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player_activate on mapchange


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ichthys
Veteran Member
Join Date: Dec 2004
Location: []*[]
Old 05-31-2005 , 21:57   player_activate on mapchange
Reply With Quote #1

When there is a map change in player_activate.
event_var(userid) = 0
event_var(es_steamid) = 0

??????????
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Mattie
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Join Date: Jan 2005
Old 05-31-2005 , 22:21   Re: player_activate on mapchange
Reply With Quote #2

Quote:
Originally Posted by ichthys
When there is a map change in player_activate.
event_var(userid) = 0
event_var(es_steamid) = 0

??????????
Might be the problem other people are seeing with event_var()'s returning the wrong event values after scripts run for a while? What does eventscripts_debug say? Anything revealing?

For some reason my machine doesn't see these problems. =/

-Mattie
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ichthys
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Join Date: Dec 2004
Location: []*[]
Old 06-01-2005 , 21:45  
Reply With Quote #3

Hmmm. now its not happening! Im kinda confuse with this whole thing.
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Mattie
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Join Date: Jan 2005
Old 06-02-2005 , 11:21  
Reply With Quote #4

Quote:
Originally Posted by ichthys
Hmmm. now its not happening! Im kinda confuse with this whole thing.
Me, too!

Let me know if it crops up again. Sounds like we have a scary problem in our midst.
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awuh0
Senior Member
Join Date: Apr 2005
Location: /dev/null
Old 06-02-2005 , 12:44  
Reply With Quote #5

this file works for me most of the time, Im working on a recount to keep up with funky disconnects and miss counting right now.

feel free to adjust for your own use, I know you cant pull name, id, steam perfectly all the time for human players as the internet is proven slower then your local server.

my script works because bots pass there steamid correctly (the first bot also has a steamid of 0 so I es_setinfo -1) after the first bot is created then I just look for 0 as a steamid and its a player.
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