Raised This Month: $ Target: $400
 0% 

Execute Configs 1.0 (Updated 08/12/09)


Post New Thread Reply   
 
Thread Tools Display Modes
NouveauJoueur
SourceMod Donor
Join Date: May 2009
Old 09-03-2009 , 04:43   Re: Execute Configs 1.0 (Updated 08/12/09)
Reply With Quote #81

Quote:
Originally Posted by DJ Tsunami View Post
That post is over a year old, as you can see in the title it was updated recently.

And no idea why the config was executed 100 times and much more instead of 1 ? When I saw my last sourcemod's log's file size (268 MB) I had to disable the plugin... Cause after that going trough millions of logs line is not something funny when you need to see something in the logs.
__________________
NouveauJoueur is offline
muukis
Veteran Member
Join Date: Apr 2009
Old 09-04-2009 , 02:06   Re: Execute Configs 1.0 (Updated 08/12/09)
Reply With Quote #82

On Left 4 Dead the round_end event gets fired multiple times through out the round. I don't know why. I put up a test for another plugin I am working on. What it did was write log on round_end event and the log got flooded. It is very likely a bug with the SM or Source engine - IMHO?

I did a modification for this plugin for it to accept "gamemode". This way I got it to alter some of the values differently if the game was coop or versus. Attached the modified plugin as well as the configs as an example what I run when the the game mode changes.
Attached Files
File Type: sp Get Plugin or Get Source (executeconfigs.sp - 528 views - 7.5 KB)
File Type: cfg maxplayers_4.cfg (83 Bytes, 175 views)
File Type: cfg maxplayers_8.cfg (84 Bytes, 155 views)

Last edited by muukis; 09-04-2009 at 02:10.
muukis is offline
NouveauJoueur
SourceMod Donor
Join Date: May 2009
Old 09-04-2009 , 04:39   Re: Execute Configs 1.0 (Updated 08/12/09)
Reply With Quote #83

With CS:S round_end is fired once, but the plugin flood on round end, at the begining the plugin exec 10 times the config, then 20 times, and when I disabled it it was more then 100 times per round end ...
__________________
NouveauJoueur is offline
Raptor10
Senior Member
Join Date: Nov 2008
Old 09-08-2009 , 00:55   Re: Execute Configs 1.0 (Updated 08/12/09)
Reply With Quote #84

I have some doubt about this plugin and pls help me: I want to manage weapon restriction based upon a number of player. From 0 to 15 players 1 Awp per Team, above 15 players 2 Awp per team. So I already created 2 cfg but I don't know exactely how to compile the executeconfigs.txt.

If I compile in this way "clients:0" "1:weapon_restrict2.cfg"
"clients:16" "1:weapon_restrict4.cfg"

It's fine from 0 to 15 clients one Awp per Team (2 Awp total) and 4 Awp total from 16 clients but if the server goes back to 15,14 clients what happen ?

Should I compile as follow ? "clients:0" "1:weapon_restrict2.cfg"
"clients:1" "1:weapon_restrict2.cfg"
"clients:2" "1:weapon_restrict2.cfg"
ect ect
"clients:16" "1:weapon_restrict4.cfg"

thanks for helping me..
Raptor10 is offline
Maxis010
Senior Member
Join Date: Jun 2009
Old 09-08-2009 , 04:07   Re: Execute Configs 1.0 (Updated 08/12/09)
Reply With Quote #85

Quote:
Originally Posted by Raptor10 View Post
I have some doubt about this plugin and pls help me: I want to manage weapon restriction based upon a number of player. From 0 to 15 players 1 Awp per Team, above 15 players 2 Awp per team. So I already created 2 cfg but I don't know exactely how to compile the executeconfigs.txt.

If I compile in this way "clients:0" "1:weapon_restrict2.cfg"
"clients:16" "1:weapon_restrict4.cfg"

It's fine from 0 to 15 clients one Awp per Team (2 Awp total) and 4 Awp total from 16 clients but if the server goes back to 15,14 clients what happen ?

Should I compile as follow ? "clients:0" "1:weapon_restrict2.cfg"
"clients:1" "1:weapon_restrict2.cfg"
"clients:2" "1:weapon_restrict2.cfg"
ect ect
"clients:16" "1:weapon_restrict4.cfg"

thanks for helping me..
When you drop below 16 players the plugin will stop running "clients:16" "1:weapon_restrict4.cfg" and go back to running "clients:0" "1:weapon_restrict2.cfg"
Maxis010 is offline
Raptor10
Senior Member
Join Date: Nov 2008
Old 09-08-2009 , 13:59   Re: Execute Configs 1.0 (Updated 08/12/09)
Reply With Quote #86

Ok thanks , last question: the server will run a different cfg not making any map change ?
Raptor10 is offline
Dirton
BANNED
Join Date: Oct 2008
Old 09-16-2009 , 18:32   Re: Execute Configs 1.0 (Updated 08/12/09)
Reply With Quote #87

Hi, I'm having a problem. I run this plugin to apply dynamic awp restriction limits and other 1, 2 and 3 round customizations. It's like a dynamic regulation platform for other plugins.
The problem is that while playing awp maps, I made cfg for extended map configs plugin to unload execute configs. And after doing that, the plugin doesn’t ever operate properly. It loads without errors and keeps logs clean, but none of the cfg does work. I tried executing sm_executeconfigs_reload and simply reloading the plugins, but unfortunately there is no result. Only restarting the server fixes the problem.
Did anyone came across this problem and does know a cure for this?

Dumb of me, I executed sm_executeconfigs_enable "0" and never changed that value back.

Last edited by Dirton; 09-16-2009 at 18:45.
Dirton is offline
Buzzaard
Member
Join Date: Apr 2005
Location: Florida
Old 09-23-2009 , 02:54   Re: Execute Configs 1.0 (Updated 08/12/09)
Reply With Quote #88

I have been looking for a mapcycle plugin based on players in the server and this works great.

I set up the executeconfigs.txt to run 2 cfg files, one for less than 10 players and one for more than 10 players. That cfg file runs the mapcyclefile command and sends an sm_chat to the admins to notify them of the rotation change.

I use the standard mapchooser and the mapcycle.txt file (for largemaps)
Admins can use the set next map, vote map, and change map on any map on the server no matter which mapcycle file is active. But nominations and the mapchooser for end of round, timelimit, etc uses the set mapcycle.

In the attachment are the executeconfig.txt, maplists.cfg, over10.cfg, under10.cfg, and mapcycle_under10.txt files. Just unzip them to your mod directory(CS,DOD).

I did not include the mapcycle.txt file as I did not want anyone to accidently overwrite that file with mine.

Now just edit the 2 mapcycle files with your map choices.

The only issue with this is that the mapcycle seems to be loaded into SourceMod at the start of the map so map rotation changes will lag by one map change. Now If I can just refresh the mapcycle in SM everything will be peachy.

Update 22may2016 came back to playing DoDs and the server op asked about a small map rotation, found my old post and couldn't get it to work, verified config and txt file locations and zipped up along with smx and sp files. Verified working with DoDs just now leaving old zip file as it probably worked pre steampipe.

For DoDs post steampipe use the executeconfig.zip zip file
Attached Files
File Type: zip map_rotation.zip (2.2 KB, 160 views)
File Type: zip executeconfig.zip (12.1 KB, 123 views)

Last edited by Buzzaard; 05-22-2016 at 15:08. Reason: Updated 22may16 to add correct file locations
Buzzaard is offline
toString
Senior Member
Join Date: Jun 2009
Old 09-26-2009 , 09:54   Re: Execute Configs 1.0 (Updated 08/12/09)
Reply With Quote #89

Trying to work out if I can use this plugin to disable the built-in afk kicker, and then enable it later when there's more players?
Code:
"Configs"
{
    "*"
    {
        "clients:0"    "10:mp_idledealmethod 0"
        "clients:14"   "10:mp_idledealmethod 2"
    }
}
I doubt cvars work in there, but it makes it more readable for now rather than putting names of cfgs there.

Would this work?
toString is offline
Maxis010
Senior Member
Join Date: Jun 2009
Old 09-26-2009 , 14:40   Re: Execute Configs 1.0 (Updated 08/12/09)
Reply With Quote #90

Quote:
Originally Posted by toString View Post
Trying to work out if I can use this plugin to disable the built-in afk kicker, and then enable it later when there's more players?
Code:
"Configs"
{
    "*"
    {
        "clients:0"    "10:mp_idledealmethod 0"
        "clients:14"   "10:mp_idledealmethod 2"
    }
}
I doubt cvars work in there, but it makes it more readable for now rather than putting names of cfgs there.

Would this work?
I doubt it, this would work and is still readable

Code:
"Configs"
{
    "*"
    {
        "clients:0"    "10:IdleMethod0.cfg"
        "clients:14"   "10:IdleMethod2.cfg"
    }
}
Then create these cfg's

IdleMethod0.cfg
Code:
mp_idledealmethod 0
IdleMethod2.cfg
Code:
mp_idledealmethod 2
Maxis010 is offline
Reply



Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 03:51.


Powered by vBulletin®
Copyright ©2000 - 2024, vBulletin Solutions, Inc.
Theme made by Freecode