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[CS:GO] Deathmatch Goes Advanced (v0.13.8, 23/01/2016)


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DerpleNerple2000
Junior Member
Join Date: Sep 2014
Old 11-06-2014 , 00:15   Re: [CS:GO] Deathmatch Goes Advanced (v0.12.2, 2014-10-24)
Reply With Quote #1041

I believe I made a syntax error on my config and It is preventing the plugin from start, resulting in a regular CSGO match being loaded. Is there any reliable checkers that would work with the deathmatch.ini? Most of the ones I found said that things that were there by default and things I never changed were an error.

Thanks,
DerpleNerple2000
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h3bus
AlliedModders Donor
Join Date: Nov 2013
Old 11-06-2014 , 02:36   Re: [CS:GO] Deathmatch Goes Advanced (v0.12.2, 2014-10-24)
Reply With Quote #1042

You will have errors output in your sourcemod error logs.

Also you can attach your .ini file and tell me on which map it fails and I may be able to give you some pointers.
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Chesterfield
Senior Member
Join Date: Apr 2013
Old 11-06-2014 , 12:31   Re: [CS:GO] Deathmatch Goes Advanced (v0.12.2, 2014-10-24)
Reply With Quote #1043

Anyone could please upload an ini where you can use all the guns in the game except the auto snipers?

thanks in advanced!
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h3bus
AlliedModders Donor
Join Date: Nov 2013
Old 11-06-2014 , 12:36   Re: [CS:GO] Deathmatch Goes Advanced (v0.12.2, 2014-10-24)
Reply With Quote #1044

I did it based on deathmatch_simple
Attached Files
File Type: ini deathmatch.ini (13.8 KB, 191 views)
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loki15
Senior Member
Join Date: Apr 2012
Location: Ukraine
Old 11-06-2014 , 13:07   Re: [CS:GO] Deathmatch Goes Advanced (v0.12.2, 2014-10-24)
Reply With Quote #1045

Quote:
Originally Posted by h3bus View Post
I see if I can implement this. Maybe during this week-end
Sorry you didn't try to do what I asked? ))
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h3bus
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Join Date: Nov 2013
Old 11-06-2014 , 15:46   Re: [CS:GO] Deathmatch Goes Advanced (v0.12.2, 2014-10-24)
Reply With Quote #1046

Nope but after a first analysis, it might not be that simple to code.

Don't know if I will implement it. I may have some time this week-ed to get deeply into it. No promises though.
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TsunamiNori
Junior Member
Join Date: Mar 2013
Old 11-06-2014 , 16:45   Re: [CS:GO] Deathmatch Goes Advanced (v0.12.2, 2014-10-24)
Reply With Quote #1047

Is there anyway to run 2 kind of DMs on 1 IP?

Like: one DM with onlyhs 0 at port 27015, and one more DM but with onlyhs 1 at 27016
(Just found one way is duplicate server folder and edit, but it consumes a lot of space, and i dont have much space on my own poor server )
Can anyone help? thx

Last edited by TsunamiNori; 11-06-2014 at 16:46.
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h3bus
AlliedModders Donor
Join Date: Nov 2013
Old 11-06-2014 , 16:55   Re: [CS:GO] Deathmatch Goes Advanced (v0.12.2, 2014-10-24)
Reply With Quote #1048

I duplicate sourcemod folder only, and use sm_path in command line.
However when updating, both server have to be down.
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ArcturusG
Junior Member
Join Date: Sep 2014
Old 11-07-2014 , 14:07   Re: [CS:GO] Deathmatch Goes Advanced (v0.12.2, 2014-10-24)
Reply With Quote #1049

How would I for example remove gunmenu and only equip players with a knife and deagle for maps like aim_deagle? Or in general can I do map specific settings? I have a map config addon, but the deathmatch plugin ignores any dm_ commands.
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h3bus
AlliedModders Donor
Join Date: Nov 2013
Old 11-07-2014 , 14:14   Re: [CS:GO] Deathmatch Goes Advanced (v0.12.2, 2014-10-24)
Reply With Quote #1050

Yes, for deagle, add this at the beginning of the "Maps" section of deathmatch.ini
Code:
"aim_deagle"
        {
            "LoadRound"
            {
                "Game Modes" "deagle"
            }
            
            "LoadWarmup"
            {
                "Game Modes" "Warmups No gun"
            }
        }
Also default deagle game mode gives a nade. You can remove this by editing "Game Modes"->"deagle" section
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