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CS Flags (dod like) - 1.194 [2013-11-09]


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Arkshine
AMX Mod X Plugin Approver
Join Date: Oct 2005
Old 02-02-2009 , 19:37   Re: CS Flags (dod like) - 1.192p2 [2009-01-21]
Reply With Quote #391

Quote:
I think that, for this purpose, I'd better store data in pawn arrays rather than in entities
Why ? Not sure to understand well. Can you explain more, please ?
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commonbullet
Veteran Member
Join Date: Oct 2005
Old 02-02-2009 , 20:24   Re: CS Flags (dod like) - 1.192p2 [2009-01-21]
Reply With Quote #392

Sorry, I only mentioned that because it's going to be worst part to re-arrange in the code as so to make flag capturing with 2 (or more?) players.

I guess you know, I've been storing lots of information like "flag toucher", "flag owner", etc inside flags entities' "entvars_t" (there was a reason for choosing that way - that's now irrelevant anyway).
If it's going to support more than one "toucher" I think it's better to use pawn arrays instead.

I hope that it makes some sense.
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sytremelaker
Senior Member
Join Date: Jun 2006
Location: Staples Center, Los Ange
Old 02-02-2009 , 23:13   Re: CS Flags (dod like) - 1.192p2 [2009-01-21]
Reply With Quote #393

Do you plan on decreasing capture time if multiple people are on a certain flag?
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commonbullet
Veteran Member
Join Date: Oct 2005
Old 02-03-2009 , 18:56   Re: CS Flags (dod like) - 1.192p2 [2009-01-21]
Reply With Quote #394

Quote:
Originally Posted by sytremelaker View Post
Do you plan on decreasing capture time if multiple people are on a certain flag?
I'd forgotten about that - I guess it's been requested to work that way. I think it's more complex to be implemented but I'll try.

Last edited by commonbullet; 02-03-2009 at 19:19.
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Opatje
New Member
Join Date: Jan 2009
Old 02-11-2009 , 12:20   Re: CS Flags (dod like) - 1.192p2 [2009-01-21]
Reply With Quote #395

btw, i never used the plugin but is this a plugin you go to a flag and when you are with the flag you keep the flag and going to your own base like that ?
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DarkGod
SourceMod DarkCrab
Join Date: Jul 2007
Location: Sweden
Old 02-11-2009 , 12:53   Re: CS Flags (dod like) - 1.192p2 [2009-01-21]
Reply With Quote #396

Nope.
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Killer12201
Senior Member
Join Date: Dec 2007
Old 03-01-2009 , 23:27   Re: CS Flags (dod like) - 1.192p2 [2009-01-21]
Reply With Quote #397

Having a problem where when I change flags around the server will crash after moving them or renaming them a few times.
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Ashcan7
Junior Member
Join Date: Mar 2009
Old 03-02-2009 , 17:40   Re: CS Flags (dod like) - 1.192p2 [2009-01-21]
Reply With Quote #398

@commonbullet:

i have question

i use that mod with BF2 and CSDM.

How to use that as (to 12 winlimit) and NO TIME LIMIT, but when match is over, there is vote what map next o_O

how can i do this ?
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commonbullet
Veteran Member
Join Date: Oct 2005
Old 03-03-2009 , 22:01   Re: CS Flags (dod like) - 1.192p2 [2009-01-21]
Reply With Quote #399

Quote:
Originally Posted by Killer12201 View Post
Having a problem where when I change flags around the server will crash after moving them or renaming them a few times.
I'll check that. Are you using 5 flags?
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commonbullet
Veteran Member
Join Date: Oct 2005
Old 03-03-2009 , 22:10   Re: CS Flags (dod like) - 1.192p2 [2009-01-21]
Reply With Quote #400

Quote:
Originally Posted by Ashcan7 View Post
@commonbullet:

i have question

i use that mod with BF2 and CSDM.

How to use that as (to 12 winlimit) and NO TIME LIMIT, but when match is over, there is vote what map next o_O

how can i do this ?
If I understand it correctly, voting won't take place when you're playing with no-time limit(?). That's because most voting systems relies on time to start voting.

If you know how to start your voting system by command, you can try to use the (not tested yet) cvar amx_csflags_vote_startcmd.
In this case you would have to use the latest version on the svn (not the one from the first post of this thread, I haven't updated that yet).

http://csflags.googlecode.com/svn/tr...ng/csflags.sma

If you're trying that, let me know what happens.
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