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[TF2] Respawn System


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MonkeyBiz
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Old 01-02-2011 , 14:00   Re: [TF2] Respawn System
Reply With Quote #291

Quote:
Originally Posted by Bury View Post
Latest version isn't compiling when trying to download
The link is not working in the OP. You can download the source and compile it yourself though.
MonkeyBiz
Guest
Old 01-02-2011 , 19:45   Re: [TF2] Respawn System
Reply With Quote #292

I have added sm_show_respawn_message to allow the disabling of the hint message. You are welcome to do what you will with the code. There was only a slight modification. I upgraded the version to 1.0.7.1 for my own sake, but I wouldn't call that a definitive version number.


(default) show respawn hint message on death
sm_show_respawn_message 1


Do not show hint message upon death
sm_show_respawn_message 0
Attached Files
File Type: sp Get Plugin or Get Source (TF2_Respawn_ver1071.sp - 810 views - 6.2 KB)
Dribbles
New Member
Join Date: Jan 2011
Old 01-25-2011 , 21:35   Re: [TF2] Respawn System
Reply With Quote #293

Hi, I'm using the latest version (1.071) and I seem to have some issues:

With mp_disable_respawn_times 1, it'll just wait 6 seconds and respawn (if I set the respawn time to under 6 seconds, then it'll show the weapon and I can turn around from where the body is but I cannot move) and if it is above 6 seconds, then it justs spawns at 6 seconds.

With mp_disable_respawn_times 0, it just make it the normal respawn time but when that time is up, it says respawn in 3 seconds, counts down and it happens again.

The text shows up, but I don't think the respawn system has been changed.

here is my server.cfg
// server name
hostname " | FREEDOM FORTRESS VANILLA | FREEDOMGAMERS.NET | HOSTED BY DETOX-SERVERS"

// rcon passsword
rcon_password ""

// Server password
sv_password ""

// server cvars
mp_friendlyfire 0
mp_footsteps 1
mp_autoteambalance 1
mp_autoteambalance_delay 60
// Time after the teams become unbalanced to print a balance warning
mp_autoteambalance_warning_delay 30
mp_autokick 0
mp_flashlight 1
mp_tkpunish 1
mp_forcecamera 0
sv_alltalk 1
sv_pausable 0
sv_cheats 0
sv_consistency 0
sv_allowupload 1
sv_allowdownload 1
sv_maxspeed 320
mp_limitteams 1
sv_voiceenable 1
mp_allowspectators 1
mp_chattime 10
sv_timeout 65

// round specific cvars
mp_roundtime 7

// bandwidth rates/settings
sv_minrate 13000
sv_maxrate 25000
sv_minupdaterate 33
sv_maxupdaterate 67
sv_mincmdrate 33
sv_maxcmdrate 67
sv_client_cmdrate_difference 1
sv_client_predict 1
sv_client_interpolate 1
sv_client_min_interp_ratio -1
sv_client_max_interp_ratio -1

// server logging
log off
sv_logbans 1
sv_logecho 1
sv_logfile 1
sv_log_onefile 0

// Please contact support if you require Source TV

// operation
sv_lan 0
sv_region 5

// execute ban files
exec banned_user.cfg
exec banned_ip.cfg

// Custom

mp_maxrounds 3
mp_teams_unbalance_limit 1

mp_enableroundwaittime 1
// Time after round win until round restarts
mp_bonusroundtime 8

// If non-zero, the current round will restart in the specified number of seconds
mp_restartround 0

//Enable sudden death
mp_stalemate_enable 0

// Timelimit (in seconds) of the stalemate round.
mp_stalemate_timelimit 300

// game time per map in minutes
mp_timelimit 25

// After this many seconds without a message from a client, the client is dropped
sv_timeout 120

// Maximum time a player is allowed to be idle (in minutes), made this and sv_timeout equal same time?
mp_idlemaxtime 2

// Deals with idle players 1=send to spectator 2=kick
mp_idledealmethod 1

// time (seconds) between decal sprays
decalfrequency 30


// Enable timers to wait between rounds.
mp_enableroundwaittime 1

// Time after round win until round restarts
mp_bonusroundtime 3

// If non-zero, the current round will restart in the specified number of seconds
mp_restartround 0


// game time per map in minutes
mp_timelimit 20

//Max rounds before starting a new map
mp_maxrounds 3

// amount of time players can chat after the game is over
mp_chattime 10



// Respawn
// mp_disable_respawn_times 1
sm_respawn_time_enabled 1
sm_respawn_time_blue 10.0
sm_respawn_time_red 10.0

Last edited by asherkin; 02-18-2011 at 00:22.
Dribbles is offline
Happy DODs player
AlliedModders Donor
Join Date: Sep 2009
Old 03-18-2011 , 06:37   Re: [TF2] Respawn System
Reply With Quote #294

Guys it isnt kicking in for me,

Plugin works with this in my server.cfg

sm_respawn_time_enabled "1"
sm_respawn_time_blue "6.0" //Attackers
sm_respawn_time_red "6.0" //Defenders

But, i have made 2 CFGs, and putted them in the CFG dir.

cp_dustbowl.cfg
sm_respawn_time_enabled "1"
sm_respawn_time_blue "4.0" //Attackers
sm_respawn_time_red "8.0" //Defenders

pl_goldrush.cfg
sm_respawn_time_enabled "1"
sm_respawn_time_blue "8.0" //Attackers
sm_respawn_time_red "8.0" //Defenders

But it isnt working, it stays always on the *8 secs what i have put in my server.cfg.

Do i need 2 delete the stuff in my server.cfg and keep only the Map related cfgs ?

or

Do i need 2 put the cfgs in other directorys instead of the CFG dir, ?

Hope anybody has a idea.

I am using the latest Sourcemod Snap, with Meta 1.8.5.



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retsam
Veteran Member
Join Date: Aug 2008
Location: so-cal
Old 03-18-2011 , 14:11   Re: [TF2] Respawn System
Reply With Quote #295

Ya, id guess the server.cfg is executed last maybe and thus that value is always used. Take it out of the server.cfg and use the map configs for the values. If it were me, id just use the same values. Dustbowl and goldrush are kinda the same setup and I dont see why youd want respawn times different but meh.
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Happy DODs player
AlliedModders Donor
Join Date: Sep 2009
Old 03-18-2011 , 17:29   Re: [TF2] Respawn System
Reply With Quote #296

Thanx for the reply, i will test it out,

and ye i am still looking for a good setup for my Tf2,

just a newcomer for Tf2. As i always did Dod:s.
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Seta00
The Seta00 user has crashed.
Join Date: Jan 2010
Location: Berlin
Old 04-15-2011 , 12:02   Re: [TF2] Respawn System
Reply With Quote #297

Confirmed working with the latest SM and MMS dev snapshots on a Linux server.
Seta00 is offline
WoZeR
Donor
Join Date: Nov 2007
Old 06-12-2011 , 23:47   Re: [TF2] Respawn System
Reply With Quote #298

Quote:
Originally Posted by Seta00 View Post
Confirmed working with the latest SM and MMS dev snapshots on a Linux server.
Like a boss :)
WoZeR is offline
lamasniu
Senior Member
Join Date: Jul 2010
Location: United Kingdom
Old 06-30-2011 , 12:31   Re: [TF2] Respawn System
Reply With Quote #299

Just wondering if this respawning plugin could effect Valve's new Quick Play system?

Quote:
How does the matchmaking work?

You need to be running a Valve map to be matched, except:
Any arena map
cp_manor_event
cp_degrootkeep
koth_harvest_event
tc_hydro
Servers should be running as "vanilla" as possible. In particular, these server tags (sv_tags) will disqualify a server:
friendlyfire
respawntimes
nocrits
norespawntime
nodmgspread
highlander
noquickplay
Your server should not be password protected
Your server needs to have VAC enabled
Increasing the max player count above 24 will incur a matchmaking scorking penalty, but will not disqualify you from the list
TF2 Quickplay Overview - Steam Source of above information.

Thanks in advance for response.
lamasniu is offline
lamasniu
Senior Member
Join Date: Jul 2010
Location: United Kingdom
Old 07-02-2011 , 10:12   Re: [TF2] Respawn System
Reply With Quote #300

Bump - Any one with the know how...Could you please answer the question above this one please?

Thank you
lamasniu is offline
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