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Halo Gameplay Mod v3.0


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hN!
Junior Member
Join Date: Apr 2008
Old 04-17-2008 , 17:36   Re: Halo Gameplay Mod v3.0
Reply With Quote #331

Hey Just joined here Im curious to know if i can use this mod on a Linux server?
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DarkEnergy
SourceMod Donor
Join Date: Apr 2008
Location: Georgia Tech, MSECE
Old 05-24-2008 , 00:40   Re: Halo Gameplay Mod v3.0
Reply With Quote #332

just to let you know i found a bad encoding problem in the halomod.txt language file:

my text editor found this:

[en]
BETRAYAL = Betrayal!
DarkEnergy is offline
fyndler
Senior Member
Join Date: Nov 2007
Old 10-17-2008 , 16:11   Re: Halo Gameplay Mod v3.0
Reply With Quote #333

wow greate mod its awsome i dont liek halo myself but this wow +karma

i only have one question i can only get the flag mode to work :/

im trying to get the team mod to work but it just wont

Thanks
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cs1.7
Senior Member
Join Date: Oct 2008
Old 11-02-2008 , 11:32   Re: Halo Gameplay Mod v3.0
Reply With Quote #334

hey flyeni6

are still on this?
very often the players have regular cs skins instead of halo skins. could you add a double check or something like that?

EDIT:


wow this plugin is very buggy!

As much as i like this, there are major bugs that should be worked on!

1.
First and worst of all: Often at map start Players get disconnected from the server. Havin the experience with old chickenmod, i know this is a sign of message overflow or similar. No message in server console thouigh.

2. halomod.txt is faulty! ML_NOT_FOUND error en masse!

3. Skins are rarely halo skins. Most often regular cs skins.

4. Has the whole gamemode changed? Or does it not work? You used to have a Ak and M4A1. NOw u gotta buy guns like regular cs and u spawn with a glock/usp

5. You very often dont get respawned!!! For example if u join late!



Edit2:

forgot to say , i use halomod red vs blue and the sma file off the 1st post gives compile error. the sma in zip files works.

Code:
//AMXXPC compile.exe
// by the AMX Mod X Dev Team


//// halomod-rvb.sma
// C:\Program Files\Valve\HLServer\cstrike\addons\amxmodx\scripting\halomod-rvb.
sma(3238) : warning 203: symbol is never used: "new_p_model_ct"
// C:\Program Files\Valve\HLServer\cstrike\addons\amxmodx\scripting\halomod-rvb.
sma(3238) : warning 203: symbol is never used: "new_p_model_t"
// C:\Program Files\Valve\HLServer\cstrike\addons\amxmodx\scripting\halomod-rvb.
sma(3238) : warning 203: symbol is never used: "new_v_model_ct"
// C:\Program Files\Valve\HLServer\cstrike\addons\amxmodx\scripting\halomod-rvb.
sma(3238) : warning 203: symbol is never used: "new_v_model_t"
// Header size:           4724 bytes
// Code size:           100476 bytes
// Data size:            63640 bytes
// Stack/heap size:     131072 bytes; max. usage is unknown, due to recursion
// Total requirements:  299912 bytes
//
// 4 Warnings.
// Done.
//
// Compilation Time: 1,31 sec
// ----------------------------------------

Last edited by cs1.7; 11-03-2008 at 18:17.
cs1.7 is offline
loonbg
Junior Member
Join Date: Nov 2008
Old 11-21-2008 , 19:22   Re: Halo Gameplay Mod v3.0
Reply With Quote #335

I have this error ->
Quote:
L 11/21/2008 - 02:141: [AMXX] Run time error 10 (plugin "halomod.amxx") (native "entity_set_vector") - debug not enabled!
and ML_NOT_FOUND
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NestleMilo
BANNED
Join Date: May 2008
Location: http://zombieplague.org
Old 11-22-2008 , 08:47   Re: Halo Gameplay Mod v3.0
Reply With Quote #336

Quote:
Originally Posted by loonbg View Post
I have this error ->


and ML_NOT_FOUND
You forgot to put the txt files in the data/lang folder.
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nightcrawler
Junior Member
Join Date: Nov 2008
Old 11-25-2008 , 16:20   Re: Halo Gameplay Mod v3.0
Reply With Quote #337

I am interested in using this mod on one of my servers. I have 2 questions about installation.
I extracted everything into their respective locations. I added halomod.amxx to the plugins.ini
file for colored player models. Next it says to add all the cvars to the amxx.cfg So I added this to
bottom of my amxx.cfg:

-add "Halo_mode 1" for Slayer
-add "Halo_mode 2" for Team Slayer
-add "Halo_mode 3" for Territories
-add "Halo_mode 4" for Juggernaut
-add "Halo_mode 5" for Capture the flag

Is this correct?

Next it says to add these cvars to the amxx.cfg file. So this is what I added:

hm_on = (default: 1) - If set to 0 Halo mod will not work
hm_stickynades (default: 1) - The grenades will stick to you if someone throws one at you
hm_sounds (default: 1) - The halo sounds will be on
hm_connectsound (default: 1) - The halo sound you hear while connecting to a server
hm_glow (default: 1) - If someone is hit the player will glow
hm_glowtime (default: 3.0) - The amount of time the person will glow for when hit
hm_playermodels (default: 1) -Turn off or on Halo Models
hm_swordmodel (default: 1) -Turn off or on Weapon models
hm_deathsounds (default: 1) -The sounds you hear when you die
hm_respawn (default: 1) -Enables respawning when you die
hm_csdmspawns (default: 1) -Respawns you in the points made with CSDM
hm_respawntime (default: 4.0) -The time added until you respawn
hm_nadecount = (default: 4) -How many nades can you hold
hm_randommodels = (default: 1) -Enabling this will give you random Halo models
hm_slayer_kills = (default: 50) - how many kills to win in slayer mode
* set to zero for unlimited kills
hm_teamslayer_kills = default: 100 -how many kills to win in team slayermode
halo_slayer = (default:1) - enables/disables slayermode
halo_t_slayer = (default:0) - enables/disables teamslayermode

halo_jugger(default:0) cvar for juggernaut mode

hm_jugg_kills(default:50) The kills a Juggernaut has to get to win
hm_jugg_health(default: 5000) The Health of a Juggernaut
hm_jugg_random(default:0) *If set to zero, the person who killed the juggernaut will become juggernaut
*If set to 1, after the juggernaut dies a ranomly selected player will become juggernaut.



hm_game_restarts(default:10) the number of times the game will restart after a win untill a mapchange
hm_welcome_msg(default:1) the welcome msg connect

hm_ter_maxpoints(default:100) Ponits to win untill game is over
hm_ter_allflagswin(default:1) if set to 1, if you capure all the territories the game it over
hm_ter_caturdelay(default) The Delay for territory capture
halo_territory(default:0) If set to zero it is not enabled
hm_ctf_cap_limit(default) The number of flag caputres need to win the game
hm_ctf_flagmodels(default:1) -The flag models. If set to zero, sprite flag models will be used.

Is this correct? Is this all I have to do to get this mod to work, other that to install CSDM?
Is there anything I need to do?
nightcrawler is offline
nightcrawler
Junior Member
Join Date: Nov 2008
Old 11-25-2008 , 20:04   Re: Halo Gameplay Mod v3.0
Reply With Quote #338

Please help?
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cs1.7
Senior Member
Join Date: Oct 2008
Old 12-14-2008 , 20:58   Re: Halo Gameplay Mod v3.0
Reply With Quote #339

i figured out the reported bugs in this post: #334 .. is because of the recent hl engine / csdm update event!

Please fleyni6 fix this epic plugin!
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TheGreenKing
BANNED
Join Date: Dec 2008
Location: Were The Grass Is Greene
Old 12-14-2008 , 23:20   Re: Halo Gameplay Mod v3.0
Reply With Quote #340

He is no longer active.
I know him irl.
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