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


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root88
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Join Date: May 2016
Old 12-08-2018 , 17:16   Re: [CS:GO] Deathmatch Goes Advanced (v0.13.8, 23/01/2016)
Reply With Quote #2441

As I told you long time ago you can just use CSGO internal spawn system - you will have no problems with spawns anymore EVER.
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Ejziponken
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Join Date: Apr 2008
Old 12-08-2018 , 17:24   Re: [CS:GO] Deathmatch Goes Advanced (v0.13.8, 23/01/2016)
Reply With Quote #2442

Quote:
Originally Posted by root88 View Post
As I told you long time ago you can just use CSGO internal spawn system - you will have no problems with spawns anymore EVER.
Dont u need to use the dhook spawn system for LoS spawns? Or whats the difference between them? The internal CSGO spawnsystem isnt that great is it?
Also I wanna keep using my own spawnpoints. Wouldnt the CSGO spawn system use its own? Those are total crap. :S

Im guessing we just need an update to offsets?
https://pastebin.com/7DGJw0vF

Last edited by Ejziponken; 12-08-2018 at 17:38.
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root88
Senior Member
Join Date: May 2016
Old 12-08-2018 , 18:15   Re: [CS:GO] Deathmatch Goes Advanced (v0.13.8, 23/01/2016)
Reply With Quote #2443

Internal CSGO system uses los too. Both are not best but internal works fine after every update. I'm using it on my servers for more than a year now.

And yes, you will need game data update after every big CSGO update to use DHooks based spawn system.
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h3bus
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Join Date: Nov 2013
Old 12-09-2018 , 06:17   Re: [CS:GO] Deathmatch Goes Advanced (v0.13.8, 23/01/2016)
Reply With Quote #2444

You can use CSGO internal spawn system with the plugin's spawn placement customisation. This should work seemlessy as the plugin creates actual spawn entities.
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dedimark
Senior Member
Join Date: Jul 2015
Location: London
Old 12-14-2018 , 13:56   Re: [CS:GO] Deathmatch Goes Advanced (v0.13.8, 23/01/2016)
Reply With Quote #2445

anyone have updated - deathmatch.games.txt ?
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redrising
New Member
Join Date: Dec 2018
Old 12-21-2018 , 13:28   Re: [CS:GO] Deathmatch Goes Advanced (v0.13.8, 23/01/2016)
Reply With Quote #2446

hello,


so this is the first time im setting up a server and i honestly im just too dumb to get it i think si i thought maybe someone here is kind enough to explain this to me.


so what i want is to set up a DM server, where you can use primary guns only (AK,M4, M4 silenced, krieg, aug, famas, galil)


no knife, no pistols


also no warmup and a roundlimit of 60 minutes



can someone please explain how i have to edit the .ini to get these settings?
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Mask
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Join Date: Oct 2010
Old 01-01-2019 , 07:30   Re: [CS:GO] Deathmatch Goes Advanced (v0.13.8, 23/01/2016)
Reply With Quote #2447

One of the games modes I am using is "deagle one bullet". It always used to work fine but after recent updates it looks like something has changed. Now when you fire first shot and reload the gun the clip size going back to normal 7 bullets. How to fix this one?
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h3bus
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Join Date: Nov 2013
Old 01-01-2019 , 14:19   Re: [CS:GO] Deathmatch Goes Advanced (v0.13.8, 23/01/2016)
Reply With Quote #2448

You'll need to update Dhook offsets for this to work.
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Mask
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Join Date: Oct 2010
Old 01-03-2019 , 04:40   Re: [CS:GO] Deathmatch Goes Advanced (v0.13.8, 23/01/2016)
Reply With Quote #2449

Quote:
Originally Posted by h3bus View Post
You'll need to update Dhook offsets for this to work.
hmm I updated to the latest Dhooks but the issue is still there. Is there any specific version of it to get it to work?
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Mask
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Join Date: Oct 2010
Old 01-19-2019 , 11:55   Re: [CS:GO] Deathmatch Goes Advanced (v0.13.8, 23/01/2016)
Reply With Quote #2450

Quote:
Originally Posted by h3bus View Post
You'll need to update Dhook offsets for this to work.
Quote:
Originally Posted by Mask View Post
hmm I updated to the latest Dhooks but the issue is still there. Is there any specific version of it to get it to work?
So going back to this issue with deagle one bullet. Anyone knows where or how to get updated Dhook offsets to get this mode working correctly again?
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