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[TF2] Round Triggers 1.10


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BrutalGoerge
AlliedModders Donor
Join Date: Jul 2007
Old 02-21-2009 , 01:29   Re: [TF2] Round Triggers 1.4
Reply With Quote #41

The sm_rtrigs_notify aspect of this plugin doesn't seem to be working
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MikeJS
Senior Member
Join Date: Nov 2008
Old 02-21-2009 , 10:15   Re: [TF2] Round Triggers 1.4
Reply With Quote #42

It only changes convar flags when the plugin loads which come to think of it, is really stupid.
Updated to 1.5, now changes convar flags on map change
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BrutalGoerge
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Join Date: Jul 2007
Old 02-21-2009 , 17:08   Re: [TF2] Round Triggers 1.5
Reply With Quote #43

thank you much! doh, i need to +rep other people before i can +rep you again
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BrutalGoerge
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Join Date: Jul 2007
Old 02-27-2009 , 03:07   Re: [TF2] Round Triggers 1.5
Reply With Quote #44

ive been noticing an error in my logs with this plugin... I don't think the notify remover is working still.

[SM] Native "GetConVarFlags" reported: Invalid convar handle 0 (error 4)
L 02/27/2009 - 00:257: [SM] Displaying call stack trace for plugin "rtrigs.smx":
L 02/27/2009 - 00:257: [SM] [0] Line 37, /home/groups/alliedmodders/forums/files/4/4/2/9/5/37601.attach::OnMapStart()
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MikeJS
Senior Member
Join Date: Nov 2008
Old 02-27-2009 , 11:27   Re: [TF2] Round Triggers 1.6
Reply With Quote #45

Check you've not made any typos and update to 1.6 which uses TrimString so you don't need a space after the commas.
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BrutalGoerge
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Join Date: Jul 2007
Old 02-27-2009 , 12:42   Re: [TF2] Round Triggers 1.6
Reply With Quote #46

ah, i was trying to use it on mp_friendlyfire, i guess that won't work
on vars beginning with sv_

not really sure what the difference is

*goes to google it
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MikeJS
Senior Member
Join Date: Nov 2008
Old 02-27-2009 , 13:00   Re: [TF2] Round Triggers 1.6
Reply With Quote #47

It should work fine on mp_friendlyfire. In fact, that's one of the cvars I tested 1.6 on
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BrutalGoerge
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Join Date: Jul 2007
Old 02-27-2009 , 13:45   Re: [TF2] Round Triggers 1.6
Reply With Quote #48

gah
it was a typo, i must have read over it 3000 times. you know how its supposed to be spelled, and i swear the brain tricks you into seeing it spelled correctly.

It works great.

I personally include sdk tools when i compile it so i can make printca appear green. something to think about adding.

Thanks again.
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Last edited by BrutalGoerge; 02-27-2009 at 13:49.
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MrSaturn
SourceMod Donor
Join Date: Jan 2009
Old 03-29-2009 , 07:53   Re: [TF2] Round Triggers 1.6
Reply With Quote #49

This plugin seems to interfere with my pregame mayhem plugin.

Is there any way you could make the rounstart triggers not activate during 'waiting for players'?

The way it is now, it does the rounstart triggers once waiting for players starts, and then once again when the setup time begins.
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noremac430
Member
Join Date: Mar 2009
Old 03-29-2009 , 16:56   Re: [TF2] Round Triggers 1.6
Reply With Quote #50

Am I missing something? I cannot find the cfg file for this plugin after it has ran.

I hope i'm not just a total moron.
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