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[CS:GO] Deathmatch Goes Advanced (v0.13.8, 23/01/2016)


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h3bus
AlliedModders Donor
Join Date: Nov 2013
Old 02-17-2014 , 16:52   Re: [CS:GO] Deathmatch Goes Advanced (v0.4.1, 2014-02-13)
Reply With Quote #71

Quote:
Originally Posted by Subray View Post
h3bus

you came from this plugin (https://forums.alliedmods.net/showthread.php?t=189577) right?!
It had implemented spawn editor... worked like a charm. just saying you should have keep it.

and yeah i have them all off:

// Disable weapon/stuff on map
"mp_weapons_allow_map_placed" "0"
"mp_death_drop_defuser" "0"
"mp_death_drop_grenade" "0"
"mp_death_drop_gun" "0"
"mp_defuser_allocation" "0"
"sv_infinite_ammo" "0"

replicated on my server cfg file


warmup time is only 1s. so my server doesn't have warmup.
Code:
v0.5 17/02/2014
- Warmup can now be disabled by setting dm_warmup_time 0
- Any spawned weapon that is not assigned to a player will be removed
- Added new admin commands dm_respawn_dead and dm_load

Last edited by h3bus; 02-17-2014 at 16:52.
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Subray
Junior Member
Join Date: Apr 2011
Old 02-17-2014 , 17:31   Re: [CS:GO] Deathmatch Goes Advanced (v0.4.1, 2014-02-13)
Reply With Quote #72

Quote:
Originally Posted by h3bus View Post
Code:
v0.5 17/02/2014
- Warmup can now be disabled by setting dm_warmup_time 0
- Any spawned weapon that is not assigned to a player will be removed
- Added new admin commands dm_respawn_dead and dm_load
nice.

will update asap and give feedback.

one more question. iam running the server as competitive.. do you advise to change it do DM? Or is this not an issue?

thnx
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csgo PT servers:
DM: 188.93.237.11:1343
AIM / AWP: 188.93.237.11:1344
Classic: 188.93.237.11:1346
Team-DM: 188.93.237.11:1345
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Maxximou5
AlliedModders Donor
Join Date: Feb 2013
Old 02-17-2014 , 18:21   Re: [CS:GO] Deathmatch Goes Advanced (v0.5, 2014-02-17)
Reply With Quote #73

Quote:
Originally Posted by h3bus View Post
Plugin will work in both modes.

However in mode 2 UI will have:
- No display of team score and team players in top of screen
- Instead, ranking of player is displayed on top
- Game issues an alert when you take the lead
- End score panel will show the winner (highest score) instead of team score.
- ...maybe more

For those reasons I prefer mode 2, but again this is only cosmetic.
Ultimately, it is your preference.

Last edited by Maxximou5; 02-17-2014 at 18:22.
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h3bus
AlliedModders Donor
Join Date: Nov 2013
Old 02-18-2014 , 07:08   Re: [CS:GO] Deathmatch Goes Advanced (v0.4.1, 2014-02-13)
Reply With Quote #74

Quote:
Originally Posted by Subray View Post
you came from this plugin (https://forums.alliedmods.net/showthread.php?t=189577) right?!
It had implemented spawn editor... worked like a charm. just saying you should have keep it.
Yes but I currently don't know how this works.
I would have to dig deep into it before re-integrating it.

Until then you'll have to use the original plugin from sniperUK or use an additional plugin for spam points.
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MajorRabbit
New Member
Join Date: Feb 2014
Old 02-18-2014 , 13:05   Re: [CS:GO] Deathmatch Goes Advanced (v0.5, 2014-02-17)
Reply With Quote #75

hi...

sry for my poor english...

is in planing to integrate the new pistol in csgo?

and where i can adjust the spawnpoints?
MajorRabbit is offline
nguyenbaodanh
AlliedModders Donor
Join Date: Jun 2007
Location: HCMC, Vietnam
Old 02-19-2014 , 02:23   Re: [CS:GO] Deathmatch Goes Advanced (v0.5, 2014-02-17)
Reply With Quote #76

I feel like it's lagging a little bit by compare with https://forums.alliedmods.net/showthread.php?t=189577 plugin ... I don't know, or is it only my feeling ?
Alot of players in my server told me the same lagging feeling too... so I think I should tell if you can make some optimize for better playing experiences.
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h3bus
AlliedModders Donor
Join Date: Nov 2013
Old 02-19-2014 , 02:53   Re: [CS:GO] Deathmatch Goes Advanced (v0.5, 2014-02-17)
Reply With Quote #77

There is some action performed on weapon fire event that you can disable by setting dm_replenish_ammo to 0 (to see if lag disapear).
This is the only function that might be called to often and use CPU.
I'll have to check if I can replace this by more cleaner code...

EDIT: Also plugin uses translations which might cause server load, you can try dm_hp_messages 0

EDIT2: Attached version changes how it detects reloading of weapons and might significantly lower CPU load by no longer hooking weapon fire event.

EDIT3: Tested, it works seemlessly on my server, don't know if performances are improved though

v0.5.1-preview
Attached Files
File Type: zip deathmatch.zip (84.1 KB, 114 views)

Last edited by h3bus; 02-19-2014 at 13:20.
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ximenchoufeng
Member
Join Date: Jul 2013
Old 02-19-2014 , 04:08   Re: [CS:GO] Deathmatch Goes Advanced (v0.5, 2014-02-17)
Reply With Quote #78

the map aim_road_p2000 i use p2000 config
but someone usp somme one p2000
thanks ...
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h3bus
AlliedModders Donor
Join Date: Nov 2013
Old 02-19-2014 , 04:17   Re: [CS:GO] Deathmatch Goes Advanced (v0.5, 2014-02-17)
Reply With Quote #79

Quote:
Originally Posted by ximenchoufeng View Post
the map aim_road_p2000 i use p2000 config
but someone usp somme one p2000
thanks ...
Could you attach your deathmatch.ini ?
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h3bus
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Join Date: Nov 2013
Old 02-19-2014 , 05:01   Re: [CS:GO] Deathmatch Goes Advanced (v0.5, 2014-02-17)
Reply With Quote #80

Quote:
Originally Posted by MajorRabbit View Post
is in planing to integrate the new pistol in csgo?
It is already there: weapon_cz75a
Quote:
Originally Posted by MajorRabbit View Post
and where i can adjust the spawnpoints?
You can't currently.
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