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Deathrun Manager by xPaw v3.0.3 [13/02/2010]


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The_One_gamer
Junior Member
Join Date: Sep 2008
Old 10-02-2008 , 16:19   Re: Deathrun Manager v1.0b [01/10/2008]
Reply With Quote #21

i'm getting the join bug too. and my players are getting kicked for overflowed reason. sometimes the plugin resets the round without any reasons.
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lead_theinvasion
New Member
Join Date: Oct 2008
Old 10-03-2008 , 22:04   Re: Deathrun Manager v1.1 beta1 [03/10/2008]
Reply With Quote #22

When the Terrorist kills all the CT's the server can't find a new Terrorist and it restarts along with the map timer..
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The_One_gamer
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Join Date: Sep 2008
Old 10-04-2008 , 08:37   Re: Deathrun Manager v1.1 beta1 [03/10/2008]
Reply With Quote #23

i know, but sometimes, even if 2 or 3 cts are alive, the server restarts ? Oo
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hleV
Veteran Member
Join Date: Mar 2007
Location: Lithuania
Old 10-05-2008 , 05:55   Re: Deathrun Manager v1.1 beta1 [03/10/2008]
Reply With Quote #24

Didn't read all thread but what about making a CVar to control how many poeple are transfered to Ts? Or maybe the number of Ts could depend on number of players in server? 1 T vs. 31 CT isn't fair you know...
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ConnorMcLeod
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Join Date: Jul 2006
Location: France (95)
Old 10-05-2008 , 06:20   Re: Deathrun Manager v1.0b [01/10/2008]
Reply With Quote #25

Quote:
Originally Posted by The_One_gamer View Post
my players are getting kicked for overflowed reason.
PHP Code:
public eResetHUD(id) {
    if(!
is_user_bot(id)) {
        
message_beginMSG_ALLg_msgHideWeapon_id );
        
write_byte( (1<<1<<5) )
        
message_end()
    
        
message_beginMSG_ALLg_msgCrosshair_id );
        
write_byte)
        
message_end()
    }

It may help to use MSG_ONE instead of MSG_ALL.
It could also halp to replace all MSG_ONE with MSG_ONE_UNRELIABLE
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Trafalete
Senior Member
Join Date: Sep 2008
Location: Bucuresti ( Printre nori
Old 10-05-2008 , 09:49   Re: Deathrun Manager v1.1 beta1 [03/10/2008]
Reply With Quote #26

one small question...could someone explaine what this mod is about? all i've understood so far is that there is 1 T and everyone else is in the CT team with weapons...what is the T supposed to do?
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zssz
Member
Join Date: Aug 2008
Old 10-06-2008 , 01:29   Re: Deathrun Manager v1.1 beta1 [03/10/2008]
Reply With Quote #27

Quote:
Originally Posted by Trafalete View Post
one small question...could someone explaine what this mod is about? all i've understood so far is that there is 1 T and everyone else is in the CT team with weapons...what is the T supposed to do?
In deathrun_* maps, CT try to get to the end of the map to get weapons to kill T's. T's have to press buttons to activate "obstacles" to try and kill the CT's before they reach the end of the map. It's pretty fun, recently got into it and started to add deathrun maps/plugins to my server.


I like the plugin, only have 1 problem with it, whenever a new round starts, sometimes players spawn in each other and die. I have played this map without the plugin enabled and it's never happened before. Great idea, love the plugin and can't wait to see it's future updates!
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lead_theinvasion
New Member
Join Date: Oct 2008
Old 10-09-2008 , 05:19   Re: Deathrun Manager v1.1 beta1 [03/10/2008]
Reply With Quote #28

Heaps of things still need to be fixed.

Example:
Random "No terrorist could be detected"
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Stixsmaster
Veteran Member
Join Date: May 2007
Location: I am all around you...I
Old 10-11-2008 , 12:21   Re: Deathrun Manager v1.1 beta1 [03/10/2008]
Reply With Quote #29

Also, I noticed most of the times you fall off for any means necessary from the level and get killed by the world the plugin lots of the time will say sumthing like "Idiot killed self and didnt want to become terrist" so yea...

---Stixsmaster
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benamo6
Veteran Member
Join Date: Aug 2008
Location: NeverLand
Old 10-17-2008 , 08:18   Re: Deathrun Manager v1.1 beta1 [03/10/2008]
Reply With Quote #30

You can add that if a terrorist win he stay at terrorist,
like if i win as a terrorist i stay as a terrorist until i loose or win 5 rounds somthing like that
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