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


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taRik
AlliedModders Donor
Join Date: Apr 2010
Old 04-16-2014 , 14:36   Re: [CS:GO] Deathmatch Goes Advanced (v0.7.14b, 2014-04-13)
Reply With Quote #221

L 04/16/2014 - 133:57: [deathmatch.smx] Cant set Cvar "dm_remove_map_weapons": Not found
L 04/16/2014 - 133:57: [deathmatch.smx] Cant set Cvar "dm_remove_map_weapons": Not found

Any ideas what these errors could be related to?

Oh and, another question: How exactly does the cvar 'dm_spawn_min_team_distance_ratio' work? I run an FFA server, would it be wise to raise it to 0.3?

Last edited by taRik; 04-16-2014 at 14:43.
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loki15
Senior Member
Join Date: Apr 2012
Location: Ukraine
Old 04-16-2014 , 15:43   Re: [CS:GO] Deathmatch Goes Advanced (v0.7.14b, 2014-04-13)
Reply With Quote #222

How to disable friendly fire? config "mp_friendlyfire " "0" does not work!
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taRik
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Join Date: Apr 2010
Old 04-16-2014 , 16:31   Re: [CS:GO] Deathmatch Goes Advanced (v0.7.14b, 2014-04-13)
Reply With Quote #223

Quote:
Originally Posted by loki15 View Post
How to disable friendly fire? config "mp_friendlyfire " "0" does not work!
"mp_teammates_are_enemies" to 0 in the deathmatch.ini

Make sure you do it under the Fy section.

Last edited by taRik; 04-16-2014 at 16:31.
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loki15
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Join Date: Apr 2012
Location: Ukraine
Old 04-16-2014 , 16:32   Re: [CS:GO] Deathmatch Goes Advanced (v0.7.14b, 2014-04-13)
Reply With Quote #224

Quote:
Originally Posted by taRik View Post
"mp_teammates_are_enemies" to 0 in the deathmatch.ini

Make sure you do it under the Fy section.
thanks already found))
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h3bus
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Join Date: Nov 2013
Old 04-17-2014 , 02:41   Re: [CS:GO] Deathmatch Goes Advanced (v0.7.14b, 2014-04-13)
Reply With Quote #225

Quote:
Originally Posted by redf0x View Post
The only hurdle I've faced that might help others is that if you started using this plugin from it's start, redownload the .ini file and start over because a few cvars have changed or been removed. (dm_armour for example, which causes an error in the log files).
Yes, I notify the Cvar changes in changelog and try to minimize those changes.
dm_armour has been replaced by dm_kevlar_start and dm_kevlar_max since kevlar can be refilled on kill (v0.7.14).

I know that those Cvar modification can be a hurdle but I've no choice sometimes.

Quote:
Originally Posted by loki15 View Post
How to make that all the maps have all the weapons and the AWP in th number?
I don't really understand what you need, but if you want to add awp see https://forums.alliedmods.net/showpo...4&postcount=14

Quote:
Originally Posted by taRik View Post
L 04/16/2014 - 133:57: [deathmatch.smx] Cant set Cvar "dm_remove_map_weapons": Not found
L 04/16/2014 - 133:57: [deathmatch.smx] Cant set Cvar "dm_remove_map_weapons": Not found

Any ideas what these errors could be related to?
This cvar was removed in v0.7.10 and are replaced by dm_entity_remove_plugin and dm_entity_remove_user.
I guess you still have a reference to that Cvar in your ini file.

However, those errors are not fatal and plugin just continues not setting the non-existant Cvar

Quote:
Originally Posted by taRik View Post
Oh and, another question: How exactly does the cvar 'dm_spawn_min_team_distance_ratio' work? I run an FFA server, would it be wise to raise it to 0.3?
The plugin calculate the maximum distance between team spawn points. This could be distance between T or CT spawn if mp_randomspawn is 0, or between DM points if mp_randomspawn is 1.

Then it applies dm_spawn_min_team_distance_ratio * Distance = MinTeamDistance.
When spawning, it tries to spawn teammates at a distance higher than MinTeamDistance.

In the other hand dm_spawn_median_distance_ratio applies to ennemies and specifies a target distance (not only a minimum distance) so that plugin will try to spawn ennemies at this distance from each other.

I personnaly like having this ratio between 0.15 and 0.2.

Note that a ratio of 0 will spawn players as near as it can (with matching LOS) and a ratio of 1 will push them as far as it can from each others. You can play with these values in game with the map overview active to observe result.
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taRik
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Join Date: Apr 2010
Old 04-23-2014 , 21:42   Re: [CS:GO] Deathmatch Goes Advanced (v0.7.14b, 2014-04-13)
Reply With Quote #226

Edit: Never mind. Thank you for the clarification.

Last edited by taRik; 04-24-2014 at 00:14.
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h3bus
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Join Date: Nov 2013
Old 04-24-2014 , 02:45   Re: [CS:GO] Deathmatch Goes Advanced (v0.7.14b, 2014-04-13)
Reply With Quote #227

I'm currently working on weapon transfert which is almost ready.
Along with this an heavy rework on weapon management system has been done that improve a lot weapon removal.

I still have some misbehavior to sort out, but hopefully that version will be release during next week-end.
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h3bus
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Join Date: Nov 2013
Old 04-24-2014 , 14:26   Re: [CS:GO] Deathmatch Goes Advanced (v0.7.14c, 2014-04-24)
Reply With Quote #228

Quote:
v0.7.14c 24/04/2014:
- Updated gamedata
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EverGreen_28
New Member
Join Date: Apr 2014
Old 04-26-2014 , 09:51   Re: [CS:GO] Deathmatch Goes Advanced (v0.7.14c, 2014-04-24)
Reply With Quote #229

Hi H3bus, please check this bug with the following variables.
The bug is around the defuse kit, when kill a CT player, this not be able to reassign a new defuse kit.
Or when joining a server, the player must wait for the end of the round to get a new defuse kit.
server var's:
Code:
dm_remove_objectives "0"
mp_defuser_allocation "1"
mp_give_player_c4 "1"
mp_death_drop_defuser "0"
The only solution I know is to set the var
Code:
mp_death_drop_defuser "1"
But produces lag over time.
Thx H3bus, this plugin with/out bug's is very nice!!!
PD: sorry for my bad english

Last edited by EverGreen_28; 04-26-2014 at 09:52.
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redf0x
AlliedModders Donor
Join Date: Jan 2013
Location: NE
Old 04-26-2014 , 13:21   Re: [CS:GO] Deathmatch Goes Advanced (v0.7.14c, 2014-04-24)
Reply With Quote #230

Is there a way to set it so it only refills the ammo if you headshot someone rather than every kill?
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