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[CS:GO] WarMod [BFG] <22.09.26.1915, 26-Sept-2022>


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goodBEan
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Join Date: Jul 2010
Location: St. Louis Mo USA
Old 10-24-2015 , 17:39   Re: [CS:GO] WarMod [BFG] <15.10.05.0938, 05-Oct-2015>
Reply With Quote #1091

Quote:
Originally Posted by huntert View Post
On the initial post of this thread you will see that all of the individual source files are listed:

Warmod.smx
Warmod.sp
Warmod.inc
Warmod_configs.inc
No those are the files that are needed to run it the first time. Its to my understanding that when you run warmod the first time, additional files are created. I have use older versions of warmod in the past and it used to come with about a dozen config files and scripts.

I just need to know what files are created when you run it the first time.
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huntert
Junior Member
Join Date: Oct 2015
Old 10-24-2015 , 19:37   Re: [CS:GO] WarMod [BFG] <15.10.05.0938, 05-Oct-2015>
Reply With Quote #1092

Quote:
Originally Posted by goodBEan View Post
No those are the files that are needed to run it the first time. Its to my understanding that when you run warmod the first time, additional files are created. I have use older versions of warmod in the past and it used to come with about a dozen config files and scripts.

I just need to know what files are created when you run it the first time.
ahh I got ya, I apologize. Someone here with more experience might be able to help you out.
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versatile_bfg
Veteran Member
Join Date: Feb 2012
Old 10-25-2015 , 18:46   Re: [CS:GO] WarMod [BFG] <15.10.05.0938, 05-Oct-2015>
Reply With Quote #1093

Quote:
Originally Posted by huntert View Post
Question 1:
I am assuming I setup the admins in the sourcemod admins_simple.ini file. I just want to confirm that all warmod permissions are handled through the sourcemod configs. Please confirm that this is correct.

Question 2:
Additionally, lets say I have a list of 10 steam ids for a match to be played on a server running warmod. Is there some kind of list I can add them to? I want to make sure only the specific 10 people for the match and admins are allowed to connect.
Also how would I specify which steam ids are the team captains?
If not too complex can someone please give me a general idea of how I would accomplish this.

Question 3:
I see the log file outputted to the warmod folder. I am assuming there is one file per match and it contains JSON objects with every single statistic I would need to output match information on the website.
I am trying to figure out the best way to map my classes in my code to the JSON data in these files.

I have been using this website: http://json2csharp.com
Pasting each line in the .log file to see the object hierarchy. This give me an idea of what classes I would need but each line in the file has completely different objects.
Should I just have one large high level class called Statistic that can retrieve all of the data in a single row in the file?

Here is an example of a row with event: score_update

public class Statistic
{
public string timestamp { get; set; }
public string event { get; set; }
public string map { get; set; }
public int round { get; set; }
public List<Team> teams { get; set; }
public Settings settings { get; set; }
public Server server { get; set; }
}

Here is an example of a row with event: player_status

public class Statistic
{
public string timestamp { get; set; }
public string event { get; set; }
public Player player { get; set; }
public string address { get; set; }
public string country { get; set; }
}

Any tips on this from someone with experience reading from one of these log files and converting to application objects would be great. For example: I am wondering if I should have a base class that contains timestamp and event and then a subclass for each event type.
Q1: yes sourcemod does all the permissions. Using ADMFLAG_CUSTOM1
Q2. You can force players to a team with this command: wm_forceteam <steamID64> <team>
you can set team captains from this file: csgo/cfg/warmod/team_captains.txt - using wm_captain_from_file 1
Q3. Not sure about this. I've only seen it done in PHP and it used a CASE system on the event string

Quote:
Originally Posted by barsminsk View Post
Hello. Help me pls. I have esl1on1.cfg with "mp_maxrounds 14", I've added "exec esl1on1.cfg" in "ruleset_global.cfg". After knife round it's still 30 default rounds.. But I want to launch the 1on1 match witch 14 rounds after knife round. Tell me pls, what should I do ?
upd. "wm_match_config "warmod/esl1on1.cfg"" probably is my answer
Thx
you need to set your match config in csgo/cfg/warmod/on_map_load.cfg [wm_match_config] OR edit the ruleset_default/ruleset_overtime/ruleset_playout configs to the rounds you want.

Quote:
Originally Posted by goodBEan View Post
Is warmod on github? Also what files are generated on this new version? The way I plan on making servers in the future, having config files generate on run would make things a bit messy.
Warmod files are on BitBucket
It creates these files on start [If they do not exist]:
cfg/sourcemod/plugin.warmod.cfg
cfg/gamemode_competitive_server.cfg
cfg/warmod [folder]
cfg/warmod/ruleset_global.cfg
cfg/warmod/ruleset_default.cfg
cfg/warmod/ruleset_overtime.cfg
cfg/warmod/ruleset_playout.cfg
cfg/warmod/ruleset_warmup.cfg
cfg/warmod/practice.cfg
cfg/warmod/on_map_load.cfg
cfg/warmod/ruleset_knife.cfg
cfg/warmod/on_match_end.cfg
cfg/warmod/veto_maps_list.txt
cfg/warmod/team_captains.txt
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krispx
Senior Member
Join Date: Jul 2010
Old 10-26-2015 , 11:37   Re: [CS:GO] WarMod [BFG] <15.10.05.0938, 05-Oct-2015>
Reply With Quote #1094

hi versatile_bfg,
if a player disconnects and we put a pause,
the player who will be back in the game ll be dead.

How fix that please ?
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versatile_bfg
Veteran Member
Join Date: Feb 2012
Old 10-26-2015 , 18:42   Re: [CS:GO] WarMod [BFG] <15.10.05.0938, 05-Oct-2015>
Reply With Quote #1095

Quote:
Originally Posted by krispx View Post
hi versatile_bfg,
if a player disconnects and we put a pause,
the player who will be back in the game ll be dead.

How fix that please ?
Test this version of the plugin: [This is not on the auto update version]

http://warmod.bitbucket.org/plugins/warmod_b.smx
http://warmod.bitbucket.org/scripting/warmod_b.sp
http://warmod.bitbucket.org/scriptin...e/warmod_b.inc
http://warmod.bitbucket.org/scriptin..._configs_b.inc

v15.10.27.0906b
- removed players table
- added text ready system
-- "wm_ready_panel "1" //Enable Ready Panel or text based system, Text = 0, Panel = 1
- added FreezeTime Spawn
- Changed wm_table_round_stats
--
PHP Code:
 CREATE TABLE IF NOT EXISTS `wm_table_round_stats` (`key_idINT(11UNSIGNED NOT NULL AUTO_INCREMENT, `match_idINT(11unsigned NOT NULL, `rounds_playedTINYINT(3unsigned NOT NULL,
 `
player_nameVARCHAR(64NOT NULL, `steam_id_64VARCHAR(20NOT NULL, `teamTINYINT(1NOT NULL, `killsTINYINT(2NOT NULL, `deathsTINYINT(2NOT NULL, `assistsTINYINT(2NOT NULL,
 `
head_shotsTINYINT(2NOT NULL, `team_killsTINYINT(2NOT NULL, `assists_team_attackTINYINT(2NOT NULL,
 `
damageINT(4NOT NULL, `hitsINT(4NOT NULL, `shotsINT(4NOT NULL, `last_aliveTINYINT(1NOT NULL, `clutch_wonTINYINT(1NOT NULL, `1kTINYINT(2NOT NULL, `2kTINYINT(2NOT NULL,
 `
3kTINYINT(2NOT NULL, `4kTINYINT(2NOT NULL, `5kTINYINT(2NOT NULLPRIMARY KEY (`key_id`)); 
- changed how folders are made - 511 instead of 751
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Janlasse
Junior Member
Join Date: Oct 2015
Old 10-27-2015 , 12:28   Re: [CS:GO] WarMod [BFG] <15.10.05.0938, 05-Oct-2015>
Reply With Quote #1096

Hello, i have several questions to the Plugin.
Can you do a Mapvote? When yes what is the command to activate it.
Can you change that, everyone needs to be ready instead 10 you can do just 1v1 2v2 3v3 and 4v4 without, changing the minready every time?
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versatile_bfg
Veteran Member
Join Date: Feb 2012
Old 10-27-2015 , 18:39   Re: [CS:GO] WarMod [BFG] <15.10.05.0938, 05-Oct-2015>
Reply With Quote #1097

Quote:
Originally Posted by Janlasse View Post
Hello, i have several questions to the Plugin.
Can you do a Mapvote? When yes what is the command to activate it.
Can you change that, everyone needs to be ready instead 10 you can do just 1v1 2v2 3v3 and 4v4 without, changing the minready every time?
Only map vote atm is Veto. You can activate it by doing !veto if wm_veto > 0

Can't change that atm. Working on another thing.
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krispx
Senior Member
Join Date: Jul 2010
Old 10-28-2015 , 15:41   Re: [CS:GO] WarMod [BFG] <15.10.05.0938, 05-Oct-2015>
Reply With Quote #1098

It works for the pause but no config file works, all my modified files are reseted by defaut
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Hunter6272
Senior Member
Join Date: Jun 2015
Location: Don't know
Old 10-28-2015 , 19:00   Re: [CS:GO] WarMod [BFG] <15.10.05.0938, 05-Oct-2015>
Reply With Quote #1099

I m getting this kind of crash from 2 months,I m running the server in Linux Screen and the screen hangs only with the server running Warmod.It hangs on this particular moment everytime.

Code:
EVERYONE CAN BUY!
Attempted to create unknown entity type func_instance_origin!
A Door has Door model (models/de_cache/de_cache_metal_door_02.mdl) with no door_options or m_nPhysicsMaterial specified! Verify that SKIN is valid, and has a corresponding options block in the model QC file
CSoundEmitterSystemBase::GetParametersForSound:  No such sound Error
CSoundEmitterSystemBase::GetParametersForSound:  No such sound Error
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Last edited by Hunter6272; 10-28-2015 at 19:14.
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versatile_bfg
Veteran Member
Join Date: Feb 2012
Old 11-01-2015 , 17:21   Re: [CS:GO] WarMod [BFG] <15.10.05.0938, 05-Oct-2015>
Reply With Quote #1100

Quote:
Originally Posted by krispx View Post
It works for the pause but no config file works, all my modified files are reseted by defaut
Really? or did you have different config files and the default ones got generated? Only say this because the config files only get generated if they do not exist.

Quote:
Originally Posted by Hunter6272 View Post
I m getting this kind of crash from 2 months,I m running the server in Linux Screen and the screen hangs only with the server running Warmod.It hangs on this particular moment everytime.

Code:
EVERYONE CAN BUY!
Attempted to create unknown entity type func_instance_origin!
A Door has Door model (models/de_cache/de_cache_metal_door_02.mdl) with no door_options or m_nPhysicsMaterial specified! Verify that SKIN is valid, and has a corresponding options block in the model QC file
CSoundEmitterSystemBase::GetParametersForSound:  No such sound Error
CSoundEmitterSystemBase::GetParametersForSound:  No such sound Error
No errors in sourcemod error log? Don't think warmod would be causing this issue tbh.
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