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CS Pug Mod (4.0.2) [22/12/2021]


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vase070
Senior Member
Join Date: Jun 2011
Old 07-27-2018 , 19:19   Re: CS Pug Mod [04/28/2017]
Reply With Quote #741

stupid question but what amxx plugins can i disable ? or to put the question in a better way
what stock amxx plugins does this mod need to run ? i currently disabled


Code:
;antiflood.amxx
;scrollmsg.amxx
;imessage.amxx
;adminvote.amxx
;nextmap.amxx
;mapchooser.amxx
;timeleft.amxx
and everything seems to run fine, what else can i disable that is not needed at all?

nevermind... but why when when i type !ban it says in console "Unknown command: !ban"

Last edited by vase070; 07-27-2018 at 19:49.
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^SmileY
Veteran Member
Join Date: Jan 2010
Location: Brazil [<o>]
Old 07-28-2018 , 06:48   Re: CS Pug Mod [04/28/2017]
Reply With Quote #742

Quote:
Originally Posted by vase070 View Post
stupid question but what amxx plugins can i disable ? or to put the question in a better way
what stock amxx plugins does this mod need to run ? i currently disabled


Code:
;antiflood.amxx
;scrollmsg.amxx
;imessage.amxx
;adminvote.amxx
;nextmap.amxx
;mapchooser.amxx
;timeleft.amxx
and everything seems to run fine, what else can i disable that is not needed at all?

nevermind... but why when when i type !ban it says in console "Unknown command: !ban"
This mod do not need extra plugins to run. You can just use as is without an default plugin. but you can put if you want.

Ban is working correctly here, did you put a admin at pugmod config dir?
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csykosoma
Member
Join Date: Dec 2011
Old 08-03-2018 , 20:53   Re: CS Pug Mod [04/28/2017]
Reply With Quote #743

Smiley there's 3 features I'd love to see your pug mod. Would these be easy to add?

1.


End game stats, the white text. Using the remember kills after switching halves almost solves this problem, but bomb defuses and explosions mess up the kill count if were to display

2.
Map voting, could 4 maps be chosen randomly and the 5th option be extend current map. Seeing all the maps overwhelms the pug players in choosing

3.
Option instead of over-time, at 15-15 let the game play one more round, and declare the 16-15 team the winner.

Last edited by csykosoma; 08-03-2018 at 20:53.
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kikin01
New Member
Join Date: Aug 2018
Old 08-28-2018 , 07:56   Re: CS Pug Mod [04/28/2017]
Reply With Quote #744

Well, how can I adapt the regamedll to be activated in the warm-up round and when I start the pug, the regamedll is deactivated?

google traductor no se ingles jeje

como puedo activar el regamedll en la ronda de calentamiento y cuando inicie el pug este se desactive ya que tengo el rehlds y el regamedll

Last edited by kikin01; 08-28-2018 at 08:59.
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sarveshdavaj
New Member
Join Date: Sep 2018
Old 10-20-2018 , 17:21   Re: CS Pug Mod [04/28/2017]
Reply With Quote #745

Not able to compile the plugins
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bonsai
New Member
Join Date: Dec 2018
Old 12-25-2018 , 12:05   Re: CS Pug Mod [04/28/2017]
Reply With Quote #746

where can I change the prefix of ready?
[PUG] SMILEY IS READY.
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torriZ
New Member
Join Date: Feb 2007
Old 02-04-2019 , 11:31   Re: CS Pug Mod [04/28/2017]
Reply With Quote #747

Quote:
Originally Posted by bonsai View Post
where can I change the prefix of ready?
[PUG] SMILEY IS READY.
to change the [PUG] part etc..
Code:
/include/PugCore.inc line #23
and for the other text:
Code:
/data/lang/PugReady.txt
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remix.allstarz
Member
Join Date: Dec 2013
Old 07-20-2019 , 20:43   Re: CS Pug Mod [04/28/2017]
Reply With Quote #748

Hello, i need help i cant compile this sma files why?
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^SmileY
Veteran Member
Join Date: Jan 2010
Location: Brazil [<o>]
Old 11-22-2019 , 22:30   Re: CS Pug Mod [04/28/2017]
Reply With Quote #749

Quote:
Originally Posted by remix.allstarz View Post
Hello, i need help i cant compile this sma files why?
To late, but use last dev build compiler and pug include files correctly

Ps.
Updated version with many fixes and improvements!
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set_pcvar_num(pCvar, !get_pcvar_num(pCvar)); 
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666
Senior Member
Join Date: Mar 2015
Old 11-23-2019 , 09:35   Re: CS Pug Mod (3.0.3) [11/23/2019]
Reply With Quote #750

team names are not exchanged after halftime, another thing that I noticed was that the players' scores do not restart if the pug ends and it is decided to play the same map again when starting the pug again the players retake the same scores from the previous pug, also that during the halftime if the players kill an enemy continue adding the scores should not add the scores if not until starting the second half
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