S/CS:GO] GunGame
Reply With Quote #3622

Quote:
Originally Posted by wtfaatp View Post
What lord was trying to say is the following...


If you have bots on the server you are able to take over the bot and still earn levels...


I personally dont like it either.. However I would love to force them to use only a knife.
add the following command to your gungame.mapconfig.txt:

Code:
sm_cvar bot_controllable 0  //stops players from controlling bots
As far as bots only using only knives goes. I see the command/cvar when I type "find bot_knives_only". But I can't set it normally or with sm_cvar. Perhaps it's not implemented yet.

Last edited by apothegm; 09-14-2012 at 02:34.
apothegm is offline
Sheepdude
SourceMod Donor
Join Date: Aug 2012
Location: Chicago
Old 09-14-2012 , 03:12   Re: [CS:S/CS:GO] GunGame
Reply With Quote #3623

Quote:
Originally Posted by apothegm View Post
add the following command to your gungame.mapconfig.txt:

Code:
sm_cvar bot_controllable 0  //stops players from controlling bots
You, apothegm, are a genius. I didn't know disabling bot takeover was already implemented - very nice!

In the meantime, while we are waiting for a proper GunGame update, I've compiled a version with a couple changes for myself:

1. Multiple "Multikill" sounds allowed in the config, in the same manner as "Winner" sounds.
2. "FriendlyFireOnOff 1" now prints the correct boolean for "mp_friendlyfire".

Regarding #2, here is what I changed the code to in util.sp:

Code:
    if ( Status ) {
        CPrintToChatAll("%t", "Friendly Fire has been enabled");
    } else {
        CPrintToChatAll("%t", "Friendly Fire has been disabled");
    }
The above code is correct for "mp_friendlyfire 0" and "FriendlyFireOnOff 1" at round start, but I don't know if it's correct if you are using it the other way (I'm not sure what "Status" is).
Although I'm not sure why you'd want to start with FF on and switch it off anyway.
Attached Files
File Type: zip psychogungamehack.zip (233.3 KB, 148 views)
Sheepdude is offline
cssBOT
Senior Member
Join Date: Apr 2009
Old 09-14-2012 , 03:42   Re: [CS:S/CS:GO] GunGame
Reply With Quote #3624

Quote:
Originally Posted by altex View Post
What workaround?
Discussed here: http://forums.alliedmods.net/showthread.php?t=195177

Implemented in Quake sounds here: http://forums.alliedmods.net/showpos...&postcount=733

I can confirm the implementation works with music sound turned off.
cssBOT is offline
PlasteR
Senior Member
Join Date: May 2011
Location: Poland
Old 09-14-2012 , 03:45   Re: [CS:S/CS:GO] GunGame
Reply With Quote #3625

Quote:
/* ----- [1.3. objectives] ----- */

/* Give x number of level by completing the bomb planting/defusing objectives.
* Amount giving base on the value setting.
*/
"ObjectiveBonus" "3"

/* Enables objective bonus on last level */
"ObjectiveBonusWin" "0"

/**
* Gives objective bonus on exploding the bomb instead of planting
* 0 - bonus on planting
* 1 - bonus on exploding
*/
"ObjectiveBonusExplode" "1"
Is it possible to add an option for fulfilling the purpose of the map (disarming a bomb or explosion) to remain free the whole team rather than one player?
__________________
PlasteR is offline
apothegm
Member
Join Date: Jul 2012
Old 09-14-2012 , 03:52   Re: [CS:S/CS:GO] GunGame
Reply With Quote #3626

Quote:
Originally Posted by cssBOT View Post
Discussed here: http://forums.alliedmods.net/showthread.php?t=195177

Implemented in Quake sounds here: http://forums.alliedmods.net/showpos...&postcount=733

I can confirm the implementation works with music sound turned off.
I haven't tried to compile this or test it yet, but could this work?

Code:
UTIL_PlaySound(client, Sounds:type, entity = SOUND_FROM_PLAYER, bool:stop = false) {
    if (!EventSounds[type][0]) {
        return;
    }
    if (client && (!IsClientInGame(client) || IsFakeClient(client))) {
        return;
    }

    if (g_Cfg_MultiplySoundVolume <= 1 || g_Cfg_MultiplySoundVolume > 5) {
        if (!client) {
            //EmitSoundToAll(EventSounds[type], entity, _, SNDLEVEL_RAIDSIREN, stop?SND_STOPLOOPING:SND_NOFLAGS);
		ClientCommand(client, "play *%s",EventSounds[type]);
        } else {
            //EmitSoundToClient(client, EventSounds[type], entity, _, SNDLEVEL_RAIDSIREN, stop?SND_STOPLOOPING:SND_NOFLAGS);
		ClientCommand(client, "play *%s",EventSounds[type]);
        }
    } else {
        for (new i=0; i<g_Cfg_MultiplySoundVolume; i++) {
            if (!client) {
                //EmitSoundToAll(EventSounds[type], entity, _, SNDLEVEL_RAIDSIREN, stop?SND_STOPLOOPING:SND_NOFLAGS);
		ClientCommand(client, "play *%s",EventSounds[type]);
            } else {
                //EmitSoundToClient(client, EventSounds[type], entity, _, SNDLEVEL_RAIDSIREN, stop?SND_STOPLOOPING:SND_NOFLAGS);
		ClientCommand(client, "play *%s",EventSounds[type]);
            }
        }
    }
}
apothegm is offline
PlasteR
Senior Member
Join Date: May 2011
Location: Poland
Old 09-14-2012 , 07:12   Re: [CS:S/CS:GO] GunGame
Reply With Quote #3627

Quote:
"BlockWeaponSwitchIfKnife" "1"
No work for CS:GO "KnifeGG" (Knife Gold)
__________________
PlasteR is offline
LordMarqus
Senior Member
Join Date: Sep 2009
Location: Poland
Old 09-14-2012 , 12:37   Re: [CS:S/CS:GO] GunGame
Reply With Quote #3628

Quote:
Originally Posted by altex View Post
1. Can you close it with 1,2 or 3?
2. This pkugin does not spawn a player.
1. Yes but only on the first page.
2. Well this is true but anyway it doesn't work as expected.
__________________
My public plugins: [CS:S/CS:GO] Last Man Standing
LordMarqus is offline
Illogical
Junior Member
Join Date: Sep 2012
Old 09-14-2012 , 22:57   Re: [CS:S/CS:GO] GunGame
Reply With Quote #3629

need help, I can't get

bot_difficulty 5
bot_chatter "off"
bot_join_after_player 0
bot_quota 6
bot_quota_mode "fill"

to work anywhere, I'm trying to have 3 bots on each team at all times and replace them with players joining. Even if I use the cvars in console in-game it won't change and it is still just 2 v 2 bots. and If I join it's still me+1bot vs 2 bots. Any idea how I can get 3v3?

EDIT: after running "status" in the console it's showing my server as having 5 players (me speccing +4 bots) but it also shows 24/24 max players... does this mean the server thinks it's full when it isn't?
__________________

Last edited by Illogical; 09-14-2012 at 23:17.
Illogical is offline
tamadrums92
Junior Member
Join Date: Jul 2012
Old 09-15-2012 , 03:04   Re: [CS:S/CS:GO] GunGame
Reply With Quote #3630

I'm having an issue since the latest update to 1.2.4.5 from 1.1.9.1. It seems when a player is on nade level, they throw the nade miss. Then they knife someone and it ends the game/map. I'm running The hooks version of this, not sure if it makes a difference. Since Valve's 9-1 update Everything seems to go wrong.

extra: there is no error logs for this issue.

Last edited by tamadrums92; 09-15-2012 at 03:04.
tamadrums92 is offline
Reply



Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 21:42.


Powered by vBulletin®
Copyright ©2000 - 2024, vBulletin Solutions, Inc.
Theme made by Freecode