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[CSS/CSGO] Timer 2.5.0.0 (unsupported)


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shavit
AlliedModders Donor
Join Date: Dec 2011
Location: Israel
Old 02-20-2014 , 04:19   Re: [CSS/CSGO] Timer 2.0.6 (30+ modules)
Reply With Quote #331

Quote:
Originally Posted by Glite View Post
PHP Code:
public Action:Event_RoundStart(Handle:event,const String:name[],bool:dontBroadcast)
{
    if(!
g_Settings[TerminateRoundEnd])
    {
        if (
g_hSQL != INVALID_HANDLE)
            
LoadMapZones();
        else
        
ConnectSQL();
    }

Entities in CS:S are removed and created every Round Start. This check breaks this. Should be fixed now. Later i will make a lot of optimizations to mapzones sql handling and zone creation. It's a bit messy now.
Still happens for me, but it's weird there. Now start zone (AFAIK) stops working rarely.
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fraggy
Junior Member
Join Date: Aug 2012
Old 02-20-2014 , 05:34   Re: [CSS/CSGO] Timer 2.0.6 (30+ modules)
Reply With Quote #332

Additional request/idea:
Add proper checkpoint/stage system with mysql support.
2 zone types - checkpoint and stage
Checkpoint - Stays same as now.
Stages - Get times of getting from one stage to next stage, and save them in mysql. Then u'll have like !stagewr with best times for every stage. This thing could be rly useful for surf servers and compete with some private surftimers!

Last edited by fraggy; 02-20-2014 at 05:35.
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crayz
AlliedModders Donor
Join Date: Jul 2007
Old 02-20-2014 , 19:04   Re: [CSS/CSGO] Timer 2.0.6 (30+ modules)
Reply With Quote #333

Hello, a bug one of my players found the other day is if you attempt to go to a bonus level when there's no bonus on the map it'll stop his timer. This could be inconvenient for people who accidentally press their bonus binds
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Conorman
New Member
Join Date: Feb 2014
Old 02-21-2014 , 04:42   Re: [CSS/CSGO] Timer 2.0.6 (30+ modules)
Reply With Quote #334

Are there supposed to be updated .smx files on the github repo? I can't see them anywhere...

I also have no sm_droptable command
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zipcore
Veteran Member
Join Date: Mar 2010
Location: m_flZipcore
Old 02-21-2014 , 04:44   Re: [CSS/CSGO] Timer 2.0.6 (30+ modules)
Reply With Quote #335

Quote:
Originally Posted by Conorman View Post
Are there supposed to be updated .smx files on the github repo? I can't see them anywhere...
You shoud not use those files without advanced sourcemod skills.
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Last edited by zipcore; 02-21-2014 at 04:45.
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crayz
AlliedModders Donor
Join Date: Jul 2007
Old 02-21-2014 , 10:25   Re: [CSS/CSGO] Timer 2.0.6 (30+ modules)
Reply With Quote #336

edit: problem solved.

Though I am getting a console command toggling drugs on users when they change styles or spawn. Is this intentional?

edit: Players are taking fall damage, looks like god mode isn't working either.
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Last edited by crayz; 02-21-2014 at 10:46.
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KissLick
Veteran Member
Join Date: Nov 2012
Location: void
Old 02-21-2014 , 13:34   Re: [CSS/CSGO] Timer 2.0.6 (30+ modules)
Reply With Quote #337

Ciao,

I need load timer late, but I got a problem with order of timer modules.. Can you please tell me the right order if I use these modules?

Spoiler


my current load config (which doesn't work)
Spoiler

Last edited by KissLick; 02-21-2014 at 13:36.
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zipcore
Veteran Member
Join Date: Mar 2010
Location: m_flZipcore
Old 02-21-2014 , 18:10   Re: [CSS/CSGO] Timer 2.0.6 (30+ modules)
Reply With Quote #338

Quote:
Originally Posted by KissLick View Post
Ciao,

I need load timer late, but I got a problem with order of timer modules.. Can you please tell me the right order if I use these modules?
Do you only need start zones to be enabled late or something like that or the full plugin?
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chickenispro
Junior Member
Join Date: Feb 2014
Old 02-21-2014 , 22:17   Re: [CSS/CSGO] Timer 2.0.6 (30+ modules)
Reply With Quote #339

I got all my original bugs worked out besides this one. When someone finishes with the world record time they recieve 0 points even tho i have it set to "points_new_wr" "50" can u help me fix this ? here is the rest of my points setup
Spoiler
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cREANy0
SourceMod Donor
Join Date: Jul 2012
Location: Germany
Old 02-21-2014 , 22:33   Re: [CSS/CSGO] Timer 2.0.6 (30+ modules)
Reply With Quote #340

Change
Code:
//Points for finishing a map everytime?.
"points_anyway" "0"
to
Code:
//Points for finishing a map everytime?.
"points_anyway" "1"

You have to set min. 1 Point.
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