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CS:S DM 2.0.0 BETA 3


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teame06
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Old 06-27-2007 , 23:14   Re: CS:S DM 2.0.0 BETA 3
#21

Quote:
Originally Posted by Xp3r7 View Post
I upgraded sourcemod to 1029 and cssdm to beta 3 and it still doesnt work.
Make sure you have the cstrike\cfg\cssdm there.
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Xp3r7
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Old 06-28-2007 , 01:23   Re: CS:S DM 2.0.0 BETA 3
#22

Yeah, its there.
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Rebell
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Old 06-28-2007 , 01:46   Re: CS:S DM 2.0.0 BETA 3
#23

Quote:
Originally Posted by BAILOPAN View Post
Rebell: You mean ticketing?
I mean that on every round a player has "X" lifes or "X" times a respawn.

And ive tested it with gungame from teame06 - i edited the cfg file that gunsmenu should not shown. But on every connect it will be shown.
Can you try out this by yourself ? It would be cool to use dm+gungame

tnx !
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Last edited by Rebell; 06-28-2007 at 04:17.
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TSCDan
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Old 06-28-2007 , 11:42   Re: CS:S DM 2.0.0 BETA 3
#24

Well, everything seems to be working fine except for one bug(?). If the server is empty and changes map, no players are in the server to call the balanceBots() method on map load, so the server stays empty until someone comes into a completely empty server for the hell of it (not usual). Perhaps add a "BalanceBots(GetConVarInt(BalanceAmt))" after line 49 (in the OnPluginStart()) in dm_bot_quotas.sp? That should make sure there's always a bot in there on mapchange
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BAILOPAN
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Old 06-28-2007 , 11:55   Re: CS:S DM 2.0.0 BETA 3
#25

Xp3r7: You are missing cfg\cssdm\cssdm.weapons.txt -- make sure it's not cfg\cssdm.weapons.txt

Rebell: Yes, I call that "round ticketing." I can do it in two ways: per-team respawns or per-player respawns. I think per-player respawns is a bad idea because they can just reconnect.

TSCDan: Okay, thanks, I can fix that.
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Old 06-28-2007 , 12:39   Re: CS:S DM 2.0.0 BETA 3
#26

As far as per-player respawns, couldn't you just store the information in an array indexed upon SteamIDs? That way, they couldn't just reconnect to restart a session and a new map would clear that array.
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Rebell
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Old 06-28-2007 , 14:17   Re: CS:S DM 2.0.0 BETA 3
#27

Quote:
Originally Posted by BAILOPAN View Post
Rebell: Yes, I call that "round ticketing." I can do it in two ways: per-team respawns or per-player respawns. I think per-player respawns is a bad idea because they can just reconnect.
Sounds good !
And what about to make a option to remove the gunmenu for a gungame server ?

tnx - cya
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LIONz
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Old 06-28-2007 , 14:20   Re: CS:S DM 2.0.0 BETA 3
#28

Quote:
Originally Posted by Rebell View Post
Sounds good !
And what about to make a option to remove the gunmenu for a gungame server ?

tnx - cya
cssdm.equip.txt
Code:
    "Menus"
    {
        // Primary gun menu
        "primary"        "yes"
        
        // Secondary gun menu
        "secondary"        "yes"
        
        // Normal CS:S buy menu/commands
        "buy"            "no"
    }
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Old 06-28-2007 , 14:35   Re: CS:S DM 2.0.0 BETA 3
#29

@lionz: i have all cvars to "no"

But if u connect u get a gunmenu to choose random, ...

cya
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Xp3r7
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Old 06-28-2007 , 17:12   Re: CS:S DM 2.0.0 BETA 3
#30

Quote:
Originally Posted by BAILOPAN View Post
Xp3r7: You are missing cfg\cssdm\cssdm.weapons.txt -- make sure it's not cfg\cssdm.weapons.txt
[IMG]http://img480.**************/img480/1662/doh4jw.gif[/IMG]

I cant believe I did that! lol
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