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


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carlS
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Join Date: Dec 2015
Location: Germany
Old 02-28-2017 , 07:57   Re: [CS:GO] Deathmatch Goes Advanced (v0.13.8, 23/01/2016)
Reply With Quote #2201

I just wanted to mention that it seems like the cvar "dm_no_damage_world" is just not working anymore.
It's not the biggest issue, but if it's easy to fix it would be great.
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LEL5
Junior Member
Join Date: Sep 2016
Old 03-06-2017 , 23:03   Re: [CS:GO] Deathmatch Goes Advanced (v0.13.8, 23/01/2016)
Reply With Quote #2202

Hey guys,

is it possible to setup the server to Headshot and Pistols only with FFA? If yes please tell me how

Ty

Last edited by LEL5; 03-06-2017 at 23:04.
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h3bus
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Join Date: Nov 2013
Old 03-07-2017 , 07:39   Re: [CS:GO] Deathmatch Goes Advanced (v0.13.8, 23/01/2016)
Reply With Quote #2203

The default config is FFA and Headshot only.
You just need to enable pistol only. To do so, open sourcemod/config/deathmatch.ini, go into section "Maps"->"fy" at the end of the file and change Game mode to Pistols like this:
Code:
        "fy"
        {
            "LoadRound"
            {
                "Game Modes" "Pistols"
                "Configs" "Only HS +knife"
            }
            
            "LoadWarmup"
            {
                "Game Modes" "Default Warmups"
            }
            
            "#LoadType" "KeptLoads"
            "#LoadType" "LockedLoads"
            
            "Load"
            {
                "Configs" "Random Spawn"
            }
            
            "Cvars"
            {
                "mp_teammates_are_enemies" "1"
            }
        }

Last edited by h3bus; 03-07-2017 at 07:41.
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qiuhaian
Senior Member
Join Date: Nov 2009
Old 03-07-2017 , 08:03   Re: [CS:GO] Deathmatch Goes Advanced (v0.13.8, 23/01/2016)
Reply With Quote #2204

HOPE to achieve compliance with 1.8 compilers

Last edited by qiuhaian; 03-07-2017 at 08:04.
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LiNuXRSA
New Member
Join Date: Mar 2017
Old 03-16-2017 , 11:57   Re: [CS:GO] Deathmatch Goes Advanced (v0.13.8, 23/01/2016)
Reply With Quote #2205

Please help why would my DM server that was working fine until todays update have a ton of chickens at the bottom of the map that i cant kill. The sound is so loud you cant icnore it plez help.
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sneaK
SourceMod Moderator
Join Date: Feb 2015
Location: USA
Old 03-16-2017 , 14:39   Re: [CS:GO] Deathmatch Goes Advanced (v0.13.8, 23/01/2016)
Reply With Quote #2206

Quote:
Originally Posted by LiNuXRSA View Post
Please help why would my DM server that was working fine until todays update have a ton of chickens at the bottom of the map that i cant kill. The sound is so loud you cant icnore it plez help.
Funny enough have the same issue here. Most maps isn't noticeable, but on de_inferno all you hear is deafening sounds of chickens.
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h3bus
AlliedModders Donor
Join Date: Nov 2013
Old 03-16-2017 , 16:18   Re: [CS:GO] Deathmatch Goes Advanced (v0.13.8, 23/01/2016)
Reply With Quote #2207

That's the behavior of dm_remove_chickens 1.
I move them out of the map and AccepteEntityInput("TurnOff"). I guess TurnOff don't work anymore.

You could set dm_remove_chickens to 0 and chicken will be on the map like normal.

Or If you can recompile you can try to increase the distance between the chickens and the map:
In deathmatch.sp:
Code:
new Float:OffWorldOffset[3] = {-100.0, -100.0, -100.0}
Or try other entityInputs
Code:
public Hook_OnChickenSpawned(entity)
{
    TeleportEntity(entity, g_vOffWorldPosition, NULL_VECTOR, NULL_VECTOR);
    AcceptEntityInput(entity, "TurnOff");
}
In any case don't try to kill chickens as they are spawned or the game will continuously try to spawn them and performances will drop.
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Smoke123
Member
Join Date: Jul 2006
Old 03-17-2017 , 14:36   Re: [CS:GO] Deathmatch Goes Advanced (v0.13.8, 23/01/2016)
Reply With Quote #2208

Glad I wasn't the only experiencing the problem with the chicken sound. When I joined server i was like wtf is that sound. Hope this gets updated
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sneaK
SourceMod Moderator
Join Date: Feb 2015
Location: USA
Old 03-17-2017 , 17:29   Re: [CS:GO] Deathmatch Goes Advanced (v0.13.8, 23/01/2016)
Reply With Quote #2209

Quote:
Originally Posted by Smoke123 View Post
Glad I wasn't the only experiencing the problem with the chicken sound. When I joined server i was like wtf is that sound. Hope this gets updated
I mean... the solution is posted above

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Smoke123
Member
Join Date: Jul 2006
Old 03-17-2017 , 18:29   Re: [CS:GO] Deathmatch Goes Advanced (v0.13.8, 23/01/2016)
Reply With Quote #2210

Quote:
Originally Posted by blackhawk74 View Post
I mean... the solution is posted above

For now i'm just leaving the chickens in..but if i didnt read correctly didn't the OP state there will be a performance issue if I edit the .sp file?
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