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DoD Killing Spree (Bonus Round)


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diamond-optic
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Join Date: May 2005
Location: Upstate New York
Old 03-02-2009 , 13:35   Re: [DOD] Killing Spree (Bonus Round)
Reply With Quote #21

OK tried again after rebooting the server and it seemed to be the same issue..

so i fired up a local win32 server to do some more testing without having to rely on actual ppl capping the flags and all

what i found, at least on avalanche (also im trying this with the default ava, not my modified one), is that after the new round starts the func_tanks were not shooting me.. but then what was really odd.. was sometimes they start shooting me after 30+ seconds or so of just standing in the enemy spawn..
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Last edited by diamond-optic; 03-02-2009 at 16:01.
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diamond-optic
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Old 03-02-2009 , 15:21   Re: [DOD] Killing Spree (Bonus Round)
Reply With Quote #22

unrelated to the problem im having with the func_tanks, but ive been getting this in my error logs:

Code:
L 03/02/2009 - 14:41:00: [FAKEMETA] Invalid entity
L 03/02/2009 - 14:41:00: [AMXX] Displaying debug trace (plugin "dod_killingspree.amxx")
L 03/02/2009 - 14:41:00: [AMXX] Run time error 10: native error (native "pev")
L 03/02/2009 - 14:41:00: [AMXX]    [0] dod_killingspree.sma::ks_touch (line 384)
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Vet
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Old 03-02-2009 , 17:16   Re: [DOD] Killing Spree (Bonus Round)
Reply With Quote #23

I've verified and fixed (hopefully) the func_tank problem. At least its working OK for me on the standard avalanche.
As for the logging error, IDK. We've been running the plugin for several weeks and our logs show no such error.
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Last edited by Vet; 03-02-2009 at 17:22.
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Vet
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Old 03-02-2009 , 17:22   Re: [DOD] Killing Spree (Bonus Round)
Reply With Quote #24

VERSION UPDATE (3/2/09)
UPDATE RECOMMENDED

Fixed a problem with func_tank entity.
THANKS D-O !!
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Last edited by Vet; 06-02-2013 at 01:58.
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diamond-optic
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Old 03-02-2009 , 17:33   Re: [DOD] Killing Spree (Bonus Round)
Reply With Quote #25

awesome.. seems to work perfectly now
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Vet
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Old 03-03-2009 , 22:09   Re: [DOD] Killing Spree (Bonus Round)
Reply With Quote #26

VERSION UPDATE (3/3/09)

Yes, another update, and hopefully the last. A player noticed that if you were deployed with a weapon, like a BAR or MG42, either on the ground or on a sandbag, when a killingspree occurred, you were stuck at the deployed location. This has been fixed in version 2.7
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Meathead~MBG~
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Join Date: Mar 2009
Old 03-03-2009 , 22:23   Re: [DOD] Killing Spree (Bonus Round)
Reply With Quote #27

Plugin running, currently have the same error as DO, gonna put the update on now.

++EDIT++

FYI the get plugin "LINK "isn't working, but the source is ok!
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Last edited by Meathead~MBG~; 03-03-2009 at 22:44.
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BOYSplayCS
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Old 03-03-2009 , 22:27   Re: [DOD] Killing Spree (Bonus Round)
Reply With Quote #28

Test before release!
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fysiks
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Old 03-03-2009 , 23:19   Re: [DOD] Killing Spree (Bonus Round)
Reply With Quote #29

Quote:
Originally Posted by BOYSplayCS View Post
Test before release!
Seriously?! Meathead said he hasn't updated yet. He was just confirming what D-O said. D-O already confirmed the fix for the bug he mentioned. Also, Vet said the "deployed bug" was fixed in the new version and not "it might be fixed" in the new version.

Quote:
Originally Posted by Meathead~MBG~ View Post
Plugin running, currently have the same error as DO, gonna put the update on now.
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Vet
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Old 03-04-2009 , 00:04   Re: [DOD] Killing Spree (Bonus Round)
Reply With Quote #30

Quote:
Originally Posted by BOYSplayCS View Post
Test before release!
FYI, the plugin WAS tested for several weeks, on 3 different pub servers before releasing. But if YOU can foresee every situation/scenario that may occur in a game, and predict every relationship between player and entity on a plugin as envolved as this one, than I tip my hat to ya.

BOYSplayCS, MENplayDOD
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Last edited by Vet; 03-04-2009 at 22:45. Reason: Didn't need a personal attack to make my point
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