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CS Battle Royale (Fortnite/PUBG) v2.8 [UPDATED 01/10/19] [ALL MAPS ARE SUPPORTED]


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eyal282
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Join Date: Aug 2011
Old 08-07-2018 , 17:29   Re: CS Battle Royale (PUBG) [CLOSED BETA] v2.0
Reply With Quote #61

Welcome to the AMX Mod X 1.8.1-300 Compiler.
Copyright (c) 1997-2013 ITB CompuPhase, AMX Mod X Team

Error: Undefined symbol "FindAvailableTeam" on line 212
Error: Undefined symbol "FindAvailableTeam" on line 228
Error: Undefined symbol "GetPlayersInTeam" on line 393
Error: Undefined symbol "GetPlayersInTeam" on line 500

4 Errors.
Could not locate output file C:\Users\user\Desktop\amxx\CsBattleRoyaleRoun dManager.amx (compile failed).
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Ghosted
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Join Date: Apr 2015
Location: Georgia
Old 08-08-2018 , 04:54   Re: CS Battle Royale (PUBG) [CLOSED BETA] v2.0
Reply With Quote #62

Why transform client_disconnect to client_disconnected when they are different.
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CrAzY MaN
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Join Date: Mar 2017
Location: India
Old 08-08-2018 , 09:44   Re: CS Battle Royale (PUBG) [CLOSED BETA] v2.0
Reply With Quote #63

They aren't different.
client_disconnect is defined as client_disconnected in 1.8.3
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CrAzY MaN
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Join Date: Mar 2017
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Old 08-08-2018 , 09:46   Re: CS Battle Royale (PUBG) [CLOSED BETA] v2.0
Reply With Quote #64

There's still error in Round Manager.
Round isn't ending when there's only 1 player left.
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Last edited by CrAzY MaN; 08-08-2018 at 09:46.
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HamletEagle
AMX Mod X Plugin Approver
Join Date: Sep 2013
Location: Romania
Old 08-08-2018 , 09:46   Re: CS Battle Royale (PUBG) [CLOSED BETA] v2.0
Reply With Quote #65

Quote:
Originally Posted by CrAzY MaN View Post
They aren't different.
client_disconnect is defined as client_disconnected in 1.8.3
No. They are different.
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edon1337
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Join Date: Jun 2016
Location: Macedonia
Old 08-12-2018 , 18:07   Re: CS Battle Royale (PUBG) [CLOSED BETA] v2.0
Reply With Quote #66

Quote:
Originally Posted by eyal282 View Post
Welcome to the AMX Mod X 1.8.1-300 Compiler.
Copyright (c) 1997-2013 ITB CompuPhase, AMX Mod X Team

Error: Undefined symbol "FindAvailableTeam" on line 212
Error: Undefined symbol "FindAvailableTeam" on line 228
Error: Undefined symbol "GetPlayersInTeam" on line 393
Error: Undefined symbol "GetPlayersInTeam" on line 500

4 Errors.
Could not locate output file C:\Users\user\Desktop\amxx\CsBattleRoyaleRoun dManager.amx (compile failed).
Use latest includes, I don't get any errors while compiling, also the natives are defined inside the .inc file so there's no reason for that error to appear.

Quote:
Originally Posted by CrAzY MaN View Post
There's still error in Round Manager.
Round isn't ending when there's only 1 player left.
There's already checks that deal with that, but, if you say it's not working properly, then I'll gladly hear what you got to say.
You should tell me:
- How many players were in the game when this happened.
- When does this happen (any specific time?)

You are aware that the round won't end if you're testing alone and you never commit suicide, right?

@client_disconnect[ed]

In one hand client_disconnect doesn't catch disconnect when reason is time-out, on the other hand client_disconnected doesn't get triggered on map change, do I just use both..?
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Last edited by edon1337; 08-12-2018 at 18:09.
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RaZ_HU
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Join Date: May 2015
Location: Hungary
Old 08-12-2018 , 23:01   Re: CS Battle Royale (PUBG) [CLOSED BETA] v2.0
Reply With Quote #67

Quote:
Originally Posted by edon1337 View Post
There's already checks that deal with that, but, if you say it's not working properly, then I'll gladly hear what you got to say.
You should tell me:
- How many players were in the game when this happened.
- When does this happen (any specific time?)

You are aware that the round won't end if you're testing alone and you never commit suicide, right?
This isn't that nice, but it would do the job:
PHP Code:
GetAlivePlayers( )
{
    new 
iNumi;
    for(
1MAX_PLAYERSi++)
    {
        if(
is_user_alive(i) && !is_user_hltv(i)) // Can a HLTV even be alive?
            
iNum++;
    }
        
    return 
iNum;

Also maybe check alive players num at every 60 or 30 seconds? (set_task)
So it wouldn't needed to do a suicide to end the match.

Quote:
Originally Posted by edon1337 View Post
@client_disconnect[ed]

In one hand client_disconnect doesn't catch disconnect when reason is time-out, on the other hand client_disconnected doesn't get triggered on map change, do I just use both..?
How about to use disconnected and
Code:
register_forward(FM_ClientDisconnect, "client_disconnected", 0);
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edon1337
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Old 08-13-2018 , 03:33   Re: CS Battle Royale (PUBG) [CLOSED BETA] v2.0
Reply With Quote #68

Quote:
Originally Posted by RaZ_HU View Post
This isn't that nice, but it would do the job:
PHP Code:
GetAlivePlayers( )
{
    new 
iNumi;
    for(
1MAX_PLAYERSi++)
    {
        if(
is_user_alive(i) && !is_user_hltv(i)) // Can a HLTV even be alive?
            
iNum++;
    }
        
    return 
iNum;

That's actually a bad way, why would you suggest that? Also my code is just fine.

Quote:
Originally Posted by RaZ_HU View Post
Also maybe check alive players num at every 60 or 30 seconds? (set_task)
So it wouldn't needed to do a suicide to end the match.
How can a player magically disappear? There's 2 valid point for a round to end, player disconnect or dies, no reason to use a task.

Quote:
Originally Posted by RaZ_HU View Post
How about to use disconnected and
Code:
register_forward(FM_ClientDisconnect, "client_disconnected", 0);
Well, what if I tell you they are the exact same?
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Last edited by edon1337; 08-13-2018 at 03:33.
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Ghosted
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Join Date: Apr 2015
Location: Georgia
Old 08-13-2018 , 06:37   Re: CS Battle Royale (PUBG) [CLOSED BETA] v2.0
Reply With Quote #69

Code:
register_forward(FM_ClientDisconnect, "client_disconnected", 0);
I don't think if that will work cause client disconnect is not called on mapchange and you must loop through all players and execute disconnect function
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edon1337
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Join Date: Jun 2016
Location: Macedonia
Old 08-13-2018 , 08:02   Re: CS Battle Royale (PUBG) v2.1
Reply With Quote #70

* UPDATED * v2.1

Changelog
Code:
* v2.1
        • Fixed the problem that was causing round to end because of the timer
        • Fixed some parts that could bug
        • Fixed bug that was colliding players when jumping
        • Fixed bug that made players invisible
        • Fixed bug that made player invicible
        • Added a task to check if current alive players count is less than minimum, client_disconnect wasn't working properly
        • Fixed bug that caused player who won the game to not re-spawn
        • Fixed win manager, it was bugged before
        • Fixed MOTD not appearing on people who die
        • Added a code that blocks connect MOTD
It doesn't crash for my Linux server anymore, so it shouldn't crash in yours either.
Test Server: 188.212.102.219:27015
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