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Instant AutoTeamBalance


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ConnorMcLeod
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Join Date: Jul 2006
Location: France (95)
Old 11-20-2013 , 01:00   Re: Instant AutoTeamBalance
Reply With Quote #111

Sure, but you can just overlap the default message and player won't ever see it ;)
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isotonic
AlliedModders Donor
Join Date: Jun 2011
Location: Moscow, Russia
Old 11-20-2013 , 10:57   Re: Instant AutoTeamBalance
Reply With Quote #112

Got it. Really!
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StSatan
Senior Member
Join Date: Apr 2010
Old 12-18-2013 , 08:56   Re: Instant AutoTeamBalance
Reply With Quote #113

Can someone help me to find "BalanceTeams" signature?
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ConnorMcLeod
Veteran Member
Join Date: Jul 2006
Location: France (95)
Old 12-18-2013 , 10:39   Re: Instant AutoTeamBalance
Reply With Quote #114

I have that one ;

Code:
{
    "name" : "BalanceTeams",
    "class" : "CHalfLifeMultiplay",
    "library" : "mod",
    "identifiers" :
    [
        {
            "os" : "windows",
            "mod" : "cstrike",
            "value" : [0x83,"*","*",0x8B,"*",0x53,0x55,0xBD,"*","*","*","*",0x8B,"*","*","*","*","*",0x56,0x3B,"*",0x57,0x89]
        },
        {
            "os" : "linux",
            "mod" : "cstrike",
            "value" : "_ZN18CHalfLifeMultiplay12BalanceTeamsEv"
        }
    ]
}
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isotonic
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Join Date: Jun 2011
Location: Moscow, Russia
Old 02-20-2014 , 07:47   Re: Instant AutoTeamBalance
Reply With Quote #115

Quote:
Originally Posted by ConnorMcLeod View Post
Sure, but you can just overlap the default message and player won't ever see it ;)
I have been informed a few times about the issue when default game message appears all the time. Carefully tested I found that there is wrong overlapping between messages because default game message '#Auto_Team' is sent right after custom one sent by plugin.
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Last edited by isotonic; 02-20-2014 at 07:49.
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ConnorMcLeod
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Join Date: Jul 2006
Location: France (95)
Old 02-20-2014 , 11:57   Re: Instant AutoTeamBalance
Reply With Quote #116

Wrong, custom message is sent after original one (register_event), may be instead of client_print, we should use message_begin with MSG_ALL instead of MSG_BROADCAST but it may kick some players.
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isotonic
AlliedModders Donor
Join Date: Jun 2011
Location: Moscow, Russia
Old 02-21-2014 , 03:21   Re: Instant AutoTeamBalance
Reply With Quote #117

I'm not wrong because that behavour was observed and researched.

Yeah, MSG_ALL solves conversely overlapping.

Do you plan to update 'classic' version of the plugin?

Spoiler


It may be done as beta then carefully tested.
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Last edited by isotonic; 02-21-2014 at 03:23.
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ConnorMcLeod
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Join Date: Jul 2006
Location: France (95)
Old 02-21-2014 , 05:59   Re: Instant AutoTeamBalance
Reply With Quote #118

You don't understand what you are talking about.
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PERSPOLIS
New Member
Join Date: Aug 2013
Location: Iran
Old 02-09-2015 , 08:59   Re: Instant AutoTeamBalance
Reply With Quote #119

Error:
Fatal error - New message started when msg '119' has not been sent yet

what ?
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ArthHa
Member
Join Date: Apr 2014
Old 06-16-2016 , 06:56   Re: Instant AutoTeamBalance
Reply With Quote #120

L 06/16/2016 - 137:03: Info (map "de_pms_2x2") (file "addons/amxmodx/logs/error_20160616.log")
L 06/16/2016 - 137:03: [CSTRIKE] Invalid player 2
L 06/16/2016 - 137:03: [AMXX] Run time error 10 (plugin "instant_autoteambalance.amxx") (native "cs_get_user_team") - debug not enabled!
L 06/16/2016 - 137:03: [AMXX] To enable debug mode, add "debug" after the plugin name in plugins.ini (without quotes).
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