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


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Skullmasher
Junior Member
Join Date: Jan 2014
Old 05-28-2014 , 10:55   Re: [CS:GO] Deathmatch Goes Advanced (v0.9.1, 2014-05-20)
Reply With Quote #391

Sure I have modified the default option and there has been been some quack if I remember correctly that's just me maybe. I'll be in front of my computer in about 2hours. If you need someone to test I'll be glad to help. I got a teamspeak and a powerful dedicated machine.

This is a very promising plugin so far covering all aspect of deathmatch at once and that's cool. No longer need to add shit tones of plugins for each deathmatch mod like scoutknivz and stuff.

See you around.
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h3bus
AlliedModders Donor
Join Date: Nov 2013
Old 05-28-2014 , 14:25   Re: [CS:GO] Deathmatch Goes Advanced (v0.9.1, 2014-05-20)
Reply With Quote #392

Skullmasher: I can't reproduce the crash, if you wan't you can PM me and I'll send you e version that may fix it.
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h3bus
AlliedModders Donor
Join Date: Nov 2013
Old 05-29-2014 , 08:22   Re: [CS:GO] Deathmatch Goes Advanced (v0.10.0, 2014-05-29)
Reply With Quote #393

Quote:
v0.10.0 (29/05/2014):
- Added configurable screen fade at spawn
- Added configurable spawn sound
. Sound can be independently configured for teammates, for spawned player and for enemies
. Sound level can be configured
. A pool of up to 10 sounds can be specified, chosen randomly at each spawn
- Smoothed spawn Temp Entities sent to client to avoid lag when editing spawns
- Fixed a possible source of crash when plugin Cvar are set in .cfg
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loki15
Senior Member
Join Date: Apr 2012
Location: Ukraine
Old 05-29-2014 , 09:02   Re: [CS:GO] Deathmatch Goes Advanced (v0.10.0, 2014-05-29)
Reply With Quote #394

Hello congratulations with the new version)) Tell where one can read about new cvar, and that how to set up more?
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h3bus
AlliedModders Donor
Join Date: Nov 2013
Old 05-29-2014 , 09:03   Re: [CS:GO] Deathmatch Goes Advanced (v0.10.0, 2014-05-29)
Reply With Quote #395

In the FP!
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loki15
Senior Member
Join Date: Apr 2012
Location: Ukraine
Old 05-29-2014 , 09:08   Re: [CS:GO] Deathmatch Goes Advanced (v0.10.0, 2014-05-29)
Reply With Quote #396

Quote:
Originally Posted by h3bus View Post
In the FP!
Found, thanks
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Siniak19
Junior Member
Join Date: May 2014
Old 05-29-2014 , 10:07   Re: [CS:GO] Deathmatch Goes Advanced (v0.10.0, 2014-05-29)
Reply With Quote #397

guns menu does not show to me

after use guns command i got " Tried to look up command say as if it were a variable. " in console.

http://pastebin.com/aZg64CJ2

Last edited by Siniak19; 05-29-2014 at 10:09.
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h3bus
AlliedModders Donor
Join Date: Nov 2013
Old 05-29-2014 , 13:07   Re: [CS:GO] Deathmatch Goes Advanced (v0.10.0, 2014-05-29)
Reply With Quote #398

There is a syntax error for your reward Cvars, You must write "1*zeus" not only "zeus".

For the gun menu, don't know where does "Tried to look up command say as if it were a variable." come from.
You should check dm_gun_menu_mode value, and maybe try dm_weapon_add ak47 (for example). If after that gun menu works, this is your configuration file which does not load any weapons.
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addam
Junior Member
Join Date: Apr 2006
Location: Hungary
Old 05-30-2014 , 18:57   Re: [CS:GO] Deathmatch Goes Advanced (v0.10.0, 2014-05-29)
Reply With Quote #399

Hi guys,

Is there a method to enable the in-game buy menu too?
I want to use the integrated guns menu, but some player prefer to buy from the classic way.
If i enable mp_buy_anywhere, its able to buy, but weapons are stripped (only the weapons shows, sometimes without hand, and cant shoot with it ).
Thanks!
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Last edited by addam; 05-30-2014 at 19:04.
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h3bus
AlliedModders Donor
Join Date: Nov 2013
Old 05-30-2014 , 19:27   Re: [CS:GO] Deathmatch Goes Advanced (v0.10.0, 2014-05-29)
Reply With Quote #400

There is a version I'm working on that will allow this.

It will also handle weapon droping, and uncarried weapon limits.
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