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ozgaming
SourceMod Donor
Join Date: Aug 2011
Old 12-20-2011 , 22:01   Re: [TF2] VS Saxton Hale Mode
#2491

Have a strange issue. Recently re-installed the whole server down to scratch. Installed:
  1. Metamod Source 1.88
  2. Sourcemod 1.4.1
  3. Sdk Hooks 2.1
  4. TF2 Items v1.5.2
  5. Saxton 1.38

However, when selecting maps (nominate), its only showing the default arena maps. One vsh map does show though. The maps I have put on had worked previously and are all named vsh_ ...

Edit: Forgot to add I added them in: arena_mapcycle.txt, mapcycle.txt, maplist.txt and adminmaps just to make sure.

Any ideas?

Last edited by ozgaming; 12-20-2011 at 22:15.
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FlaminSarge
Veteran Member
Join Date: Jul 2010
Old 12-21-2011 , 04:19   Re: [TF2] VS Saxton Hale Mode
#2492

Your "mapcyclefile" convar might be set to something other than arena_mapcycle, mapcycle, etc. Not sure what the deal is with that. Nominate normally takes the list from whatever mapcyclefile currently is, so I'd check that out.
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duydangle
Senior Member
Join Date: May 2010
Old 12-21-2011 , 04:20   Re: [TF2] VS Saxton Hale Mode
#2493

Quote:
Originally Posted by FlaminSarge View Post
SeoToX: That ruins the modularity of it. You can easily do !hale_select player, then !hale_special hale, vagineer, hhh, christian
If I combined those into one command then you wouldn't be able to pick the next special without picking the next Hale. I think it's fine as-is.

Unreal1: Steam_FullyLoaded() to make sure that steamtools functions are available (even if you're making steamtools required, you can't use anything unless you check that).
I *am* trying to make it optional, which means I have to check that the extension library exists, then check that it's loaded, and if either gets unloaded, cancel the call to setting the description.

loranger: I've yet to test in payload, I think it has to do with locking the "point" (aka cart).
Quote:
Originally Posted by Unreal1 View Post
o

What's that supposed to do? And flaming I can't seem to find anything to check is steamtools is running, wouldn't requiring it be fine? Or are you trying to make it so that if the extensions isn't running, the plugin will still work?
In that plugin psychonic check 2 cases: steamtools exist or not. If steamtools exist then use steamtools function to get steam id 64, if not he get steam id 64 by other methods. I think in this plugin flamin can use this method too, if steamtools exist then use steamtools to set game description. If not then do not do it.

//Sorry for my bad English.
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FlaminSarge
Veteran Member
Join Date: Jul 2010
Old 12-21-2011 , 04:25   Re: [TF2] VS Saxton Hale Mode
#2494

Hm, psy doesn't check Steam_FullyLoaded() there. I know I can use that method, I've already got the code, but I'm trying to figure out how to implement it so that it checks that steamtools is loaded via the Steam_FullyLoaded() forward.
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Bread EOTL GunMettle Invasion Jungle Inferno will break everything. Don't even ask.

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asherkin
SourceMod Developer
Join Date: Aug 2009
Location: OnGameFrame()
Old 12-21-2011 , 04:27   Re: [TF2] VS Saxton Hale Mode
#2495

Quote:
Originally Posted by FlaminSarge View Post
Hm, psy doesn't check Steam_FullyLoaded() there. I know I can use that method, I've already got the code, but I'm trying to figure out how to implement it so that it checks that steamtools is loaded via the Steam_FullyLoaded() forward.
Nothing will go terribly wrong if you don't, it'll just silently fail.
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SeoToX
Member
Join Date: Jul 2011
Old 12-21-2011 , 09:49   Re: [TF2] VS Saxton Hale Mode
#2496

Quote:
Originally Posted by FlaminSarge View Post
SeoToX: That ruins the modularity of it. You can easily do !hale_select player, then !hale_special hale, vagineer, hhh, christian
If I combined those into one command then you wouldn't be able to pick the next special without picking the next Hale. I think it's fine as-is.
Oh, its my mistake, i dont know that command already exists.

Thanx
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Unreal1
AlliedModders Donor
Join Date: Dec 2010
Old 12-21-2011 , 12:06   Re: [TF2] VS Saxton Hale Mode
#2497

Quote:
Originally Posted by asherkin View Post
Nothing will go terribly wrong if you don't, it'll just silently fail.
Lol
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SeoToX
Member
Join Date: Jul 2011
Old 12-21-2011 , 12:29   Re: [TF2] VS Saxton Hale Mode
#2498

Hi

Our server always crash after a while, but i DONT KNOW WHY...
Its a really annoy thing. How can i find the problem?

Thank you
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FlaminSarge
Veteran Member
Join Date: Jul 2010
Old 12-21-2011 , 14:58   Re: [TF2] VS Saxton Hale Mode
#2499

That's clearly enough information to deduce the problem. You've got a PEBKAC issue.

But seriously, need more info.
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Bread EOTL GunMettle Invasion Jungle Inferno will break everything. Don't even ask.

All plugins: Randomizer/GiveWeapon, ModelManager, etc.
Post in plugin threads with questions.
Steam is for playing games.
You will be fed to javalia otherwise.
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Powerlord
AlliedModders Donor
Join Date: Jun 2008
Location: Seduce Me!
Old 12-21-2011 , 15:01   Re: [TF2] VS Saxton Hale Mode
#2500

Quote:
Originally Posted by FlaminSarge View Post
That's clearly enough information to deduce the problem. You've got a PEBKAC issue.

But seriously, need more info.
He's not the only one... my Vs. Saxton Hale server has been periodically crashing, but unfortunately, I don't have any logs from around the time it crashed to show you at the moment.

And I'm not sure it will, because I'm going to be rotating my event server to a different mod tonight (Prop Hunt likely).
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