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TF2 pregame mayhem


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DontWannaName
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Join Date: Jun 2007
Location: VALVe Land, WA
Old 09-13-2008 , 15:28   Re: TF2 pregame mayhem
Reply With Quote #21

L 09/13/2008 - 11:44:59: [SM] Native "IsFakeClient" reported: Client 16 is not connected
L 09/13/2008 - 11:44:59: [SM] Displaying call stack trace for plugin "pregamemayhem.smx":
L 09/13/2008 - 11:44:59: [SM] [0] Line 65, /home/groups/alliedmodders/forums/files/1/6/3/8/1/31228.attach::Timer_Respawn()
L 09/13/2008 - 12:18:28: Error log file session closed.

Maybe conflicting with fast respawn?

oh and it crashed my server, beware. I have a minidump too.
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Last edited by DontWannaName; 09-13-2008 at 15:40.
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xomp
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Old 09-14-2008 , 14:08   Re: TF2 pregame mayhem
Reply With Quote #22

Quote:
Originally Posted by DontWannaName View Post
L 09/13/2008 - 11:44:59: [SM] Native "IsFakeClient" reported: Client 16 is not connected
L 09/13/2008 - 11:44:59: [SM] Displaying call stack trace for plugin "pregamemayhem.smx":
L 09/13/2008 - 11:44:59: [SM] [0] Line 65, /home/groups/alliedmodders/forums/files/1/6/3/8/1/31228.attach::Timer_Respawn()
L 09/13/2008 - 12:18:28: Error log file session closed.

Maybe conflicting with fast respawn?

oh and it crashed my server, beware. I have a minidump too.
Do you use Tsunami's Fast Respawn plugin? I used too and noticed it caused a lot of problems with plugins I wanted so I switched to WoZeR's Fast Respawn plugin and all was well. Including this plugin.
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DontWannaName
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Old 09-14-2008 , 14:11   Re: TF2 pregame mayhem
Reply With Quote #23

But wozers isnt as efficient as tsunamis, his doesnt display accurate respawn times to clients and is more of a hack than a work around.
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DrGamez
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Join Date: Jan 2005
Location: Seattle
Old 09-14-2008 , 14:25   Re: TF2 pregame mayhem
Reply With Quote #24

Is there any way to get this for Arena? It seems no matter how fast I connect we still miss the pre-game mayhem. Would raising the "waiting for players" cvar help? It works fine on normal maps which makes me think it's an arena glitch.
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dotISO
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Join Date: May 2008
Old 09-15-2008 , 23:34   Re: TF2 pregame mayhem
Reply With Quote #25

i read the word "pregame" to "pregant" lol.
maybe you should change it to "Pre-Game"
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dann
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Join Date: Nov 2007
Old 09-16-2008 , 14:57   Re: TF2 pregame mayhem
Reply With Quote #26

is there a cvar to turn this on/off ?
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DontWannaName
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Old 09-16-2008 , 15:26   Re: TF2 pregame mayhem
Reply With Quote #27

sm plugins unload pregamemayhem
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ratty
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Join Date: Jan 2006
Old 09-16-2008 , 19:36   Re: TF2 pregame mayhem
Reply With Quote #28

Weird, I dont get those errors, but from reading that error you posted: ""IsFakeClient" reported: Client 16 is not connected"
its like its not liking running the IsFakeClient function on a client that isnt connected... So I just reordered the if statments so it first checks if they're connected, THEN checks if their a fakeclient (a bot), instead of doing it in one giant if statement like before.

Can you test the update for me? I updated the first post with the update.
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DontWannaName
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Old 09-16-2008 , 19:50   Re: TF2 pregame mayhem
Reply With Quote #29

Sure, hope it fixes the crash.
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Thermopyle
Member
Join Date: Jun 2008
Old 09-26-2008 , 17:55   Re: TF2 pregame mayhem
Reply With Quote #30

Quote:
Originally Posted by ratty View Post
Or if there is some standard way of suspending collection of stats in hlstatsx/psychostats, I'll be happy to do that too, like some specially formatted log entry. I know it doesnt count FF, but its still kind of silly having FF stats get logged, people can fight over the top team killer award.. maybe we should just leave it as is?

I was talking to the PsychoStats dev and he suggested a way to do this. I really don't have time to implement a fix myself, and I think it'd be better if it was integrated into your plugin.
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