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[TF2] MvM Auto-lock Server (v1.2)


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Znuff
Junior Member
Join Date: Aug 2012
Old 08-18-2012 , 00:28   Re: [TF2] MvM Auto-lock Server (v1.1)
Reply With Quote #11

last I've heard (before the patch) some people reported issues setting sv_visiblemaxplayers 6

Personally I've edited your plugin, ripped out the steamtools/connect part, set max players to 8 and I'm setting tf_mm_servermode to 2 when the password is removed.

Works like a charm so far.
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kolya2142
Member
Join Date: Jun 2012
Old 08-18-2012 , 04:45   Re: [TF2] MvM Auto-lock Server (v1.1)
Reply With Quote #12

I do not quite get how to install, I then put password, do not put
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Maxunit
SourceMod Donor
Join Date: Jul 2005
Old 08-18-2012 , 14:39   Re: [TF2] MvM Auto-lock Server (v1.1)
Reply With Quote #13

I added this plugin to my server and added mvm_password *pwhere* to my server.cfg and my server always starts with a password on it (even if i add sv_password *pwhere* to the serer.cfg).

I dunno how to get this plugin running properly right now without the server being auto-locked at startup :/

EDIT:

Fixed it, I hope.

Last edited by Maxunit; 08-18-2012 at 14:50.
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lucasdidur
Senior Member
Join Date: Jan 2011
Location: Brazil
Old 08-18-2012 , 18:20   Re: [TF2] MvM Auto-lock Server (v1.1)
Reply With Quote #14

There is a bug when use Connect, if player connect, currentplayers++, but when disconnect there no currentplayers--
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Last edited by lucasdidur; 08-18-2012 at 18:20.
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Sazpaimon
Member
Join Date: Apr 2008
Old 08-18-2012 , 23:55   Re: [TF2] MvM Auto-lock Server (v1.1)
Reply With Quote #15

Quote:
Originally Posted by lucasdidur View Post
There is a bug when use Connect, if player connect, currentplayers++, but when disconnect there no currentplayers--
It also resets currentplayers to 0 when the map changes, and doesn't increment it when the existing players rejoin.

Also OnClientPreConnectEx should be OnClientPreConnect, so users don't have to use the snapshot version of Connect.
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lucasdidur
Senior Member
Join Date: Jan 2011
Location: Brazil
Old 08-19-2012 , 10:16   Re: [TF2] MvM Auto-lock Server (v1.1)
Reply With Quote #16

Little fix for Connect

PHP Code:
public OnMapStart()
{
    
IsMvM(true);
    
currentplayers GetRealClientCount();
}

public 
OnClientDisconnect(client)
{
    if (!
IsMvM()) return;
    if (!
IsFakeClient(client))
    {
        
currentplayers--;
    }
}

stock GetRealClientCountbool:inGameOnly false 
{
    new 
clients 0;
    
    for( new 
1<= GetMaxClients(); i++ ) 
    {
        if( ( ( 
inGameOnly ) ? IsClientInGame) : IsClientConnected) ) && !IsFakeClient) ) 
        {
            
clients++;
        }
    }
    return 
clients;

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lucasdidur
Senior Member
Join Date: Jan 2011
Location: Brazil
Old 08-19-2012 , 10:33   Re: [TF2] MvM Auto-lock Server (v1.1)
Reply With Quote #17

But not work very well on change map yet
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FlaminSarge
Veteran Member
Join Date: Jul 2010
Old 08-20-2012 , 21:32   Re: [TF2] MvM Auto-lock Server (v1.1)
Reply With Quote #18

There's a better way to track clients, but eh.

Updated to 1.2 to fix the issue Maxunit was having.
Let me know of further bugs.

Also let me know if I need to make it so it automatically sets matchmaking back on if the password is unset (though you shouldn't use this plugin if you want matchmaking, you should set tf_mm_strict properly).
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Last edited by FlaminSarge; 08-20-2012 at 21:40.
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oreia
Member
Join Date: Jul 2011
Old 08-21-2012 , 03:49   Re: [TF2] MvM Auto-lock Server (v1.1)
Reply With Quote #19

Quote:
Originally Posted by FlaminSarge View Post
There's a better way to track clients, but eh.

Also let me know if I need to make it so it automatically sets matchmaking back on if the password is unset (though you shouldn't use this plugin if you want matchmaking, you should set tf_mm_strict properly).
yeah, plz!!
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Maxunit
SourceMod Donor
Join Date: Jul 2005
Old 08-21-2012 , 08:58   Re: [TF2] MvM Auto-lock Server (v1.2)
Reply With Quote #20

I haven't tried out version 1.2 now, tho, but I fixed my issue in version 1.1 with doing this in the server.cfg

Code:
mvm_password "passwordhere"
sv_password ""
Then my Servers start without a password, but the servers get locked and unlocked properly later on.
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