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New Round / Player Spawn / Round Start / Round End - do Not mess it


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P34nut
AMX Mod X Beta Tester
Join Date: Feb 2006
Location: Netherlands
Old 08-15-2006 , 13:09   Re: New Round/Player Spawn/Round Start/Round End - do Not mess it
Reply With Quote #11

as far as I know
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nightscreem
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Join Date: Jul 2004
Location: Belgium
Old 08-15-2006 , 13:44   Re: New Round/Player Spawn/Round Start/Round End - do Not mess it
Reply With Quote #12

Quote:
Originally Posted by Zenith77 View Post
For those of you that use fakemeta, you can do this:

Code:
/* Plugin generated by AMXX-Studio */ #include <amxmodx> #include <amxmisc> #include <fakemeta> #define PLUGIN "New Plugin" #define VERSION "1.0" #define AUTHOR "Author" public plugin_init() {     register_plugin(PLUGIN, VERSION, AUTHOR)     register_forward(FM_Spawn, "Forward_Spawn", 1); } public Forward_Spawn(ent) {     if (!is_user_alive(ent)) // you could also use is_user_connected()         return FMRES_IGNORED;             // Code...         return FMRES_HANDLED; }

Never tested this before though, so someone let me know if I'm wrong.
what's the best if you use fakemate in a plugin this or the event?
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P34nut
AMX Mod X Beta Tester
Join Date: Feb 2006
Location: Netherlands
Old 08-15-2006 , 15:52   Re: New Round/Player Spawn/Round Start/Round End - do Not mess it
Reply With Quote #13

the event..
the forward FM_Spawn doesnt work to check if a player is spawned at new Round/ Round Start
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Old 08-16-2006, 02:44
VEN
This message has been deleted by VEN. Reason: ill repost
VEN
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Join Date: Jan 2005
Old 08-16-2006 , 02:48   Re: New Round/Player Spawn/Round Start/Round End - do Not mess it
Reply With Quote #14

Please, next time do not post the untested code.
This will break the whole purpose of that section.
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Gizmo
Senior Member
Join Date: May 2006
Location: Sweden
Old 08-27-2006 , 06:13   Re: New Round/Player Spawn/Round Start/Round End - do Not mess it
Reply With Quote #15

In what mods can you use this?

Code:
register_logevent("logevent_round_end", 2, "1=Round_End")

Im dont know much about the diffrent mods, i guess some does not even have rounds but i need to know how to detect round end and as many mods as possible for my Playerinfo plugin
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VEN
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Join Date: Jan 2005
Old 08-27-2006 , 06:35   Re: New Round/Player Spawn/Round Start/Round End - do Not mess it
Reply With Quote #16

I do not think there is universal solution. Every mod has it's own way. The way above is for CS.
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Gizmo
Senior Member
Join Date: May 2006
Location: Sweden
Old 08-27-2006 , 07:38   Re: New Round/Player Spawn/Round Start/Round End - do Not mess it
Reply With Quote #17

Quote:
Originally Posted by VEN View Post
I do not think there is universal solution. Every mod has it's own way. The way above is for CS.
Im looking for the diffrent way for each mod for as many as possible
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VEN
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Join Date: Jan 2005
Old 08-27-2006 , 09:43   Re: New Round/Player Spawn/Round Start/Round End - do Not mess it
Reply With Quote #18

You might want look here then: http://forums.alliedmods.net/showthread.php?t=43309

Also try to use search: http://forums.alliedmods.net/search.php
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Rolnaaba
Veteran Member
Join Date: May 2006
Old 09-28-2006 , 10:05   Re: New Round/Player Spawn/Round Start/Round End - do Not mess it
Reply With Quote #19

Code:
register_logevent("logevent_round_start", 2, "1=Round_Start")   public logevent_round_start() {    client_cmd(0, "play mp3 musicname.mp3" }
is this the correct way to play a sound at the end of freeze time?
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VEN
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Join Date: Jan 2005
Old 09-28-2006 , 12:50   Re: New Round/Player Spawn/Round Start/Round End - do Not mess it
Reply With Quote #20

Yes, though register_logevent should be inside other function (not in global scope), for example in plugin_init. And should be "mp3 play".
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