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


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einfachSteffen
New Member
Join Date: Jul 2016
Old 07-05-2016 , 06:27   Re: [CS:GO] Deathmatch Goes Advanced (v0.13.8, 23/01/2016)
Reply With Quote #2041

Hello,

first i wont to say thank you for the awesome plugin.
I did use a kind of this in 2013, there ist was possible to "Quick" enable and disable this addon via admin menu.
Is it possible to start the server without the plugin and activate in need?

Further the menu was bound in SM Admin-Menu is there an possibility to realize that?

The third question is about the generally configuration in terms of the gamemodes:
Have i do the map strings in the gamemode_XXX.txt or is the plugin able to overwirte the inthere written values?

Thanks for helping the dumb

Best regrads!

Last edited by einfachSteffen; 07-05-2016 at 06:27.
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h3bus
AlliedModders Donor
Join Date: Nov 2013
Old 07-05-2016 , 17:25   Re: [CS:GO] Deathmatch Goes Advanced (v0.13.8, 23/01/2016)
Reply With Quote #2042

For the menu I'd move deathmatch.smx to disabled folder then use this configuration in adminmenu_custom.txt
Code:
"Commands"
{
    "Deathmatch Control"
    {
        "admin" "sm_rcon"
        "Start DM Plugin"
        {
            "cmd"       "sm_rcon sm plugins load disabled/deathmatch"
            "execute"    "player"
        }
        "Stop DM Plugin"
        {
            "cmd"       "sm_rcon sm plugins unload disabled/deathmatch"
            "execute"    "player"
        }
        "DM Menu"
        {
            "cmd"       "sm_dm"
            "execute"    "player"
        }
    }
}
For your last question, plugin will overwrite all your config values (but it should restore them at unload).
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Loloyo
Junior Member
Join Date: Dec 2015
Old 07-08-2016 , 18:11   Re: [CS:GO] Deathmatch Goes Advanced (v0.13.8, 23/01/2016)
Reply With Quote #2043

hello, I am new here
Can anyone help me to change the roundtime to 20? and I want the server to play only dust2, if it is possible after 20 minutes to automatically restart the round
Thanks
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Ejziponken
AlliedModders Donor
Join Date: Apr 2008
Old 07-19-2016 , 13:32   Re: [CS:GO] Deathmatch Goes Advanced (v0.13.8, 23/01/2016)
Reply With Quote #2044

Does the latest DM plugin support dhooks-2.0.5-hg96? Or Do I have to use dhooks-2.0.4-hg82? Does hg82 work with latest SM build?
Ejziponken is offline
h3bus
AlliedModders Donor
Join Date: Nov 2013
Old 07-20-2016 , 17:32   Re: [CS:GO] Deathmatch Goes Advanced (v0.13.8, 23/01/2016)
Reply With Quote #2045

I see no reason why any of these versions wouldn't work, either with DM plugin or SM.
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Ejziponken
AlliedModders Donor
Join Date: Apr 2008
Old 07-20-2016 , 22:33   Re: [CS:GO] Deathmatch Goes Advanced (v0.13.8, 23/01/2016)
Reply With Quote #2046

I upgraded to 2.0.5-hg96 and players started to complain about spawns again (like dhooks spawnmode didnt work).
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h3bus
AlliedModders Donor
Join Date: Nov 2013
Old 07-21-2016 , 02:12   Re: [CS:GO] Deathmatch Goes Advanced (v0.13.8, 23/01/2016)
Reply With Quote #2047

You can use the command dm_spawns_stats to check if dhooks is working. If you get values different from 0 this is OK.

Otherwise this can be either due to outdated game data, bon-functional dhooks, or you are not running the latest DM version from nullb.
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MouGe
Junior Member
Join Date: May 2007
Location: Toulouse
Old 07-21-2016 , 12:38   Re: [CS:GO] Deathmatch Goes Advanced (v0.13.8, 23/01/2016)
Reply With Quote #2048

hi,

i've a little problem on my pistol server, if you have usp-s equiped and select p2000 it will have the sound and dmg of deagle !!

Last edited by MouGe; 07-21-2016 at 12:38.
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h3bus
AlliedModders Donor
Join Date: Nov 2013
Old 07-21-2016 , 12:42   Re: [CS:GO] Deathmatch Goes Advanced (v0.13.8, 23/01/2016)
Reply With Quote #2049

Which version of the plugin do you have?
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MouGe
Junior Member
Join Date: May 2007
Location: Toulouse
Old 07-21-2016 , 12:49   Re: [CS:GO] Deathmatch Goes Advanced (v0.13.8, 23/01/2016)
Reply With Quote #2050

the last one by nullb 0.13.9
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