Raised This Month: $12 Target: $400
 3% 

[CSS/CSP/CSGO/TF2] Autorespawn [1.4 10/November/2013]


Post New Thread Reply   
 
Thread Tools Display Modes
shavit
AlliedModders Donor
Join Date: Dec 2011
Location: Israel
Old 11-06-2012 , 12:25   Re: [CSS/CSP/CSGO/TF2] Autorespawn [1.2 21/July/2012]
Reply With Quote #11

Quote:
Originally Posted by VJScope View Post
I'm glad that I typed that "?"

Any chance to increase the time like up to 30sec?
sm_autorespawn_time

I tried recompile with this change:
gH_Time = CreateConVar("sm_autorespawn_time", "0.0", "Time to wait before autorespawn. [Float] [0.0 - Instant]", FCVAR_PLUGIN, true, 0.0, true, 30.0);
Isn't really needed, why does any body needs auto-respawn with more than 10 seconds?[/b]
__________________
retired
shavit is offline
VJScope
Senior Member
Join Date: Jul 2012
Location: Finland
Old 11-15-2012 , 20:42   Re: [CSS/CSP/CSGO/TF2] Autorespawn [1.2 21/July/2012]
Reply With Quote #12

Well, we have 30 players server and we need autorespawn for soccer (no, we don't want any soccermod-plugin). Players don't want to wait 5mins after getting killed by ball but 10s is too short too
__________________
Strange women lying in ponds distributing swords is no basis for a system of government. Supreme executive power derives from a mandate from the masses, not from some farcical aquatic ceremony.
VJScope is offline
shavit
AlliedModders Donor
Join Date: Dec 2011
Location: Israel
Old 11-16-2012 , 04:51   Re: [CSS/CSP/CSGO/TF2] Autorespawn [1.2 21/July/2012]
Reply With Quote #13

Quote:
Originally Posted by VJScope View Post
Well, we have 30 players server and we need autorespawn for soccer (no, we don't want any soccermod-plugin). Players don't want to wait 5mins after getting killed by ball but 10s is too short too
Hmmm.. I'm through the on-screen keyboard so it's impossible to script.
Till I get an normal keyboard you can recompile and change the max seconds.
__________________
retired
shavit is offline
sigvatr
Junior Member
Join Date: May 2013
Old 05-10-2013 , 14:20   Re: [CSS/CSP/CSGO/TF2] Autorespawn [1.2 21/July/2012]
Reply With Quote #14

Cross posting from a thread I made regarding this plugin: https://forums.alliedmods.net/showthread.php?t=215646

"I run a very active 32 player 2fort server in Australia that uses the generic instaspawn plugin that is in the Sourcemod website's plugin directory. However, the plugin is partially broken because spies who are using the dead ringer will instantly be killed and sent to respawn if they take any damage whatsoever. Lots of people are complaining about not being able to use the dead ringer and I'm sure my server isn't the only place where this is a problem.

I know the dead ringer is weird because it will show in console when people have died and maybe the plugin is requiring console activity to determine when people die. There has to be a way to make an instaspawn plugin that works but I have no idea how to do it, I've never written a plugin before.

Thanks."
sigvatr is offline
Powerlord
AlliedModders Donor
Join Date: Jun 2008
Location: Seduce Me!
Old 05-10-2013 , 14:30   Re: [CSS/CSP/CSGO/TF2] Autorespawn [1.2 21/July/2012]
Reply With Quote #15

As sigvatr mentioned, this wasn't handling TF2's Dead Ringer properly, as player_death is fired when it's used. Here's a version that handles it (by checking the death_flags).
Attached Files
File Type: sp Get Plugin or Get Source (autorespawn.sp - 371 views - 3.0 KB)
__________________
Not currently working on SourceMod plugin development.

Last edited by Powerlord; 05-10-2013 at 14:50. Reason: Replaced attachment with version that switches the TF2 and event type checks
Powerlord is offline
sigvatr
Junior Member
Join Date: May 2013
Old 05-10-2013 , 14:36   Re: [CSS/CSP/CSGO/TF2] Autorespawn [1.2 21/July/2012]
Reply With Quote #16

Excellent work, thank you very much.
sigvatr is offline
VeMi
Member
Join Date: Feb 2011
Location: Sweden
Old 10-31-2013 , 08:27   Re: [CSS/CSP/CSGO/TF2] Autorespawn [1.2 21/July/2012]
Reply With Quote #17

I run a minigames server and is there a way to disable autorespawn after a certain amount of time in a round? Like after 30 seconds nobody can autorespawn anymore for a round and once the round is over autorespawn is on again.
__________________
VeMi is offline
dertione
Junior Member
Join Date: Sep 2011
Old 10-31-2013 , 09:32   Re: [CSS/CSP/CSGO/TF2] Autorespawn [1.2 21/July/2012]
Reply With Quote #18

In end map, all players are slayed for not block change map ?
dertione is offline
TnTSCS
AlliedModders Donor
Join Date: Oct 2010
Location: Undisclosed...
Old 10-31-2013 , 09:40   Re: [CSS/CSP/CSGO/TF2] Autorespawn [1.2 21/July/2012]
Reply With Quote #19

Quote:
Originally Posted by VeMi View Post
... is there a way to disable autorespawn after a certain amount of time in a round?
https://forums.alliedmods.net/showpo...95&postcount=9
__________________
View my Plugins | Donate

Last edited by TnTSCS; 10-31-2013 at 09:41.
TnTSCS is offline
Bacardi
Veteran Member
Join Date: Jan 2010
Location: mom's basement
Old 11-09-2013 , 15:41   Re: [CSS/CSP/CSGO/TF2] Autorespawn [1.2 21/July/2012]
Reply With Quote #20

Before respawn a player, you really should check FIRST is player in game
Bacardi is offline
Reply


Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 04:49.


Powered by vBulletin®
Copyright ©2000 - 2024, vBulletin Solutions, Inc.
Theme made by Freecode