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[CS:GO] WarMod [BFG] <22.09.26.1915, 26-Sept-2022>


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versatile_bfg
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Join Date: Feb 2012
Old 08-20-2017 , 19:26   Re: [CS:GO] WarMod [BFG] <17.08.10.1155, 10-Aug-2017>
Reply With Quote #1451

Quote:
Originally Posted by wazer View Post
have not been able to compile warmod says missing zip fatal error, can you provide all latest files for download?
Updated first post with all the include files down the bottom. Linked to their project.
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Last edited by versatile_bfg; 08-20-2017 at 20:37.
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wazer
Senior Member
Join Date: Oct 2011
Old 08-21-2017 , 20:55   Re: [CS:GO] WarMod [BFG] <17.08.10.1155, 10-Aug-2017>
Reply With Quote #1452

Quote:
Originally Posted by versatile_bfg View Post
Updated first post with all the include files down the bottom. Linked to their project.
Thanks, I had troubles getting the latest update via the updater, so I wanted to test compile on lastest sourcemod my self, and the errors started popping ;)
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versatile_bfg
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Join Date: Feb 2012
Old 08-21-2017 , 21:24   Re: [CS:GO] WarMod [BFG] <17.08.10.1155, 10-Aug-2017>
Reply With Quote #1453

Quote:
Originally Posted by wazer View Post
Thanks, I had troubles getting the latest update via the updater, so I wanted to test compile on lastest sourcemod my self, and the errors started popping ;)
what errors? what version you using to to compile with? (I'm still using 1.7 atm.)
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KocproZ
New Member
Join Date: Aug 2017
Old 08-23-2017 , 17:39   Re: [CS:GO] WarMod [BFG] <17.08.12.1053, 12-Aug-2017>
Reply With Quote #1454

Hello,
Is there a way to disable automatic lo3 after 10 players join the game?
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versatile_bfg
Veteran Member
Join Date: Feb 2012
Old 08-23-2017 , 20:48   Re: [CS:GO] WarMod [BFG] <17.08.12.1053, 12-Aug-2017>
Reply With Quote #1455

Quote:
Originally Posted by KocproZ View Post
Hello,
Is there a way to disable automatic lo3 after 10 players join the game?
There isn't an auto lo3 after 10 players join. Check that the warm up config is running correctly. Otherwise, it's just the game itself running normally without warmod being active.
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KocproZ
New Member
Join Date: Aug 2017
Old 08-24-2017 , 04:07   Re: [CS:GO] WarMod [BFG] <17.08.12.1053, 12-Aug-2017>
Reply With Quote #1456

Quote:
Originally Posted by versatile_bfg View Post
There isn't an auto lo3 after 10 players join. Check that the warm up config is running correctly. Otherwise, it's just the game itself running normally without warmod being active.
OK, maybe it's not called lo3 (I'm still new to the whole server administrating thing). What I had in mind was a situation like this: when 10 players join the game there is a spam in chat saying "All players have joined, game will start automatically in 60 seconds". I wanted to prevent this. I'm not sure if this is caused by warmod(probably not), bot I don't remember something like this happening on servers without sourcemod. On my server I have only basic sourcemod plugins + warmod.
Other thing I wanted to ask is this: Can you please explain to me how exactly ReadyUp system and wm_auto_ready works?
Thanks.
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wazer
Senior Member
Join Date: Oct 2011
Old 08-29-2017 , 04:33   Re: [CS:GO] WarMod [BFG] <17.08.10.1155, 10-Aug-2017>
Reply With Quote #1457

Quote:
Originally Posted by versatile_bfg View Post
what errors? what version you using to to compile with? (I'm still using 1.7 atm.)
That the 3rd plugins was missing since it was in <include>


btw.

in next update can you add !gaben & !bitcoin as accepted commands for readying up (!ready/!r) and so on, so many tends to use those commands and asking why they are not working, since they work other places like cevo/esea...


Can you make !pause/!unpause chat info only write in chat once the action has occurred.


If two players type !pause or !unpause within a few seconds at the same time, the chat goes nuts and spams the chat with 7-12 lines of info about 2 players pausing when it was only needed once.
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rishabhc43
Junior Member
Join Date: Sep 2017
Old 09-06-2017 , 05:27   Re: [CS:GO] WarMod [BFG] <17.08.12.1053, 12-Aug-2017>
Reply With Quote #1458

Is there any provision for storing round data(backups) and restoring them again?
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paulo_crash
AlliedModders Donor
Join Date: May 2016
Location: Brazil
Old 09-08-2017 , 13:51   Re: [CS:GO] WarMod [BFG] <17.08.12.1053, 12-Aug-2017>
Reply With Quote #1459

I noticed that it has moments that the error's nextmap plugin.

The following is the error message for the log:
Quote:
L 09/08/2017 - 1360: SourceMod error session started
L 09/08/2017 - 1360: Info (map "de_dust2") (file "errors_20170908.log")
L 09/08/2017 - 1360: [nextmap.smx] FATAL: Cannot load map cycle. Nextmap not loaded.
L 09/08/2017 - 1360: [SM] Exception reported: Mapcycle Not Found
L 09/08/2017 - 1360: [SM] Blaming: nextmap.smx
L 09/08/2017 - 1360: [SM] Call stack trace:
L 09/08/2017 - 1360: [SM] [0] SetFailState
L 09/08/2017 - 1360: [SM] [1] Line 139, /home/builds/sourcemod/linux-1.8/build/plugins/nextmap.sp::FindAndSetNextMap
L 09/08/2017 - 1360: [SM] [2] Line 109, /home/builds/sourcemod/linux-1.8/build/plugins/nextmap.sp::OnConfigsExecuted
L 09/08/2017 - 1360: [mapchooser.smx] Unable to create a valid map list.
Then when it restarts the server the plugin works again.

[ EDIT ]
This error only happens on DM, Arena X1 servers.

Competitive servers stay normal.

Last edited by paulo_crash; 09-08-2017 at 19:55.
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goodBEan
Senior Member
Join Date: Jul 2010
Location: St. Louis Mo USA
Old 09-09-2017 , 17:53   Re: [CS:GO] WarMod [BFG] <17.08.12.1053, 12-Aug-2017>
Reply With Quote #1460

What happens if a player disconnects and reconnects? Doesn't warmod have a system that save's that player's money, weapons, and score?
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