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WalkGuard - no camping/climbing/bug using - V1.3.2


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mogel
Senior Member
Join Date: Jan 2007
Old 06-04-2007 , 09:00   Re: WalkGuard - no camping/climbing/bug using - V1.3.1
Reply With Quote #41

Hi,

Quote:
Originally Posted by seiskakoo View Post
i'm getting the same error as him. I need the working source code that can compile, thanks.
u need the fakemeta_util.inc ... the webcompiler don't know this file ... download the fakemeta_util.inc and use the compiler on your machine at home

hand, mogel
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Arkshine
AMX Mod X Plugin Approver
Join Date: Oct 2005
Old 06-11-2007 , 00:40   Re: WalkGuard - no camping/climbing/bug using - V1.3.1
Reply With Quote #42

You should add in pfn_touch() function a check for 'zone' because its causes an 'Invalid Entity' error with some others plugins. (Like Throwing Knives. It happened when you collect knives from the ground)

Something like:

Code:
if( editor || !pev_valid( zone ) )         return;
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vittu
SuperHero Moderator
Join Date: Oct 2004
Location: L.A. County, CA
Old 06-11-2007 , 01:23   Re: WalkGuard - no camping/climbing/bug using - V1.3.1
Reply With Quote #43

Who converted to fakemeta and used pfn_touch which still requires engine but is not included?

Why would you need fakemeta_util? instead of causing all the problems with compiling (meaning people don't understand they need the include). Just take what you need and put it in the plugin itself. IE. fm_is_valid_ent you don't need that since pev_valid has been created.

Stick with your engine version instead of a bad fakemeta conversion that wasn't done by you.



I still think a camp zone cooldown is a good idea, to stop players from returning too quickly.

Last edited by vittu; 06-11-2007 at 01:27.
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ThunderBlizzard
Member
Join Date: Jun 2007
Old 06-11-2007 , 18:29   Re: WalkGuard - no camping/climbing/bug using - V1.3.1
Reply With Quote #44

great job dude
well as i can see, the plugin is stable and still no one posted his wgz files??
why? there should be a collection for the default maps

i secured most of the default maps against buguse (assault, milita, office, aztec, cbble, dust2, inferno, nuke)
i will upload italy tommorrow or so...
as said these are only the buguse areas i didnt include camping positions. feel free to use them and/or add some more areas

i put the wg.amxx in debug mode and my amx logs are getting spammed with an error

L 06/18/2007 - 02:476: [FAKEMETA] Invalid entity
L 06/18/2007 - 02:476: [AMXX] Displaying debug trace (plugin "walkguard.amxx")
L 06/18/2007 - 02:476: [AMXX] Run time error 10: native error (native "pev")
L 06/18/2007 - 02:476: [AMXX] [0] walkguard.sma::pfn_touch (line 197)

what am i doing wrong?
Attached Files
File Type: rar walkguard.rar (2.5 KB, 296 views)

Last edited by ThunderBlizzard; 06-18-2007 at 10:59.
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iggy_bus
BANNED
Join Date: Oct 2005
Old 06-27-2007 , 18:42   Re: WalkGuard - no camping/climbing/bug using - V1.3.1
Reply With Quote #45

Can you add up to 45 seconds for camping time ?
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frankieyim
Junior Member
Join Date: Jan 2006
Location: Hong Kong
Old 06-28-2007 , 06:57   Re: WalkGuard - no camping/climbing/bug using - V1.3.1
Reply With Quote #46

Quote:
Originally Posted by iggy_bus View Post
Can you add up to 45 seconds for camping time ?

very nice!!!!
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ehha
SourceMod Donor
Join Date: Apr 2006
Location: Sibiu
Old 06-28-2007 , 09:40   Re: WalkGuard - no camping/climbing/bug using - V1.3.1
Reply With Quote #47

could you please put a configurable disable timer for each zone? like st3reo said

for example on rush zone delay timer 0 (so instant slay) and disable the rush zone automatically after 45 seconds or 1 minute
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BlackMilk
Veteran Member
Join Date: Jun 2007
Old 06-29-2007 , 04:09   Re: WalkGuard - no camping/climbing/bug using - V1.3.1
Reply With Quote #48

Very nice work Mogel, this is great (also for things like not letting players cross maps like aim_ak-colt xD) - +Karma, though I'll test it later.

EDIT: Just thought of something, although it might be too much trouble, I'm not sure since I'm not a coder myself, I think it'd be great if you could add custom messages on the spot for zones. For example you create a CT camper zone on the rooftop of the building next to the truck in cs_assault, and add the message "Don't camp on this rooftop" display whenever a player enter is, and/or preferably even comes close to it, so they can refrain from doing it in the first place. Rather than just going like "Don't Camp" or "Don't Cheat" and stuff.

Another example, make a block zone in aim_ak-colt that stretches across the middle to both sides, with it's message being "Don't cross the map", or rather, "Don't attempt to cross the map" since it'd be impossible anyway. So yeah, custom messages admins can put in on the spot and edit when they want.

Oh yes, I forgot to ask: do the zones stay after
-changing map
-restarting map/server
-disabling and re-enabling the plugin?

And can you edit them or remove them individually after you're done with them and have closed the menu?
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Last edited by BlackMilk; 06-29-2007 at 04:29.
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ehha
SourceMod Donor
Join Date: Apr 2006
Location: Sibiu
Old 06-29-2007 , 10:01   Re: WalkGuard - no camping/climbing/bug using - V1.3.1
Reply With Quote #49

they stay after all 3 because the zones get saved in a file
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BlackMilk
Veteran Member
Join Date: Jun 2007
Old 06-29-2007 , 12:30   Re: WalkGuard - no camping/climbing/bug using - V1.3.1
Reply With Quote #50

Oh yes, my fault.
Well then I've got two questions left:

-Can zones be edited/removed after closing the menu?
-Can the ability be added for admins to give zones custom messages?
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