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[CS:S/CS:GO] Deathrun Manager (CS 1.6 port)


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clutchh
SourceMod Donor
Join Date: Feb 2008
Old 07-15-2010 , 21:37   Re: [CS:S] Deathrun Manager (CS 1.6 port)
Reply With Quote #21

Great plugin!

Suggestion: Add an option that blocks players from pushing buttons twice. Maps use func_button/func_rot_button so I'm sure it can be done.
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Chanz
Veteran Member
Join Date: Aug 2008
Location: Germany - Stuttgart
Old 07-16-2010 , 07:49   Re: [CS:S] Deathrun Manager (CS 1.6 port)
Reply With Quote #22

Quote:
Originally Posted by clutchh View Post
Great plugin!

Suggestion: Add an option that blocks players from pushing buttons twice. Maps use func_button/func_rot_button so I'm sure it can be done.
We had the idea too. So I started to write a function that can do that.

PHP Code:
public OnMapStart(){
    
    if(
GetConVarBool(g_cvar_DoublePush)){
        
        new 
String:classname[64];
        new 
maxents GetMaxEntities();
        
        for (new 
entity=MaxClientsentity<=maxentsentity++) {
            
            if(
IsValidEdict(entity)){
                
                
GetEdictClassname(entity,classname,sizeof(classname));
                
                if(
StrEqual(classname"func_button") || StrEqual(classname"func_rot_button")){
                    
                    
DispatchKeyValue(entity"wait""-1");
                }
            }
        }
    }

I think this should work, can someone test it? (I can't I'm not at home).

cya chanz
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Last edited by Chanz; 07-18-2010 at 07:51.
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thetwistedpanda
Good Little Panda
Join Date: Sep 2008
Old 07-16-2010 , 22:58   Re: [CS:S] Deathrun Manager (CS 1.6 port)
Reply With Quote #23

Fyi that doesn't work, I tried the exact same method in one of my scripts and the buttons still recover.
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Chanz
Veteran Member
Join Date: Aug 2008
Location: Germany - Stuttgart
Old 07-17-2010 , 11:40   Re: [CS:S] Deathrun Manager (CS 1.6 port)
Reply With Quote #24

Fyi that does work! Here is the plugin:
https://forums.alliedmods.net/showthread.php?p=1242396
I didn't check it in game, but I checked if the value is set to -1.
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thetwistedpanda
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Join Date: Sep 2008
Old 07-17-2010 , 11:50   Re: [CS:S] Deathrun Manager (CS 1.6 port)
Reply With Quote #25

! Weird, I even tried your exact code and it doesn't function on the server.
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aeabdul
Junior Member
Join Date: Jul 2010
Old 07-17-2010 , 17:40   Re: [CS:S] Deathrun Manager (CS 1.6 port)
Reply With Quote #26

Hello, I have a request for your deathrun manager mod. Can you please add a cvar setting so you can limit how many T's get switched off the team. Some maps have 1 spawn for T and others have 2. When i play on maps with 2 T's the mod only switches 1 person.

I would greatly appreciate this!
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Chanz
Veteran Member
Join Date: Aug 2008
Location: Germany - Stuttgart
Old 07-18-2010 , 07:51   Re: [CS:S] Deathrun Manager (CS 1.6 port)
Reply With Quote #27

Hm a cvar for how many Ts there should be is a nice idea, but how about the deathrun manager just counts the T spawns.
Then the cvar is just in case there, if you want to increase or decrease the number of Ts.
Since the mapper knows how many Ts are good for his map.

PHP Code:
public OnMapStart(){
    
    
//this should be globally declared and should be on every map newly initialized.
    
g_iDefaultTerrorCount 0;
    
    new 
String:classname[64];
    new 
maxents GetMaxEntities();

    for (new 
entity=MaxClientsentity<=maxentsentity++) {
        
        if(
IsValidEdict(entity)){
            
            
GetEdictClassname(entity,classname,sizeof(classname));
            
            if(
StrEqual(classname"info_player_terrorist")){
                
                
g_iDefaultTerrorCount++;
            }
            
        }
    }

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bobbobagan
SourceMod Donor
Join Date: May 2007
Location: New Zealand
Old 07-18-2010 , 14:08   Re: [CS:S] Deathrun Manager (CS 1.6 port)
Reply With Quote #28

Wow good to see the suggestions coming through, and good to see people are interested in my plugin. Thanks for the support ;)

I will have to do some testing in a few days, perhaps I can add some of the things mentioned above into the next release. For now though I am tied up with other things, so it will be a few more days before another update is released.
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aeabdul
Junior Member
Join Date: Jul 2010
Old 07-18-2010 , 19:39   Re: [CS:S] Deathrun Manager (CS 1.6 port)
Reply With Quote #29

Quote:
Originally Posted by bobbobagan View Post
Wow good to see the suggestions coming through, and good to see people are interested in my plugin. Thanks for the support ;)

I will have to do some testing in a few days, perhaps I can add some of the things mentioned above into the next release. For now though I am tied up with other things, so it will be a few more days before another update is released.
Thank you! I will continue to use your mod.
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aeabdul
Junior Member
Join Date: Jul 2010
Old 07-18-2010 , 20:15   Re: [CS:S] Deathrun Manager (CS 1.6 port)
Reply With Quote #30

Quote:
Originally Posted by Chanz View Post
Hm a cvar for how many Ts there should be is a nice idea, but how about the deathrun manager just counts the T spawns.
Then the cvar is just in case there, if you want to increase or decrease the number of Ts.
Since the mapper knows how many Ts are good for his map.

PHP Code:
public OnMapStart(){
    
    
//this should be globally declared and should be on every map newly initialized.
    
g_iDefaultTerrorCount 0;
    
    new 
String:classname[64];
    new 
maxents GetMaxEntities();

    for (new 
entity=MaxClientsentity<=maxentsentity++) {
        
        if(
IsValidEdict(entity)){
            
            
GetEdictClassname(entity,classname,sizeof(classname));
            
            if(
StrEqual(classname"info_player_terrorist")){
                
                
g_iDefaultTerrorCount++;
            }
            
        }
    }

Good idea by the way
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