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


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loki15
Senior Member
Join Date: Apr 2012
Location: Ukraine
Old 05-03-2014 , 17:05   Re: [CS:GO] Deathmatch Goes Advanced (v0.8.2, 2014-04-28)
Reply With Quote #271

When correct the bomb?

Last edited by loki15; 05-03-2014 at 17:06.
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SKINHEAD
Junior Member
Join Date: Mar 2014
Old 05-03-2014 , 17:26   Re: [CS:GO] Deathmatch Goes Advanced (v0.8.2, 2014-04-28)
Reply With Quote #272

Hmm, I have problem with Zeus. Drop on respawn.

cvar
"dm_zeus" "0"

cfg
mp_weapons_allow_zeus 0

http://www30.speedyshare.com/aj4gG/d...5-03-00001.jpg

Last edited by SKINHEAD; 05-03-2014 at 17:28.
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TUSK3N1337
SourceMod Donor
Join Date: Dec 2013
Location: Sweden
Old 05-03-2014 , 19:39   Re: [CS:GO] Deathmatch Goes Advanced (v0.8.2, 2014-04-28)
Reply With Quote #273

Quote:
Originally Posted by SKINHEAD View Post
Hmm, I have problem with Zeus. Drop on respawn.

cvar
"dm_zeus" "0"

cfg
mp_weapons_allow_zeus 0

http://www30.speedyshare.com/aj4gG/d...5-03-00001.jpg
Remove One Line in the deathmatch settings;

"Deathmatch"
{
"SectionOptions"
{
"AdminMenuName" "Game/Deathmatch"
"PlayerDisplay" "Deathmatch"
}

"Load"
{
"Configs" "Options Default"
"Configs" "Primary Aim"
"Configs" "Secondary Aim"
"Configs" "No Nades"
"Configs" "zeus" <----- REMOVE THIS LINE!
}
}

Right now on your server it will spawn a zeus to every player but since the player is not allowed to use zeus it drops on the ground.
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Rock N Roll Pyro
Junior Member
Join Date: May 2014
Old 05-03-2014 , 21:49   Re: [CS:GO] Deathmatch Goes Advanced (v0.8.2, 2014-04-28)
Reply With Quote #274

How do I make my server headshots only without me setting it all the time? It resets when everyone on my server leaves.
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h3bus
AlliedModders Donor
Join Date: Nov 2013
Old 05-04-2014 , 03:45   Re: [CS:GO] Deathmatch Goes Advanced (v0.8.2, 2014-04-28)
Reply With Quote #275

Quote:
Originally Posted by Piojo View Post
Hello h3bus, thank you for your hard work.

I was wondering, is there a way to disable the plugin on certain maps?

I'm using it on a private server with aim maps, but I'd like to be able to load competitive mode on competitive maps to practice grenades or some random scrim with friends.

Thank you.
Not really, see here: https://forums.alliedmods.net/showpo...1&postcount=86

Quote:
Originally Posted by loki15 View Post
When correct the bomb?
I will look into that tomorrow, I hope!
I've no idea what is happening and as a first step, I need to reproduce the bug.

Quote:
Originally Posted by Rock N Roll Pyro View Post
How do I make my server headshots only without me setting it all the time? It resets when everyone on my server leaves.
If you use the default .ini file, the easiest way is to add in "Game Modes" -> "Deatmatch"
Code:
        "Deathmatch"
        {
            "SectionOptions"
            {
                "AdminMenuName" "Game/Deathmatch"
                "PlayerDisplay" "Deathmatch"
            }
            
            "Load"
            {
                "Configs" "Options Default"
                "Configs" "Primary Aim"
                "Configs" "Secondary Aim"
                "Configs" "No Nades"
                "Configs" "zeus"
                "Configs" "Only HS +knife +Nade" // For example, but there are other settings
            }
        }

Last edited by h3bus; 05-04-2014 at 03:45.
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loki15
Senior Member
Join Date: Apr 2012
Location: Ukraine
Old 05-04-2014 , 04:10   Re: [CS:GO] Deathmatch Goes Advanced (v0.8.2, 2014-04-28)
Reply With Quote #276

Describe the problem again more, round starts, the bomb in the first second is presented in the hands as shown in the picture 1, as soon as I switch weapons it disappears as shown in picture 2, it is simply not present at all, after that it appears randomly in the middle rounds at the end quite .
And so the time!
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h3bus
AlliedModders Donor
Join Date: Nov 2013
Old 05-04-2014 , 13:00   Re: [CS:GO] Deathmatch Goes Advanced (v0.8.2, 2014-04-28)
Reply With Quote #277

Loki, I'm unable to reproduce the bug... It works fine one my server.

Could you please give me you serv IP so I can test it (and maybe a temporary RCON to check Cvars?)
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loki15
Senior Member
Join Date: Apr 2012
Location: Ukraine
Old 05-04-2014 , 13:24   Re: [CS:GO] Deathmatch Goes Advanced (v0.8.2, 2014-04-28)
Reply With Quote #278

Quote:
Originally Posted by h3bus View Post
Loki, I'm unable to reproduce the bug... It works fine one my server.

Could you please give me you serv IP so I can test it (and maybe a temporary RCON to check Cvars?)
Answered a personal message.
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h3bus
AlliedModders Donor
Join Date: Nov 2013
Old 05-04-2014 , 15:05   Re: [CS:GO] Deathmatch Goes Advanced (v0.8.3, 2014-05-04)
Reply With Quote #279

Many thanks for your time loki!
Quote:
v0.8.3 04/05/2014:
- Fixed C4 being incorrectly killed at round start by weapon limit enforcer (thanks to Loki)
- Fixed weapon menu not being re-displayed on game mode changed by admin
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taRik
AlliedModders Donor
Join Date: Apr 2010
Old 05-05-2014 , 00:28   Re: [CS:GO] Deathmatch Goes Advanced (v0.7.14b, 2014-04-13)
Reply With Quote #280

Quote:
Originally Posted by h3bus View Post
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.


I don't really understand what you need, but if you want to add awp see https://forums.alliedmods.net/showpo...4&postcount=14


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


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.
As you stated:

"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."

So if I was to set the cvar: "dm_spawn_median_distance_ratio 1", this would ensure players get spawned as far as possible from eachother with LOS in affect? I am having a problem in my FFA server where people get shot in the back a lot, like, someone spawns at back plat B, then 2 seconds later someone else spawns there.

Any suggestions for FFA server settings? Also, thank you again for keeping this updated!

Last edited by taRik; 05-05-2014 at 00:29.
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