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[TF2] MGEMod (v2.0.3, 4/19/13)


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Datenkralle
Member
Join Date: Jan 2011
Old 07-23-2011 , 23:45   Re: [TF2] MGEMod (v0.0.5, 4/9/11)
Reply With Quote #21

MGEmod is not working!
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Thrawn2
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Join Date: Apr 2009
Old 07-24-2011 , 05:02   Re: [TF2] MGEMod (v0.0.5, 4/9/11)
Reply With Quote #22

yes it is.
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snelvuur
Veteran Member
Join Date: Jun 2008
Location: Netherlands
Old 07-24-2011 , 06:42   Re: [TF2] MGEMod (v0.0.5, 4/9/11)
Reply With Quote #23

yes it is
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JohnnyAjax
Junior Member
Join Date: Nov 2010
Old 10-28-2011 , 20:59   Re: [TF2] MGEMod (v0.0.5, 4/9/11)
Reply With Quote #24

Server chrashes after last update.

Last edited by JohnnyAjax; 10-28-2011 at 20:59.
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Arcanus
SourceMod Donor
Join Date: Sep 2009
Location: Near Philadelphia, PA
Old 11-10-2011 , 23:36   Re: [TF2] MGEMod (v0.0.5, 4/9/11)
Reply With Quote #25

I'm also having server crashes such that dump files are being generated.
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FudgePoly
Senior Member
Join Date: Jul 2011
Old 12-19-2011 , 06:31   Re: [TF2] MGEMod (v0.0.5, 4/9/11)
Reply With Quote #26

Plugin has conflicts with tNoUnlocksPls, crashes immediately after a player spawns using the latest version of both mods. Uninstalling NoUnlocksPls fixes the issue, but also makes using MGEMod on a public server worse.
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Faradaytrs
New Member
Join Date: Dec 2011
Old 12-22-2011 , 04:45   Re: [TF2] MGEMod (v0.0.5, 4/9/11)
Reply With Quote #27

does it still develope? WHo can fix problem?
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snelvuur
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Join Date: Jun 2008
Location: Netherlands
Old 12-22-2011 , 07:19   Re: [TF2] MGEMod (v0.0.5, 4/9/11)
Reply With Quote #28

it worked fine, but yesterday update messed it up for me. trying to look at it now..
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Thrawn2
Veteran Member
Join Date: Apr 2009
Old 01-14-2012 , 07:56   Re: [TF2] MGEMod (v0.0.5, 4/9/11)
Reply With Quote #29

package download is broken.
but can be found here.

edit:
I'm currently investigating some problems in combination with the tNoUnlocksPls plugin and i've stumbled upon this in your code in Event_PlayerSpawn:
PHP Code:
    new pri_weap GetPlayerWeaponSlot(client0);
    if(
IsValidEntity(pri_weap))
        
EquipPlayerWeapon(clientpri_weap); 
what is it's purpose? You are not really equipping a new weapon to a player. If it's meant to set your clients active weapon on spawn, you should use the stock from smlib. This resolves compatibility issues this plugin has with tNoUnlocksPls, which really equips weapons on player spawn.
Fixed code would look like this:
PHP Code:
    new pri_weap GetPlayerWeaponSlot(client0);
    if(
IsValidEntity(pri_weap))
        
Client_SetActiveWeapon(clientpri_weap); 

Here's the stock for reference:
PHP Code:
/**
 * Changes the active/current weapon of a player by Index.
 * Note: No changing animation will be played !
 *
 * @param client        Client Index.
 * @param weapon        Index of a valid weapon.
 * @noreturn
 */

stock Client_SetActiveWeapon(clientweapon)
{
    
SetEntPropEnt(clientProp_Data"m_hActiveWeapon"weapon);
    
ChangeEdictState(clientFindDataMapOffs(client"m_hActiveWeapon"));

I've attached the fixed version for convenience.
Attached Files
File Type: smx mgemod.smx (52.5 KB, 208 views)
File Type: sp Get Plugin or Get Source (mgemod.sp - 183 views - 118.2 KB)
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Last edited by Thrawn2; 01-14-2012 at 09:33.
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tatercrisp
SourceMod Donor
Join Date: Mar 2008
Location: Chicken Coop
Old 01-14-2012 , 15:40   Re: [TF2] MGEMod (v0.0.5, 4/9/11)
Reply With Quote #30

The web gui link is down too?
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