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[TF2] Freeze Tag - Updated (1.1.4) 5/12/2013


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Rd1981
Senior Member
Join Date: Apr 2011
Old 01-01-2013 , 16:50   Re: [TF2] Freeze Tag - (1.0.0) 12/30/2012
Reply With Quote #21

any linux users having problems with this we have only tested this one on windows so we can try and look into it ?
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CuriousG
Senior Member
Join Date: Feb 2012
Old 01-01-2013 , 16:53   Re: [TF2] Freeze Tag - (1.0.0) 12/30/2012
Reply With Quote #22

I seem to be getting a few of these error messages:

Code:
L 01/01/2013 - 13:41:28: Info (map "cp_toy_fort_elite_fix") (file "errors_20130101.log")
L 01/01/2013 - 13:41:28: [SM] Native "SetTeamScore" reported: Failed to get m_iScore key
L 01/01/2013 - 13:41:28: [SM] Displaying call stack trace for plugin "freezetag.smx":
L 01/01/2013 - 13:41:28: [SM]   [0]  Line 1635, C:\Users\Friagram\Documents\Sourcemod\scripting\poni\freezetag.sp::ForceTeamWin()
L 01/01/2013 - 13:41:28: [SM]   [1]  Line 1481, C:\Users\Friagram\Documents\Sourcemod\scripting\poni\freezetag.sp::Timer_TeamFreezeCheck()
L 01/01/2013 - 13:44:54: [SM] Native "SetTeamScore" reported: Failed to get m_iScore key
L 01/01/2013 - 13:44:54: [SM] Displaying call stack trace for plugin "freezetag.smx":
L 01/01/2013 - 13:44:54: [SM]   [0]  Line 1635, C:\Users\Friagram\Documents\Sourcemod\scripting\poni\freezetag.sp::ForceTeamWin()
I have 1.01 but haven't loaded it yet since there were people on. How about changing it so when you're frozen you can switch between first and third person view similar to spectator mode (without freecam)? It gets boring waiting for someone to unfreeze you and I'd rather look at my surroundings from third person.

Last edited by CuriousG; 01-01-2013 at 17:01.
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sejin513
AlliedModders Donor
Join Date: Dec 2008
Location: ._.
Old 01-01-2013 , 19:14   Re: [TF2] Freeze Tag - (1.0.0) 12/30/2012
Reply With Quote #23

Finally! i will trying to open this gamemode when i got a new server ._.
Nice work!
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Rd1981
Senior Member
Join Date: Apr 2011
Old 01-01-2013 , 19:56   Re: [TF2] Freeze Tag - (1.0.0) 12/30/2012
Reply With Quote #24

Add the thirdperson mod from darthninja without cheats to your server thats what were using.
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friagram
Veteran Member
Join Date: Sep 2012
Location: Silicon Valley
Old 01-01-2013 , 20:15   Re: [TF2] Freeze Tag - (1.0.0) 12/30/2012
Reply With Quote #25

Quote:
Originally Posted by CuriousG View Post
I seem to be getting a few of these error messages:

Code:
L 01/01/2013 - 13:41:28: Info (map "cp_toy_fort_elite_fix") (file "errors_20130101.log")
L 01/01/2013 - 13:41:28: [SM] Native "SetTeamScore" reported: Failed to get m_iScore key
L 01/01/2013 - 13:41:28: [SM] Displaying call stack trace for plugin "freezetag.smx":
L 01/01/2013 - 13:41:28: [SM]   [0]  Line 1635, C:\Users\Friagram\Documents\Sourcemod\scripting\poni\freezetag.sp::ForceTeamWin()
L 01/01/2013 - 13:41:28: [SM]   [1]  Line 1481, C:\Users\Friagram\Documents\Sourcemod\scripting\poni\freezetag.sp::Timer_TeamFreezeCheck()
L 01/01/2013 - 13:44:54: [SM] Native "SetTeamScore" reported: Failed to get m_iScore key
L 01/01/2013 - 13:44:54: [SM] Displaying call stack trace for plugin "freezetag.smx":
L 01/01/2013 - 13:44:54: [SM]   [0]  Line 1635, C:\Users\Friagram\Documents\Sourcemod\scripting\poni\freezetag.sp::ForceTeamWin()
I have 1.01 but haven't loaded it yet since there were people on. How about changing it so when you're frozen you can switch between first and third person view similar to spectator mode (without freecam)? It gets boring waiting for someone to unfreeze you and I'd rather look at my surroundings from third person.
The 1.0.1 was just to test for bugs and such, I looked over it just now and it looks ok. Have it running on our server and didn't notice any problems.
Tomorrow i'll get out the version properly that has the deadringer decoy blocks, progress rings, warmup time suicide fixed, and all that stuff I mentioned in the earlier post.
I'll have a fix with all the new stuff soon, I need to test a few more things. The version I posted on the main page should be used generally (unless you want to be super helpful and help me find bugs ). I was just hoping people could help look over my code and offer suggestions/changes.

As for the stack traces, I have not been getting any, but I don't know what would cause that error, all I'm doing is:

SetTeamScore(RED, g_redscore)
SetTeamScore(BLU, g_bluscore)

Those 2 variables will be incremented each round based upon the wins/losses.
Does this only happen to you on toy fort?
I know from past experience that toy fort does some horrible things with changing adding/removing time to the map and never ending itself, but I don't see how it could interfere with the scoring system itself.

I think it's a pretty basic sourcemod function, but I don't know, it's never given us any problems, all sourcemod api says is "Sets the score of a team based on a team index. Note: This native should not be called before OnMapStart"
The only info I can find with that error is here: http://hg.alliedmods.net/sourcemod-c...eamnatives.cpp
it should be able to find it, what version of sourcemod are you running? (sm version)
It could be a sourcemod bug, I could try setting the property directly.

And yes, I haven't added the third person/first person thing because we use the mod that allows clients to change it. I can create a cvar to force it if you guys would like that. If set, when becoming frozen it would set them to third person, when unfrozen back to third person. Not a problem. I'm not sure if there's a way I can check if a client is already in first/third and then set the camera accordingly, if there is it would preserve their preference. I'll look into it.

Last edited by friagram; 01-01-2013 at 21:15.
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moxie2020
Veteran Member
Join Date: Aug 2011
Old 01-01-2013 , 22:45   Re: [TF2] Freeze Tag - (1.0.0) 12/30/2012
Reply With Quote #26

Is there any chance this could work in conjunction with Freak Fortress? I think it would keep peoples attention if they could be brought back into the game and would make it easy to turn off the flag capture option....
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friagram
Veteran Member
Join Date: Sep 2012
Location: Silicon Valley
Old 01-01-2013 , 23:44   Re: [TF2] Freeze Tag - (1.0.0) 12/30/2012
Reply With Quote #27

Quote:
Originally Posted by moxie2020 View Post
Is there any chance this could work in conjunction with Freak Fortress? I think it would keep peoples attention if they could be brought back into the game and would make it easy to turn off the flag capture option....
Ehhhhhhhhhhhhhh it should be able to work along side any mod.
Just turn off the entity control stuff that you don't need (opening doors and such) freak fortress does that on it's own already.

Disabling caps is really easy to do, I have no idea why freak fortress doesn't do it how I do it.
There's 2 ways you can do it
1- disable/lock the point completely (caps disabled)
2- hook the entity and cancel it each pulse (caps enabled), but filter out people who are frozen from capping.

I believe I don't bother to check for the 2nd case when the 1st is active, but I'll go back and look at that, because the event fires every second or so, so it's a decent amount of unneeded overhead if it's doing lots of verification checks when the point's disabled anyway.

I have told powerlord in private messages (I believe) how to disable caps by both of these methods, but I don't know if he has gotten my tells, or has had the time to integrate it into ff2.
If you are using arena maps though, you can use the tf_arena convar to just override the cap unlock timelimit to be > your round limit so points never unlock (or convert koth maps to stripper, or just delete the control point entity) but this isn't a freak fortress thread, though I like the mod and program for it also
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CuriousG
Senior Member
Join Date: Feb 2012
Old 01-01-2013 , 23:52   Re: [TF2] Freeze Tag - (1.0.0) 12/30/2012
Reply With Quote #28

Quote:
Those 2 variables will be incremented each round based upon the wins/losses.
Does this only happen to you on toy fort?
I know from past experience that toy fort does some horrible things with changing adding/removing time to the map and never ending itself, but I don't see how it could interfere with the scoring system itself.
It happens on all 3 maps I have in rotation. They're all custom maps. cp_orange_x4a is one I modified to fix a lot of the things that wrong with cp_orange_x4. The other is dm_duel_v4 in its unmodified form.

sm version
SourceMod Version Information:
SourceMod Version: 1.5.0-dev+3677
SourcePawn Engine: SourcePawn 1.1, jit-x86 (build 1.5.0-dev+3677)
SourcePawn API: v1 = 4, v2 = 4
Compiled on: Oct 27 2012 16:09:54
Build ID: 3677:6a7094b247bb
http://www.sourcemod.net/

You have to remember that this is TF2 Beta so it isn't as vital to keep snapshots up to date.

Last edited by CuriousG; 01-01-2013 at 23:56.
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friagram
Veteran Member
Join Date: Sep 2012
Location: Silicon Valley
Old 01-02-2013 , 01:41   Re: [TF2] Freeze Tag - (1.0.0) 12/30/2012
Reply With Quote #29

Quote:
Originally Posted by CuriousG View Post
It happens on all 3 maps I have in rotation. They're all custom maps. cp_orange_x4a is one I modified to fix a lot of the things that wrong with cp_orange_x4. The other is dm_duel_v4 in its unmodified form.

sm version
SourceMod Version Information:
SourceMod Version: 1.5.0-dev+3677
SourcePawn Engine: SourcePawn 1.1, jit-x86 (build 1.5.0-dev+3677)
SourcePawn API: v1 = 4, v2 = 4
Compiled on: Oct 27 2012 16:09:54
Build ID: 3677:6a7094b247bb
http://www.sourcemod.net/

You have to remember that this is TF2 Beta so it isn't as vital to keep snapshots up to date.
I'll try replacing SetTeamScore() with Team_SetScore later, but they will likely do the same thing for me. I suggest you test it out in the mean time, just copypasta it in at the bottom and switch the functions.

https://forums.alliedmods.net/showpo...75&postcount=4

Oh, and if that still won't work for you in beta, you can always comment out 2 set score lines.
Maps will continue to run normally, and the rounds should get reset by the functions that create round end/game end ents.
It's just that some maps won't track the scores properly as it says like "blue captured all control points, blue wins" on the scoreboard, however, it won't increment the count on it's own because no objectives triggered the proper counter in the map. Setting the team score each round forces it to display correctly, but it's just for show. Most maps track it normally anyways, but payload and a bunch of custom maps don't. You can always use stripper to edit problematic maps if you can't get setscore to work also (though I have no idea why it's not working, mabye it's a tf2beta thing?)

Last edited by friagram; 01-02-2013 at 01:47.
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captaindeterprimary
AlliedModders Donor
Join Date: Sep 2012
Old 01-02-2013 , 14:59   Re: [TF2] Freeze Tag - (1.0.0) 12/30/2012
Reply With Quote #30

All my yes to this plugin.
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