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[CS:GO] Deathmatch Goes Advanced (v0.13.8, 23/01/2016)


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mR_SMoking
Junior Member
Join Date: Sep 2017
Location: Portugal
Old 10-21-2017 , 09:44   Re: [CS:GO] Deathmatch Goes Advanced (v0.13.8, 23/01/2016)
Reply With Quote #2371

Quote:
Originally Posted by Ejziponken View Post
Disable the skin plugin? Its already built in with this plugin.
but i want the recent !ws and !knife plugin to have the new weapons like The Empress and other...
So how can i disable the skins that come ith this plugins??
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braiNN
New Member
Join Date: Nov 2017
Old 11-12-2017 , 20:31   Re: [CS:GO] Deathmatch Goes Advanced (v0.13.8, 23/01/2016)
Reply With Quote #2372

Quote:
Originally Posted by root88 View Post
Guys, you can just:
1) delete /csgo/addons/sourcemod/data/deathmatch_spawn/de_dust2.txt
2) set:
"dm_randomspawn_internal" "0"
"dm_normalspawn_internal" "0"
"mp_randomspawn" "1"
"mp_randomspawn_los" "1"
"mp_randomspawn_dist" "1"
"mp_respawn_on_death_t" "1"
"mp_respawn_on_death_ct" "1"

in /csgo/addons/sourcemod/configs/deathmatch.ini
Is this perfect line of sight? (without doing step 1)

Last edited by braiNN; 11-12-2017 at 21:19.
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zwetch
Senior Member
Join Date: Aug 2015
Location: South Africa
Old 12-14-2017 , 02:32   Re: [CS:GO] Deathmatch Goes Advanced (v0.13.8, 23/01/2016)
Reply With Quote #2373

How to remove "weapons restrictions"..?
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die_man
Senior Member
Join Date: Jul 2017
Old 12-26-2017 , 13:28   Re: [CS:GO] Deathmatch Goes Advanced (v0.13.8, 23/01/2016)
Reply With Quote #2374

How do I set up spawns in the best possible way?

I'm using the default config, however in many cases, players spawns behind after another player in the same respawn :/
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w8max
New Member
Join Date: Dec 2017
Old 12-29-2017 , 20:02   Re: [CS:GO] Deathmatch Goes Advanced (v0.13.8, 23/01/2016)
Reply With Quote #2375

The gamemode/plugin simply wont load , all i did is copied the files into sourcemode/xxxx and restarted server. still default gamemode. can someone help me maybe on steam ? add me
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w8max
New Member
Join Date: Dec 2017
Old 12-30-2017 , 11:03   Re: [CS:GO] Deathmatch Goes Advanced (v0.13.8, 23/01/2016)
Reply With Quote #2376

I need help , everytime i spawn i do have zeus , even if i turned it off in deathmatch.ini file , also my spawns arent working. could anyone help me ? THANKS!
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Y00k
Junior Member
Join Date: Jan 2018
Old 01-01-2018 , 16:54   Re: [CS:GO] Deathmatch Goes Advanced (v0.13.8, 23/01/2016)
Reply With Quote #2377

Quote:
Originally Posted by h3bus View Post
Plugin is currently maintained by nullb, latest version in this post: https://forums.alliedmods.net/showth...36#post2445436
Latest gamedata here: https://forums.alliedmods.net/showpo...postcount=2245


Thanks:
I would like to thank SniperUK as my plugin is based on its Deathmatch plugin (https://forums.alliedmods.net/showthread.php?t=189577).
Although almost everything has been rewritten this has been helping me a lot.

Why another deathmatch plugin?

This plugin is quite particular, because it modifies its configuration depending on played map.
This allows, for exemple to give only AWP and scout on AWP maps, to only grenades on HE maps, and lots of weapons on aim maps.
The configuration file is quite new concept as far as I know. It is described ins second post.

This plugin uses intensively CS:GO Cvars, thus will only work on CS:GO.

Do you like my work?
If you want to reward me for my work, or the help I can provide on this thread, feel free to make a donation


Plugin features:
  • Admin menu
  • Per map configuration (any Cvar can be controlled)
  • On the fly configuration load by admin menu
  • Per-team weapons restriction
  • Only Headshot mode
  • Configurable weapon clip and ammo count
  • Weapon clip reload on kill
  • Equipment (nades/tazer) refill on kill
  • Give HE on he explode
  • Infinite or finite taser shots
  • Any weapon drop
  • Dropped weapon management
  • Remove chicken
  • Map entity removal
  • Gun menu:
    • Can be displayed automaticaly on first spawn
    • Can be displayed on user request
    • Can provide only primary on secondary weapons
  • Random weapon on spawn
  • Pre-defined weapon on spawn
  • Spawn protection
  • Configurable spawn sound
  • Configurable spawn screen fade
  • Weapon skin independantly of the team
  • Limited weapon rotation
  • Fast shot after weapon equip option
  • Map spawn editor (and map slot increase)
  • Advanced spawn control
  • Admin is invisible/god while editing spawns
  • Advertisement (for gun menu or anything):
    • Text can be displayed on Chat, Hint, Alert
    • Can be displayed on spawn or on timer
    • Can be displayed periodicaly
    • Can cycle in a pool of messages
    • Supports translations
  • Display in hint a ladder based on RankMe stats on connected players
  • Auto Updater support
  • Others (see CVAR list and configuration file in second post)


How to install?
  1. Unzip .zip file into your sourcemod directory.
  2. Edit config/deathmatch.ini to your liking (You should first read second post and this exemple)
  3. If you want the simple ini file, rename config/deathmatch_simple.ini to config/deathmatch.ini and edit it to your liking
  4. End.
Configuration:
Configuration of this plugin may be hard, please take a look at the FAQ at the end of this post before asking for help.
The second post gives the architecture of the configuration file.

Requirements:
Cvars:
Spoiler



Commands:
Admins (Changemap flag)
sm_dm - Display admin menu (Chat alias: !dm)
dm_respawn_all - Respawn everyone
dm_respawn_dead - Respawn dead players
dm_load[_mod] "Section" "Subsection" [equip|respawn|restart|nextround] - Force a section->Subsection load
If third argument is supplied, an action is performed:
- none: players will be equiped on their next spawn
- equip: equip all players after successfull load
- respawn: respawn all players after successfull load
- restart: restart game after successfull load
- nextround: perform load on next round
If dm_load_mod is used, previous loaded configuration won't be unloaded before
dm_weapon_add <weapon> [<limit>] - Add an available weapon. Set limit to -1 for unlimited
dm_weapon_remove <weapon> - Remove an available weapon
dm_weapon_limit <weapon> <limit> -Limit a weapon count. Set limit to -1 for unlimited

Spawn edition - Admins (Changemap flag)
dm_spawns_show - Toggle spawn display mode.
dm_spawns_add [T|CT] - Add spawn point at your position for T, CT or deathmatch is no argument is supplied
dm_spawns_delete - Remove spawn point at your position
dm_spawns_import - Import current map spawns
dm_spawns_save - Save spawns
dm_spawns_test <first|next|prev> - Spawn to first/next/previous point for testing
dm_spawns_stats - Display spawn statistics

Clients:
sm_guns - Display gun menu (Chat alias: guns)

Note on spawn points:
- Spawn data is saved in sourcemod/data/deathmatch_spawn/<map>.txt
- If you create CT and T points, you must create at least as many points as original map has. Same for Deatmatch points if original map has any of them. If points are missing, your point won't be loaded (an error in log will indicate which are the missing point types)
- You can create spawn points for Terrorist, Counter-Terrorist or Deathmatch. You must save using dm_spawns_save command before map change or your created spawn are ignored.
- Spawn point are only activated when map is loaded.
- If at least one spawn point is available for T and CT, original map spawns are replaced by user spawns (Note that it will increase the available slots of a map)
- If at least one Deathmatch point is available, user Deathmatch spawn point will be used when mp_randomspawn is 1
- Spawn configurations file from SniperUk's plugin can be used (points will be loaded as Deathmatch points, thus only be used when mp_randomspawn is 1), however I recommend to re-create your point using this plugin for intensive position check.

FAQ:
Note: this FAQ applies if you are not using the deathmach_simple.ini configuration
Spoiler


TODO:
- Change mode vote for admin/players/automatic vote during warmup

Changelog:

Spoiler
Can you help me? Warmup dont end
Error log:
L 01/02/2018 - 003:54: [SM] Exception reported: Invalid string table index -1
L 01/02/2018 - 003:54: [SM] Blaming: deathmatch.smx
L 01/02/2018 - 003:54: [SM] Call stack trace:
L 01/02/2018 - 003:54: [SM] [0] FindStringIndex
L 01/02/2018 - 003:54: [SM] [1] Line 129, deathmatch/sounds.sp::sounds_LoadSpawnSounds
L 01/02/2018 - 003:54: [SM] [2] Line 169, deathmatch/sounds.sp::sounds_LoadSpawnSounds_ToOthers
L 01/02/2018 - 003:54: [SM] [3] Line 372, C:\Users\c0da\Desktop\scripting\deathmatch.sp ::UpdateState
L 01/02/2018 - 003:54: [SM] [4] Line 644, deathmatch/config.sp::config_Load
L 01/02/2018 - 003:54: [SM] [5] Line 9, deathmatch/warmup.sp::warmup_Start
L 01/02/2018 - 003:54: [SM] [6] Line 471, C:\Users\c0da\Desktop\scripting\deathmatch.sp ::Timer_DelayExec
Y00k is offline
Y00k
Junior Member
Join Date: Jan 2018
Old 01-05-2018 , 16:26   Re: [CS:GO] Deathmatch Goes Advanced (v0.13.8, 23/01/2016)
Reply With Quote #2378

Quote:
Originally Posted by nullb View Post
Sorry everybody, I've been pretty sick recently (All better now!) and for some reason I thought I posted this already. This is the fixed version.

To use this version you must disable FollowCSGOServerGuidelines in core.cfg, by setting it's value from yes to no. Do this at your own risk
If you don't want to do this, use the previous version v0.13.09-nullb, however it will be prone to the weapon sound bug. (P2000 sounding like a Deagle if USP-S is in the player load-out)

v0.13.10-nullb

TODO:
- Refactor to achieve compliance with >1.6 compilers
- Refactor to allow for latest dhooks support
- Review for any possible optimizations, re-implement personal optimizations for public release.

Changelog:

Spoiler
chow can i add weapons ?
Y00k is offline
Mask
AlliedModders Donor
Join Date: Oct 2010
Old 01-25-2018 , 10:37   Re: [CS:GO] Deathmatch Goes Advanced (v0.13.8, 23/01/2016)
Reply With Quote #2379

I have another problem with chicken sounds. Even with "dm_remove_chickens" "0" the sounds are still coming back sometimes not always though. Have no clue why is this happening.
Another thing did anyone succeeded removing chickens with stripper source? because I had no luck with it.
Mask is offline
Notifications
AlliedModders Donor
Join Date: Oct 2015
Old 02-02-2018 , 08:01   Re: [CS:GO] Deathmatch Goes Advanced (v0.13.8, 23/01/2016)
Reply With Quote #2380

Anyone know why a knife plugin won't work alongside this?
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