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[TF2] Round Triggers 1.10


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MrSaturn
SourceMod Donor
Join Date: Jan 2009
Old 08-17-2009 , 17:59   Re: [TF2] Round Triggers 1.9
Reply With Quote #81

Any chance on getting this fixed for the new update?
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MrSaturn
SourceMod Donor
Join Date: Jan 2009
Old 08-21-2009 , 07:58   Re: [TF2] Round Triggers 1.9
Reply With Quote #82

How can I be the only one who wants such a useful plugin to be updated? Seriously...

This plugin is
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MikeJS
Senior Member
Join Date: Nov 2008
Old 08-21-2009 , 09:23   Re: [TF2] Round Triggers 1.9
Reply With Quote #83

Quote:
Originally Posted by MrSaturn View Post
Is it possible to have a set of commands that execute upon manual map changing?

Trouble is, whenever an admin changes maps or whenever the players rtv, the sm_rtrigs_mapend isnt triggered, so there are still chances for things to go awry.
Updated to 1.10
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VXD Guy
Junior Member
Join Date: Apr 2009
Location: Illinois, United States
Old 08-24-2009 , 10:34   Re: [TF2] Round Triggers 1.9
Reply With Quote #84

Quote:
Originally Posted by MrSaturn View Post
How can I be the only one who wants such a useful plugin to be updated? Seriously...
Whats broken on the plugin?
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VXDGuy (aka VX)

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MrSaturn
SourceMod Donor
Join Date: Jan 2009
Old 08-24-2009 , 16:58   Re: [TF2] Round Triggers 1.9
Reply With Quote #85

Quote:
Originally Posted by VXD Guy View Post
Whats broken on the plugin?
After the update alot of stuff seemed to break. I thought this was broken, but after seeing your post and going back to find the errors in my error logs I realized that the only thing that was broken was the cvars that I used inside this plugin, because those other plugins were broken, and there is actually nothing wrong with this.

=X

my bad

thanks for the update though MikeJS
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mKristo
New Member
Join Date: Sep 2009
Old 09-22-2009 , 17:33   Re: [TF2] Round Triggers 1.10
Reply With Quote #86

I'm having a huge issue so any help would be appreciated! I'm trying to do a waiting for players round where everyone can shoot their teamates. The problem is my waiting for players round time only lasts about 5-6 seconds then it goes straight to the setup round. I have the waiting for players round set to be 60 seconds long...any idea? Here are the triggers I am using:

// Round Triggers
sm_rtrigs_end "sv_alltalk 1, sm_printca All talk enabled for end of round rampage!"
sm_rtrigs_start "sv_alltalk 0, sm_rtrigs_cvar spec_freeze_time 4.0, sm_rtrigs_cvar mp_friendlyfire 0, sm_rtrigs_cvar tf_avoidteammates 1, sm_rtrigs_cvar mp_disable_respawn_times 0"
sm_rtrigs_wfp "sm_rtrigs_cvar spec_freeze_time -1, sm_rtrigs_cvar mp_friendlyfire 1, sm_rtrigs_cvar mp_disable_respawn_times 1, sm_rtrigs_cvar tf_avoidteammates 0"
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rlshky
Member
Join Date: Mar 2009
Location: San Diego
Old 10-03-2009 , 22:50   Re: [TF2] Round Triggers 1.10
Reply With Quote #87

I used to use this to set friendly fire to be on during the bonusround time but it would always end up giving my server a friendly fire tag in the server browser so I stopped doing it. If someone knew a way around that I'd appreciate it.

If I set sv_tags in all the round triggers would that do the trick maybe?
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MikeJS
Senior Member
Join Date: Nov 2008
Old 10-04-2009 , 10:51   Re: [TF2] Round Triggers 1.10
Reply With Quote #88

Quote:
Originally Posted by mKristo View Post
I'm having a huge issue so any help would be appreciated! I'm trying to do a waiting for players round where everyone can shoot their teamates. The problem is my waiting for players round time only lasts about 5-6 seconds then it goes straight to the setup round. I have the waiting for players round set to be 60 seconds long...any idea? Here are the triggers I am using:

// Round Triggers
...
Doesn't look like your triggers would break it. Could be something in your server.cfg/sourcemod.cfg

(also, you don't need to use sm_rtrigs_cvar for mp_friendlyfire/mp_disable_respawn_times)

Quote:
Originally Posted by rlshky View Post
I used to use this to set friendly fire to be on during the bonusround time but it would always end up giving my server a friendly fire tag in the server browser so I stopped doing it. If someone knew a way around that I'd appreciate it.

If I set sv_tags in all the round triggers would that do the trick maybe?
As far as I know you need an extension to get around this.
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MjrNuT
SourceMod Donor
Join Date: Feb 2008
Location: Under the Beaming CA Sun
Old 11-22-2009 , 03:18   Re: [TF2] Round Triggers 1.10
Reply With Quote #89

Hi, was wondering if this is possible here with this plugin.

Would it be as simple as:

Quote:
sm_rtrigs_start "votertd"
Thanks
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Addon: SM v1.4.0-dev MM 1.8.5-dev
Plugins: Advertisements, Webshortcuts, spray tracer, SBans, RTD, gScramble Balance, misc
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MikeJS
Senior Member
Join Date: Nov 2008
Old 11-22-2009 , 07:05   Re: [TF2] Round Triggers 1.10
Reply With Quote #90

If votertd is the command to start a vote then yes
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