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[CS:GO] Retakes (v0.3.2, 2016-4-6)


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Marounda
Senior Member
Join Date: Oct 2014
Old 10-20-2017 , 10:07   Re: [CS:GO] Retakes (v0.3.2, 2016-4-6)
Reply With Quote #171

Hi,

In the past i have found the way (i don't remember if it was here) to add a hint to announce the bombsite with editing spawns.sp like this :
Quote:
public Action Timer_StartPlant(Handle timer, int client) {
if (IsPlayer(client)) {
g_bombPlantSignal = true;
Format(g_BombsiteString, sizeof(g_BombsiteString), "%d", g_Bombsite);
for (int i = 1; i <= MaxClients; i++) {
if(IsValidClient(i) && GetClientTeam(i) == 3) {
if(StrEqual(g_BombsiteString, "1"))
{
PrintHintText(i, "<font size='50' color='#00FFFF'>Bombsite B</font>");
}
else if(StrEqual(g_BombsiteString, "0"))
{
PrintHintText(i, "<font size='50' color='#00FFFF'>Bombsite A</font>");
}
else
PrintHintText(i, "<font size='50' color='#00FFFF'>ERROR</font>");
}
}
}
}
and add this line on the retakes.sp:
Quote:
char g_BombsiteString[64];
When i try to compilate with your last updates i return these errors :
Quote:
//// retakes.sp
//
// retakes/spawns.sp(196) : error 035: argument type mismatch (argument 1)
// retakes/spawns.sp(196) : error 020: invalid symbol name ""
// retakes/spawns.sp(196) : error 029: invalid expression, assumed zero
// retakes/spawns.sp(196) : fatal error 189: too many error messages on one line
//
// Compilation aborted.
// 4 Errors.
Have you any idea please ? Maybe it's not possible to do this anymore ? Or maybe i've forget something...

Thanks in advance <3
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Last edited by Marounda; 10-20-2017 at 10:08.
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Wacci
AlliedModders Donor
Join Date: May 2017
Location: Hungary
Old 10-28-2017 , 08:20   Re: [CS:GO] Retakes (v0.3.2, 2016-4-6)
Reply With Quote #172

I've got a small problem with new D2 spawns.
CTs stucking in midbox when bomb planted on B .
Anybody has got resolvation this problem ?
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TrappaTroopa
Senior Member
Join Date: Feb 2016
Old 10-29-2017 , 03:18   Re: [CS:GO] Retakes (v0.3.2, 2016-4-6)
Reply With Quote #173

Quote:
Originally Posted by Wacci View Post
I've got a small problem with new D2 spawns.
CTs stucking in midbox when bomb planted on B .
Anybody has got resolvation this problem ?
I have an issue where Ts can not move on A at all
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c0www
New Member
Join Date: Nov 2017
Old 11-08-2017 , 16:16   Re: [CS:GO] Retakes (v0.3.2, 2016-4-6)
Reply With Quote #174

Quote:
Originally Posted by TrappaTroopa View Post
I have an issue where Ts can not move on A at all
If you're talking about on Dust2 it's likely because the models are getting stuck in the floor or other objects. Spawns have been updated here: https://github.com/splewis/csgo-reta...onfigs/retakes
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die_man
Senior Member
Join Date: Jul 2017
Old 11-11-2017 , 09:39   Re: [CS:GO] Retakes (v0.3.2, 2016-4-6)
Reply With Quote #175

Sometimes, players spawn with Helmet + M4 with the pistol allocator.
Its a bug? How i can fix?
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AceNetworks
Member
Join Date: Aug 2017
Old 01-22-2018 , 09:25   Re: [CS:GO] Retakes (v0.3.2, 2016-4-6)
Reply With Quote #176

anyone have a fix for all maps with buggs? like cache
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Wacci
AlliedModders Donor
Join Date: May 2017
Location: Hungary
Old 01-22-2018 , 19:07   Re: [CS:GO] Retakes (v0.3.2, 2016-4-6)
Reply With Quote #177

I haven't got any bug on cache.
What's your problem ?
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Slove
Junior Member
Join Date: Aug 2015
Old 01-23-2018 , 00:22   Re: [CS:GO] Retakes (v0.3.2, 2016-4-6)
Reply With Quote #178

Quote:
Originally Posted by AceNetworks View Post
anyone have a fix for all maps with buggs? like cache
you probably just need to update your spawns. you can get them from splewis' github
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BoosterGold
Member
Join Date: Nov 2016
Old 02-19-2018 , 19:43   Re: [CS:GO] Retakes (v0.3.2, 2016-4-6)
Reply With Quote #179

I noticed that on certain maps like de_cache or de_mirage, having to break vents or windows would give info to the defenders about where attackers were being spawned. This seemed like an unfair disadvantage, so I added the following to Event_RoundPostStart in retakes.sp:

PHP Code:
        int ent = -1;
        while ((
ent FindEntityByClassname(ent"func_breakable")) != -1) {
            
AcceptEntityInput(ent"kill");
        }
        while ((
ent FindEntityByClassname(ent"prop_dynamic")) != -1) {
            
AcceptEntityInput(ent"fadeandkill");
        } 
This code takes every func_breakable and removes it, and fades away all prop_dynamics on the map. On Cache, this removes the breakable vents to B and the breakable glass between the site and Sunroom (actually, all of the cosmetic breakable glass too, but this shouldn't matter). On Mirage, this removes the breakable panels from ladder -> window and CT -> window, as well as the breakable wooden window from Market to B Site.

I haven't YET noticed any issues on other maps with killing all of the func_breakables and prop_dynamics from the start, but if anything arises perhaps it will have to be made more complicated to make sure it's not breaking stuff it shouldn't be.

Credits to splewis for this, as I originally borrowed his code from his practice plugin to make this happen.
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sk1llful
New Member
Join Date: Apr 2018
Old 04-09-2018 , 21:19   Re: [CS:GO] Retakes (v0.3.2, 2016-4-6)
Reply With Quote #180

Hey, so I don't have any knowledge of code. So when looking for how to get more nades on each player, I stumbled upon the same sort of question on the Github page: https://github.com/splewis/csgo-retakes/issues/142
Splewis' answer is to "write another plugin using the api." I have absolutely no idea as of how to do this. Any way I could get a simple step by step as of how to do this?
I specifically want a molotov, a flash, an he, and a smoke on both ct and t.

Thanks.
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