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[CS:S/CS:GO] GunGame


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altex
Veteran Member
Join Date: May 2009
Location: Russia
Old 09-10-2009 , 05:25   Release 1.0.1.1
Reply With Quote #201

Release 1.0.1.1:
-----------------
Code:
        * Renamed cvar from sm_gungame_css_version to sm_gungamesm_version.
        * Blue color is unreadable. Changed to light blue.
        * Disabled money removement. Removed buyzones instead.
        * Fixed issue: map does not change after gungame winner.
          Update your gungame.games.txt only if you've updated
          your steam engine to the latest version and map does not
          change after somebody win. 
        * Fixed warmup end right after round_restart (warmup was 
          ending 1 second before round_restart).
        - Removed CSSDM patch.
        + Added elimination mode. Elimination mode added to ggdm plugin.
          For elimination mode you will need sm_ggdm 1.5.1+
          http://forums.alliedmods.net/showpost.php?p=927227&postcount=27
          You should not update gungame plugin for that, only ggdm.
        * Bug fixed:
            L 07/30/2009 - 06:55:41: [SM] Native "GetClientTeam" reported: Client index 0 is invalid
            L 07/30/2009 - 06:55:41: [SM] Displaying call stack trace for plugin "gungame.smx":
            L 07/30/2009 - 06:55:41: [SM]   [0]  Line 371, gungame/event.sp::_PlayerDeath()
        * Fixed top10 scoreboard.
            !top10 was not working corretly, when someone reaches someone's else place.
            For example player1 is on 8 place with 255 wins, player2 is on place 9
            with 254 wins. Than player 2 wins 2 times, and even so he has 255 wins 
            on top10 list. But in winners he has 256 wins.
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cyberthug
Junior Member
Join Date: Mar 2009
Location: Norfolk,Virginia
Old 09-10-2009 , 12:48   Re: GunGame
Reply With Quote #202

does this have Reverse wepons
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LordMarqus
Senior Member
Join Date: Sep 2009
Location: Poland
Old 09-10-2009 , 16:58   Re: GunGame
Reply With Quote #203

Thx very much for this plugin altex! That is exactly what I was waiting for . Keep up good work mate and you will beat GunGame5 soon. I'm planning to replace GunGame Python with your plugin on my GunGame server. I have few questions and requests. Does your plugin create game events like gg_win? Is it possible in SourceMod (I'm kinda scripter too so I am interested)? I'm asking because I need one more event gg_start, which should be triggered after warmup round or when no warmup round - after map change. I've noticed also that sound messages about nade and knife level don't play instantly after gain a level but in the next round. It is nice to know for players that somebody i.e gained a knife level in the same round. Thx again .

Last edited by LordMarqus; 09-10-2009 at 17:10.
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BDeep
Senior Member
Join Date: Jun 2009
Location: NH
Old 09-10-2009 , 17:10   Re: GunGame
Reply With Quote #204

Quote:
Originally Posted by cyberthug View Post
does this have Reverse wepons
Just reverse the weapon order,

Here is my gungame.equip.txt

Quote:
"GunGame.Weapon"
{
"WeaponOrder"
{
/**
* Weapon Choices:
* There are a total of 32 levels by default. (To change this value you can edit the gungame.inc
* to change the maximum allowed level of the game by changing the define MAX_LEVEL)
*
* There are a total of 25 usable killing weapons for GunGame.
* By default weapon order only 23 levels and uses 23 out of 25 of the usable killing weapons.
*
* WARNING:
* DO NOT SKIP LEVELS in any config for WeaponOrder.
* ie .. Only have level 1 to 3 and skip 4 and use 5 to level 23.
* DO NOT SKIP LEVELS
*
* HandGuns:
* glock, usp, p228, deagle, fiveseven, elite
*
* Shotguns:
* m3, xm1014
*
* Sub Machine Guns:
* tmp, mac10, mp5navy, ump45, p90
*
* Rifles:
* galil, famas, ak47, scout, m4a1, sg552,
* aug, m249, awp
*
* Automatic Rifles:
* sg552, g3sg1
*
* Machine Gun:
* m249
*
* Other:
* knife, hegrenade
*/

"1" "m249"
"2" "awp"
"3" "aug"
"4" "sg552"
"5" "sg550"
"6" "g3sg1"
"7" "m4a1"
"8" "scout"
"9" "ak47"
"10" "famas"
"11" "galil"
"12" "p90"
"13" "ump45"
"14" "mp5navy"
"15" "mac10"
"16" "tmp"
"17" "xm1014"
"18" "m3"
"19" "elite"
"20" "fiveseven"
"21" "deagle"
"22" "p228"
"23" "usp"
"24" "hegrenade"
"25" "knife"
/* This will take the weapons in the WeaponOrder and randomize all the weapons order.*/
"RandomWeaponOrder" "0"
}

"MultipleKillsPerLevel"
{
"25" "2"
/**
* This is for custom kills per level will override default (MinKillsPerWeapon).
* Leave value at 0 if you do not want to override the default value.
*
* Example:
*
* For level 1 they must get 10 kills before they can level up.
* "1" "10"
* "2" "5"
* and so on.
*
* Or you can set kills per level for a perticular level.
* "1" "10"
* "3" "5"
* "5" "2"
* etc.
*
* Kills will count across all rounds so that you don't have to get them in one round.
*
*
*/
}
}
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altex
Veteran Member
Join Date: May 2009
Location: Russia
Old 09-10-2009 , 17:17   Re: GunGame
Reply With Quote #205

Quote:
Originally Posted by LordMarqus View Post
Does your plugin create game events like gg_win?
Yes
Quote:
Originally Posted by LordMarqus View Post
Is it possible in SourceMod (I'm kinda scripter too so I am interested)?
Yes
Quote:
Originally Posted by LordMarqus View Post
I'm asking because I need one more event gg_start, which should be triggered after warmup round or when no warmup round - after map change.
Currently folowing events are supported
Code:
/**
 * Called when gungame is enabled
 *
 * @param Command       True if gungame was enabled by command.
 * @noreturn
 */
forward GG_OnStartup(bool:Command);

/**
 * Called when gungame is disabled
 *
 * @param Command       True if gungame was disabled by command.
 * @noreturn
 */
forward GG_OnShutdown(bool:Command);

/**
 * Called when the player level changed
 *
 * @param client        Player index.
 * @param level     Player current level.
 * @param difference    The difference in the level change.
 * @param steal     true if it was a knife steal otherwise false
 * @return          Plugin_Handled; to stop the level change.
 */
forward Action:GG_OnClientLevelChange(client, level, difference, bool:steal);

/**
 * Called when the player point per level changed.
 *
 * @param client        Player index.
 * @param point     Player current point per level.
 * @param difference    The difference in point change.
 * @return          Plugin_Handled; to stop the level change.
 */
forward Action:GG_OnClientPointChange(client, point, difference);

/**
 * Called when a client won the game.
 *
 * @param client        Player index.
 * @param Weapon        The player weapon they won with.
 * @noreturn
 */
forward GG_OnWinner(client, const String:Weapon[]);

/**
 * Called when the leader change player.
 *
 * @param client        Player index.
 * @param level     The player current level
 * @noreturn
 */
forward GG_OnLeaderChange(client, level);

/**
 * Called news section of the config reader changes
 *
 * @param NewSection        The news section of the config file.
 * @noreturn
 */
forward GG_ConfigNewSection(const String:name[]);

/**
 * Called when the leader change player.
 *
 * @param Key           Key of cvar (Think of a better description)
 * @param Value     Value of setting
 * @noreturn
 */
forward GG_ConfigKeyValue(const String:key[], const String:value[]);

/**
 * Called when a file is fully parsed.
 *
 * @noparam
 * @noreturn
 */
forward GG_ConfigParseEnd();

/**
 * Called when all the config file are fully parsed.
 *
 * @noparam
 * @noreturn
 */
forward GG_ConfigEnd();

/**
 * Called when to start the map voting for next map
 *
 * @noparam
 * @noreturn
 */
forward GG_OnStartMapVote();

/**
 * Called when a player died.
 *
 * @param killer        Killer's index.
 * @param victim        Victim's index.
 * @param WeaponId      The weapon index the player was killed with.
 * @param TeamKilled    True if they were killed by a team mate.
 */
forward Action:GG_OnClientDeath(killer, victim, Weapons:WeaponId, bool:TeamKilled);
Quote:
Originally Posted by LordMarqus View Post
I've noticed also that sound messages about nade and knife level don't play instantly after gain a level but in the next round.
In todo list already.
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LordMarqus
Senior Member
Join Date: Sep 2009
Location: Poland
Old 09-10-2009 , 18:26   Re: GunGame
Reply With Quote #206

Quote:
* Replace "play" with EmitSoundToClient for "nade-level" and "knife-level" sounds.
I'm not sure if we have understood each other. I mean that sound should be played in the same round and in next rounds. Just like in ES GG5 .
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altex
Veteran Member
Join Date: May 2009
Location: Russia
Old 09-11-2009 , 03:26   Re: GunGame
Reply With Quote #207

Quote:
Originally Posted by LordMarqus View Post
I'm not sure if we have understood each other. I mean that sound should be played in the same round and in next rounds. Just like in ES GG5 .
https://forums.alliedmods.net/showpo...&postcount=188
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.3lite
Junior Member
Join Date: Sep 2009
Old 09-12-2009 , 16:32   Re: GunGame
Reply With Quote #208

It crashes my server when someone wins, it says nothing in console, only that memory is overflow || leak || smth like that.

using Linux Debian server.

nvm

helped:

Quote:
"EndMultiplayerGame"
{
"windows" "101"
"linux" "102"
}

Last edited by .3lite; 09-12-2009 at 16:45.
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PStar
Veteran Member
Join Date: Mar 2008
Old 09-14-2009 , 14:05   Re: GunGame
Reply With Quote #209

Quote:
Originally Posted by .3lite View Post
It crashes my server when someone wins, it says nothing in console, only that memory is overflow || leak || smth like that.

using Linux Debian server.

nvm

helped:

if you use this the map vont end after win. Players are frozen and nobody can move.


ps:
bug int hte new version:
buy zones are striped form normal maps too, even if i unload teh whoe gg plugins with a permapconfig.
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altex
Veteran Member
Join Date: May 2009
Location: Russia
Old 09-14-2009 , 14:11   Re: GunGame
Reply With Quote #210

Quote:
Originally Posted by PStar View Post
bug int hte new version:
buy zones are striped form normal maps too, even if i unload teh whoe gg plugins with a permapconfig.
buyzones are removed on map start, so after map is started you can not take it back till map end.

i do not know how to just disable the buyzones instead
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