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How is the teamjoin managed?


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Guenhwyvar
AMX Mod X Beta Tester
Join Date: Jul 2005
Location: Berlin / Germany
Old 02-27-2007 , 15:26   How is the teamjoin managed?
Reply With Quote #1

There are two plugins which I'm using on other servers for long and which do not work in combination with GunGame.
Sidenote: my other bug reports are made without these plugin.

As these two problems are both related to the join/select team selection after connect, it's maybe based on the way GunGame handles it. I'm hoping you can help.

To be concrete, here are the two cases.

1) Play or be Kicked
For a well frequented server a really great plugin to let as many players play as possible.
It controls the maximum a) afk time, b) spectator time and c) the time for selection of a team/spectator. The c) makes the problem. After the defined time for non-joiners (e.g. pbk_join_time 120), everyone get kicked by this plugin (and everyone was playing ;)).

2) Auto Join on Connect
A 50% chance to spawn on join directly. If not, players have to wait until roundrestart. Same appearence like the spawn bug.

I tested both plugins with GG 1.15 and the second one with 1.15SPB as well.

I know I should ask the makers of these two plugins (for PBK I actually asked a week ago), but they work on my standard servers as well as on the csdm. Maybe (hopefully) it's just a small thing you could fix.
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XxAvalanchexX
Veteran Member
Join Date: Oct 2004
Location: abort73.com
Old 02-27-2007 , 19:40   Re: How is the teamjoin managed?
Reply With Quote #2

1) Play or be Kicked
It checks to see if you joined, by checking when you get a team. It does this in client_PostThink. However, client_PostThink is a forward from engine.inc, and I can not find anywhere that it includes engine.inc. Thus, I can't believe that this feature works on any servers.

2) Auto Join on Connect
What is ajc_imm? Do you have admin immunity?
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Guenhwyvar
AMX Mod X Beta Tester
Join Date: Jul 2005
Location: Berlin / Germany
Old 02-28-2007 , 02:35   Re: How is the teamjoin managed?
Reply With Quote #3

1) It works . Try the italy (1.76c) or the chilled kreedzing (1.75) server (IPs in my signature), for demonstration I set these values:
pbk_join_min_players 1
pbk_join_time 90
pbk_warning_time 60
After 30s (don't choose a team) you get warnings (chat) and after 90s you get kicked.
So I guess it's not working because PBK does not request the engine module correctly?

2) No, I don't have the ADMIN_IMMUNITY flag, furthermore ajc_mm was set to 0.
Guenhwyvar is offline
Guenhwyvar
AMX Mod X Beta Tester
Join Date: Jul 2005
Location: Berlin / Germany
Old 03-02-2007 , 14:49   Re: How is the teamjoin managed?
Reply With Quote #4

Great, PBK is working now, after manually enabling the engine module. Thank you for the hint!

Solved .
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