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[CS:GO] Deathmatch Goes Advanced (v0.13.8, 23/01/2016)


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h3bus
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Join Date: Nov 2013
Old 12-30-2015 , 14:27   Re: [CS:GO] Deathmatch Goes Advanced (v0.13.5, 09/12/2015)
Reply With Quote #1901

Just tested on my server and it seems to be working :/

I don't think this could be related to your config, the filter I added is exactly the one I use for onlyHS and should block all damage (aimpunch included) between teamates if mp_teammates_are_ennemies = 0

Last edited by h3bus; 12-30-2015 at 14:28.
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L33TGaming
Senior Member
Join Date: Jun 2014
Old 12-30-2015 , 19:23   Re: [CS:GO] Deathmatch Goes Advanced (v0.13.5, 09/12/2015)
Reply With Quote #1902

I'm sorry but on my server it is FFA so mp_teammates_are_enemies = 1. Is it possible to remove the slight aimpunch from "team" damage?
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h3bus
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Old 12-31-2015 , 04:32   Re: [CS:GO] Deathmatch Goes Advanced (v0.13.5, 09/12/2015)
Reply With Quote #1903

If I understand correctly in FFA mode you want normal damage but no aimpunch?
Why only for teammates?

This can't be done as easily I'm afraid.
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L33TGaming
Senior Member
Join Date: Jun 2014
Old 12-31-2015 , 06:20   Re: [CS:GO] Deathmatch Goes Advanced (v0.13.5, 09/12/2015)
Reply With Quote #1904

Yes, that is correct, server is on FFA. The server has kevlar, it's just the slight aimpunching that is bothering the players.
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h3bus
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Old 12-31-2015 , 06:35   Re: [CS:GO] Deathmatch Goes Advanced (v0.13.5, 09/12/2015)
Reply With Quote #1905

Did you try playing with those?
- sv_suppress_viewpunch
- mp_flinch_punch_scale
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captain.h00k
Junior Member
Join Date: Oct 2015
Old 12-31-2015 , 12:32   Re: [CS:GO] Deathmatch Goes Advanced (v0.13.5, 09/12/2015)
Reply With Quote #1906

Hey guys. Just installed the mod and nearly all of it is working well. Just one clause that seems to be messing it up at the moment.

While playing maps like surf_ski_2_go, where there are force weapon spawnpoint (meaning that it automatically gives you the weapon as you pass over it) the spawnpoint weapon replaces your main weapon (determined via deathmatch menu) but then you cant actually use it and shoot with it. Then if you change to secondary weapon then back again it dissapears. I have tried using mp_weapons_allow_map_placed" "1" in both on an off and it still happens. Is there any other way around this to completely remove it alltogether or is it impossible with this map
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h3bus
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Join Date: Nov 2013
Old 01-01-2016 , 07:15   Re: [CS:GO] Deathmatch Goes Advanced (v0.13.5, 09/12/2015)
Reply With Quote #1907

You'll need:
- dm_weapons_allow_3rd_party 1
- dm_weapons_allow_not_carried 1
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captain.h00k
Junior Member
Join Date: Oct 2015
Old 01-01-2016 , 07:58   Re: [CS:GO] Deathmatch Goes Advanced (v0.13.5, 09/12/2015)
Reply With Quote #1908

Perfect mate thanks a lot. I was trying to make a custom version of the map without the spawnpoints haha. Your fix was a lot simpler
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L33TGaming
Senior Member
Join Date: Jun 2014
Old 01-02-2016 , 21:08   Re: [CS:GO] Deathmatch Goes Advanced (v0.13.5, 09/12/2015)
Reply With Quote #1909

Quote:
Originally Posted by h3bus View Post
Did you try playing with those?
- sv_suppress_viewpunch
- mp_flinch_punch_scale
I've tried those, but the aimpunch seems to be still there. :/

Also, can anyone share some cvars to reduce choke on their servers?
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h3bus
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Join Date: Nov 2013
Old 01-03-2016 , 06:33   Re: [CS:GO] Deathmatch Goes Advanced (v0.13.5, 09/12/2015)
Reply With Quote #1910

Quote:
Originally Posted by L33TGaming View Post
I've tried those, but the aimpunch seems to be still there. :/
This version blocks all impact effect.

It will only works if you have Dhooks extension.
You'll need to update at least the .smx and the gamedata.

Tell me if this works!
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