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[CS:GO] Rally Race


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VJScope
Senior Member
Join Date: Jul 2012
Location: Finland
Old 05-28-2015 , 09:40   Re: [CS:GO] Rally Race
Reply With Quote #21

Very interesting... Does it matter whether you have a windows or linux server? If I remember it right, these plugins wouldn't work in linux servers in CSS.
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NatalyaAF
Senior Member
Join Date: Dec 2008
Old 05-28-2015 , 17:08   Re: [CS:GO] Rally Race
Reply With Quote #22

@VJScope:
I don't know. I have only tried on Windows. CS:S absolutely has to be Windows, but CS:GO might be okay on Linux.

@nguyenbaodanh:
Does it crash or just does nothing?
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Last edited by NatalyaAF; 05-28-2015 at 17:09.
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nguyenbaodanh
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Join Date: Jun 2007
Location: HCMC, Vietnam
Old 05-28-2015 , 20:07   Re: [CS:GO] Rally Race
Reply With Quote #23

No crash, no errors.
I'm using centos.
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NatalyaAF
Senior Member
Join Date: Dec 2008
Old 05-29-2015 , 13:00   Re: [CS:GO] Rally Race
Reply With Quote #24

Can you try unloading and reloading rallyrace while in the game?

sm_rcon sm plugins unload rallyrace
sm_rcon sm plugins load rallyrace
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Starbish
AlliedModders Donor
Join Date: Oct 2011
Location: South Korea
Old 05-31-2015 , 03:58   Re: [CS:GO] Rally Race
Reply With Quote #25

uhh... i tried to extract a vehicle part of this and i failed xD

i spawned it, can leave... but not moving at all xD

http://pastebin.com/LHXmSTTH

should i add something to make it working?
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NatalyaAF
Senior Member
Join Date: Dec 2008
Old 06-02-2015 , 13:53   Re: [CS:GO] Rally Race
Reply With Quote #26

https://forums.alliedmods.net/showthread.php?t=158349

Try looking in there.


Also, did you start the engine? Rally Race does it for everyone at one time:

PHP Code:
public StartAllPLayerVehicleEngine()
{
    new 
maxClients GetMaxClients();
    for (new 
i=1i<=maxClientsi++)
    {
        if (
IsClientConnected(i) && IsClientInGame(i) && g_Player_RaceTime[i] != 0.0 && GetClientTeam(i) == 3)
        {
            new 
car GetEntPropEnt(iProp_Send"m_hVehicle");
            if(
car != -1)
            {
                
AcceptEntityInput(car"TurnOn");
                
ActivateEntity(car);
                
AcceptEntityInput(car"TurnOn");
                
CarOn[car] = true;
            }
        }
    }
    
racing 1;
    
race_started 1;

I built in a command in RR to start the cars as well:

PHP Code:
public Action:OnPlayerRunCmd(client, &buttons, &impulseFloat:vel[3], Float:angles[3], &weapon)
{
/** a bunch of shit here */
    
if (buttons IN_RELOAD)
    {
        new 
car GetEntPropEnt(clientProp_Send"m_hVehicle");
        if ((
car != -1) && (race_started == 1))
        {    
            
AcceptEntityInput(car"TurnOn");
            
CarOn[car] = true;
        }
    }
/** a bunch more shit here */

If you put that in then get rid of the race_started part of the if statement. Hop in the car and press reload to turn it on.

Umm why aren't you supporting all the head lights, brake lights, horn, and everything else a car normally has? I already figured it all out and put it into RR.
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Last edited by NatalyaAF; 06-02-2015 at 14:00.
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Starbish
AlliedModders Donor
Join Date: Oct 2011
Location: South Korea
Old 06-04-2015 , 10:15   Re: [CS:GO] Rally Race
Reply With Quote #27

Quote:
Originally Posted by NatalyaAF View Post
https://forums.alliedmods.net/showthread.php?t=158349

Try looking in there.


Also, did you start the engine? Rally Race does it for everyone at one time:

PHP Code:
public StartAllPLayerVehicleEngine()
{
    new 
maxClients GetMaxClients();
    for (new 
i=1i<=maxClientsi++)
    {
        if (
IsClientConnected(i) && IsClientInGame(i) && g_Player_RaceTime[i] != 0.0 && GetClientTeam(i) == 3)
        {
            new 
car GetEntPropEnt(iProp_Send"m_hVehicle");
            if(
car != -1)
            {
                
AcceptEntityInput(car"TurnOn");
                
ActivateEntity(car);
                
AcceptEntityInput(car"TurnOn");
                
CarOn[car] = true;
            }
        }
    }
    
racing 1;
    
race_started 1;

I built in a command in RR to start the cars as well:

PHP Code:
public Action:OnPlayerRunCmd(client, &buttons, &impulseFloat:vel[3], Float:angles[3], &weapon)
{
/** a bunch of shit here */
    
if (buttons IN_RELOAD)
    {
        new 
car GetEntPropEnt(clientProp_Send"m_hVehicle");
        if ((
car != -1) && (race_started == 1))
        {    
            
AcceptEntityInput(car"TurnOn");
            
CarOn[car] = true;
        }
    }
/** a bunch more shit here */

If you put that in then get rid of the race_started part of the if statement. Hop in the car and press reload to turn it on.

Umm why aren't you supporting all the head lights, brake lights, horn, and everything else a car normally has? I already figured it all out and put it into RR.
Really thank you for your kind reply

i'll try them if i'm available, really thank you!

I'm really appreciated to your work!
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Vaxa
Member
Join Date: Nov 2014
Old 06-05-2015 , 14:25   Re: [CS:GO] Rally Race
Reply With Quote #28

The translation into Russian .

And add other phrases that are not present in the file transfer.
Attached Files
File Type: txt plugin.car_menu.txt (8.3 KB, 161 views)

Last edited by Vaxa; 06-05-2015 at 14:27.
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Therepower
Member
Join Date: Sep 2011
Old 07-09-2015 , 16:54   Re: [CS:GO] Rally Race
Reply With Quote #29

i had a problem with the car sounds not playing.
The fix was changing the paths in the car scripts like:
vehicles/fairlady/idle.wav
to
*/vehicles/fairlady/idle.wav

CSGO needs the */ at the beginning of sound paths. (or at least linux version)

And if you turn left or right the screen turns too thats a bit bad is there a work around for this via console commands maybe?

+Half of the players waiting at GO aren't taken in the race

Last edited by Therepower; 07-11-2015 at 08:31.
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NatalyaAF
Senior Member
Join Date: Dec 2008
Old 07-25-2015 , 18:33   Re: [CS:GO] Rally Race
Reply With Quote #30

Quote:
Originally Posted by Therepower View Post
i had a problem with the car sounds not playing.
The fix was changing the paths in the car scripts like:
vehicles/fairlady/idle.wav
to
*/vehicles/fairlady/idle.wav

CSGO needs the */ at the beginning of sound paths. (or at least linux version)
For my next update fixing this is a huge priority. I know HOW to make it work now. Just gotta do the implementation. I'm not using the * method though, I have a different one.

Quote:
Originally Posted by Therepower View Post
And if you turn left or right the screen turns too thats a bit bad is there a work around for this via console commands maybe?
I don't know why it does this. I do want to fix it however.

Quote:
Originally Posted by Therepower View Post
+Half of the players waiting at GO aren't taken in the race
What map were you using?
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