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[TF2][PSM][Updater] Revive Markers (v1.7.2, 2015-03-12)


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vadia111
Senior Member
Join Date: Dec 2013
Old 09-13-2014 , 20:23   Re: [TF2][PSM] Revive Markers (v1.7, 2014-08-30)
Reply With Quote #141

Quote:
Originally Posted by Wolvan View Post
Instant revive Server?



nope

my CVAR

revivemarkers_no_markers_without_medic "1"
revivemarkers_disable "0"
revivemarkers_admin_only "0"
revivemarkers_drop_for_one_team "0"
revivemarkers_max_revives "0"
revivemarkers_decay_time "4.0"
revivemarkers_visible_for_medics "1"
revivemarkers_show_markers_for_hale "0"
revivemarkers_version "1.7"


this is correcty ? why i am use this config ----> revivemarkers_decay_time "0.0" --> so using the time to revive the player without the marker disappears


but..... these errors appears
[SM] Native "TeleportEntity" reported: NULL not allowed
L 09/08/2014 - 18:58:16: [SM] Displaying call stack trace for plugin "ReviveMarkers.smx":
L 09/08/2014 - 18:58:16: [SM] [0] Line 287, /home/forums/content/files/2/5/0/8/6/7/135686.attach::Timer_MoveMarker()



because you can put the time and 4.0 give faster time to resurrect the player

possible and put the speed to resurrect the player?

Last edited by vadia111; 09-13-2014 at 20:42.
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Wolvan
Senior Member
Join Date: Jul 2014
Location: Tyrol, Austria
Old 09-17-2014 , 09:37   Re: [TF2][PSM] Revive Markers (v1.7, 2014-08-30)
Reply With Quote #142

Quote:
Originally Posted by vadia111 View Post
nope

my CVAR

revivemarkers_no_markers_without_medic "1"
revivemarkers_disable "0"
revivemarkers_admin_only "0"
revivemarkers_drop_for_one_team "0"
revivemarkers_max_revives "0"
revivemarkers_decay_time "4.0"
revivemarkers_visible_for_medics "1"
revivemarkers_show_markers_for_hale "0"
revivemarkers_version "1.7"


this is correcty ? why i am use this config ----> revivemarkers_decay_time "0.0" --> so using the time to revive the player without the marker disappears


but..... these errors appears
[SM] Native "TeleportEntity" reported: NULL not allowed
L 09/08/2014 - 18:58:16: [SM] Displaying call stack trace for plugin "ReviveMarkers.smx":
L 09/08/2014 - 18:58:16: [SM] [0] Line 287, /home/forums/content/files/2/5/0/8/6/7/135686.attach::Timer_MoveMarker()



because you can put the time and 4.0 give faster time to resurrect the player

possible and put the speed to resurrect the player?

The decay time is way to let the marker be destroyed BEFORE the player respawns. Works well in arena mode where you don't want Medics to have infinite time to revive a target.

Not sure what causes the error, what plugins do you have?
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vadia111
Senior Member
Join Date: Dec 2013
Old 09-18-2014 , 20:10   Re: [TF2][PSM] Revive Markers (v1.7, 2014-08-30)
Reply With Quote #143

Quote:
Originally Posted by Wolvan View Post
The decay time is way to let the marker be destroyed BEFORE the player respawns. Works well in arena mode where you don't want Medics to have infinite time to revive a target.

Not sure what causes the error, what plugins do you have?


what plugins do you have? ahuauhauhauhauhuh is very veryyy !!! my server and the best of south america

my plugins is -->

101 plugins

admin-flatfile.smx
adminhelp.smx
adminmenu
advertisements
annotations
antiflood
AntiNameHack
Armor_pack_V6_3
basebans
basechat
basecomm
basecommands
basetriggers
basevotes
beairpy
bebarsol
bechargesol
bedeflector
bedeknight
bemcasol
BeMerasmus
bengy
bepygun
berapidbow
berapidde
berapidsol
besam
besuperc
betherobot
betherobotsentrybuster
betheskeleton
blink
bloody-sniper
bonusroundrespawn
BossSpawnerDeluxe
buildingcolors
buildinghats
BuildingSpawner
clientprefs
dispenser_here
empty-restarter
engineer_armor
explosivearrows
footprints_public
frogchance
funcommands
funvotes
homing-rocket2
laserz
lightcolors
mapchooser_extended
medipacks
minibombs
moreboom
nextmap
noisemaker
nuke
playercommands
PowerPlay
propdance
PyroExplode3
PyroKnockback
reservedslots
ResizePlayers
ReviveMarkers
rockthevote_extended
rofl
scoutmultijump
serverlogo
shapeshift
sm_addtarget
sm_cbomb
sm_evilrocket
sm_evilvision
sm_flamethrower
sm_forcetimelimit
sm_rsptc
sm_sethealth
sniper_laser
sounds
SpawnProtection
spells
spyimprovements
sticky
sticky_jumper_bombz
Stunmod
tesla
tf_rocket_multi
TF2 Full Infinite Ammo
TF2 Set Class
TF2 Set Speed
TF2_Burning_Bodies_Light
TF2_Ignite_Light
TF2_MedicMvMShield
tf2attributes
tf2items_manager
tf2itemsinfo
TF2TF-0.5
ThirdPerson
throwsap
tripmines



this is my server = i am use all plugins =D

i dont know why log revive medic =(
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Sreaper
髪を用心
Join Date: Nov 2009
Old 09-18-2014 , 20:13   Re: [TF2][PSM] Revive Markers (v1.7, 2014-08-30)
Reply With Quote #144

Quote:
Originally Posted by vadia111 View Post
what plugins do you have? ahuauhauhauhauhuh is very veryyy !!! my server and the best of south america

my plugins is -->
Spoiler



this is my server = i am use all plugins =D

i dont know why log revive medic =(
Use Rcon sm plugins list and post that output. Version numbers and author names are important too.

Last edited by Sreaper; 09-18-2014 at 20:36.
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vadia111
Senior Member
Join Date: Dec 2013
Old 09-19-2014 , 13:24   Re: [TF2][PSM] Revive Markers (v1.7, 2014-08-30)
Reply With Quote #145

Quote:
Originally Posted by Sreaper View Post
Use Rcon sm plugins list and post that output. Version numbers and author names are important too.



lol ashamed =O hehe
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Wolvan
Senior Member
Join Date: Jul 2014
Location: Tyrol, Austria
Old 11-13-2014 , 13:11   Re: [TF2][PSM] Revive Markers (v1.7.1, 2014-11-13)
Reply With Quote #146

Updated to 1.7.1, build with the newest SM Snapshot, and added Command Override Strings for people that feel like using them

Also, requests on features are heavily appreciated, the plugin is pretty plain I think I wanna get some more features in!
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MrAwesomePhantom
Member
Join Date: Feb 2013
Old 01-07-2015 , 08:22   Re: [TF2][PSM] Revive Markers (v1.7.1, 2014-11-13)
Reply With Quote #147

The command override does not seam to work. I want only donators to drop markers but its still restricted to admin only. I have added "revivemarkers_dropmarker" to admin_overrrides.cfg and nothing chnages. All so the plugin does not seam to be reading its config because any changes i make like making it admin only have no affect in game. i had to use the admin menu ingame to make it admin only and that didn't update the config either.
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Wolvan
Senior Member
Join Date: Jul 2014
Location: Tyrol, Austria
Old 01-07-2015 , 08:34   Re: [TF2][PSM] Revive Markers (v1.7.1, 2014-11-13)
Reply With Quote #148

Quote:
Originally Posted by MrAwesomePhantom View Post
The command override does not seam to work. I want only donators to drop markers but its still restricted to admin only. I have added "revivemarkers_dropmarker" to admin_overrrides.cfg and nothing chnages. All so the plugin does not seam to be reading its config because any changes i make like making it admin only have no affect in game. i had to use the admin menu ingame to make it admin only and that didn't update the config either.
it does read it's config but only on server restart. the admin menu doesn't write to the config yet, either. i can add that if people want. the override might be a bug, I must check that
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Wolvan
Senior Member
Join Date: Jul 2014
Location: Tyrol, Austria
Old 03-12-2015 , 15:37   Re: [TF2][PSM][Updater] Revive Markers (v1.7.2, 2015-03-12)
Reply With Quote #149

Update to 1.7.2
Added 2 Natives
Added Updater Support

Also, posted my GitHub if you guys wanna have a go at my code
You can always get the most recent version from here. Source can be found on GitHub
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DrFallen
AlliedModders Donor
Join Date: Jul 2013
Location: ./root
Old 03-13-2015 , 19:20   Re: [TF2][PSM][Updater] Revive Markers (v1.7.2, 2015-03-12)
Reply With Quote #150

Is there a way to only hear the marker sound for the team you're playing on. Seem to be able to hear it for both teams.
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