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[TF2] Deathrun Redux - Updated 2015-02-15


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Rd1981
Senior Member
Join Date: Apr 2011
Old 06-13-2015 , 22:36   Re: [TF2] Deathrun Redux - Updated 2015-02-15
Reply With Quote #101

Can you add something so you can increase the activators health to make dr_office more playable. The players stay in the first trap and the activator has to kill them later on but with so low health doesnt last long.
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misterG
Senior Member
Join Date: May 2015
Location: Romania
Old 06-16-2015 , 06:38   Re: [TF2] Deathrun Redux - Updated 2015-02-15
Reply With Quote #102

Ok, i am experiencing a weird bug on my server. Sometimes this happens random and won't stop spamming into errors log until server restart:
Code:
L 06/16/2015 - 13:12:50: [SM] Displaying call stack trace for plugin "deathrun_redux.smx":
L 06/16/2015 - 13:12:50: [SM]   [0]  Line 839, deathrun_redux.sp::OnPlayerSpawn()
L 06/16/2015 - 13:12:51: [SM] Native "TF2Attrib_SetByName" reported: TF2Attrib_SetByName: Attribute 'cancel falling damage' not valid
I don't know if it is a coincidence but i raise slots on my server(24->28 slots) and my server is almost always full. I don't know if it has anything to do with this.
And this bug is driving me crazy because it's facking up respawns and there can be multiple deaths.
I run the last version of tf2attributes, sourcemod 1.7.3-dev+5214, Metamod:Source version 1.10.5-dev

Here's a list with all plugins that i am running:
Code:
  01 "Admin File Reader" (1.7.3-dev+5214) by AlliedModders LLC
  02 "[TF2] Customizable Team Names" (1.0.3) by Oshizu*********
  03 "Server Hop" (0.8.1) by [GRAVE] rig0r
  04 "TF2: Roll the Dice" (0.4.4.2) by linux_lover ([email protected])
  05 "Client Preferences" (1.7.3-dev+5214) by AlliedModders LLC
  06 "Basic Commands" (1.7.3-dev+5214) by AlliedModders LLC
  07 "Admin List" (1.0) by Samantha
  08 "[TF2] Deathrun Redux" (0.2.1) by Classic
  09 "Web Shortcuts" (1.1) by Kyle Sanderson, Nicholas Hastings
  10 "Basic Info Triggers" (1.7.3-dev+5214) by AlliedModders LLC
  11 "[Source 2013] Custom Chat Colors" (3.1.0) by Dr. McKay
  12 "Basic Comm Control" (1.7.3-dev+5214) by AlliedModders LLC
  13 "Rules Plugin" (1.3) by haN
  14 "[TF2] Thirdperson" (2.1.0) by DarthNinja
  15 "Round Timer" (1.2) by ReFlexPoison
  16 "Admin Help" (1.7.3-dev+5214) by AlliedModders LLC
  17 "In-game Help Menu" (0.3) by chundo
  18 "Anti-Flood" (1.7.3-dev+5214) by AlliedModders LLC
  19 "Banned Sprays" (0.0.3.8) by TnTSCS aka ClarkKent
  20 "Reserved Slots" (1.7.3-dev+5214) by AlliedModders LLC
  21 "Nextmap" (1.7.3-dev+5214) by AlliedModders LLC
  22 "Fun Commands" (1.7.3-dev+5214) by AlliedModders LLC
  23 "Basic Votes" (1.7.3-dev+5214) by AlliedModders LLC
  24 "Updater" (1.2.2) by GoD-Tony
  25 "Roll the Dice: Team Restrict" (0.1) by linux_lover
  26 "[TF2] TF2Attributes" (1.1.1) by FlaminSarge
  27 "Sound Commands" (1.7.3-dev+5214) by AlliedModders LLC
  28 "Player Commands" (1.7.3-dev+5214) by AlliedModders LLC
  29 "Server Hud Logo" (2.2) by ReFlex
  30 "Chat Logger" (2.0) by McFlurry
  31 "AFK Manager" (3.5.3) by Rothgar
  32 "Ban disconnected players" (1.04) by mad_hamster, Troy
  33 "Very Basic High Ping Kicker" (1.4) by msleeper
  34 "radio.smx"
  35 "Spray Tracer No Menu" (v5.8b) by Nican132, CptMoore, Lebson506th
  36 "Basic Chat" (1.7.3-dev+5214) by AlliedModders LLC
  37 "Advertisements" (0.6) by Tsunami
  38 "MapChooser" (1.7.3-dev+5214) by AlliedModders LLC
  39 "SourceBans" (1.4.11) by SourceBans Development Team
  40 "Map Nominations" (1.7.3-dev+5214) by AlliedModders LLC
  41 "[TF2Items] Manager" (1.4.1) by Damizean & Asherkin
  42 "Admin Menu" (1.7.3-dev+5214) by AlliedModders LLC
  43 "Tidy Chat" (0.4) by linux_lover
  44 "Rock The Vote" (1.7.3-dev+5214) by AlliedModders LLC
  45 "Simple Chat Processor (Redux)" (1.1.5) by Simple Plugins, Mini

Last edited by misterG; 06-16-2015 at 11:47.
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ClassicGuzzi
Veteran Member
Join Date: Oct 2013
Location: Argentina
Old 06-16-2015 , 06:48   Re: [TF2] Deathrun Redux - Updated 2015-02-15
Reply With Quote #103

Quote:
Originally Posted by misterG View Post
Ok, i am experiencing a weird bug on my server. Sometimes this happens random and won't stop spamming into errors log until server restart:
L 06/16/2015 - 13:12:50: [SM] Displaying call stack trace for plugin "deathrun_redux.smx":
L 06/16/2015 - 13:12:50: [SM] [0] Line 839, deathrun_redux.sp::OnPlayerSpawn()
L 06/16/2015 - 13:12:51: [SM] Native "TF2Attrib_SetByName" reported: TF2Attrib_SetByName: Attribute 'cancel falling damage' not valid
It's a shame that that attribute's name broke in some way, for now, just put disable fall damage in 0 in the config files.
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misterG
Senior Member
Join Date: May 2015
Location: Romania
Old 06-16-2015 , 11:40   Re: [TF2] Deathrun Redux - Updated 2015-02-15
Reply With Quote #104

Quote:
Originally Posted by ClassicGuzzi View Post
It's a shame that that attribute's name broke in some way, for now, just put disable fall damage in 0 in the config files.
Did it before you said it. Now everything seems fine, but as i said it does not happen always even with it activated.
Maybe it's just my problem, idk...or some conflicts.

Last edited by misterG; 06-16-2015 at 11:44.
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Synthax
Member
Join Date: Mar 2015
Old 06-22-2015 , 04:00   Re: [TF2] Deathrun Redux - Updated 2015-02-15
Reply With Quote #105

Quote:
Originally Posted by misterG View Post
Can you add in the next version a feature to block spectating on blue? Or is there any plugins out there to do that?
For blocking spectating on blue, while not a total solution, this works well for me. Just make sure you set the config to only let you teleport to your own team.
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93SHADoW
AlliedModders Donor
Join Date: Jul 2014
Location: Houston, TX
Old 06-23-2015 , 02:47   Re: [TF2] Deathrun Redux - Updated 2015-02-15
Reply With Quote #106

Quote:
Originally Posted by ClassicGuzzi View Post
It's a shame that that attribute's name broke in some way, for now, just put disable fall damage in 0 in the config files.
I just use OnTakeDamage and return Plugin_Handled for blocking fall damage:
Code:
public OnClientPutInServer(client)
{
	g_timesplayed_asdeath[client] = 0;
	SDKHook(client, SDKHook_OnTakeDamage, OnTakeDamage);
}


public Action:OnTakeDamage(client, &attacker, &inflictor, &Float:damage, &damagetype, &weapon, Float:damageForce[3], Float:damagePosition[3], damagecustom)
{
	if(client<=0 || client>MaxClients || attacker<=0 || attacker>MaxClients)
	{
		return Plugin_Continue;
	}
	if(g_diablefalldamage && (damagetype & DMG_FALL))
	{
		return Plugin_Handled;
	}
	return Plugin_Continue;
}
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Last edited by 93SHADoW; 06-23-2015 at 03:04.
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ClassicGuzzi
Veteran Member
Join Date: Oct 2013
Location: Argentina
Old 06-23-2015 , 06:44   Re: [TF2] Deathrun Redux - Updated 2015-02-15
Reply With Quote #107

Quote:
Originally Posted by SHADoW NiNE TR3S View Post
I just use OnTakeDamage and return Plugin_Handled for blocking fall damage:
Code:
public OnClientPutInServer(client)
{
	g_timesplayed_asdeath[client] = 0;
	SDKHook(client, SDKHook_OnTakeDamage, OnTakeDamage);
}


public Action:OnTakeDamage(client, &attacker, &inflictor, &Float:damage, &damagetype, &weapon, Float:damageForce[3], Float:damagePosition[3], damagecustom)
{
	if(client<=0 || client>MaxClients || attacker<=0 || attacker>MaxClients)
	{
		return Plugin_Continue;
	}
	if(g_diablefalldamage && (damagetype & DMG_FALL))
	{
		return Plugin_Handled;
	}
	return Plugin_Continue;
}
The problem with this way is that it doesn't block the sound but yeah I should use this.
I'll change to that in a couple of days (I have exams now)
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XaxaXoxo
Senior Member
Join Date: Feb 2011
Old 06-26-2015 , 19:05   Re: [TF2] Deathrun Redux - Updated 2015-02-15
Reply With Quote #108

hi,

after update to latest snapshot version 1.7.3, I have some mistake
Quote:
L 06/25/2015 - 14:17:15: [SM] Native "IsClientInGame" reported: Client index 0 is invalid
L 06/25/2015 - 14:17:15: [SM] Displaying call stack trace for plugin "deathrun_redux.smx":
L 06/25/2015 - 14:17:15: [SM] [0] Line 1124, deathrun_redux.sp::RespawnRebalanced()
L 06/25/2015 - 14:27:21: Error log file session closed.
L 06/25/2015 - 19:26:10: SourceMod error session started
L 06/25/2015 - 19:26:10: Info (map "dr_cocainum_v2_1_xmas_fix") (file "errors_20150625.log")
L 06/25/2015 - 19:26:10: [SM] Native "IsClientInGame" reported: Client index 0 is invalid
L 06/25/2015 - 19:26:10: [SM] Displaying call stack trace for plugin "deathrun_redux.smx":
L 06/25/2015 - 19:26:10: [SM] [0] Line 1124, deathrun_redux.sp::RespawnRebalanced()
L 06/25/2015 - 19:55:06: Error log file session closed.
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ClassicGuzzi
Veteran Member
Join Date: Oct 2013
Location: Argentina
Old 06-26-2015 , 19:39   Re: [TF2] Deathrun Redux - Updated 2015-02-15
Reply With Quote #109

Quote:
Originally Posted by XaxaXoxo View Post
hi,

after update to latest snapshot version 1.7.3, I have some mistake
I think that you are using an old version of my plugin, for starters, that function isn't in that line:
https://github.com/ClassicSpeed/deat...redux.sp#L1113

Also, I checked and It's starts from 1 (not 0) on the loop that uses that function (And I'm pretty sure that it was the case before).
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XaxaXoxo
Senior Member
Join Date: Feb 2011
Old 06-26-2015 , 19:48   Re: [TF2] Deathrun Redux - Updated 2015-02-15
Reply With Quote #110

Oh, I'm sorry. That's right, I have translated the menu and because of this all moved.
Quote:
/* RespawnRebalanced()
**
** Timer used to spawn a client if he/she is in game and if it isn't alive.
** -------------------------------------------------------------------------- */
public Action:RespawnRebalanced(Handle:timer, any:data)
{
new client = GetClientOfUserId(data);
1124--> if(IsClientInGame(client))
{
if(!IsPlayerAlive(client))
{
TF2_RespawnPlayer(client);
}
}
}
p.s. And I am using last version DR
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