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Max Round Time [CS 1.6]


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mikes3ds
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Old 09-25-2006 , 16:50   Max Round Time [CS 1.6]
Reply With Quote #1

Is there a way to make the round limit longer then 9 Min
for counter strike 1.6.

The max round time limit is 9 MIN.

Is there a way I could change that to unlimited. or longer then 9 min

*I was thinking if there was a way in tricking the server that a bomb was planted, then you would not have a timelimit.
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XxAvalanchexX
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Old 09-25-2006 , 16:56   Re: Max Round Time [CS 1.6]
Reply With Quote #2

http://forums.alliedmods.net/showthread.php?t=8230
cs_set_roundtime_max
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mikes3ds
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Join Date: Jul 2005
Location: CA
Old 09-25-2006 , 17:02   Re: Max Round Time [CS 1.6]
Reply With Quote #3

Thats good but I would like a stable module.....
If posable...

That module crashs, I do not need all the extra stuff it comes with..

I do not know how to create or edit modules....If some one could either step me threw how to create a module that CAN CHANGE THE ROUND TIME ONLY.....

I know how to creat plugins, but I have not yet learned how to make the modules...
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mikes3ds
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Old 09-25-2006 , 17:11   Re: Max Round Time [CS 1.6]
Reply With Quote #4

I well try it out with only the function cs_set_roundtime_max()

And see how it runs

#include <amxmodx>
#include <cshack>
public plugin_init() {
register_plugin("test", "1.00", "test")
}
public plugin_cfg() {
long_roundtime()
}
long_roundtime() {
cs_set_roundtime_max(500.0)
server_cmd("mp_roundtime 500")
}
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Wilson [29th ID]
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Old 09-25-2006 , 17:51   Re: Max Round Time [CS 1.6]
Reply With Quote #5

If that does not work, you could also use DamagedSoul's message logger and log the messages that occur when the round ends, then block them.

If that does not work, just look at CSM - I haven't used it but I'm sure there's a way to disable the roundtime.
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mikes3ds
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Old 09-25-2006 , 21:58   Re: Max Round Time [CS 1.6]
Reply With Quote #6

Well it seems there is no way of getting around the ROUND TIME LIMIT OF A MAX OF 9 MIN....

CSDM ends at each round...

I need help.....I can not find any function that can help


"The MODULE CRASHS"
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Wilson [29th ID]
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Old 09-25-2006 , 22:00   Re: Max Round Time [CS 1.6]
Reply With Quote #7

Quote:
If that does not work, you could also use DamagedSoul's message logger and log the messages that occur when the round ends, then block them.
Did you try that?
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mikes3ds
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Old 09-25-2006 , 22:52   Re: Max Round Time [CS 1.6]
Reply With Quote #8

I dont get what I am spose to do with this...

I get this right when the round ends. Now what do I do with this...

I know it has something to do with this set_msg_block ( iMessage, iMessageFlags )

But dont know how to set it up please help

How do I set up a plugin to block the message

L 09/25/2006 - 19:54:01: MessageBegin (SendAudio "100") (Destination "Broadcast<0>") (Args "3") (Entity "<NULL>") (Classname "<NULL>") (Netname "<NULL>") (Origin "0.000000 0.000000 0.000000")
L 09/25/2006 - 19:54:01: Arg 1 (Byte "0")
L 09/25/2006 - 19:54:01: Arg 2 (String "!MRAD_ctwin")
L 09/25/2006 - 19:54:01: Arg 3 (Short "100")
L 09/25/2006 - 19:54:01: MessageEnd (SendAudio "100")




L 09/25/2006 - 19:54:01: MessageBegin (SendAudio "100") (Destination "Broadcast<0>") (Args "3") (Entity "<NULL>") (Classname "<NULL>") (Netname "<NULL>") (Origin "0.000000 0.000000 0.000000")
L 09/25/2006 - 19:54:01: Arg 1 (Byte "0")
L 09/25/2006 - 19:54:01: Arg 2 (String "!MRAD_ctwin")
L 09/25/2006 - 19:54:01: Arg 3 (Short "100")
L 09/25/2006 - 19:54:01: MessageEnd (SendAudio "100")
L 09/25/2006 - 19:54:01: MessageBegin (TextMsg "77") (Destination "All<2>") (Args "2") (Entity "<NULL>") (Classname "<NULL>") (Netname "<NULL>") (Origin "0.000000 0.000000 0.000000")
L 09/25/2006 - 19:54:01: Arg 1 (Byte "4")
L 09/25/2006 - 19:54:01: Arg 2 (String "#Target_Saved")
L 09/25/2006 - 19:54:01: MessageEnd (TextMsg "77")
L 09/25/2006 - 19:54:01: MessageBegin (TeamScore "87") (Destination "All<2>") (Args "2") (Entity "<NULL>") (Classname "<NULL>") (Netname "<NULL>") (Origin "0.000000 0.000000 0.000000")
L 09/25/2006 - 19:54:01: Arg 1 (String "CT")
L 09/25/2006 - 19:54:01: Arg 2 (Short "15")
L 09/25/2006 - 19:54:01: MessageEnd (TeamScore "87")
L 09/25/2006 - 19:54:01: MessageBegin (TeamScore "87") (Destination "All<2>") (Args "2") (Entity "<NULL>") (Classname "<NULL>") (Netname "<NULL>") (Origin "0.000000 0.000000 0.000000")
L 09/25/2006 - 19:54:01: Arg 1 (String "TERRORIST")
L 09/25/2006 - 19:54:01: Arg 2 (Short "0")
L 09/25/2006 - 19:54:01: MessageEnd (TeamScore "87")
L 09/25/2006 - 19:54:06: MessageBegin (BombPickup "121") (Destination "All<2>") (Args "0") (Entity "<NULL>") (Classname "<NULL>") (Netname "<NULL>") (Origin "0.000000 0.000000 0.000000")
L 09/25/2006 - 19:54:06: Message contains no arguments
L 09/25/2006 - 19:54:06: MessageEnd (BombPickup "121")
L 09/25/2006 - 19:54:06: MessageBegin (ShowTimer "144") (Destination "All<2>") (Args "0") (Entity "<NULL>") (Classname "<NULL>") (Netname "<NULL>") (Origin "0.000000 0.000000 0.000000")
L 09/25/2006 - 19:54:06: Message contains no arguments
L 09/25/2006 - 19:54:06: MessageEnd (ShowTimer "144")
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Last edited by mikes3ds; 09-25-2006 at 22:55.
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mikes3ds
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Old 09-25-2006 , 23:28   Re: Max Round Time [CS 1.6]
Reply With Quote #9

Its ok if does not work...

I found a way, I use a the programe called spawnpoint editor and delete all the BOMB/RESCUE zones, and after that there is no round timelimit

But I still want to make a plugin that sets no round time limit
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BAILOPAN
Join Date: Jan 2004
Old 09-25-2006 , 23:38   Re: Max Round Time [CS 1.6]
Reply With Quote #10

CSDM does, in fact, have an option for no roundtime limits. It sets the no roundtime limit by stripping map entities before plugin_init().

There are two other ways to disable it. One is by the (slightly outdated) method CSHACK uses, which is to patch up memory so CS doesn't try to limit mp_timelimit.

The other way is the original way CSDM did it, which is to detour (patch memory with a jump gate) the RoundRestart function in CS, and control whether it is allowed to resume or not.

Obviously, both of the latter methods are quite involved and a lot of work, requiring both intimate C and assembly knowledge. CSDM has the code to do it for the last method, but it's not actually used that way [yet].
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