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


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TUSK3N1337
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Join Date: Dec 2013
Location: Sweden
Old 06-14-2014 , 06:01   Re: [CS:GO] Deathmatch Goes Advanced (v0.11.5, 2014-06-12)
Reply With Quote #521

Quote:
Originally Posted by illbill_rotterdam View Post
Little question ... Now i am running the plugin deathmatch, first he is magnificent, thanks for that. Only my question is: I can not pick a team when I spectate, then I have to wait until the round is over ... which takes 15 min: D
How can I fix this?
https://forums.alliedmods.net/showthread.php?p=1877187
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Ejziponken
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Join Date: Apr 2008
Old 06-15-2014 , 13:27   Re: [CS:GO] Deathmatch Goes Advanced (v0.11.5, 2014-06-12)
Reply With Quote #522

What kind of spawnmode is there in this plugin? In Deathmatch 1.5.5 there is "line of sight spawning" that allows you not to spawn infront of enemies.

Quote:
// Enable line of sight spawning. If enabled, players will be spawned at
// a point where they cannot see enemies, and enemies cannot see them.
// --
// Default: yes
"line_of_sight_spawning" "yes"

// Maximum number of attempts to find a suitable line of sight spawn
// point.
// --
// Default: 10
"line_of_sight_attempts" "10"

// Minimum distance from enemies at which a player can spawn.
// --
// Default: 0.0
"spawn_distance_from_enemies" "200.0"
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h3bus
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Join Date: Nov 2013
Old 06-15-2014 , 15:04   Re: [CS:GO] Deathmatch Goes Advanced (v0.11.5, 2014-06-12)
Reply With Quote #523

There is the same (it use the existing mp_randomspawn_los cvar).

Additionaly there is
- Independant spawn for T/CT with or without LOS
- Configurable median distance: plugin will try spawn player at configurable distance from ennemies, if not in LOS
- Configurable minimum distance to teammates

See the Cvar list for plugin functionality

Note that Dhook is required for target distance to work.

Last edited by h3bus; 06-15-2014 at 15:05.
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nikooo777
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Join Date: Apr 2010
Location: Lugano, Switzerland
Old 06-15-2014 , 18:50   Re: [CS:GO] Deathmatch Goes Advanced (v0.11.5, 2014-06-12)
Reply With Quote #524

Hello,
I am getting hammered with these messages, is there something that went wrong in the past updates? I use autoupdater.
Quote:
L 06/15/2014 - 18:28:43: SourceMod error session started
L 06/15/2014 - 18:28:43: Info (map "de_dust2") (file "errors_20140615.log")
L 06/15/2014 - 18:28:43: [deathmatch.smx] Cant set Cvar "dm_armour": Not found
L 06/15/2014 - 18:28:43: [deathmatch.smx] Can't find subsection "Allow rushing" in section "Configs"
L 06/15/2014 - 18:28:43: [deathmatch.smx] Cant set Cvar "dm_armour": Not found
unfortunately my server seems to be crashing every 20 minutes and i can't understand the reason. (since last steam update)
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h3bus
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Join Date: Nov 2013
Old 06-16-2014 , 02:23   Re: [CS:GO] Deathmatch Goes Advanced (v0.11.5, 2014-06-12)
Reply With Quote #525

Yep dm_armour has been replaced by dm_kevlar_start. This does not explain your crashes though...
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Ejziponken
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Join Date: Apr 2008
Old 06-16-2014 , 05:04   Re: [CS:GO] Deathmatch Goes Advanced (v0.11.5, 2014-06-12)
Reply With Quote #526

Quote:
Originally Posted by h3bus View Post
There is the same (it use the existing mp_randomspawn_los cvar).

Additionaly there is
- Independant spawn for T/CT with or without LOS
- Configurable median distance: plugin will try spawn player at configurable distance from ennemies, if not in LOS
- Configurable minimum distance to teammates

See the Cvar list for plugin functionality

Note that Dhook is required for target distance to work.
Hm.. So many options, its confusing. I want random spawn with LOS. I have no idea what settings should be 1 and what should be 0.

Quote:
// Spawn system (requires DHooks
"dm_randomspawn_internal" "1"
"dm_normalspawn_internal" "1"
// Use LOS for non random spawn
"dm_normalspawn_los" "0"
// Median spawn distance ratio between enemies an teammates
"dm_spawn_median_distance_ratio" "0.17"
"dm_spawn_min_team_distance_ratio" "0.17"


"mp_randomspawn" "0"
"mp_randomspawn_los" "1"

Last edited by Ejziponken; 06-16-2014 at 05:27.
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h3bus
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Join Date: Nov 2013
Old 06-16-2014 , 05:33   Re: [CS:GO] Deathmatch Goes Advanced (v0.11.5, 2014-06-12)
Reply With Quote #527

mp_randomspawn 1 and you're good to go.
Other settings are ok.

Don't forget that you need dhook extension (link is the OP) or internal CS:GO spawning will be used (which is not optimal)
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TUSK3N1337
SourceMod Donor
Join Date: Dec 2013
Location: Sweden
Old 06-16-2014 , 16:47   Re: [CS:GO] Deathmatch Goes Advanced (v0.11.5, 2014-06-12)
Reply With Quote #528

First time I got this in my error log;

Code:
L 06/16/2014 - 14:32:17: [SM] Displaying call stack trace for plugin "deathmatch.smx":
L 06/16/2014 - 14:32:17: [SM]   [0]  Line 1290, deathmatch/players.sp::players_OnDropCommand()
L 06/16/2014 - 14:32:17: [SM]   [1]  Line 455, deathmatch.sp::Event_Drop()
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Last edited by TUSK3N1337; 06-16-2014 at 16:48.
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h3bus
AlliedModders Donor
Join Date: Nov 2013
Old 06-16-2014 , 17:16   Re: [CS:GO] Deathmatch Goes Advanced (v0.11.5, 2014-06-12)
Reply With Quote #529

Yup I'm aware of that. Thanks for the report anyway!
Besides the creepy error in log, it has no impact on server functionality/stability/performances.

I'll fix this in next release.
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loki15
Senior Member
Join Date: Apr 2012
Location: Ukraine
Old 06-17-2014 , 10:21   Re: [CS:GO] Deathmatch Goes Advanced (v0.11.5, 2014-06-12)
Reply With Quote #530

Tell me what error this sometimes appears in the logs?
Code:
L 06/17/2014 - 17:20:53: [SM] Native "GetEntDataEnt2" reported: Entity 6 (6) is invalid
L 06/17/2014 - 17:20:53: [SM] Displaying call stack trace for plugin "deathmatch.smx":
L 06/17/2014 - 17:20:53: [SM]   [0]  Line 1290, deathmatch/players.sp::players_OnDropCommand()
L 06/17/2014 - 17:20:53: [SM]   [1]  Line 455, deathmatch.sp::Event_Drop()
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