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[Multi-1v1] Dodgeball rounds


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AceNetworks
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Join Date: Aug 2017
Old 01-28-2018 , 09:45   Re: [Multi-1v1] Dodgeball rounds
Reply With Quote #11

Quote:
Originally Posted by gula345 View Post
Could you create a knife module + infinite grenade?
yeah would be nice
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Xenoadria
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Join Date: Oct 2016
Old 01-28-2018 , 17:50   Re: [Multi-1v1] Dodgeball rounds
Reply With Quote #12

It's working now. Forgot to remove sv_infinite_ammo 2 from the config (if you remember I tried to use that to make decoy rounds) and that's why it wasn't working.

Works like a charm, thank you very much!

Last edited by Xenoadria; 01-28-2018 at 17:50.
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Franc1sco
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Old 01-31-2018 , 07:19   Re: [Multi-1v1] Dodgeball rounds
Reply With Quote #13

Quote:
Originally Posted by gula345 View Post
Could you create a knife module + infinite grenade?
What grenades exactly? explain it better.

Quote:
Originally Posted by Xenoadria View Post
Works like a charm, thank you very much!
Good to hear that
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gula345
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Old 02-09-2018 , 10:25   Re: [Multi-1v1] Dodgeball rounds
Reply With Quote #14

Franc1sco My point is that the module should work on the same principle but with HE Grenade. Is it possible ?

And im ussing this
https://github.com/Franc1sco/1v1-onlyhs

and now I have such a problem whether it is possible to exclude for this knife plug and grenades because it is hard to kill with a knife or a pomegranate

Last edited by gula345; 02-09-2018 at 10:27.
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Wacci
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Join Date: May 2017
Location: Hungary
Old 03-17-2018 , 07:38   Re: [Multi-1v1] Dodgeball rounds
Reply With Quote #15

I found a problem.
Can you remove kevlar and helmet ?

I would like to ask if he can do HE round too ?
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Franc1sco
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Old 03-17-2018 , 13:21   Re: [Multi-1v1] Dodgeball rounds
Reply With Quote #16

Version 1.0.2

-Removed armor.

Thanks to Wacci
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Franc1sco
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Old 03-17-2018 , 13:56   Re: [Multi-1v1] Dodgeball rounds
Reply With Quote #17

Quote:
Originally Posted by gula345 View Post
Franc1sco My point is that the module should work on the same principle but with HE Grenade. Is it possible ?

And im ussing this
https://github.com/Franc1sco/1v1-onlyhs

https://forums.alliedmods.net/showthread.php?t=306131

and now I have such a problem whether it is possible to exclude for this knife plug and grenades because it is hard to kill with a knife or a pomegranate
Added support for dodgeball and hegrenade rounds to https://forums.alliedmods.net/showthread.php?p=2373966

Quote:
Originally Posted by Wacci View Post
I would like to ask if he can do HE round too ?
Added he grenade rounds here https://forums.alliedmods.net/showthread.php?t=306131
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paulo_crash
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Join Date: May 2016
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Old 05-01-2018 , 17:29   Re: [Multi-1v1] Dodgeball rounds
Reply With Quote #18

Doubt, whenever I change map do I have to type the command sm_reloadroundtypes?

Because whenever I enter the server in the Round options it does not display it.

It happens with all these your plugins:
https://forums.alliedmods.net/showthread.php?t=306131
https://forums.alliedmods.net/showthread.php?p=2373966
https://forums.alliedmods.net/showthread.php?t=304772
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Franc1sco
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Old 05-01-2018 , 17:51   Re: [Multi-1v1] Dodgeball rounds
Reply With Quote #19

Quote:
Originally Posted by paulo_crash View Post
Doubt, whenever I change map do I have to type the command sm_reloadroundtypes?

Because whenever I enter the server in the Round options it does not display it.

It happens with all these your plugins:
https://forums.alliedmods.net/showthread.php?t=306131
https://forums.alliedmods.net/showthread.php?p=2373966
https://forums.alliedmods.net/showthread.php?t=304772
Tested and it happen in a old version of multi1v1 plugin so the solution was update the multi1v1 plugin to the latest version here. Tested and working well.
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Last edited by Franc1sco; 05-01-2018 at 17:55.
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paulo_crash
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Old 05-01-2018 , 17:56   Re: [Multi-1v1] Dodgeball rounds
Reply With Quote #20

Quote:
Originally Posted by Franc1sco View Post
Tested and it happen in a old version of multi1v1 plugin so the solution was update the multi1v1 plugin to the latest version here. Tested and working well.
My version is this.

I'll be checking in and see if it's the problem, I'll be updating again to see.
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