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[CSS/CSGO] Revival 1.1.6 [2022/10/29]


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Haerdoepfel
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Join Date: Jan 2021
Old 02-12-2023 , 11:21   Re: [CSS/CSGO] Revival 1.1.6 [2022/10/29]
Reply With Quote #91

Hey Dude

I tried to install the plugin on my CS:S server. Compiled it with the web compiler. The server does not load V 1.1.6 saying that the code is to new...

Is there a solution for that?

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Grey83
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Location: Ukraine
Old 02-12-2023 , 12:38   Re: [CSS/CSGO] Revival 1.1.6 [2022/10/29]
Reply With Quote #92

Haerdoepfel, the compiler version must match the SM version used on the server.
The build may not match, but the minor version must be the same.
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Haerdoepfel
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Old 02-12-2023 , 15:39   Re: [CSS/CSGO] Revival 1.1.6 [2022/10/29]
Reply With Quote #93

Quote:
Originally Posted by Grey83 View Post
Haerdoepfel, the compiler version must match the SM version used on the server.
The build may not match, but the minor version must be the same.
Ah, that might be it. Seems that im running 1.10 and the web compiler is for 1.11. I cannot find a compiler for 1.10. Can you help me?

Edit: I figured it out i think...

Last edited by Haerdoepfel; 02-12-2023 at 16:49.
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Grey83
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Old 02-13-2023 , 04:00   Re: [CSS/CSGO] Revival 1.1.6 [2022/10/29]
Reply With Quote #94

Haerdoepfel, choose the right one: https://sm.alliedmods.net/smdrop/1.10/
You need the contents of the scripting folder from the archive for your OS.
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cssbr1
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Join Date: Jul 2023
Old 10-13-2023 , 04:06   Re: [CSS/CSGO] Revival 1.1.6 [2022/10/29]
Reply With Quote #95

Man, you know what make this plugin 10/10. OK so, say if someone has the set revival of 2 times per-round once he used up his two revives all his team skulls would disappear. Another thing that would improve this plugin. It would be awesome if you couldn't see the enemy teams skulls.
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Grey83
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Location: Ukraine
Old 10-13-2023 , 05:54   Re: [CSS/CSGO] Revival 1.1.6 [2022/10/29]
Reply With Quote #96

Quote:
Originally Posted by cssbr1 View Post
OK so, say if someone has the set revival of 2 times per-round once he used up his two revives all his team skulls would disappear.
sm_revival_times - How many times can a player revive other players during the round (0 - unlimited)
Quote:
Originally Posted by cssbr1 View Post
It would be awesome if you couldn't see the enemy teams skulls.
Use the latest version 1.1.6_29.10.2022.
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Grey83
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Old 10-13-2023 , 07:29   Re: [CSS/CSGO] Revival 1.1.6 [2022/10/29]
Reply With Quote #97

This version will hide the skulls of allies from the player, who will not be able to revive them.
Attached Files
File Type: sp Get Plugin or Get Source (sm_revival 1.1.7b2_13.10.2023.sp - 31 views - 61.3 KB)
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cssbr1
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Join Date: Jul 2023
Old 10-14-2023 , 20:38   Re: [CSS/CSGO] Revival 1.1.6 [2022/10/29]
Reply With Quote #98

Quote:
Originally Posted by Grey83 View Post
This version will hide the skulls of allies from the player, who will not be able to revive them.
https://ibb.co/88SzvMf

It's almost flawless! just my only problem is that the skulls are halfway in the ground. is there anyway you can lift them out of the ground so they are more visible?

Last edited by cssbr1; 10-14-2023 at 20:46.
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Grey83
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Old 10-15-2023 , 04:29   Re: [CSS/CSGO] Revival 1.1.6 [2022/10/29]
Reply With Quote #99

Quote:
Originally Posted by cssbr1 View Post
is there anyway you can lift them out of the ground so they are more visible?
Line 1610 (need to uncomment and change to something like fDeathPos[client][2] += 10;).
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Grey83
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Old 10-15-2023 , 04:32   Re: [CSS/CSGO] Revival 1.1.6 [2022/10/29]
Reply With Quote #100

Or better change
PHP Code:
stock void CreateMark(int client)
{
    
iTeam[client] = GetClientTeam(client);

    
GetClientAbsOrigin(clientfDeathPos[client]);
//    fDeathPos[client][2] -= 40;
    
GetClientAbsAngles(clientfDeathAng[client]);

    static 
int enttype;
    if((
ent GetMarkId(client)) != -1KillEntity(ent);

    if((
ent CreateEntityByName("env_sprite")) == -1) return;

    
type bEnemy M_Any iTeam[client] == CS_TEAM_T M_T M_CT;
    
DispatchKeyValueVector(ent"origin"fDeathPos[client]);
    
DispatchKeyValue(ent"model"sMark[type]);
    
DispatchKeyValue(ent"classname""death_mark");
    
DispatchKeyValue(ent"spawnflags""1");
    
DispatchKeyValueFloat(ent"scale"MARK_SIZE);
    
DispatchKeyValue(ent"rendermode""5");
    if(!
DispatchSpawn(ent))
    {
        
LogError("Can't spawn entity 'env_sprite' (%i)!"ent);
        return;
    }

    
iMarkRef[client] = EntIndexToEntRef(ent);
    
SetMarkColor(clienttype);

to
PHP Code:
stock void CreateMark(int client)
{
    
iTeam[client] = GetClientTeam(client);

    
GetClientAbsOrigin(clientfDeathPos[client]);
    
float pos[3];
    
pos fDeathPos[client];
    
pos[2] += 10;
    
GetClientAbsAngles(clientfDeathAng[client]);

    static 
int enttype;
    if((
ent GetMarkId(client)) != -1KillEntity(ent);

    if((
ent CreateEntityByName("env_sprite")) == -1) return;

    
type bEnemy M_Any iTeam[client] == CS_TEAM_T M_T M_CT;
    
DispatchKeyValueVector(ent"origin"pos);
    
DispatchKeyValue(ent"model"sMark[type]);
    
DispatchKeyValue(ent"classname""death_mark");
    
DispatchKeyValue(ent"spawnflags""1");
    
DispatchKeyValueFloat(ent"scale"MARK_SIZE);
    
DispatchKeyValue(ent"rendermode""5");
    if(!
DispatchSpawn(ent))
    {
        
LogError("Can't spawn entity 'env_sprite' (%i)!"ent);
        return;
    }

    
iMarkRef[client] = EntIndexToEntRef(ent);
    
SetMarkColor(clienttype);

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