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[CS:GO] Deathmatch Goes Advanced (v0.13.8, 23/01/2016)


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Author
h3bus
AlliedModders Donor
Join Date: Nov 2013
Plugin ID:
4054
Plugin Version:
0.13.8
Plugin Category:
Gameplay
Plugin Game:
Counter-Strike: GO
Plugin Dependencies:
    Servers with this Plugin:
     
    Plugin Description:
    A full featured deathmatch plugin
    Old 01-18-2014 , 18:32   [CS:GO] Deathmatch Goes Advanced (v0.13.8, 23/01/2016)
    Reply With Quote #1

    Plugin is currently maintained by nullb, latest version in this post: https://forums.alliedmods.net/showth...36#post2445436
    Latest gamedata here: https://forums.alliedmods.net/showpo...postcount=2245


    Thanks:
    I would like to thank SniperUK as my plugin is based on its Deathmatch plugin (https://forums.alliedmods.net/showthread.php?t=189577).
    Although almost everything has been rewritten this has been helping me a lot.

    Why another deathmatch plugin?

    This plugin is quite particular, because it modifies its configuration depending on played map.
    This allows, for exemple to give only AWP and scout on AWP maps, to only grenades on HE maps, and lots of weapons on aim maps.
    The configuration file is quite new concept as far as I know. It is described ins second post.

    This plugin uses intensively CS:GO Cvars, thus will only work on CS:GO.

    Do you like my work?
    If you want to reward me for my work, or the help I can provide on this thread, feel free to make a donation


    Plugin features:
    • Admin menu
    • Per map configuration (any Cvar can be controlled)
    • On the fly configuration load by admin menu
    • Per-team weapons restriction
    • Only Headshot mode
    • Configurable weapon clip and ammo count
    • Weapon clip reload on kill
    • Equipment (nades/tazer) refill on kill
    • Give HE on he explode
    • Infinite or finite taser shots
    • Any weapon drop
    • Dropped weapon management
    • Remove chicken
    • Map entity removal
    • Gun menu:
      • Can be displayed automaticaly on first spawn
      • Can be displayed on user request
      • Can provide only primary on secondary weapons
    • Random weapon on spawn
    • Pre-defined weapon on spawn
    • Spawn protection
    • Configurable spawn sound
    • Configurable spawn screen fade
    • Weapon skin independantly of the team
    • Limited weapon rotation
    • Fast shot after weapon equip option
    • Map spawn editor (and map slot increase)
    • Advanced spawn control
    • Admin is invisible/god while editing spawns
    • Advertisement (for gun menu or anything):
      • Text can be displayed on Chat, Hint, Alert
      • Can be displayed on spawn or on timer
      • Can be displayed periodicaly
      • Can cycle in a pool of messages
      • Supports translations
    • Display in hint a ladder based on RankMe stats on connected players
    • Auto Updater support
    • Others (see CVAR list and configuration file in second post)


    How to install?
    1. Unzip .zip file into your sourcemod directory.
    2. Edit config/deathmatch.ini to your liking (You should first read second post and this exemple)
    3. If you want the simple ini file, rename config/deathmatch_simple.ini to config/deathmatch.ini and edit it to your liking
    4. End.
    Configuration:
    Configuration of this plugin may be hard, please take a look at the FAQ at the end of this post before asking for help.
    The second post gives the architecture of the configuration file.

    Requirements:
    Cvars:
    Spoiler



    Commands:
    Admins (Changemap flag)
    sm_dm - Display admin menu (Chat alias: !dm)
    dm_respawn_all - Respawn everyone
    dm_respawn_dead - Respawn dead players
    dm_load[_mod] "Section" "Subsection" [equip|respawn|restart|nextround] - Force a section->Subsection load
    If third argument is supplied, an action is performed:
    - none: players will be equiped on their next spawn
    - equip: equip all players after successfull load
    - respawn: respawn all players after successfull load
    - restart: restart game after successfull load
    - nextround: perform load on next round
    If dm_load_mod is used, previous loaded configuration won't be unloaded before
    dm_weapon_add <weapon> [<limit>] - Add an available weapon. Set limit to -1 for unlimited
    dm_weapon_remove <weapon> - Remove an available weapon
    dm_weapon_limit <weapon> <limit> -Limit a weapon count. Set limit to -1 for unlimited

    Spawn edition - Admins (Changemap flag)
    dm_spawns_show - Toggle spawn display mode.
    dm_spawns_add [T|CT] - Add spawn point at your position for T, CT or deathmatch is no argument is supplied
    dm_spawns_delete - Remove spawn point at your position
    dm_spawns_import - Import current map spawns
    dm_spawns_save - Save spawns
    dm_spawns_test <first|next|prev> - Spawn to first/next/previous point for testing
    dm_spawns_stats - Display spawn statistics

    Clients:
    sm_guns - Display gun menu (Chat alias: guns)

    Note on spawn points:
    - Spawn data is saved in sourcemod/data/deathmatch_spawn/<map>.txt
    - If you create CT and T points, you must create at least as many points as original map has. Same for Deatmatch points if original map has any of them. If points are missing, your point won't be loaded (an error in log will indicate which are the missing point types)
    - You can create spawn points for Terrorist, Counter-Terrorist or Deathmatch. You must save using dm_spawns_save command before map change or your created spawn are ignored.
    - Spawn point are only activated when map is loaded.
    - If at least one spawn point is available for T and CT, original map spawns are replaced by user spawns (Note that it will increase the available slots of a map)
    - If at least one Deathmatch point is available, user Deathmatch spawn point will be used when mp_randomspawn is 1
    - Spawn configurations file from SniperUk's plugin can be used (points will be loaded as Deathmatch points, thus only be used when mp_randomspawn is 1), however I recommend to re-create your point using this plugin for intensive position check.

    FAQ:
    Note: this FAQ applies if you are not using the deathmach_simple.ini configuration
    Spoiler


    TODO:
    - Change mode vote for admin/players/automatic vote during warmup

    Changelog:

    Spoiler
    Attached Files
    File Type: zip spawnPoints.zip (36.7 KB, 12006 views)
    File Type: zip Deathmatch.zip (227.2 KB, 11112 views)

    Last edited by h3bus; 06-05-2017 at 05:08. Reason: filling in "Options" fields that went away
    h3bus is offline
    h3bus
    AlliedModders Donor
    Join Date: Nov 2013
    Old 01-18-2014 , 18:36   Re: [CS:GO] Deathmatch Go Advanced (v0.1-beta, 2014-01-18)
    Reply With Quote #2

    Configuration file:
    The configuration file is located in <Sourcemod Path>/configs/deathmatch.ini
    It uses sourcemod's internal SMC format without the limitations on keyvalues file (eg: you can have sections with same names, even under one same section)

    As it may contain a lot of section and subsection, I suggest to use an editor that supports section folding, like notepad++.

    The file is case-sensitive!

    The configuration is loaded twice for each map:
    - At map change, for warmup
    - At the end of warmup

    Architecture:
    The configuration file shall have the following architecture:
    Code:
    Root Node section ("Deathmatch Config" is the default)
    |- Section (Can be named freely)
        |- SubSection (Can be named freely)
        |- SubSection 2
        |- ...
    |- Section 2
    |- ...
    |- "Maps" (Mandatory section)
        |- SubSection (Name of a map, or prefix of a map (eg: "aim_")
        |- SubSection 2
        |- ...
        |- "" (Defaut subsection)
    The plugin uses the current map name (without extension) and try to find a match into "Maps" subsection names.
    If no match is found, an approximate match is tried, comparing only available char in subsection name
    Example: With the following subsections under "Maps":
    1. "awp_scout_map"
    2. "awp"
    3. ""
    if current map is "awp_scout_map", 1) will be matched
    if current map is "awp_stuff", 2) will be matched
    if current map is "aim_stuff", 3) will be matched

    Note that having a default empty ("") subsection will handle any unmatched map names.

    Once a match is found, plugin recursively loads the subsection content.

    Subsections:
    There are 3 types of subsections:
    - NORMAL
    - MESSAGE
    - TEXT

    "Maps" section shall only have Normal subsections.
    Other sections may have any type of subsections, their type will be defined by how these subsection have been called.

    NORMAL subsections:
    Spoiler


    List of available weapons:
    Spoiler


    MESSAGE subsections:
    Spoiler


    TEXT subsections:
    Spoiler

    Last edited by h3bus; 01-23-2016 at 07:41.
    h3bus is offline
    Kovy
    Junior Member
    Join Date: Jan 2014
    Old 01-19-2014 , 02:07   Re: [CS:GO] Deathmatch Goes Advanced (v0.1-beta, 2014-01-18)
    Reply With Quote #3

    This looks excellent!

    Unfortunately when I try to activate the plugin I am getting the following:

    L 01/19/2014 - 01:03:17: Error log file session closed.
    L 01/19/2014 - 01:03:17: SourceMod error session started
    L 01/19/2014 - 01:03:17: Info (map "de_dust2") (file "errors_20140119.log")
    L 01/19/2014 - 01:03:17: [deathmatch.smx] Section ending without a matching section beginning on line 1103, col 1 of addons/sourcemod/configs/deathmatch.ini
    L 01/19/2014 - 01:03:17: [SM] Plugin encountered error 25: Call was aborted
    L 01/19/2014 - 01:03:17: [SM] Native "SetFailState" reported: Parse error on file addons/sourcemod/configs/deathmatch.ini
    L 01/19/2014 - 01:03:17: [SM] Displaying call stack trace for plugin "deathmatch.smx":
    L 01/19/2014 - 01:03:17: [SM] [0] Line 35, deathmatch/smc_reader.sp::smcReader_ProcessConfigFile()
    L 01/19/2014 - 01:03:17: [SM] [1] Line 30, deathmatch/config.sp::config_Init()
    L 01/19/2014 - 01:03:17: [SM] [2] Line 68, deathmatch.sp::OnPluginStart()
    Kovy is offline
    h3bus
    AlliedModders Donor
    Join Date: Nov 2013
    Old 01-19-2014 , 04:29   Re: [CS:GO] Deathmatch Goes Advanced (v0.1-beta, 2014-01-18)
    Reply With Quote #4

    Supplied sample config file had an error in Maps->gg section which had two closing brackets!

    This is corrected!
    h3bus is offline
    Kovy
    Junior Member
    Join Date: Jan 2014
    Old 01-19-2014 , 05:23   Re: [CS:GO] Deathmatch Goes Advanced (v0.1-beta, 2014-01-18)
    Reply With Quote #5

    Quote:
    Originally Posted by h3bus View Post
    Supplied sample config file had an error in Maps->gg section which had two closing brackets!

    This is corrected!
    Great! How about this:

    L 01/19/2014 - 04:192: Error log file session closed.
    L 01/19/2014 - 04:192: SourceMod error session started
    L 01/19/2014 - 04:192: Info (map "de_dust2") (file "errors_20140119.log")
    L 01/19/2014 - 04:192: [deathmatch.smx] Can't find subsection "Warmup Weapons" in section "Messages"
    L 01/19/2014 - 04:19:53: Error log file session closed.
    L 01/19/2014 - 04:20:10: SourceMod error session started
    L 01/19/2014 - 04:20:10: Info (map "de_dust2") (file "errors_20140119.log")
    L 01/19/2014 - 04:20:10: [deathmatch.smx] Can't find subsection "Warmup Weapons" in section "Messages"
    Kovy is offline
    h3bus
    AlliedModders Donor
    Join Date: Nov 2013
    Old 01-19-2014 , 05:36   Re: [CS:GO] Deathmatch Goes Advanced (v0.1-beta, 2014-01-18)
    Reply With Quote #6

    As it said, a section was missing... Config file updated!
    Attached Files
    File Type: ini deathmatch.ini (29.1 KB, 2190 views)
    h3bus is offline
    baijiaqing
    Member
    Join Date: Jul 2010
    Old 01-19-2014 , 07:15   Re: [CS:GO] Deathmatch Goes Advanced (v0.1-beta, 2014-01-19)
    Reply With Quote #7

    Hi, could you add a FFA cvar?

    My bad didnt know mp_teammates_are_enemies existed

    Last edited by baijiaqing; 01-22-2014 at 09:06.
    baijiaqing is offline
    h3bus
    AlliedModders Donor
    Join Date: Nov 2013
    Old 01-19-2014 , 07:20   Re: [CS:GO] Deathmatch Goes Advanced (v0.1-beta, 2014-01-19)
    Reply With Quote #8

    Quote:
    Originally Posted by baijiaqing View Post
    Hi, could you add a FFA cvar?
    What do you need exactly?
    Doesn't mp_teammates_are_enemies handle the FFA mode?
    h3bus is offline
    Kovy
    Junior Member
    Join Date: Jan 2014
    Old 01-19-2014 , 09:12   Re: [CS:GO] Deathmatch Goes Advanced (v0.1-beta, 2014-01-19)
    Reply With Quote #9

    Have it working like a charm! Thanks h3bus!
    Kovy is offline
    Kovy
    Junior Member
    Join Date: Jan 2014
    Old 01-19-2014 , 13:44   Re: [CS:GO] Deathmatch Goes Advanced (v0.1-beta, 2014-01-19)
    Reply With Quote #10

    On another note, is it possible to somehow remove the radar in CS:GO?
    Kovy is offline
    Reply


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