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SDK Hooks 2.1 - Updated 2011-9-10


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asherkin
SourceMod Developer
Join Date: Aug 2009
Location: OnGameFrame()
Old 06-25-2012 , 14:58   Re: SDK Hooks 2.1 - Updated 2011-9-10
#1901

SDKHooks just passes on data from the game, it doesn't do any processing or filtering itself.
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Mathias.
Veteran Member
Join Date: Aug 2010
Location: Canada is my city
Old 06-27-2012 , 12:09   Re: SDK Hooks 2.1 - Updated 2011-9-10
#1902

item_defuser act like a weapon so I do not know why it do not support item_defuser. Are you sure it just don't check if the item start with "weapon_" which would be logic why the "item_defuser" is not called on WeaponUse or any other kind of weapons hooks on css?

For exemple I have done a weapon remover with a fade effect on each weapons with a custom timer for all of them but I cannot do it with the defuser because sdkhooks do not recornize it or what ever is the problem about it.

Last edited by Mathias.; 06-27-2012 at 12:10.
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Mr. Nufus
New Member
Join Date: Jun 2012
Old 06-27-2012 , 13:38   Re: SDK Hooks 2.1 - Updated 2011-9-10
#1903

I'm trying to run RTD v0.4 and I'm consistently getting the error below in my server's console.

L 06/27/2012 - 13:27:55: [SM] Unable to load extension "sdkhooks.ext": .../orangebox/tf/addons/sourcemod/extensions/sdkhooks.ext.so: cannot open shared object file: No such file or directory
L 06/27/2012 - 13:27:55: [SM] Unable to load plugin "rtd.smx": Required extension "sdkhooks" file("sdkhooks.ext") not running

I've tried deleting everything and re-uploading them several times in different orders, but to no avail. Are there any solutions for this issue?

My server is currently running SM v1.3.9

Last edited by Mr. Nufus; 06-27-2012 at 13:39.
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Bacardi
Veteran Member
Join Date: Jan 2010
Location: mom's basement
Old 06-27-2012 , 14:20   Re: SDK Hooks 2.1 - Updated 2011-9-10
#1904

@Black-Rabbit, SDKHooks not "filter" anything out.
item_defuser is not like "weapon_"'s
weapons


items
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WebNoob
Senior Member
Join Date: Jul 2008
Old 06-27-2012 , 22:07   Re: SDK Hooks 2.1 - Updated 2011-9-10
#1905

Looks like the Pyro Update broke SDK Hooks for the moment.
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AeroAcrobat
AlliedModders Donor
Join Date: Apr 2011
Location: lives in a circus
Old 06-27-2012 , 22:15   Re: SDK Hooks 2.1 - Updated 2011-9-10
#1906

Code:
L 06/28/2012 - 04:04:36: SourceMod error session started
L 06/28/2012 - 04:04:36: Info (map "pl_badwater") (file "errors_20120628.log")
L 06/28/2012 - 04:04:36: [SM] Error parsing gameconfig file "/home/tf2/27033/orangebox/tf/addons/sourcemod/gamedata/sdkhooks.games/engine.ep2v.txt":
L 06/28/2012 - 04:04:36: [SM] Error 7 on line 343, col 1: Section ending without a matching section beginning
L 06/28/2012 - 04:04:36: [SM] Unable to load extension "sdkhooks.ext": Could not read sdkhooks.games.txt: Section ending without a matching section beginning
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PolyQuad
Member
Join Date: Oct 2011
Old 06-27-2012 , 22:17   Re: SDK Hooks 2.1 - Updated 2011-9-10
#1907

agreed, i see the same result
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SmackDaddy
Veteran Member
Join Date: Oct 2009
Old 06-27-2012 , 22:23   Re: SDK Hooks 2.1 - Updated 2011-9-10
#1908

Is this with the latest beta? (with the older version - I get no errors)
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ScorpFire
Member
Join Date: Sep 2011
Old 06-27-2012 , 22:29   Re: SDK Hooks 2.1 - Updated 2011-9-10
#1909

I was doing some plugin testing on my test css server... I restarted the server and the server shuts off with this error

Quote:
L 06/28/2012 - 10:27:09: [SM] Unable to load extension "sdkhooks.ext": Failed to locate IEntityFactoryDictionary sig!
Any help?

Last edited by ScorpFire; 06-27-2012 at 22:29.
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Mathias.
Veteran Member
Join Date: Aug 2010
Location: Canada is my city
Old 06-27-2012 , 23:28   Re: SDK Hooks 2.1 - Updated 2011-9-10
#1910

Thx bacardi, but it would be fun that items are considered as weapon and save alots of troubles because I cannot do what I can with weapons with the defuse kit.

Also I have found a new bug and it a real one if I did not did something wrong but i've tested it many ways. The SDKHook_ReloadPost crash instanly the server when you switch to the weapon himself. Also it do not even check if the weapon reload, it active when you take the weapon in your hand or switch wich is pretty weird. Here a related post to it: http://forums.alliedmods.net/showthread.php?t=188455

By the way SDKHook_Reload do not crash but do not check the if the weapon reloading as above issue.

Last edited by Mathias.; 06-27-2012 at 23:30.
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