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[CS:GO] Deathmatch (v2.0.9, 2018-06-12)


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skyline123
Junior Member
Join Date: Mar 2016
Old 03-10-2016 , 13:03   Re: [CS:GO] Deathmatch (v2.0.5, 2015-12-11)
Reply With Quote #241

Quote:
Originally Posted by Major Erection View Post
[...]
I hope this helped you, peace.
thank you very much, you did indeed help me ^^
I was told to write here - https://forums.alliedmods.net/showth...06#post2401106 :/
by 6. I want to see if someone has a good config for dm servers to upload for me.
2. and 3. still active
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red4911
Senior Member
Join Date: Sep 2010
Location: Russia
Old 03-10-2016 , 16:34   Re: [CS:GO] Deathmatch (v2.0.5, 2015-12-11)
Reply With Quote #242

Quote:
Originally Posted by Maxximou5 View Post
I adjusted my previous post. I tested it, and it works.
Spoiler

Last edited by red4911; 03-10-2016 at 16:38.
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Maxximou5
AlliedModders Donor
Join Date: Feb 2013
Old 03-10-2016 , 17:17   Re: [CS:GO] Deathmatch (v2.0.5, 2015-12-11)
Reply With Quote #243

red4911
It's a warning, it compiled, simply ignore it.

skyline123
2. You need to either uses Valve's map system, which means removing or moving to disabled, mapchooser, randomcycle, and nextmap from your plugins folder. Otherwise this behavior will exist. Also make sure if you are using a different mapgroup, to edit / make the gamemodes_server.txt with the correct maps in it.

3. I don't have an idea, you can search google or the forum and you will most likely find an answer. If you don't AFTER searching, make a thread about it.

Major Erection
Thanks for helping him!
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red4911
Senior Member
Join Date: Sep 2010
Location: Russia
Old 03-11-2016 , 14:52   Re: [CS:GO] Deathmatch (v2.0.5, 2015-12-11)
Reply With Quote #244

Quote:
Originally Posted by Maxximou5 View Post
red4911
It's a warning, it compiled, simply ignore it.




Good. Thank you!
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DoomHammer69
Senior Member
Join Date: Aug 2013
Old 03-15-2016 , 18:26   Re: [CS:GO] Deathmatch (v2.0.5, 2015-12-11)
Reply With Quote #245

I have a problem with the plugin Quake Sounds v3 By Spartan.
When I have this plugin enabled the radar is not shown although I have dm_hide_radar" = "0"
I have disabled and reload the map, and the radar now shows on.

What should I do?
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Maxximou5
AlliedModders Donor
Join Date: Feb 2013
Old 03-15-2016 , 21:03   Re: [CS:GO] Deathmatch (v2.0.5, 2015-12-11)
Reply With Quote #246

Quote:
Originally Posted by DoomHammer69 View Post
I have a problem with the plugin Quake Sounds v3 By Spartan.
When I have this plugin enabled the radar is not shown although I have dm_hide_radar" = "0"
I have disabled and reload the map, and the radar now shows on.

What should I do?
No idea why his plugin would hook into radar if it's just Quake sounds.
Ask him to fix his plugin or don't use it.

All the code does for this plugin is this:
Code:
public Action RemoveRadar(Handle timer, any client)
{
    if (IsClientInGame(client) && IsPlayerAlive(client))
    {
        SetEntProp(client, Prop_Send, "m_iHideHUD", HIDEHUD_RADAR);
    }
}
Which happens on the PlayerSpawn event, so if you do dm_hide_radar 1 or 0, you don't have to restart the map or server, just respawn.
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L33TGaming
Senior Member
Join Date: Jun 2014
Old 03-17-2016 , 06:21   Re: [CS:GO] Deathmatch (v2.0.5, 2015-12-11)
Reply With Quote #247

Any updates on fixing the deathmatch spawns, where players are being spawned too close?
L33TGaming is offline
Maxximou5
AlliedModders Donor
Join Date: Feb 2013
Old 03-17-2016 , 17:04   Re: [CS:GO] Deathmatch (v2.0.5, 2015-12-11)
Reply With Quote #248

Quote:
Originally Posted by L33TGaming View Post
Any updates on fixing the deathmatch spawns, where players are being spawned too close?
The issue hasn't been resolved yet, but I have made progress in v2.1.0.

You are welcome to go and test out the new version to be released, but I would wait till tonight or tomorrow (03/18/2016) when I have made another push to the development branch. At which point will need some testing, as I am doing an overhaul on the plugin and converting it to the new syntax. As well, adding and reworking old code. Luckily splewis has helped me with parts of the process, which has expedited the release of the new version, so a big thanks.

So far these issues have been addressed:

DO NOT USE THIS FOR ACTIVE SERVERS, TEST ONLY!
SOURCEMOD 1.8 - build 5869 & METAMOD 1.11.0-git998

Development: v2.1.0
_____________________________________________

- NEW: Converted plugin to new syntax!

- Added: Weapon skins for team based weapons. (Thanks to
splewis!)
- Added: Armor (AP) per kill.
- Added: Zeus replenish on kill w/ or w/o knife.
- Added: Fast weapon equip (dm_fast_equip).
- Fixed: Annoying and incorrect spawn sounds.
- Fixed: NULL Ent in GiveNamedItem!
- Fixed: Attempted to create unknown entity type random!

Work to be done:
- Add: Team based spawn points.
- Add: Knife or weapon only mode.
- Fix: LoS spawning.

Link to download: https://github.com/Maxximou5/csgo-de...ee/development
Link to first page: https://forums.alliedmods.net/showthread.php?t=246405

*Please note: This version has deathmatch.ini changes, please be aware!
*Additional note: This is a development version, which means issues and bugs are expected!

Edit: UPDATED as of 2016-03-26

Last edited by Maxximou5; 04-01-2016 at 07:48.
Maxximou5 is offline
nguyenbaodanh
AlliedModders Donor
Join Date: Jun 2007
Location: HCMC, Vietnam
Old 03-19-2016 , 12:01   Re: [CS:GO] Deathmatch (v2.0.5, 2015-12-11)
Reply With Quote #249

Guys... how to control bots filling up the server ?
After some game my server is filled up by all bots ...
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Mod645
New Member
Join Date: Mar 2016
Old 03-19-2016 , 19:15   Re: [CS:GO] Deathmatch (v2.0.5, 2015-12-11)
Reply With Quote #250

Hey! I just tried to install this plugin and everything works great except for a few things...

First of, my knife is all glitchy ingame, when i try to stab or slash, it is fucking up the animation (like this: http://mod645.se/s/7jjR3b.gif - it does that all the time)

And the second problem i have, is that if im CT, i cant see the AK skin. I assume it is something with the config but i am a bit too tired to find it right now..

Thanks for reading
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