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[CS:GO] Deathmatch (v2.0.9, 2018-06-12)


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Maxximou5
AlliedModders Donor
Join Date: Feb 2013
Old 11-10-2016 , 20:58   Re: [CS:GO] Deathmatch (v2.0.7, 2016-10-08)
Reply With Quote #321

Quote:
Originally Posted by poprocks View Post
so I added your files and I have these issues;

the previously mentioned round time and roundlimit stuff as well as radar being on and being penalized for killing teammates in the FFA mode.

Sigh, I feel retarded as fuck.

Where is the gamemode dictated and which should I use?
We were all new at this at one point, if you want a hand, message me privately and I'll help you.
You can also look me up on Steam, same username, and I can help you from there.
Otherwise, you just need to edit the addons/sourcemod/configs/deathmatch/deathmatch.ini file for all the FFA related stuff and the gamemode_casual_server.cfg file in /cfg folder for the round time.
Code:
mp_roundtime_defuse "5" // Sets the round time for defuse maps (de_*)
mp_roundtime_hostage "5" // Sets the round time for hostage maps (cs_*)
mp_roundtime "5" // Sets the round time for all other maps
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Flanger
Member
Join Date: Mar 2007
Old 11-26-2016 , 22:00   Re: [CS:GO] Deathmatch (v2.0.7, 2016-10-08)
Reply With Quote #322

Hello everyone.
I'm trying to set up this plugin to be "on demand", so I can have hybrid server. Everything is working perfectly except one tiny problem I'm running into. Here are the start/stop scripts for exec:

on.cfg
Code:
dm_enabled "1"
mp_maxrounds "1"
mp_roundtime "30"
mp_freezetime "0"
sm_msay "DM/FFA/HSONLY IS STARTING NOW. HAPPY HEADHUNTING!"
mp_restartgame 5
off.cfg
Code:
dm_enabled "0"
mp_maxrounds "20"
mp_roundtime "2"
mp_freezetime "5"
mp_friendlyfire "0"
mp_teammates_are_enemies "0"
mp_ct_default_secondary "weapon_hkp2000"
mp_t_default_secondary "weapon_glock"
sm_msay "TURNING OFF DM!"
mp_restartgame 5
As you can see, I have included default secondary weapons, as the plugin disables them, so when manually turned off via off.cfg, this is working as intended. Now when map changes either by built-in valve voting, or via sm_map (I have dm_enabled 0 in sourcemod.cfg) DM is off, but CT/Ts still don't have default secondary weapons on spawn.

This is rather odd, since gamemode_competitive_server.cfg has both mp_ct_default_secondary and mp_t_default_secondary cvars included and executes them on map change, console log shows them being changed and yet they're still without value. So is there any way to configure DM, not to change these two at all?
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8guawong
AlliedModders Donor
Join Date: Dec 2013
Location: BlackMarke7
Old 11-26-2016 , 22:47   Re: [CS:GO] Deathmatch (v2.0.7, 2016-10-08)
Reply With Quote #323

looking at the code if you have dm_enabled on when map ends
it'll set the convar when map starts
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Flanger
Member
Join Date: Mar 2007
Old 11-28-2016 , 18:51   Re: [CS:GO] Deathmatch (v2.0.7, 2016-10-08)
Reply With Quote #324

Quote:
Originally Posted by 8guawong View Post
looking at the code if you have dm_enabled on when map ends
it'll set the convar when map starts
Thank you for the right hint. I've recompiled the source and now it doesn't remove secondary weapons on spawn. Nevertheless, there is one thing I believe is a bug (of course I tried it with released .smx). If I run:

Code:
dm_enabled 1
dm_headshot_only 1
dm_headshot_only_allow_knife 1
then all the guns do the damage to the body. turning off dm_headshot_only_allow_knife fixes the problem
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pratedsilencer
Junior Member
Join Date: Nov 2012
Location: USA
Old 11-28-2016 , 22:05   Re: [CS:GO] Deathmatch (v2.0.7, 2016-10-08)
Reply With Quote #325

Anyone else having issues with DM 2.0.7 not loading after the latest CSGO update today?

Thanks,

-Silencer
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pratedsilencer
Junior Member
Join Date: Nov 2012
Location: USA
Old 11-28-2016 , 22:12   Re: [CS:GO] Deathmatch (v2.0.7, 2016-10-08)
Reply With Quote #326

Quote:
Originally Posted by pratedsilencer View Post
Anyone else having issues with DM 2.0.7 not loading after the latest CSGO update today?

Thanks,

-Silencer
Issues were fixed in the latest MetaMod: http://www.metamodsource.net/mmsdrop...4-linux.tar.gz

Thanks,

-Silencer
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Flanger
Member
Join Date: Mar 2007
Old 11-29-2016 , 09:29   Re: [CS:GO] Deathmatch (v2.0.7, 2016-10-08)
Reply With Quote #327

Yes I also had the issue and latest build has solved the problem, however I still can't polish it to my needs Now after map change, where dm_enabled is 0, all damage between enemies is disabled. Wonder which CVAR is responsible for that.
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devvzje
New Member
Join Date: Nov 2016
Old 11-30-2016 , 05:49   Re: [CS:GO] Deathmatch (v2.0.7, 2016-10-08)
Reply With Quote #328

Does this mod give ammo back after kill? Can't seem to find the cvar.
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Flanger
Member
Join Date: Mar 2007
Old 12-01-2016 , 09:30   Re: [CS:GO] Deathmatch (v2.0.7, 2016-10-08)
Reply With Quote #329

Quote:
Originally Posted by devvzje View Post
Does this mod give ammo back after kill? Can't seem to find the cvar.
Yes it does. There are two CVARs in deathmatch.ini that govern how ammo will be replenished on kill:

dm_replenish_clip - this will instantly refill your clip ammo, so you won't have to reload the gun on kill.
dm_replenish_reserve - this refills total ammo reserve.

Personally I have clip enabled, but not reserve.

P.S. At last I was able to make this on-demand. Now I have the plugin unloaded by default, and load via start script when needed. No more funky stuff with damage after map change any more
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Maxximou5
AlliedModders Donor
Join Date: Feb 2013
Old 12-01-2016 , 18:06   Re: [CS:GO] Deathmatch (v2.0.7, 2016-10-08)
Reply With Quote #330

Quote:
Originally Posted by Flanger View Post
Yes it does. There are two CVARs in deathmatch.ini that govern how ammo will be replenished on kill:

dm_replenish_clip - this will instantly refill your clip ammo, so you won't have to reload the gun on kill.
dm_replenish_reserve - this refills total ammo reserve.
Thanks for filling him in.
Quote:
Originally Posted by Flanger View Post
P.S. At last I was able to make this on-demand. Now I have the plugin unloaded by default, and load via start script when needed. No more funky stuff with damage after map change any more
The issue with headshot only mode with knife enabled was remedied by doing a late load?
I found out the issue of why that was happening with dm_enabled 0, it will be fixed for future versions.
Thank you for bringing it to my attention.
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