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Ptahhotep's Team Balancer, PTBx 1.7x1d3 for CSS


  
 
 
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wihadmin
Member
Join Date: Dec 2004
Old 02-16-2005 , 14:52  
#31

Quote:
I will not
make a Window's release as I don't have neither the
development tools or the environment, nor do I have a
Window's server, SORRY MS-admins...
My apologies. I didn't see this statement.

Perhaps some day someone can compile your source code on Windows for us MS admins.
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XAD
Senior Member
Join Date: Mar 2004
Location: Sweden
Old 02-16-2005 , 15:24  
#32

Quote:
Originally Posted by onedamage
for once i'm glad i got a linux server
Well, you probably will be more glad when statslogging (with bodyhits) gets done...

Quote:
Originally Posted by onedamage
i put the ptb.cfg, that only start checking on min of 5 players on map, but it still goes on working even if i have less players, i had the same problem on my 1.6 server with the version ported for amxmodx.
a bug in ptb ?
Depends on what you mean with "working"... PTB/PTBx will still display messages but shouldn't switch or transfer any players... Now, remember that it do count connected players (at the moment)...

/X
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tahvo
Member
Join Date: Sep 2004
Old 02-16-2005 , 17:17  
#33

Nice job XAD, plugin is working great.

Quote:
Originally Posted by XAD
Well, you probably will be more glad when statslogging (with bodyhits) gets done...

/X
Woot, does this mean that you are making psychostats compatible statslogging plugin?
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onedamage
Senior Member
Join Date: Apr 2004
Location: Montreal Canada
Old 02-16-2005 , 18:20  
#34

Quote:
Originally Posted by XAD
Quote:
Originally Posted by onedamage
for once i'm glad i got a linux server
Well, you probably will be more glad when statslogging (with bodyhits) gets done...
damn u Xad, loving ur work from amxmodx and now on source
how bout posting some details in SourceMod Ideas and Suggestions
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Vinas
Member
Join Date: Dec 2004
Location: Detroit
Old 02-17-2005 , 09:52  
#35

Quote:
Originally Posted by XAD
Well, you probably will be more glad when statslogging (with bodyhits) gets done...
Indeed.
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KIKAIDA
Junior Member
Join Date: Jan 2005
Old 02-25-2005 , 17:44  
#36

will there be an update to ptbx? Since yesterdays update, transferred players die during transfer if they were alive.
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XAD
Senior Member
Join Date: Mar 2004
Location: Sweden
Old 02-25-2005 , 19:04  
#37

Quote:
Originally Posted by KIKAIDA
will there be an update to ptbx? Since yesterdays update, transferred players die during transfer if they were alive.
Ahhh... it looks like they now are killing the player when the ChangeTeam command i used...
PTBx will be updated if I can keep the code clean...
Until the update (if there will be one) change the transfer player flag to "don't transfer alive players"...

/X
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kingpin
Veteran Member
Join Date: Apr 2004
Location: kpsforum.com
Old 02-25-2005 , 19:27  
#38

thankyou for taking time XAD, hope to see another version when you have some times, thanx.
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KIKAIDA
Junior Member
Join Date: Jan 2005
Old 02-25-2005 , 20:59  
#39

Quote:
Originally Posted by XAD
Quote:
Originally Posted by KIKAIDA
will there be an update to ptbx? Since yesterdays update, transferred players die during transfer if they were alive.
Ahhh... it looks like they now are killing the player when the ChangeTeam command i used...
PTBx will be updated if I can keep the code clean...
Until the update (if there will be one) change the transfer player flag to "don't transfer alive players"...

/X
cool, thanks
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XAD
Senior Member
Join Date: Mar 2004
Location: Sweden
Old 02-26-2005 , 13:04  
#40

Quote:
Originally Posted by XAD
PTBx will be updated if I can keep the code clean...
Until the update (if there will be one) change the transfer player flag to "don't transfer alive players"...
Ouch... bad news...
- Have tested to trick gamemod by using the "block suicide timer" (No effect. Wrong memory position??)
- Temporary set player to dead during changeteam call (Crash)
- Tried to block kill logic but the virtual base function is called to late

So this will probably require dirty memory hack, or save and re-arm the killed transfered player...
Unfortenately this would, if correct, not be implemented for a while or until SM is done...

BUT if someone finds a clean solution I will of course consider to patch my code with the fix... please post info in this thread (which I will monitor)...

/X
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