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Module: CS Team Changer Ultimate [avoids crashes in aggressive changes]


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bibu
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Old 05-24-2014 , 07:02   Re: Module: CS Team Changer Ultimate [avoids crashes in aggressive changes]
Reply With Quote #51

It's funny that you're active here but don't respond to your submissions.

Really what's the matter, if you do not have the time for it or if you don't know how/why, just post it atleast. Same goes for your semiclip module btw.
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caffeine
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Old 02-18-2015 , 11:00   Re: Module: CS Team Changer Ultimate [avoids crashes in aggressive changes]
Reply With Quote #52

can you re-upload it?
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claudiuhks
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Old 02-19-2015 , 10:57   Re: Module: CS Team Changer Ultimate [avoids crashes in aggressive changes]
Reply With Quote #53

Quote:
Originally Posted by bibu View Post
Btw, you still get such error when changing team for more than 20 players:

Fatal Error:



Tested with podbot.
I am going to re-compile fixing what it has to be fixed.

Quote:
Originally Posted by bibu View Post
It's funny that you're active here but don't respond to your submissions.

Really what's the matter, if you do not have the time for it or if you don't know how/why, just post it atleast. Same goes for your semiclip module btw.
I am going to re-compile fixing what it has to be fixed.

Quote:
Originally Posted by caffeine View Post
can you re-upload it?
Attached as ZIP in the first message.
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Old 02-20-2015 , 00:00   Re: Module: CS Team Changer Ultimate [avoids crashes in aggressive changes]
Reply With Quote #54

Is that problem happening on Linux builds? Are you using the latest HLDS version provided by SteamCMD Installer?
I can't test it any other way but on this latest version.

https://developer.valvesoftware.com/wiki/SteamCMD

I have tested it on CZero-Windows with BOTs (30 BOTs and me) and everything worked fine.
I am also going to test on Linux... Even if I feel like it's going to be the same.

Quote:
Originally Posted by EDUTz View Post
I have a question. Is this solved in current amxmodx 1.8.2 version ? some posts before were mentioning that this would be done in 1.8.2 dev version. There's a 1.8.3 dev right now so ... is this fixed, will it be fixed or should i use this module in case i wanna remove delay from changing teams ?

EDIT: kicked -> msg not present on client 255 error

EDIT2:





wtf?

EDIT3: [COUNTER-STRIKE TEAM CHANGER] Cannot access player 1, it's not safe enough!

What? Regarding "EDIT", I haven't seen this message. Can you show me the SMA script you're using?
Regarding "EDIT2", there is no way of changing Player's #0 (worldspawn) team.
Regarding "EDIT3", Player #1 was not in-game (not connected).

Show me your SMA next time before making me re-test.

This is the code I tested.

PHP Code:
// swaps CTs with Ts
new team;
for(new 
1<= get_maxplayers(); i++)
{
  if (
is_user_connected(i)&&0<(team=get_user_team(i))<3)
     
cs_set_team(iteam==1?CSTEAM_CT:CSTEAM_TERRORIST);

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Last edited by claudiuhks; 02-20-2015 at 00:07.
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caffeine
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Old 02-21-2015 , 11:26   Re: Module: CS Team Changer Ultimate [avoids crashes in aggressive changes]
Reply With Quote #55

fix in kz maps

PHP Code:
#include <amxmodx>
#include <fakemeta>
#include <cs_team_changer>

new bool:bHasTSpawn
new bool:bHasCTSpawn

public plugin_init()
{
    
register_plugin("Team_Changer""1.1""IAMXX")
    
register_srvcmd("teamchange","Team_Changer")
    
bHasTSpawn = ( engfunc(EngFunc_FindEntityByString, -1"classname""info_player_deathmatch")>) ? true false
    bHasCTSpawn 
= ( engfunc(EngFunc_FindEntityByString, -1"classname""info_player_start")>) ? true false
}

public 
Team_Changer(id)
{
    if( !
bHasTSpawn )
    {
        
console_print(id"teamchange error: There's no T Spawn in this map.")
        return 
PLUGIN_HANDLED
    
} else if( !bHasCTSpawn )
    {
        
console_print(id"teamchange error: There's no CT Spawn in this map.")
        return 
PLUGIN_HANDLED
    
}
    new 
iMaxPlayers=get_maxplayers()
    new 
team
    
for( new i=1i<=iMaxPlayersi++ )
    {
        if( 
is_user_connected(i) && 0<(team=get_user_team(i))<)
        
cs_set_team(iteam==1?CSTEAM_CT:CSTEAM_TERRORIST)
    }
    
server_cmd("sv_restart 1")
    return 
PLUGIN_HANDLED


Last edited by caffeine; 02-21-2015 at 11:29.
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yokomo
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Old 02-25-2015 , 09:08   Re: Module: CS Team Changer Ultimate [avoids crashes in aggressive changes]
Reply With Quote #56

Hi, i've made a simple stress test plugin to see whether this module still cause svc_bad or not. Make sure to test on 32 slots server fill with humans (NOT BOT or FAKE CLIENT).

Cvar:
tc_delay -- interval for looping team changes. lower value mean more stress (default is 1.0). Please restart test to make sure cvar value update.

Command in chat:

tt -- to start/stop stress test.
Attached Files
File Type: sma Get Plugin or Get Source (CsTeamChangerTest.sma - 735 views - 2.3 KB)
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JusTGo
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Old 02-26-2015 , 11:30   Re: Module: CS Team Changer Ultimate [avoids crashes in aggressive changes]
Reply With Quote #57

is this added to amx 1.8.3 ?
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claudiuhks
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Old 02-27-2015 , 13:53   Re: Module: CS Team Changer Ultimate [avoids crashes in aggressive changes]
Reply With Quote #58

PHP Code:
    iMaxClients get_maxplayers()
    if(
iMaxClients != 32)
    { 
Oh come on, Yokomo. Who is going to do that?
Plus, what's the difference between Fake Clients and normal clients? Aren't they all (edict_t *) pointers?

Quote:
Originally Posted by JusTGo View Post
is this added to amx 1.8.3 ?
No.
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Last edited by claudiuhks; 02-27-2015 at 13:55.
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NiHiLaNTh
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Old 02-28-2015 , 16:05   Re: Module: CS Team Changer Ultimate [avoids crashes in aggressive changes]
Reply With Quote #59

this module have to integrated to replace cs_set_user_team.
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Old 02-28-2015 , 17:09   Re: Module: CS Team Changer Ultimate [avoids crashes in aggressive changes]
Reply With Quote #60

Quote:
Originally Posted by NiHiLaNTh View Post
this module have to integrated to replace cs_set_user_team.
Nihilanth, we can't just do that. We still need cs_set_user_team so the players change models when transferred.

It's not enough for a BASIC Counter-Strike server so you change the Private Data Offset. This will not update the model.

This module's purpose it's just to transfer players w/ o altering their models (for mods such Zombie Plague) and to make sure after the team has been changed, get_user_team() will return correct values.
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Last edited by claudiuhks; 02-28-2015 at 17:10.
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