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Weapon Arena


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Johnny got his gun
Veteran Member
Join Date: Jan 2004
Location: Tokyo
Old 09-15-2004 , 08:00  
#101

...though I don't see why this wouldn't work on 0.16. Try compiling it against the includes of TP5...
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Melt284
Member
Join Date: Aug 2004
Old 09-16-2004 , 07:19  
#102

I am getting errors in the log. The plugin operation does not seem to be affected however. I have this plugin on debug mode so the line numbers are correct.
Quote:
L 09/14/2004 - 18:57:12: [Engine] Invalid Entity 98 ("cstrike\addons\amxmodx\plugins\weaponarena. amxx", line 751)
L 09/15/2004 - 17:46:08: [Engine] Invalid Entity 136 ("cstrike\addons\amxmodx\plugins\weaponarena. amxx", line 751)
L 09/15/2004 - 17:52:44: [Engine] Invalid Entity 104 ("cstrike\addons\amxmodx\plugins\weaponarena. amxx", line 751)
L 09/15/2004 - 17:52:44: [Engine] Invalid Entity 104 ("cstrike\addons\amxmodx\plugins\weaponarena. amxx", line 751)
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MeTaL69
Senior Member
Join Date: Jun 2004
Location: England
Old 09-16-2004 , 08:21  
#103

Cool cheers Johny, compiled it with tp5 & it seems to running fine on 0.16

Good thinking Batman
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Johnny got his gun
Veteran Member
Join Date: Jan 2004
Location: Tokyo
Old 09-16-2004 , 10:12   1.7.1 up
#104

Ok that error that Melt284 reported should now be gone. It wasn't really important but now your logs will hopefully get smaller.
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Melt284
Member
Join Date: Aug 2004
Old 09-16-2004 , 14:16  
#105

Most of the bugs I posted before are now fixed because I changed weaponarena_delay to 0.5

One problem is that when an arena is started with infinite ammo (weaponarena_unlimitedammo 2) the weapon only has a single clip until that clip is expired at which time the user is given full ammo. The problem with this is that until you waste a full clip you cannot reload. So users have to waste a full clip at spawn before they can play so that they can reload when they need to.

Also, with weaponarena_invisibleweapons set to 1, this only works for one round. For example, go to fy_iceworld, start a P228 Arena, all weapons on the ground disappear. Next round, all weapons are now on the ground.
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Johnny got his gun
Veteran Member
Join Date: Jan 2004
Location: Tokyo
Old 09-16-2004 , 15:06  
#106

What version are you running? I get the intention you're not running the latest one because the error lines you reported are in a comment block in latest version.
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Melt284
Member
Join Date: Aug 2004
Old 09-16-2004 , 16:40  
#107

Quote:
Originally Posted by Johnny got his gun
What version are you running? I get the intention you're not running the latest one because the error lines you reported are in a comment block in latest version.
I'm running 1.7.1 (Win32 Server)
And when I posted the error lines it was version 1.6 (a "fixed" version you made to compile correctly on 0.20).
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Melt284
Member
Join Date: Aug 2004
Old 09-18-2004 , 20:30  
#108

Win32
AMX Mod X 0.20 (20040918 nightly)
Plugin 1.7.1

I changed the source to make users get full ammo at start of round when weaponarena_unlimitedammo is 2. Changed 3 lines, let me know if I've done this wrong but it seems to work:

Line 426
Code:
if (get_cvar_num("weaponarena_unlimitedammo") == 0) // changed to if (get_cvar_num("weaponarena_unlimitedammo") == 0 || get_cvar_num("weaponarena_unlimitedammo") == 2)
Line 1180
Code:
if (giveIfHasnt(playersList[i]) && get_cvar_num("weaponarena_unlimitedammo") == 0) // changed to if (giveIfHasnt(playersList[i]) && (get_cvar_num("weaponarena_unlimitedammo") == 0 || get_cvar_num("weaponarena_unlimitedammo") == 2))
Line 1241
Code:
if (giveIfHasnt(playersList[i]) && get_cvar_num("weaponarena_unlimitedammo") == 0) // changed to if (giveIfHasnt(playersList[i]) && (get_cvar_num("weaponarena_unlimitedammo") == 0 || get_cvar_num("weaponarena_unlimitedammo") == 2))
Also, if team specific is on (teams get seperate random weapons) then the weapons from dead bodies go invisible and can not be picked up. This is not the case with team specific off. Is this a feature or a bug?

When a team specific arena is disabled, the console message only shows one weapon name as disabled, not both. For example, if Deagle and AK47 arena is disabled it will say "Deagle arena disabled!"
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Johnny got his gun
Veteran Member
Join Date: Jan 2004
Location: Tokyo
Old 09-19-2004 , 06:45  
#109

Ok thx for your input. Will look at this.

Btw those are bugs... or whatever, those are stuff you always find later, I noticed the disappearing weapons also but it's normal, I just forgot to edit that part.

Edit: those should now be fixed.
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Melt284
Member
Join Date: Aug 2004
Old 09-23-2004 , 14:47  
#110

Win32
AMX Mod X 0.20 RC6
Plugin 1.7.2

Thank you for fixing those problems. There are a few more small things to mention:

1) This can most easily be seen on the map "fy_iceworld". Starting a random arena will make unusable guns disapear every round. Also if u start a normal arena the unusable guns will disapear for 1 round. The problem is that if you start a normal (non-random) arena the unusable guns STOP disapearing after 1 round. For example, start a M4A1 arena, look at the ground there are no guns except the M4. Now type kill in console. From now on all guns on the ground are visible.

2) Using the console commands instead of weaponarena_menu seems to have odd effects. Such as this: Start a random arena. Change to scout arena with the menu. Everything works as it should.

Now start a random arena. Change to scout arena with the command "weaponarena 3" in console instead of the menu. "Scout vs. Scout" arena message comes up instead of just "scout arena" and it only lasts for 1 round.

3) With team specific random arena mode on players can not pick up the weapon of their enemy, they are forced to drop it.

4) I often and seemingly at random times get the error message ingame "Error, couldn't find the weapon <whichever weapon type here> you dropped to hide it..."
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