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[CS:S] Bot2Player


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Bittersweet
Veteran Member
Join Date: May 2012
Old 05-15-2013 , 17:31   Re: [CS:S] Bot2Player
Reply With Quote #21

Version public.2013.05.15.17.13 is released. Please notice the filenames have changed - underscores replace periods: bot2player_public.*. You still will see invalid weapon entities in your error logs. I'm not sure why, I'm checking those for validity where the error is happening, so I'll have to research that. Some cvars and a configuration file have been added.
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Thank you in advance for your help

My plugins:
[CS:S] BOT Swat | [ANY] CVAR Randomizer | [CS:S] SM CS:S Tag Beta | [CS:S] Bot2Player
Awesome & Crucial plugins by other people:
[CS:S/CS:GO] GunGame | [UMC3] Ultimate Mapchooser | [ANY] Server Crontab | [ANY] SM ForceCamera

Last edited by Bittersweet; 05-15-2013 at 17:50.
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Bittersweet
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Join Date: May 2012
Old 05-22-2013 , 17:03   Re: [CS:S] Bot2Player
Reply With Quote #22

I forget to mention that I had uploaded version public.2013.05.20.16.48, which contains a fix for players being able to take over BOTs that have died.
__________________
Thank you in advance for your help

My plugins:
[CS:S] BOT Swat | [ANY] CVAR Randomizer | [CS:S] SM CS:S Tag Beta | [CS:S] Bot2Player
Awesome & Crucial plugins by other people:
[CS:S/CS:GO] GunGame | [UMC3] Ultimate Mapchooser | [ANY] Server Crontab | [ANY] SM ForceCamera
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DoPe^
Veteran Member
Join Date: Jul 2008
Location: Denmark / Copenhagen
Old 05-22-2013 , 17:06   Re: [CS:S] Bot2Player
Reply With Quote #23

hmm, what about adding so it only show's how much money you need and so on when you are spectating a bot? since it's still being shown even though there are no bots playing.
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Bittersweet
Veteran Member
Join Date: May 2012
Old 05-22-2013 , 17:16   Re: [CS:S] Bot2Player
Reply With Quote #24

Quote:
Originally Posted by DoPe^ View Post
hmm, what about adding so it only show's how much money you need and so on when you are spectating a bot? since it's still being shown even though there are no bots playing.
Really? I don't think it does on my server - it says something like "You can't take over human players", though I do know that if you don't have enough money, it will show your price even though there might not be any BOTs playing at the moment. It says something like "You need $X to take over a BOT". I see value in showing the price, even if there is no BOT to take over at the moment, because that is the only place it's shown, and people might forget how much it costs for them. I know I do.

Perhaps I could add a cvar something like bot2player_messagelevel and have different levels something like:
0 - Never show any messages at all
1 - Show messages only when there are BOTs to take over
2 - Show standard messages

Whatcha think?

The way this week has been going, it's no small project, so it'll probably have to wait until the weekend until I get to it.
__________________
Thank you in advance for your help

My plugins:
[CS:S] BOT Swat | [ANY] CVAR Randomizer | [CS:S] SM CS:S Tag Beta | [CS:S] Bot2Player
Awesome & Crucial plugins by other people:
[CS:S/CS:GO] GunGame | [UMC3] Ultimate Mapchooser | [ANY] Server Crontab | [ANY] SM ForceCamera

Last edited by Bittersweet; 05-22-2013 at 17:18.
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Harley
Member
Join Date: Aug 2006
Old 06-16-2013 , 13:43   Re: [CS:S] Bot2Player
Reply With Quote #25

Nice work THX but

L 06/16/2013 - 19:11:00: [SM] Displaying call stack trace for plugin "bot2player_public.smx":
L 06/16/2013 - 19:11:00: [SM] [0] Line 222, D:\MY_PLUGINS\bot2player_public.sp::OnPlayerR unCmd()
L 06/16/2013 - 19:11:00: [SM] Native "GetClientTeam" reported: Client 7 is not in game
L 06/16/2013 - 19:11:00: [SM] Displaying call stack trace for plugin "bot2player_public.smx":
L 06/16/2013 - 19:11:00: [SM] [0] Line 222, D:\MY_PLUGINS\bot2player_public.sp::OnPlayerR unCmd()
L 06/16/2013 - 19:11:14: [SM] Native "GetEntData" reported: Entity 7 (7) is invalid
L 06/16/2013 - 19:11:14: [SM] Displaying call stack trace for plugin "bot2player_public.smx":
L 06/16/2013 - 19:11:14: [SM] [0] Line 439, D:\MY_PLUGINS\bot2player_public.sp::GetMoney( )
L 06/16/2013 - 19:11:14: [SM] [1] Line 352, D:\MY_PLUGINS\bot2player_public.sp::Event_Pla yerDeath()
L 06/16/2013 - 19:11:20: [SM] Native "GetEntData" reported: Entity 7 (7) is invalid
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Bittersweet
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Join Date: May 2012
Old 06-16-2013 , 18:29   Re: [CS:S] Bot2Player
Reply With Quote #26

Quote:
Originally Posted by Harley View Post
Nice work THX but

L 06/16/2013 - 19:11:00: [SM] Displaying call stack trace for plugin "bot2player_public.smx":
L 06/16/2013 - 19:11:00: [SM] [0] Line 222, D:\MY_PLUGINS\bot2player_public.sp::OnPlayerR unCmd()
L 06/16/2013 - 19:11:00: [SM] Native "GetClientTeam" reported: Client 7 is not in game
L 06/16/2013 - 19:11:00: [SM] Displaying call stack trace for plugin "bot2player_public.smx":
L 06/16/2013 - 19:11:00: [SM] [0] Line 222, D:\MY_PLUGINS\bot2player_public.sp::OnPlayerR unCmd()
L 06/16/2013 - 19:11:14: [SM] Native "GetEntData" reported: Entity 7 (7) is invalid
L 06/16/2013 - 19:11:14: [SM] Displaying call stack trace for plugin "bot2player_public.smx":
L 06/16/2013 - 19:11:14: [SM] [0] Line 439, D:\MY_PLUGINS\bot2player_public.sp::GetMoney( )
L 06/16/2013 - 19:11:14: [SM] [1] Line 352, D:\MY_PLUGINS\bot2player_public.sp::Event_Pla yerDeath()
L 06/16/2013 - 19:11:20: [SM] Native "GetEntData" reported: Entity 7 (7) is invalid
New version public.2013.06.13.18.13 uploaded. It contains additional checks to suppress those errors.
__________________
Thank you in advance for your help

My plugins:
[CS:S] BOT Swat | [ANY] CVAR Randomizer | [CS:S] SM CS:S Tag Beta | [CS:S] Bot2Player
Awesome & Crucial plugins by other people:
[CS:S/CS:GO] GunGame | [UMC3] Ultimate Mapchooser | [ANY] Server Crontab | [ANY] SM ForceCamera
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Harley
Member
Join Date: Aug 2006
Old 06-19-2013 , 08:13   Re: [CS:S] Bot2Player
Reply With Quote #27

thx for the new version
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Harley
Member
Join Date: Aug 2006
Old 06-23-2013 , 12:37   Re: [CS:S] Bot2Player
Reply With Quote #28

Next Log

L 06/23/2013 - 17:12:50: [SM] Native "GetClientTeam" reported: Client 2 is not in game
L 06/23/2013 - 17:12:50: [SM] Displaying call stack trace for plugin "bot2player_public.smx":
L 06/23/2013 - 17:12:50: [SM] [0] Line 222, D:\MY_PLUGINS\bot2player_public.sp::OnPlayerR unCmd()
L 06/23/2013 - 17:180: [SM] Native "GetClientTeam" reported: Client 4 is not in game
L 06/23/2013 - 17:180: [SM] Displaying call stack trace for plugin "bot2player_public.smx":
L 06/23/2013 - 17:180: [SM] [0] Line 297, D:\MY_PLUGINS\bot2player_public.sp:isplayTa keOverMessage()
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Bittersweet
Veteran Member
Join Date: May 2012
Old 06-23-2013 , 17:49   Re: [CS:S] Bot2Player
Reply With Quote #29

Quote:
Originally Posted by Harley View Post
Next Log

L 06/23/2013 - 17:12:50: [SM] Native "GetClientTeam" reported: Client 2 is not in game
L 06/23/2013 - 17:12:50: [SM] Displaying call stack trace for plugin "bot2player_public.smx":
L 06/23/2013 - 17:12:50: [SM] [0] Line 222, D:\MY_PLUGINS\bot2player_public.sp::OnPlayerR unCmd()
L 06/23/2013 - 17:180: [SM] Native "GetClientTeam" reported: Client 4 is not in game
L 06/23/2013 - 17:180: [SM] Displaying call stack trace for plugin "bot2player_public.smx":
L 06/23/2013 - 17:180: [SM] [0] Line 297, D:\MY_PLUGINS\bot2player_public.sp:isplayTa keOverMessage()
In both cases, there is a check in place for the client being connected on the previous line of code. Adding additional checks would probably not prevent the occasional appearance of these types of messages, which are harmless errors. Checking for a client connection on each line of code that involves a client, rather than checking once at the beginning of a block of code - that would be quite a bit of overhead, and not necessary in my opinion.
__________________
Thank you in advance for your help

My plugins:
[CS:S] BOT Swat | [ANY] CVAR Randomizer | [CS:S] SM CS:S Tag Beta | [CS:S] Bot2Player
Awesome & Crucial plugins by other people:
[CS:S/CS:GO] GunGame | [UMC3] Ultimate Mapchooser | [ANY] Server Crontab | [ANY] SM ForceCamera
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thetwistedpanda
Good Little Panda
Join Date: Sep 2008
Old 06-23-2013 , 18:06   Re: [CS:S] Bot2Player
Reply With Quote #30

*poof*, this shouldn't result in any errors, it was just flawed logic. You should always check IsClientInGame / IsClientConnected when there's a potential for the client to not be there >.<; the overhead is negligible. No error is harmless, a functioning plugin shouldn't produce any.
PHP Code:
        
        
if(IsClientInGame(iClient))
        {
            for (new 
1<= MaxClientsi++)
            {
                if(!
IsClientInGame(i) || == iClient || !IsPlayerAlive(i))
                    continue;
                
                if(
GetClientTeam(i) == MyTeam)
                    
TeamMatesAlive++;
            }
        } 
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Last edited by thetwistedpanda; 06-23-2013 at 18:08.
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