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[CS:GO] Deathmatch 1.5


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cyberdeath
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Join Date: Sep 2012
Location: 127.0.0.1, Virginia, USA
Old 10-15-2012 , 22:20   Re: [CS:GO] Deathmatch 1.5
Reply With Quote #271

Hi Snip3rUK,

The #1 complaint I am getting in my server is about the spawns. Do you have any suggestions or does anyone have any "improved" spawn points? It would be greatly appreciated.

The maps that are played the most are: de_dust2 and de_dust2_se.
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DoNwow
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Join Date: Oct 2012
Old 10-17-2012 , 02:27   Re: [CS:GO] Deathmatch 1.5
Reply With Quote #272

Do not know there is no way to make the bot can perform FFA and kill teammates 。
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Snip3rUK
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Join Date: Jul 2012
Old 10-17-2012 , 13:43   Re: [CS:GO] Deathmatch 1.5
Reply With Quote #273

@cyberdeath
You can try setting up your own spawn points, or you could try adjusting the distance settings.
On my Dust2 DM server I use:

"line_of_sight_spawning" "yes"
"line_of_sight_attempts" "10"
"spawn_distance_from_enemies" "500000.0"
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cyberdeath
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Location: 127.0.0.1, Virginia, USA
Old 10-19-2012 , 00:52   Re: [CS:GO] Deathmatch 1.5
Reply With Quote #274

Quote:
Originally Posted by Snip3rUK View Post
@cyberdeath
You can try setting up your own spawn points, or you could try adjusting the distance settings.
On my Dust2 DM server I use:

"line_of_sight_spawning" "yes"
"line_of_sight_attempts" "10"
"spawn_distance_from_enemies" "500000.0"
Hi Snip3rUK,

spawn_distance_from_enemies was the trick! I had already enabled the other commands.

Thank you!
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fightarena
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Join Date: Nov 2011
Old 10-20-2012 , 13:03   Re: [CS:GO] Deathmatch 1.5
Reply With Quote #275

i change it on my servers too and it works OK ! Thnaks
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fightarena
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Join Date: Nov 2011
Old 10-22-2012 , 01:57   Re: [CS:GO] Deathmatch 1.5
Reply With Quote #276

Hi,

After you made this script update, is something wrong whit mp_autokick ...

I have in my cfg mp_autokick 0

But your script change it all the time into 1
and i cant see any cvar in cfg whit i can change it

Please tell me what i need to edit in sp file to unlock mp_autokick command,

I saw the change is only possible for FFA Mode?

What if i don't use FFA Mode
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1franklin
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Join Date: Oct 2012
Old 10-23-2012 , 05:25   Re: [CS:GO] Deathmatch 1.5
Reply With Quote #277

Hi,

this might be a dumb question but I have googled everywhere!

I'm trying to use your mod offline with bots on custom maps like aim_map etc, but it says the plugin can't be activated when in multiplayer or something of the sort. That's when I write load plugin deathmatch.swx or load deathmatch.swx etc.

I have put the addons folder in my csgo directory. the cfg folder is also in my csgo directory.

I was wondering, what am I doing wrong?
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Snip3rUK
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Join Date: Jul 2012
Old 10-23-2012 , 09:25   Re: [CS:GO] Deathmatch 1.5
Reply With Quote #278

@fightarena
Take a look at the EnableFFA() function.
You will see that with FFA enabled, I force mp_autokick 0.
If FFA is enabled, and you then disable it, I set mp_autokick to its original value.
At no point in the plugin do I force mp_auotkick to 1.

@1franklin
Sourcemod isn't supposed to be run on a listen server.
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cyberdeath
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Join Date: Sep 2012
Location: 127.0.0.1, Virginia, USA
Old 11-04-2012 , 01:55   Re: [CS:GO] Deathmatch 1.5
Reply With Quote #279

Hello Snip3rUK,

Another suggestion after using your mod for a bit...

Currently you offer the ability to limit weapons, which has been very helpful with keeping the "AWP wars" down. However, I have ran into two complaints about this.

1. The limit seems to be for the entire server. So, if I have the limit set to 8, then 8 CTs could be AWP and thus leaving no one on T to get an AWP. Is there a way you could add a variable to make the limits team-specific. So, if I wanted a total of 8 people with AWP, I would enable dm_gun_teamlimit 1 (for example) and set the limit in the deathmatch.ini to 4 (which would allow for a total of .

2. Would there be a way to track users time of using a weapon and only allow for a certain amount of time to use a weapon before someone else gets the chance (they get forced to choose a non-limited weapon). I would say do this after a period of time if possible...so give a player a server admin specifiable time (like 15 minutes) and after 15 minutes...they have to choose another weapon. The only trick would be to prevent them from reconnecting to pick the weapon again....which I think you could likely keep track of this in memory or a file with their SteamID.

Just some suggestions...not sure if they are even plausible or not...but I thought I'd mention them.

Otherwise, *excellent* work . I love your plugin...been using it on our server since inception.
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iCr4zZy
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Join Date: Nov 2012
Old 11-07-2012 , 08:11   Re: [CS:GO] Deathmatch 1.5
Reply With Quote #280

Hi @ all,

i have a little question about the ffa mode.
Beforehand, CSGO is my first CounterStrike, so im new to the CounterStrike genre..

I have a Server with this Mod active and it seems to work.
The deathmatch.ini is edited (free for all activated).

The spawns a random, ammo is unlimited everything seems right and I can kill ct and t.
So my question. Offers this mod only the function of an ffa mode (to kill everything)
and there is no right point system? (Decreases points when im killing a "team member").
Or runs my ffa mode not correct?

Also, English is not my first language so spelling and grammar may be out of order perhaps. But
hopefully you’ll understand everything. I’m sorry if something doesn’t look right in the text.
Thanks for help.
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