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


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ximenchoufeng
Member
Join Date: Jul 2013
Old 02-19-2014 , 22:48   Re: [CS:GO] Deathmatch Goes Advanced (v0.5, 2014-02-17)
Reply With Quote #81

Quote:
Originally Posted by h3bus View Post
Could you attach your deathmatch.ini ?
this is the map
http://csgo.gamebanana.com/maps/172625

i want mag7 config add nova sawedoff
i edit one map use shotguns config , it don't work.
Attached Files
File Type: ini deathmatch.ini (32.0 KB, 232 views)

Last edited by ximenchoufeng; 02-19-2014 at 23:01.
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h3bus
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Join Date: Nov 2013
Old 02-20-2014 , 02:49   Re: [CS:GO] Deathmatch Goes Advanced (v0.5, 2014-02-17)
Reply With Quote #82

Quote:
Originally Posted by ximenchoufeng View Post
this is the map
http://csgo.gamebanana.com/maps/172625

i want mag7 config add nova sawedoff
i edit one map use shotguns config , it don't work.
From what I see:
- aim_road_p2000 should work correctly with only p2000 enabled after warmup. Don't know why some clients would have an usp :/. I use this map too and it seems to work fine
- It seems you want "Game Modes"->"mag7" configuration on all fy* maps
- "Game Modes"->"mag7" is modified to have only a nova and a deagle. To have mag7 + nova + sawed-off, I updated your configuration for fy* maps (except fy_iceworld_2012 which has its independant config)
Attached Files
File Type: ini deathmatch.ini (32.6 KB, 121 views)

Last edited by h3bus; 02-20-2014 at 04:04.
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ximenchoufeng
Member
Join Date: Jul 2013
Old 02-20-2014 , 03:37   Re: [CS:GO] Deathmatch Goes Advanced (v0.5, 2014-02-17)
Reply With Quote #83

thank you . i think they maybe select usp instead of p2000
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MOTHER
Member
Join Date: Jun 2012
Old 02-22-2014 , 05:28   Re: [CS:GO] Deathmatch Goes Advanced (v0.5, 2014-02-17)
Reply With Quote #84

I was running Snip3r deathmatch 1.5 as warmup for competitive match (not round warmup) with warmod (BFG) instead of your version because it didn't disable properly on dm_enabled 0.

is this working with MetaMod:Source v1.10.1-devV, SourceMod v1.6.0-dev+4254 after the weapon change? Had to patch to dev after new update cs:go.

Does it disable everything perfectly on dm_enabled 0? or do i have to unload it?

I would love to have this with free for all because the last version i used had problems with it.

Thanks h3bus.

Last edited by MOTHER; 02-22-2014 at 05:42.
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h3bus
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Join Date: Nov 2013
Old 02-22-2014 , 12:36   Re: [CS:GO] Deathmatch Goes Advanced (v0.6, 2014-02-22)
Reply With Quote #85

Quote:
v0.6 22/02/2014
- Added spawn point editing support using commands dm_spawns_show/dm_spawns_add/dm_spawns_delete/dm_spawns_save
- Optimized weapon infinite ammo to decrease CPU load
Quote:
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 both is no argument is supplied
dm_spawns_delete - Remove spawn point at your position
dm_spawns_save - Save spawns

Note on spawn point (still experimental):
- CAREFULL: Spawn point must be at safe distance from map boundaries or client might spawn off map. Basically, having the spawn display circle not interstecting any wall will prevent that. I may add a safe check further.
- 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 refreshed when map is loaded.
- If at least one spawn point is available for T or CT, original map spawns are replaced by user spawns
- If at least one Deathmatch point is available, 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)

Last edited by h3bus; 02-23-2014 at 07:17.
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h3bus
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Old 02-22-2014 , 12:55   Re: [CS:GO] Deathmatch Goes Advanced (v0.5, 2014-02-17)
Reply With Quote #86

Quote:
Originally Posted by MOTHER View Post
I was running Snip3r deathmatch 1.5 as warmup for competitive match (not round warmup) with warmod (BFG) instead of your version because it didn't disable properly on dm_enabled 0.

is this working with MetaMod:Source v1.10.1-devV, SourceMod v1.6.0-dev+4254 after the weapon change? Had to patch to dev after new update cs:go.

Does it disable everything perfectly on dm_enabled 0? or do i have to unload it?

I would love to have this with free for all because the last version i used had problems with it.

Thanks h3bus.
Currently I would advise to unload the plugin, or use a special configuration file.

There are things that won't be properly disabled using dm_enable 0:
1) The configuration load system (and warmup system) will still be in place. This means that a map configuration will be loaded and might overwrite your setting
2) The message system is still up and working (but won't display anything is no message is set by configuration file)
3) The Rank display system is still operationnal to except if not enabled by dm_show_rankme_ladder 0
4) The (brand new) spawn point system will not set back map spawn to its state before plugin overrides them

Point 4) is not a problem if you don't use plugin's map spawn. Else, even uloading the plugin will not restore original map spawn

Points 1) 2) and 3), and if you only need warmup feature, can be corrected by using a config file like attached one (untested).
I've just created a "Disable plugin" configuration that I load after warmup.
Note that all Cvar or message set while loading warmup are restored to their original state after warmup. That's why it should work.

If some features seems not disabled using this, this is a bug, just report them!
Attached Files
File Type: ini deathmatch.ini (23.9 KB, 131 views)

Last edited by h3bus; 02-22-2014 at 12:57.
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cyberdeath
Member
Join Date: Sep 2012
Location: 127.0.0.1, Virginia, USA
Old 02-23-2014 , 00:22   Re: [CS:GO] Deathmatch Goes Advanced (v0.6, 2014-02-22)
Reply With Quote #87

Hi h3bus,

I just wanted to mention that I have noticed a "bug" with your plugin that causes the server to continuously respawn players after the warmup period (never getting the chance to play...just keeps starting the match over and over again). This seems to only happen when the server is restarted. The workaround is to type sm plugins reload deathmatch; however, this is not always the best solution if the server reboots on its own or another admin reloads it without knowing to type that command (or forgetting).

If you would like, I can restart our 3rd server and you can join to see for yourself. Just let me know.

Thanks,
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h3bus
AlliedModders Donor
Join Date: Nov 2013
Old 02-23-2014 , 04:17   Re: [CS:GO] Deathmatch Goes Advanced (v0.6, 2014-02-22)
Reply With Quote #88

Never seen that bug.
And yes I could try on your server!

EDIT: However I'm in France, so we might have some timezone issues ^^. PM me

Last edited by h3bus; 02-23-2014 at 07:17.
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h3bus
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Old 02-23-2014 , 06:42   Re: [CS:GO] Deathmatch Goes Advanced (v0.6.1, 2014-02-23)
Reply With Quote #89

Hot fix!
Quote:
v0.6.1 23/02/2014
- Fix spawn system that could crash the server
- Added offset when creating spawns to be able to spawn over props
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h3bus
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Join Date: Nov 2013
Old 02-23-2014 , 10:19   Re: [CS:GO] Deathmatch Goes Advanced (v0.6.1, 2014-02-23)
Reply With Quote #90

Again :/
Quote:
v0.6.2 23/02/2014
- Fix 2 other possible source of crash and misbehavior in spawn system
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