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Remove the bomb and hostages 1.30


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Ramono
Veteran Member
Join Date: Nov 2005
Location: Netherlands
Old 03-11-2006 , 07:57  
Reply With Quote #21

Misreaded...

New version: 1.30
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[P]Latinum
Junior Member
Join Date: Mar 2006
Old 03-15-2006 , 09:36  
Reply With Quote #22

this version doent crash at all
nice
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mustangman041
Junior Member
Join Date: Mar 2006
Old 05-17-2006 , 16:17  
Reply With Quote #23

When i put on my server it works til map changes then causes server to crash.. I run a CTF server on de_jeepathon with bomb and hoes.. Anhy way to fix it??
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6pack
BANNED
Join Date: Mar 2006
Location: Cedarhurst, Long Island
Old 05-23-2006 , 08:19  
Reply With Quote #24

this plugin makes my server crash on CS maps with no error in the logs. I removed the code for the hostages and everything works fine. It just removes the bomb now
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Guenhwyvar
AMX Mod X Beta Tester
Join Date: Jul 2005
Location: Berlin / Germany
Old 05-23-2006 , 09:33  
Reply With Quote #25

Same for me, server crashes on cs_ maps. No errors in the logs.
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Orangutanz
Veteran Member
Join Date: Apr 2006
Old 05-23-2006 , 20:17  
Reply With Quote #26

Found the bug:
What should happen is that you get the flags then + FL_KILLME. Just tested this method no crash whilst removing hostages

Code:
154 func_illusionary (*85): min (-2278, 190, 126); siz (14, 130, 82); dst -1
159 func_wall (*86): min (-1090, 2614, 582); siz (130, 10, 42); dst -1
Note the above, 155 - 158 is a hostage entity on cs_assault

[edit]
Ok I am now also having crashing issues, it seems to be completely hit and miss whether removing the hostages will work. It appears to happen right before Round_Start is sent.
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Orangutanz
Veteran Member
Join Date: Apr 2006
Old 05-23-2006 , 21:41  
Reply With Quote #27

Here is a better + fixed version

[edit] Upgraded to FakeMeta

Code:
#include <amxmodx> #include <fakemeta> #define STRIP_ENTITIES    9 new game_entity[STRIP_ENTITIES][] = {     "func_bomb_target", "func_escapezone", "func_hostage_rescue", "func_vip_safetyzone",     "info_bomb_target", "info_hostage_rescue","info_vip_start", "hostage_entity",     "monster_scientist" } public plugin_precache() {     if(get_cvar_num("amx_nobombhos"))     {         register_forward(FM_Spawn, "Spawn")     } } public plugin_init() {     register_plugin("No bomb/hostages", "1.40", "NL)Ramon(NL")     register_cvar("amx_nobombhos", "1") } public Spawn(pent) {     if(pev_valid(pent))     {         new classname[32]         pev(pent, pev_classname, classname, 31)         for(new i = 0; i < STRIP_ENTITIES; ++i)         {             if(equali(classname, game_entity[i]))             {                 engfunc(EngFunc_RemoveEntity, pent)                 break             }         }     } }
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Ramono
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Join Date: Nov 2005
Location: Netherlands
Old 05-24-2006 , 08:47  
Reply With Quote #28

What if there are more hostages / bomb spots.
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Orangutanz
Veteran Member
Join Date: Apr 2006
Old 05-24-2006 , 08:51  
Reply With Quote #29

I just updated the code to FakeMeta, dunno if you posted just after I posted it.

I'm breaking the loop, since its a name checker. Each entity (pent) comes into Spawn, so more than one means that another hostage for example will trigger Spawn again, then will be checked for classname then removed.
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Ramono
Veteran Member
Join Date: Nov 2005
Location: Netherlands
Old 05-24-2006 , 09:59  
Reply With Quote #30

This 1 is better than mine.
I'm gonna update it to pcvar test it and upload. ( ill edit when done. )
Thanks.

+k

Edit:
It doesnt seem to work.
The bomb spots stay, and the hostages too.
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