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Fireworks!


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JackSparrow
Junior Member
Join Date: Dec 2010
Location: Rostock, Germany
Old 03-22-2011 , 09:22   Re: Fireworks!
Reply With Quote #161

Quote:
Originally Posted by templetonpeck View Post
The round restart isnīt implemented in this plugin. So thats your business.
Just increase mp_chattime and you have more time at the end.

Nevertheless - the plugin seems to be crashed by the last OB Update. It wonīt ever stop during the round, so i had to disable it.
The same with me! Fireworks were running the whole time.

Jack
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StrikerMan780
AlliedModders Donor
Join Date: Jul 2009
Location: Canada
Old 03-27-2011 , 16:52   Re: Fireworks!
Reply With Quote #162

The Fireworks work, but I'm getting this spam in my server console when using them. (Team Fortress 2)
Code:
L 03/27/2011 - 15:33:56: [SM] Native "AcceptEntityInput" reported: Entity 9 (9) is not a CBaseEntity
L 03/27/2011 - 15:33:56: [SM] Displaying call stack trace for plugin "vog_fireworks.smx":
L 03/27/2011 - 15:33:56: [SM]   [0]  Line 707, vog_fireworks.sp::env_shooter()
L 03/27/2011 - 15:33:56: [SM]   [1]  Line 643, vog_fireworks.sp::SpritesShooter()
L 03/27/2011 - 15:33:56: [SM]   [2]  Line 487, vog_fireworks.sp::fireworks_01()
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Cosmina
New Member
Join Date: Apr 2011
Old 05-02-2011 , 18:07   Re: Fireworks!
Reply With Quote #163

Can this work on a left 4 dead server?
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away000
Veteran Member
Join Date: Sep 2010
Old 10-12-2011 , 14:52   Re: Fireworks!
Reply With Quote #164

Any news about this plugin? Whould be awsome in some of mine servers...
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V0gelz
Senior Member
Join Date: Jun 2004
Old 12-07-2011 , 15:09   Re: Fireworks!
Reply With Quote #165

Afraid not yet, ill look into what is wrong with it. Haven't look'd at it for years tho. But since new year is closing in ill see what i can do

*Edit* well everything look like it's still working as it should. However what i do come across is the "clamping setlocalvelocity on env_sprite" error msg. However can't realy do much against it. wish there was a mute button . Anyway it doesn't harm the server in any way..
Oh and i recompiled the .sp on the latest version of sourcemod and on a fresh counter strike source server. Everything works as intended.

happy holidays!


Not sure if this is is still relevant but what mod are you using. Because roundend is implemented for a couple of mods. Even gungame works with it. ( Check few posts back). Also if you have any issues it could be that you need to recompile the source and it will work after that. Sourcemod updated quitte abit these couple of years. Not surpriced if it would give an error or 2 on old compile's.
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Last edited by V0gelz; 12-07-2011 at 16:50.
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Sammit92
Member
Join Date: Apr 2010
Old 12-12-2011 , 11:48   Re: Fireworks!
Reply With Quote #166

How to make it work all map time from the begining to the end? Now it works only at round end.
Thank you.

Last edited by Sammit92; 12-12-2011 at 12:22.
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V0gelz
Senior Member
Join Date: Jun 2004
Old 12-12-2011 , 11:57   Re: Fireworks!
Reply With Quote #167

* CVARS (which can be set in the mod/cfg/sourcemod/sourcemod.cfg):
*
* sm_fireworks_roundend 1 -- 0 = no fireworks display at round end in CS:S.
* -- 1 = fireworks at round end.

For now you have to start it manualy each map. However ill add a new year cvar so it shoots all the time from the start of the map. Will be updating soon.
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Sammit92
Member
Join Date: Apr 2010
Old 12-14-2011 , 11:12   Re: Fireworks!
Reply With Quote #168

In first message I see:
Code:
Last edited by V0gelz; 12th Dec 2011 at 19:02. Reason: Update to 1.4
So plugin can already work from the beginning of the map to the end automatically?
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V0gelz
Senior Member
Join Date: Jun 2004
Old 12-14-2011 , 12:25   Re: Fireworks!
Reply With Quote #169

Not yet =) haven't had time yet to update =)
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away000
Veteran Member
Join Date: Sep 2010
Old 12-14-2011 , 14:26   Re: Fireworks!
Reply With Quote #170

With my previous experience with this plugin i get a strange laggy on mine server with this X.X if u have time to check too will be awsome to this January ;D
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