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No Cross Mid


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DA
Veteran Member
Join Date: Nov 2005
Location: Germany/Münster
Old 06-24-2008 , 14:56   Re: No Rush (No Cross Mid)
Reply With Quote #111

Love you GHW_Chronic... ähh I mean I love this plugin ;)
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mtech
Junior Member
Join Date: Jul 2007
Old 06-26-2008 , 12:27   Re: No Rush (No Cross Mid)
Reply With Quote #112

This came up in the logs if it helps:-

L 06/26/2008 - 046:53: -------- Mapchange to aa_snipe --------
L 06/26/2008 - 046:56: [GHW_No_Rush.amxx] No info_player_deathmatch found
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kenwelo
Member
Join Date: May 2008
Old 06-27-2008 , 12:40   Re: No Rush (No Cross Mid)
Reply With Quote #113

Hi . why this plugin no rush . CT no rush but Tero no rush ? . Tero his dead when trying to this plugin . Sorry for my english
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mtech
Junior Member
Join Date: Jul 2007
Old 07-29-2008 , 12:45   Re: No Rush (No Cross Mid)
Reply With Quote #114

Ok I guess you're too busy.
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Dr. Jan Itor
Veteran Member
Join Date: Mar 2008
Location: there.
Old 07-29-2008 , 12:48   Re: No Rush (No Cross Mid)
Reply With Quote #115

Quote:
Originally Posted by mtech View Post
Ok I guess you're too busy.

info_player_deathmatch is a ent i belive so the map didn't have that entity?
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Mikolas
Senior Member
Join Date: Aug 2006
Old 08-04-2008 , 17:41   Re: No Rush (No Cross Mid)
Reply With Quote #116

Well it has been quite some time since i had this plugin and I realized I should change the transparency and color. My cvars since the very beginning have been at this
//No Rush//
NR_enabled 1
NR_fence 1
NR_twopeople 1
NR_checktime 3.0
NR_redrawtime 15
NR_fencecolour blue
NR_fencealpha 70
NR_punishment 2

Still the fence color and transparency is at default green. What can account for this?
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GHW_Chronic
SourceMod Donor
Join Date: Sep 2004
Location: Texas
Old 08-04-2008 , 22:28   Re: No Rush (No Cross Mid)
Reply With Quote #117

the cvar is spelt with the american spelling of the word "color" not "colour"
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Angelino
Junior Member
Join Date: Mar 2008
Old 08-22-2008 , 11:25   Re: No Rush (No Cross Mid)
Reply With Quote #118

Hello,this plugins is very good,but it is not right if Terrorist are getting slayed,because terrorist must plant the bomb as soon is possible,can u give me the right plugin where only Ct will dye if they will rush?I`m playing cstrike from long time ago and i know that Ct must protect the bomb site,and terrorist must run and plant the bomb.Please,i need it because i like it.
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GHW_Chronic
SourceMod Donor
Join Date: Sep 2004
Location: Texas
Old 08-22-2008 , 15:10   Re: No Rush (No Cross Mid)
Reply With Quote #119

this plugin is meant for aim maps, what you want I would suggest to be a different plugin that has more comprehensive ways of stopping CTs from rushing or stopping Ts from not rushing. I'll write down the idea but I don't know how far it'll go.
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supergreg
Senior Member
Join Date: Jul 2007
Location: Oslo, Norway
Old 12-15-2008 , 21:34   Re: No Rush (No Cross Mid)
Reply With Quote #120

I have 2 feature requests:

1. Could you please add another cvar/define to set how many percent of the map can be traversed/trespassed, instead of a static 50% as is now. I realize this probably requires some rewriting as there would be 2 fences, I would just like to prevent "spawnraping" - so I'd like to allow both teams to cross approx 80% of a map. If this is implemented as a cvar, we could use amxmodx/configs/maps overrides to set specific limits suiting each map, am I right? That would be nice!


2. Could you please add another cvar/define to "disable" this plugin x seconds into each round? So one can effectively stop the worst storming to the other spawn before the slowest players are even ready. It's a nice plugin already but I don't want to restrict the players too much. It would be nice to have these fences for the first ~20 seconds of each round, and then simply disable them (no matter how many players are left standing). I hope it's an easy thing to implement.

Just for the record, it might sound like it but I am not looking for a plugin to simply protect people from being shot while still in spawn, I want to stop the players from reaching the proximity of the enemy spawn all-together (just not set the limit as short as mid-map).

Thanks in advance, and props for the continued effort. You have released lots of good stuff!
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