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[CS:S/CS:GO] GunGame


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LordMarqus
Senior Member
Join Date: Sep 2009
Location: Poland
Old 12-23-2009 , 15:56   Re: GunGame
Reply With Quote #491

Some new bugs:
  1. when I have "WarmupStartup" "1" and each team has a player then new round starts with info in chat "[GunGame] Warmup round has not started yet" when should be "[GunGame] Warmup round is in progress". It is ok in next round.
  2. AFK management bugs:
  • plugin require one extra AFK death than set in config file i.e. "AfkDeaths" "2" - requires 3 AFK deaths before an action
  • AFK deaths counter is not cleared after AFK kick (maybe also when it moves to spectators). When you got AFK kick, rejoin and get one more AFK death then plugin kicks instantly no matter what is in "AfkDeaths".
  • AFK action moving to spectators don't work
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Last edited by LordMarqus; 12-23-2009 at 16:09.
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tObIwAnKeNoBi
Junior Member
Join Date: Aug 2008
Location: Germany
Old 12-24-2009 , 05:25   Re: GunGame
Reply With Quote #492

Here is the german translation:

http://rapidshare.com/files/32526566...tions.zip.html
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altex
Veteran Member
Join Date: May 2009
Location: Russia
Old 12-24-2009 , 15:02   Re: GunGame
Reply With Quote #493

Release 1.0.5.6:
+ Added russian translation.
+ Added german translation. Thanks to tObIwAnKeNoBi.
* Fixed bug:
Players do not triple level. Fast speed, sound etc - when they get 3 levels.
* Fixed bug:
when I have "WarmupStartup" "1" and each team has a player then new round starts with info
in chat "[GunGame] Warmup round has not started yet" when should be "[GunGame] Warmup round
is in progress". It is ok in next round.
* Fixed bug:
plugin require one extra AFK death than set in config file i.e.
"AfkDeaths" "2" - requires 3 AFK deaths before an action
* Fixed bug:
AFK deaths counter is not cleared after AFK kick (maybe also when it
moves to spectators). When you got AFK kick, rejoin and get one more AFK
death then plugin kicks instantly no matter what is in "AfkDeaths".
* Fixed bug:
AFK action moving to spectators don't work
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altex
Veteran Member
Join Date: May 2009
Location: Russia
Old 12-24-2009 , 15:03   Re: GunGame
Reply With Quote #494

Thank you all! For bug reports, for help in testing, for translations! Thank you very much.
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LordMarqus
Senior Member
Join Date: Sep 2009
Location: Poland
Old 12-24-2009 , 16:56   Re: GunGame
Reply With Quote #495

/* Knife only during warmup otherwise allow them to use the default weapon*/
"WarmupKnifeOnly" "0"

When I have it and "WarmupNades" "1" I still don't get default weapon (only knife and nade). With "WarmupNades" "0" it works as expected but I can't get nade with default warmup weapon.

With working "WarmupKnifeOnly" "0" I'm getting info in chat during warmup "
[GunGame] You are on level 1 :: glock". I think that player level info shouldn't appear when I have "ResetLevelAfterWarmup" "1".

Plugin removes all weapons without parent on first warmup kill. After warmup it don't remove it, only death players weapons (if enabled in config). Please disable entities remove in warmup because it's unnecessary and removes extra weapons given by map's creator.

@EDIT: I think it's a good idea to remove weapons when you have "WarmupKnifeOnly" "0" but it should remove all weapons on round start, not after first kill because you can still get some gun and this supposes to be knife only then.
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Last edited by LordMarqus; 12-24-2009 at 18:31.
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BDeep
Senior Member
Join Date: Jun 2009
Location: NH
Old 12-24-2009 , 17:49   Re: GunGame
Reply With Quote #496

Below is my gun line up, with the new gungame version it would seem that you only need one knife to win instead of two. Any thoughts?
Code:
"GunGame.Weapon"
{
    "WeaponOrder"
    {
        /**
         * Weapon Choices:
         * There are a total of 32 levels by default. (To change this value you can edit the gungame.inc
         * to change the maximum allowed level of the game by changing the define MAX_LEVEL)
         *
         * There are a total of 25 usable killing weapons for GunGame.
         * By default weapon order only 23 levels and uses 23 out of 25 of the usable killing weapons.
         *
         * WARNING:
         * DO NOT SKIP LEVELS in any config for WeaponOrder.
         * ie .. Only have level 1 to 3 and skip 4 and use 5 to level 23.
         * DO NOT SKIP LEVELS
         *
         * HandGuns:
         * glock, usp, p228, deagle, fiveseven, elite
         *
         * Shotguns:
         * m3, xm1014
         *
         * Sub Machine Guns:
         * tmp, mac10, mp5navy, ump45, p90
         *
         * Rifles:
         * galil, famas, ak47, scout, m4a1, sg552,
         * aug, m249, awp
         *
         * Automatic Rifles:
         * sg552, g3sg1
         *
         * Machine Gun:
         * m249
         *
         * Other:
         * knife, hegrenade
         */

        "1" "m249"
        "2" "awp"
        "3" "aug"
        "4" "sg552"
        "5" "sg550"
        "6" "g3sg1"
        "7" "m4a1"
        "8" "scout"
        "9" "ak47"
        "10" "famas"
        "11" "galil"
        "12" "p90"
        "13" "ump45"
        "14" "mp5navy"
        "15" "mac10"
        "16" "tmp"
        "17" "xm1014"
        "18" "m3"
        "19" "elite"
        "20" "fiveseven"
        "21" "deagle"
        "22" "p228"
        "23" "usp"
        "24" "hegrenade"
        "25" "knife"
        /* This will take the weapons in the WeaponOrder and randomize all the weapons order.*/
        "RandomWeaponOrder" "0"
    }

    "MultipleKillsPerLevel"
    {
        "24" "2"
        "25" "2"
        /**
         * This is for custom kills per level will override default (MinKillsPerWeapon).
         * Leave value at 0 if you do not want to override the default value.
         *
         * Example:
         *
         * For level 1 they must get 10 kills before they can level up.
         * "1" "10"
         * "2" "5"
         * and so on.
         *
         * Or you can set kills per level for a perticular level.
         * "1" "10"
         * "3" "5"
         * "5" "2"
         * etc.
         *
         * Kills will count across all rounds so that you don't have to get them in one round.
         *
         *
         */
    }
}
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altex
Veteran Member
Join Date: May 2009
Location: Russia
Old 12-24-2009 , 22:35   Re: GunGame
Reply With Quote #497

Quote:
Originally Posted by LordMarqus View Post
Plugin removes all weapons without parent on first warmup kill.
Maybe "sm_ggdm_removeweapons 0" can help?
I think gungame can not remove all weapons without parent, there is no such code at all 0_o (it completely rewritten to remove olny dead players weapons)
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Last edited by altex; 12-24-2009 at 22:38.
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altex
Veteran Member
Join Date: May 2009
Location: Russia
Old 12-24-2009 , 23:15   Re: GunGame
Reply With Quote #498

Quote:
Originally Posted by LordMarqus View Post
/* Knife only during warmup otherwise allow them to use the default weapon*/
"WarmupKnifeOnly" "0"

When I have it and "WarmupNades" "1" I still don't get default weapon (only knife and nade). With "WarmupNades" "0" it works as expected but I can't get nade with default warmup weapon.
Yeeap. WarmupNades works like WarmupNadesAndKnifeOnly
That is how it was designed.
I'll add comment to this config variable...
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Last edited by altex; 12-25-2009 at 03:05.
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altex
Veteran Member
Join Date: May 2009
Location: Russia
Old 12-25-2009 , 02:01   Re: GunGame
Reply With Quote #499

Release 1.0.5.7:
* Fixed bug:
Miltilevel with knife does not work if knifepro enabled.

* Improvement:
I'm getting info in chat during warmup "[GunGame] You are on level 1 :: glock".
I think that player level info shouldn't appear when I have "ResetLevelAfterWarmup" "1".
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altex
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Join Date: May 2009
Location: Russia
Old 12-25-2009 , 03:03   Re: GunGame
Reply With Quote #500

Release 1.0.5.8:
- Removed unused hacks.
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