Quote:
Originally Posted by huntert
Question 1:
I am assuming I setup the admins in the sourcemod admins_simple.ini file. I just want to confirm that all warmod permissions are handled through the sourcemod configs. Please confirm that this is correct.
Question 2:
Additionally, lets say I have a list of 10 steam ids for a match to be played on a server running warmod. Is there some kind of list I can add them to? I want to make sure only the specific 10 people for the match and admins are allowed to connect.
Also how would I specify which steam ids are the team captains?
If not too complex can someone please give me a general idea of how I would accomplish this.
Question 3:
I see the log file outputted to the warmod folder. I am assuming there is one file per match and it contains JSON objects with every single statistic I would need to output match information on the website.
I am trying to figure out the best way to map my classes in my code to the JSON data in these files.
I have been using this website: http://json2csharp.com
Pasting each line in the .log file to see the object hierarchy. This give me an idea of what classes I would need but each line in the file has completely different objects.
Should I just have one large high level class called Statistic that can retrieve all of the data in a single row in the file?
Here is an example of a row with event: score_update
public class Statistic
{
public string timestamp { get; set; }
public string event { get; set; }
public string map { get; set; }
public int round { get; set; }
public List<Team> teams { get; set; }
public Settings settings { get; set; }
public Server server { get; set; }
}
Here is an example of a row with event: player_status
public class Statistic
{
public string timestamp { get; set; }
public string event { get; set; }
public Player player { get; set; }
public string address { get; set; }
public string country { get; set; }
}
Any tips on this from someone with experience reading from one of these log files and converting to application objects would be great. For example: I am wondering if I should have a base class that contains timestamp and event and then a subclass for each event type.
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Q1: yes sourcemod does all the permissions. Using ADMFLAG_CUSTOM1
Q2. You can force players to a team with this command: wm_forceteam <steamID64> <team>
you can set team captains from this file: csgo/cfg/warmod/team_captains.txt - using wm_captain_from_file 1
Q3. Not sure about this. I've only seen it done in PHP and it used a CASE system on the event string
Quote:
Originally Posted by barsminsk
Hello. Help me pls. I have esl1on1.cfg with "mp_maxrounds 14", I've added "exec esl1on1.cfg" in "ruleset_global.cfg". After knife round it's still 30 default rounds.. But I want to launch the 1on1 match witch 14 rounds after knife round. Tell me pls, what should I do ?
upd. "wm_match_config "warmod/esl1on1.cfg"" probably is my answer
Thx
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you need to set your match config in csgo/cfg/warmod/on_map_load.cfg [wm_match_config] OR edit the ruleset_default/ruleset_overtime/ruleset_playout configs to the rounds you want.
Quote:
Originally Posted by goodBEan
Is warmod on github? Also what files are generated on this new version? The way I plan on making servers in the future, having config files generate on run would make things a bit messy.
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Warmod files are on BitBucket
It creates these files on start [If they do not exist]:
cfg/sourcemod/plugin.warmod.cfg
cfg/gamemode_competitive_server.cfg
cfg/warmod [folder]
cfg/warmod/ruleset_global.cfg
cfg/warmod/ruleset_default.cfg
cfg/warmod/ruleset_overtime.cfg
cfg/warmod/ruleset_playout.cfg
cfg/warmod/ruleset_warmup.cfg
cfg/warmod/practice.cfg
cfg/warmod/on_map_load.cfg
cfg/warmod/ruleset_knife.cfg
cfg/warmod/on_match_end.cfg
cfg/warmod/veto_maps_list.txt
cfg/warmod/team_captains.txt
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