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[CS:S/CS:GO] DeathMatch:SM


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Author
altex
Veteran Member
Join Date: May 2009
Location: Russia
Plugin ID:
1150
Plugin Version:
1.8.0
Plugin Category:
Gameplay
Plugin Game:
Counter-Strike: Source
Plugin Dependencies:
    Servers with this Plugin:
    105 
    Plugin Description:
    Enhanced deathmatch mode with spawn protection and elimination support.
    Old 09-10-2009 , 17:38   [CS:S/CS:GO] DeathMatch:SM
    Reply With Quote #1

    DeathMatch

    Table of contents
    --------------------------------------------------------------Description
    --------------------------------------------------------------
    Adds deathmatch mode, elimination mode, spawn protection to the game.
    Spawn protection works independently from deathmatch inself, you can
    use in separately. Usefull for gungame.

    http://forums.alliedmods.net/showthread.php?t=103242
    Complementary plugins
    --------------------------------------------------------------Plugins
    --------------------------------------------------------------
    • sm_ggdm.smx - Deathmatch
    • sm_ggdm_elimination.smx - Elimination
    • sm_ggdm_spawnprotection.smx - Spawn protection
    • sm_ggdm_spawns.smx - Random spawnpoints
    • sm_ggdm_ragdoll.smx - Ragdoll removement
    • sm_ggdm_weapons.smx - Weapons removement
    • sm_ggdm_firstspawn.smx - Spawn new connected players
    Commands and Cvars
    --------------------------------------------------------------
    • sm_ggdm_version - GunGame Deathmatch version.
    • sm_ggdm_respawntime - Time before respawn (default 2.0).
    • sm_ggdm_enable - Enable/disable deathmatch (default 1).
    • sm_ggdm_removeragdolls - Remove ragdolls 1 is on, 0 is off (default 1).
    • sm_ggdm_ragdolltime - Time before ragdoll will be removed (default 1.5).
    • sm_ggdm_sp_enable - Enable/disable spawn protection (default 1).
    • sm_ggdm_sp_removeonfire - Remove spawn protection when player fire (default 0).
    • sm_ggdm_sptime - Sets the amount of seconds users will be protected
      from getting killed on their respawn (default 2).
    • sm_ggdm_spchangecolor - Change color on spawn protected players (default 1).
    • sm_ggdm_remweap_round - Remove weapons on round start (default "1").
    • sm_ggdm_remweap_kill - Remove weapons on player kill (default "0").
    • sm_ggdm_keep_hegrenades - Keep hegrenades when removing weapons (default "1").
    • sm_ggdm_elimination - Elimination mode 1 is on, 0 is off (default 0). You
      will be respawned only after your killer will be killed.
      To enable elimination sm_ggdm_enable must be 0
      and sm_ggdm_elimination must be 1.
    • sm_ggdm_el_respawntime - Elimination respawn time (default 2.0).
    • sm_ggdm_elimination_spawn - Spawn new connected players in the middle of the round
      1 - enabled, 0 - disabled (default: 1)
    • sm_ggdm_spawn_menu - Edits GG DM spawn points.
    • sm_ggdm_fspawn_enable - Enable firstspawn plugin.
      1 - enable, 0 - disable (default: 0).
    • sm_ggdm_fspawn_ptime - Prevent player from spawn if it was reconnected
      in that number of seconds. (default: 420).
    Requirements
    --------------------------------------------------------------
    • Counter-Strike: Source
    • SourceMod 1.2.0+
    Credits
    --------------------------------------------------------------Changelog
    ----------------------------------------------------
    For full changelog see CHANGELOG.txt
    Todo
    ----------------------------------------------------
    For full todo list see TODO.txt
    Issues
    ----------------------------------------------------
    • Q. After mp_teambalance move player to the other
      team the player does not respawn.
      A. Yes, it does. This is because of mp_limitteams does not
      designed to work with deathmatch mode at all. You can
      use any 3d-party team balance plugins like sm_teambalance
      http://forums.alliedmods.net/showthread.php?t=117956

      Player can respawn only after "jointeam". But mp_limitteams
      does not execute jointeam but only assign player to team.
    Attached Files
    File Type: zip sm_ggdm-1.6.1.zip (115.8 KB, 13604 views)
    File Type: zip sm_ggdm-1.7.1.zip (126.4 KB, 1940 views)
    File Type: zip sm_ggdm-1.8.0.zip (127.7 KB, 24420 views)
    __________________

    Last edited by altex; 07-06-2013 at 16:44. Reason: Release 1.8.0
    altex is offline
    Timtam
    Junior Member
    Join Date: Aug 2009
    Old 09-22-2009 , 04:01   Re: DeathMatch
    Reply With Quote #2

    When players kill themselves in elimination mode, they respawn. Is it possible to stop this?
    Timtam is offline
    altex
    Veteran Member
    Join Date: May 2009
    Location: Russia
    Old 09-22-2009 , 04:05   Re: DeathMatch
    Reply With Quote #3

    Quote:
    Originally Posted by Timtam View Post
    When players kill themselves in elimination mode, they respawn. Is it possible to stop this?
    Yes, but what if they just left server waiting for a long time till round end? When many players is on the server, than round can be very long.
    __________________
    altex is offline
    PStar
    Veteran Member
    Join Date: Mar 2008
    Old 09-22-2009 , 04:35   Re: DeathMatch
    Reply With Quote #4

    Can you add menu/command based Custom Spawn points adding?

    Should work like this:
    1. plugin chechks if there's a customom spawn point file for the map (if not the default would be used, if there is the custom would bee used)

    <<Let's say there isn't for a map>>

    2. You spawn and start walking to the point you want to make a spawn piont.

    3. Now you use the comman !makepoint, on the place where you want one

    4. plugin creates the file ant writes the custom spawn point coardinate in it.
    PStar is offline
    Timtam
    Junior Member
    Join Date: Aug 2009
    Old 09-22-2009 , 05:06   Re: DeathMatch
    Reply With Quote #5

    Quote:
    Originally Posted by altex View Post
    Yes, but what if they just left server waiting for a long time till round end? When many players is on the server, than round can be very long.
    Round lengths aren't that much of a problem, it's just running on a ScoutsKnives server.

    Actually, is it possible to have it not respawn the players who kill themselves, and have it so that players which just connect are spawned? I could stop people abusing this by installing a plugin which will stop them from playing the same round twice.
    Timtam is offline
    altex
    Veteran Member
    Join Date: May 2009
    Location: Russia
    Old 09-22-2009 , 05:41   Re: DeathMatch
    Reply With Quote #6

    Quote:
    Originally Posted by PStar View Post
    Can you add menu/command based Custom Spawn points adding?

    Should work like this:
    1. plugin chechks if there's a customom spawn point file for the map (if not the default would be used, if there is the custom would bee used)

    <<Let's say there isn't for a map>>

    2. You spawn and start walking to the point you want to make a spawn piont.

    3. Now you use the comman !makepoint, on the place where you want one

    4. plugin creates the file ant writes the custom spawn point coardinate in it.
    sm_ggdm_spawn_menu ?
    __________________
    altex is offline
    altex
    Veteran Member
    Join Date: May 2009
    Location: Russia
    Old 09-22-2009 , 05:43   Re: DeathMatch
    Reply With Quote #7

    Quote:
    Originally Posted by Timtam View Post
    Round lengths aren't that much of a problem, it's just running on a ScoutsKnives server.

    Actually, is it possible to have it not respawn the players who kill themselves, and have it so that players which just connect are spawned? I could stop people abusing this by installing a plugin which will stop them from playing the same round twice.
    Ok, i'll add it in todo list.
    __________________
    altex is offline
    BDeep
    Senior Member
    Join Date: Jun 2009
    Location: NH
    Old 09-30-2009 , 18:43   Re: DeathMatch
    Reply With Quote #8

    How about an on/off cvar?
    __________________
    BDeep is offline
    altex
    Veteran Member
    Join Date: May 2009
    Location: Russia
    Old 10-01-2009 , 04:34   Re: DeathMatch
    Reply With Quote #9

    Quote:
    Originally Posted by BDeep View Post
    How about an on/off cvar?
    Thanks for request, i'll add it in todo list.
    __________________
    altex is offline
    Stitllams
    Junior Member
    Join Date: May 2009
    Location: New Zealand
    Old 10-11-2009 , 20:38   Re: DeathMatch
    Reply With Quote #10

    When there is only one player on a team and he gets killed, instead of just being respawned, the round ends, can you please have that as an option you can turn off.

    I have tried blocking the round_end event from within the plugin, but that didn't work, it appears that it may have to done another way.

    Anyway that is one feature that I would really appreciate being implemented.
    Stitllams is offline
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