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SourceMod 1.8 Now Stable


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CamerDisco
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Old 06-23-2016 , 12:26   Re: SourceMod 1.8 Now Stable
#51

I didn't have these problems with error logs on sm 1.7.3
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Lux
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Old 06-23-2016 , 23:59   Re: SourceMod 1.8 Now Stable
#52

Should i leave the old syntax behind and start with new?
also how long is old syntax going to be supported for as i'v only learn a small part of coding over the 5months of doing small stuff.
changing syntax looks very very tedious to me :c
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psychonic

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Old 06-24-2016 , 08:49   Re: SourceMod 1.8 Now Stable
#53

Quote:
Originally Posted by Ludastar View Post
Should i leave the old syntax behind and start with new?
also how long is old syntax going to be supported for as i'v only learn a small part of coding over the 5months of doing small stuff.
changing syntax looks very very tedious to me :c
It will always be supported in some way for existing functions.

However, some newer functionality is already only available in methodmaps.
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Lux
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Old 06-25-2016 , 03:57   Re: SourceMod 1.8 Now Stable
#54

Errrm yea the thing is, i dont know what a methodmaps are xD.
Im such a nub

Edit:
Ok i read the wiki and i understand alittle, but im still quite new to any programming language including sourcemod but ill get it someday maybe, thanks for letting me know about old syntax.
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Last edited by Lux; 06-25-2016 at 04:34.
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ImACow
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Join Date: Feb 2015
Old 06-26-2016 , 21:22   Re: SourceMod 1.8 Now Stable
#55

Quote:
Originally Posted by psychonic View Post
The plugin is probably returning Plugin_Changed instead of Plugin_Handled or Plugin_Stop in a player_death event hook. That was never the correct way to block an event and only worked due to a bug.
return Plugin_Handled;
return Plugin_Continue;
return Plugin_Changed;

None seem to make the event accept the changes.



anyone an idea ?
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ddhoward
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Old 06-26-2016 , 21:24   Re: SourceMod 1.8 Now Stable
#56

Quote:
Originally Posted by ImACow View Post
return Plugin_Handled;
return Plugin_Continue;
return Plugin_Changed;

None seem to make the event accept the changes.



anyone an idea ?
Post your code.
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ImACow
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Old 06-27-2016 , 08:23   Re: SourceMod 1.8 Now Stable
#57

PHP Code:
HookEvent("player_death",test_OnPlayerDeathPre,EventHookMode_Pre);
public 
Action test_OnPlayerDeathPre(Event eventchar[] namebool dontBroadcast)
{

    
int victim GetClientOfUserId(GetEventInt(event"userid")); 
    
int attacker GetClientOfUserId(GetEventInt(event"attacker")); 
    
int assister GetClientOfUserId(GetEventInt(event"assister")); 
    
char weapon[MAX_NAME_LENGTH]; //make string to get weapon name
    
GetEventString(event"weapon"weaponsizeof(weapon)); //get weapon name

    
char explosion_weapon[64]; //grab the replacement value
    
Format(explosion_weapon,sizeof(explosion_weapon),"%s","weapon_ak47")
    
PrintToConsoleAll("debug \t event[weapon] was set to %s",explosion_weapon);

    
SetEventString(event"weapon"explosion_weapon);
    return 
Plugin_Changed;


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Last edited by ImACow; 06-27-2016 at 08:24.
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psychonic

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Old 06-27-2016 , 08:34   Re: SourceMod 1.8 Now Stable
#58

Quote:
Originally Posted by ImACow View Post
PHP Code:
HookEvent("player_death",test_OnPlayerDeathPre,EventHookMode_Pre);
public 
Action test_OnPlayerDeathPre(Event eventchar[] namebool dontBroadcast)
{

    
int victim GetClientOfUserId(GetEventInt(event"userid")); 
    
int attacker GetClientOfUserId(GetEventInt(event"attacker")); 
    
int assister GetClientOfUserId(GetEventInt(event"assister")); 
    
char weapon[MAX_NAME_LENGTH]; //make string to get weapon name
    
GetEventString(event"weapon"weaponsizeof(weapon)); //get weapon name

    
char explosion_weapon[64]; //grab the replacement value
    
Format(explosion_weapon,sizeof(explosion_weapon),"%s","weapon_ak47")
    
PrintToConsoleAll("debug \t event[weapon] was set to %s",explosion_weapon);

    
SetEventString(event"weapon"explosion_weapon);
    return 
Plugin_Changed;


If this is for CS:GO, make sure that you're on the latest SM build. A recent game update broke the SetEvent* natives.
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ImACow
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Old 06-27-2016 , 10:37   Re: SourceMod 1.8 Now Stable
#59

Quote:
Originally Posted by psychonic View Post
If this is for CS:GO, make sure that you're on the latest SM build. A recent game update broke the SetEvent* natives.
Thanks! this fixed it.
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cravenge
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Old 07-03-2016 , 06:11   Re: SourceMod 1.8 Now Stable
#60

Not quite sure if this problem appears to me only or happens to someone else. Ever since I upgraded to the latest SM build, L4D2 crashes during map changes.

I've already tried all the possible things I could do:
  1. Uninstall and reinstall the game. Verify game cache. (No effect)
  2. Redownload Metamod:Source and Sourcemod. (Still no effect)
  3. Disable any metamod and sourcemod plugins and addons, leaving the basic ones loaded. (No effect so far)
  4. Redownload all metamod and sourcemod plugins, extensions, gamedatas, etc. (You already know the results)

None of them worked so far, however, when I downgrade to the latest SM 1.7 build, that problem is gone so if there is any fix you could do about it, I can wait. For now, I'm sticking back to 1.7 until 1.8 doesn't crash the game during map changes.

Last edited by cravenge; 07-03-2016 at 06:13.
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