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TF2 Ammopacks


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bl4nk
SourceMod Developer
Join Date: Jul 2007
Old 05-28-2008 , 22:03   Re: TF2 Ammopacks
Reply With Quote #41

That's because he used some include files that aren't on the online compiler. Use the attached .smx file instead.
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crankkase
New Member
Join Date: May 2008
Location: TN
Old 06-02-2008 , 02:25   Re: TF2 Ammopacks
Reply With Quote #42

I had this plugin before the massive medic update a month or so ago which made it crash my server....now I can't get it to work at all. Do I have to use the .sp and the .smx and the phrases?
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FunTF2Server
Veteran Member
Join Date: Apr 2008
Old 06-02-2008 , 10:25   Re: TF2 Ammopacks
Reply With Quote #43

Quote:
Originally Posted by crankkase View Post
I had this plugin before the massive medic update a month or so ago which made it crash my server....now I can't get it to work at all. Do I have to use the .sp and the .smx and the phrases?
yes grasshoper
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naris
AlliedModders Donor
Join Date: Dec 2006
Old 06-02-2008 , 19:29   Re: TF2 Ammopacks
Reply With Quote #44

Quote:
Originally Posted by crankkase View Post
Do I have to use the .sp and the .smx and the phrases?
Actually, You don't need the .sp and .inc files on the server. Only the .smx and phrases are required.
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[NATO]Hunter
Member
Join Date: Jul 2006
Location: Germany, NRW, Oberhausen
Old 06-12-2008 , 15:22   Re: TF2 Ammopacks
Reply With Quote #45

Version 1.0.6 - 12.06.2008
- Fixed: Errorlog being spammed.
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Cooltad
Veteran Member
Join Date: Apr 2008
Old 06-12-2008 , 18:27   Re: TF2 Ammopacks
Reply With Quote #46

I notice a glitch that is hard to recreate, its where sometimes you are unable to create ammopacks unless you d/c and reconnect to the server.

It also does this using the ClassChooser mod, but I like it that way for my Engineer battles.
Is there a way to turn it on and off during a game? (if it already can do that then yay).
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[NATO]Hunter
Member
Join Date: Jul 2006
Location: Germany, NRW, Oberhausen
Old 06-25-2008 , 10:50   Re: TF2 Ammopacks
Reply With Quote #47

Sometimes those class related plugins just loose track of the right class. TF2 is not always sending events for players changing their class. And I don't want to check a players class everytime again.

Set sm_ammopacks to 0 or use sm plugins unload.
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Cooltad
Veteran Member
Join Date: Apr 2008
Old 07-06-2008 , 02:48   Re: TF2 Ammopacks
Reply With Quote #48

The glitch doesn't happen anymore, but in exchange for that I've been getting this for the past many SM builds from your plugin(s):
Code:
L 07/05/2008 - 23:51:50: SourceMod error session started
L 07/05/2008 - 23:51:50: Info (map "cp_orange_x4") (file "errors_20080705.log")
L 07/05/2008 - 23:51:50: [SM] Native "GetEntityNetClass" reported: Invalid edict (-1)
L 07/05/2008 - 23:51:50: [SM] Displaying call stack trace for plugin "ammopacks.smx":
L 07/05/2008 - 23:51:50: [SM]   [0]  Line 451, ammopacks.sp::TF_GetCurrentWeaponClass()
L 07/05/2008 - 23:51:50: [SM]   [1]  Line 125, ammopacks.sp::OnGameFrame()
L 07/06/2008 - 00:49:28: Error log file session closed.
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[NATO]Hunter
Member
Join Date: Jul 2006
Location: Germany, NRW, Oberhausen
Old 08-02-2008 , 19:07   Re: TF2 Ammopacks
Reply With Quote #49

Please update to the latest SM and the errors will go away
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[NATO]Hunter
Member
Join Date: Jul 2006
Location: Germany, NRW, Oberhausen
Old 08-03-2008 , 08:17   Re: TF2 Ammopacks
Reply With Quote #50

Version 1.1.0 - 03.08.2008
- Config file is now written: cfg/plugin.ammopacks.cfg
- Fixed: Errors related to GetEntityNetClass
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