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[CS:GO] Zeus Round


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St00ne
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Join Date: Jan 2011
Location: Annecy - France
Old 01-07-2015 , 20:06   Re: [CS:GO] Zeus Round
Reply With Quote #201

Quote:
Originally Posted by TnTSCS View Post
Let me finish up the KDR plugin and I'll work on this one.
Ok no pb
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St00ne
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Old 01-15-2015 , 13:17   Re: [CS:GO] Zeus Round
Reply With Quote #202

Hi,

In the meantime, could you share the "autoexecconfig" include file?

Thank you

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TnTSCS
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Join Date: Oct 2010
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Old 01-15-2015 , 16:23   Re: [CS:GO] Zeus Round
Reply With Quote #203

https://forums.alliedmods.net/showthread.php?t=204254

Updated the OP
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St00ne
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Join Date: Jan 2011
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Old 01-16-2015 , 10:12   Re: [CS:GO] Zeus Round
Reply With Quote #204

Thx mate.
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EngHell
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Join Date: Jul 2013
Location: Guatemala
Old 01-16-2015 , 16:36   Re: [CS:GO] Zeus Round
Reply With Quote #205

Could you update with something like sm_zeusround_mode where if you set it to 1, the plugin makes always the first round of a map to be a zeusround, and then when it rounds finish, restart the map? not reload it, just restart the round count to 0 and frags and etc, without have players reconnecting to the server.

I loved the plugin, and that improvement will make me love it more :$
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St00ne
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Join Date: Jan 2011
Location: Annecy - France
Old 01-23-2015 , 16:01   Re: [CS:GO] Zeus Round
Reply With Quote #206

Hi TnTSCS,

I took the time to check how CS:GO starts a game, and I found out why I had this bug with Zeus warmup.
It's because round_end doesn't fire at the end of warmup :/

Below is how CS:GO starts a map. It is quite weird (-> round_freeze_end comes first after a MapStart...) but, that's how it is...

Spoiler


I shared the code with a fix to force CheckZeusRoundStatus() at the end of warmup, with you via mp.

++

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Last edited by St00ne; 01-23-2015 at 16:11.
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St00ne
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Join Date: Jan 2011
Location: Annecy - France
Old 01-23-2015 , 16:17   Re: [CS:GO] Zeus Round
Reply With Quote #207

Ok, I can't share the code via mp (I can't attach files and the code is too big), so I can share it here if needed.

++
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Patschi
New Member
Join Date: Jan 2015
Location: Austria, Lower Austria
Old 01-27-2015 , 19:22   Re: [CS:GO] Zeus Round
Reply With Quote #208

Quote:
Originally Posted by mushioov View Post
Umm yeah, unfortunately it's not working. This is what I get when using sm_zeusround cvar. Version is 0.0.2.8
I'm experiencing the same issues: The server is just randomly crashing. It's really annoying, when friends are playing together and then the server just crashes - whyever. I'm getting exactly this lines of log output of the server:
Quote:
L 01/28/2015 - 01:07:55: [SM] Native "AcceptEntityInput" reported: Entity 190 (190) is not a CBaseEntity
L 01/28/2015 - 01:07:55: [SM] Displaying call stack trace for plugin "zeusround.smx":
L 01/28/2015 - 01:07:55: [SM] [0] Line 967, C:\Sourcemod\TnTSCS\scripting\zeusround.sp::O nWeaponDrop()
PreMinidumpCallback: updating dump comment
Uploading dump (in-process) [proxy '']
/tmp/dumps/crash_20150128010755_1.dmp
success = yes
response: CrashID=bp-9055b5c3-1932-4131-b3aa-ac0782150127
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TnTSCS
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Join Date: Oct 2010
Location: Undisclosed...
Old 02-01-2015 , 10:48   Re: [CS:GO] Zeus Round
Reply With Quote #209

St00ne, thank you for the information. I have a newer version besides what's on the OP, and I've been working on the round end stuff. There's also a property I can check the bool of to check if the round is a warmup round or not.

I haven't had time to do hardly anything lately, so busy at work. I will try to get some time today to work on this and another plugin.
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7106
Senior Member
Join Date: Jun 2013
Old 04-18-2015 , 08:55   Re: [CS:GO] Zeus Round
Reply With Quote #210

is there anyway to give player c4?
i tried to set sm_zeusround_stripbomb 1 and sm_zeusround_stripbomb 0
but there r no way to give player c4
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