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TF2: AddTime


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bl4nk
SourceMod Developer
Join Date: Jul 2007
Old 05-18-2008 , 14:37   Re: TF2: AddTime
Reply With Quote #21

Here's a new version where I changed a few minor things that might affect how the plugin works. I tried it on well, goldrush, and 2fort (each have a different way of handling time), and the only problem I came across was that on well the time could not exceed 10 minutes. I guess I could make it so it would change that as well, but it doesn't seem like too much of a problem anyways.

If you don't find any problems with it, I'll update my original post with this version.
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File Type: sp Get Plugin or Get Source (addtime.sp - 1150 views - 2.2 KB)
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DontWannaName
Veteran Member
Join Date: Jun 2007
Location: VALVe Land, WA
Old 08-01-2008 , 05:13   Re: TF2: AddTime
Reply With Quote #22

Im pretty sure this doesnt work anymore, can anyone else confirm?
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icky
Member
Join Date: Apr 2008
Old 08-01-2008 , 11:08   Re: TF2: AddTime
Reply With Quote #23

I use "addtime" almost daily, to add 5 more minutes when a map is near the end. I never use "settime" though. I am running a recent 1.1 snapshot.

I'm not sure I've used it since the last TF2 update.
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blissend
Member
Join Date: Mar 2008
Old 12-14-2008 , 16:40   Re: TF2: AddTime
Reply With Quote #24

This plugin works. Used the one on the front page. Just have to reload the plugin every map change in order for it work. Using snapshots 1.1.
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MrSaturn
SourceMod Donor
Join Date: Jan 2009
Old 01-31-2009 , 08:12   Re: TF2: AddTime
Reply With Quote #25

this plugin works only sometimes, its infuriating

whenever it doesnt work I have to use rcon to load/unload it.

can you fix this?

my bad, its working now with the plugin from post #21

Last edited by MrSaturn; 04-01-2009 at 16:34.
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Max_Damage
Junior Member
Join Date: Jun 2009
Old 07-03-2009 , 18:20   Re: TF2: AddTime
Reply With Quote #26

thanks man, i've been looking for this!!
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drunkenfox1
Member
Join Date: Aug 2009
Location: Orange
Old 11-01-2009 , 11:45   Re: TF2: AddTime
Reply With Quote #27

Hello, this question kinda refers to all plugins, but, do i use the .sp or the .smx? or both? ty!

(oh and, i have z root and this works mostly but sometimes just, doesnt)
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DarthNinja
SourceMod Plugin Approver
Join Date: Mar 2009
Location: PreThinkHook()
Old 11-01-2009 , 15:47   Re: TF2: AddTime
Reply With Quote #28

Quote:
Originally Posted by drunkenfox1 View Post
Hello, this question kinda refers to all plugins, but, do i use the .sp or the .smx? or both? ty!

(oh and, i have z root and this works mostly but sometimes just, doesnt)
.sp is the source file, you dont need it unless you want to make changes.
the .smx is the compiled file and goes in addons/sourcemod/plugins/

Z or adminflag_root is a 'magic' flag that applies every other flag to the user, they have access to everything.

!Remember, after adding a new plugin you need to refresh your plugin list, there are a number of ways you can do this:
  • console command: rcon sm plugins refresh
  • change maps
  • restart the server
Hope that helps.
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DontWannaName
Veteran Member
Join Date: Jun 2007
Location: VALVe Land, WA
Old 04-04-2010 , 01:02   Re: TF2: AddTime
Reply With Quote #29

Blank, I dont think you ever updated the first post with your fix at http://forums.alliedmods.net/showpos...1&postcount=21
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bl4nk
SourceMod Developer
Join Date: Jul 2007
Old 04-06-2010 , 22:13   Re: TF2: AddTime
Reply With Quote #30

Done.
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