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[CS:S] Anti Team Flash (v1.2.3)


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GrO
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Join Date: Jun 2010
Location: Poland
Old 10-28-2010 , 03:07   Re: [CS:S] Anti Team Flash
Reply With Quote #41

Quote:
Originally Posted by thetwistedpanda View Post
Nevermind, it was a rather easy fix. I had the opposite values set for checking spectators/dead players. Version 1.1.3 is up on the first page and fixes your bug.
Man You're simply awesome ;] Thanks.

BTW
Your hard work made You forgot to update the Change Log ^^.
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Last edited by GrO; 10-29-2010 at 03:18.
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GrO
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Old 11-01-2010 , 14:17   Re: [CS:S] Anti Team Flash
Reply With Quote #42

Last times this error appears from time to time:

Code:
L 11/01/2010 - 16:01:34: SourceMod error session started
L 11/01/2010 - 16:01:34: Info (map "$2070$") (file "errors_20101101.log")
L 11/01/2010 - 16:01:34: [SM] Native "GetArrayCell" reported: Invalid index 0 (count: 0)
L 11/01/2010 - 16:01:34: [SM] Displaying call stack trace for plugin "sm_anti_team_flash.smx":
L 11/01/2010 - 16:01:34: [SM]   [0]  Line 197, sm_anti_team_flash.sp::Event_OnFlashPlayer()
L 11/01/2010 - 16:18:41: Error log file session closed.
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thetwistedpanda
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Join Date: Sep 2008
Old 11-01-2010 , 14:45   Re: [CS:S] Anti Team Flash
Reply With Quote #43

Hmm, I'm fairly certain that error appears when a client throws a grenade and disconnects, or something of the sort. I'll look into some extra coding to prevent the error from occuring.
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Old 11-02-2010 , 07:13   Re: [CS:S] Anti Team Flash
Reply With Quote #44

Hey, thanks for the great plugin however im having challenges getting it to do what i want it to do. Im running it on a trikz server and i want the cvar sm_anti_team_flash_none to always be set to 1. Ive put it in my server.cfg and my autoexec.cfg but it didnt work, i edited the sp and changed the default to 1 and recompiled and that didnt work, i got the map cvar plugin and set it to sm_anti_team_flash_none 1 as default and also sm_anti_team_flash_none 1 on any map with a trikz_ prefix and that didnt work either so i am doing something wrong. ive installed sdk hooks and it works perfectly when i put sm_anti_team_flash_none 1 in console, so i am not sure what to do. Thanks in advance.
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GrO
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Old 11-02-2010 , 07:18   Re: [CS:S] Anti Team Flash
Reply With Quote #45

Maybe You should use the simplest way and set CVars in the plugin's own CFG file:

Quote:
cstrike\cfg\sourcemod\sm_anti_team_flash.cfg
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Old 11-02-2010 , 09:08   Re: [CS:S] Anti Team Flash
Reply With Quote #46

Quote:
Originally Posted by GrO View Post
Maybe You should use the simplest way and set CVars in the plugin's own CFG file:
Oh geez, thanks, i didnt even think to look there. I knew i was being crap

thanks again.
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thetwistedpanda
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Old 11-08-2010 , 20:44   Re: [CS:S] Anti Team Flash
Reply With Quote #47

Alrighty, v1.1.5 has been released. Unfortunately, the new version requires SDKHooks, so both plugins have been consolidated into one. 1.1.5 uses a new method for detecting flashes which is a bit more accurate, so there shouldn't be any more errors.
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GrO
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Old 11-09-2010 , 04:05   Re: [CS:S] Anti Team Flash
Reply With Quote #48

Quote:
Originally Posted by thetwistedpanda View Post
Alrighty, v1.1.5 has been released. Unfortunately, the new version requires SDKHooks, so both plugins have been consolidated into one. 1.1.5 uses a new method for detecting flashes which is a bit more accurate, so there shouldn't be any more errors.
Yey, fresh version. Updating right away, thanks.
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GrO
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Old 11-09-2010 , 06:31   Re: [CS:S] Anti Team Flash
Reply With Quote #49

Everyone, who's using this plugin from version 1.1.3 should add below Cvar or delete the plugin's own CFG file and resetup it. New Cvar:

Quote:
Originally Posted by thetwistedpanda
// If enabled and sm_anti_team_flash_none is enabled, this is the lifetime of the flashbang before it is deleted.
// -
// Default: "2.0"
// Minimum: "0.000000"
sm_anti_team_flash_life "2.0"
thetwistedpanda, please add something about it to the Change Log.
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Old 11-09-2010 , 10:48   Re: [CS:S] Anti Team Flash
Reply With Quote #50

Could have sworn I did, I guess it was for another plugin >.<. In any case, added.
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