Raised This Month: $51 Target: $400
 12% 

[CS:GO] Zeus Round


Post New Thread Reply   
 
Thread Tools Display Modes
TnTSCS
AlliedModders Donor
Join Date: Oct 2010
Location: Undisclosed...
Old 03-15-2014 , 18:40   Re: [CS:GO] Zeus Round
Reply With Quote #161

what version?

Are you using any sort of Entity cleanup plugin or a plugin that gets rid of dropped weapons (especially zeus weapons)? The plugin checks if the dropped weapon is a valid entity before performing the AcceptEntityInput..

PHP Code:
...

CS_RemoveAllWeapons(client)
{
    new 
weapon_index = -1;
    
    for (new 
slot 0slot MAX_WEAPON_SLOTSslot++)
    {
        while ((
weapon_index GetPlayerWeaponSlot(clientslot)) != -1)
        {
            if (
IsValidEntity(weapon_index))
            {
                if (
slot == CS_SLOT_C4 && !StripBomb)
                {
                    continue; 
// or return;?
                
}
                
                
RemovePlayerItem(clientweapon_index);
                
AcceptEntityInput(weapon_index"kill");
            }
        }
    }
}

...

public 
Action:OnWeaponDrop(clientweapon)
{
    if (
IsZeusRound && CleanUpZeus)
    {
        if (!
IsValidEntity(weapon))
        {
            return 
Plugin_Continue;
        }
        
        new 
String:sWeapon[MAX_WEAPON_STRING];
        
GetEntityClassname(weaponsWeaponsizeof(sWeapon));
        
        if (
StrEqual(sWeapon"weapon_taser"false))
        {
            
RemoveEdict(weapon);
            
AcceptEntityInput(weapon"kill");
        }
    }
    
    return 
Plugin_Continue;
}

... 
I see where I can add an additional check for this... I'll update the code and post here in a minute. Basically, I'll check if RemovePlayerItem returns true, otherwise I won't do the AcceptEntityInput... Also, removing the RemoveEdict part since KyleS says it's not safe.
__________________
View my Plugins | Donate

Last edited by TnTSCS; 03-15-2014 at 18:53.
TnTSCS is offline
Nolongerinthegame
AlliedModders Donor
Join Date: Sep 2005
Old 03-19-2014 , 14:22   Re: [CS:GO] Zeus Round
Reply With Quote #162

Using version 0.0.2.4 on Sourcemod 1.5.3-dev+4004
Nolongerinthegame is offline
TnTSCS
AlliedModders Donor
Join Date: Oct 2010
Location: Undisclosed...
Old 03-19-2014 , 22:44   Re: [CS:GO] Zeus Round
Reply With Quote #163

Okay - I got side tracked when I was working on this - I'll post an update soon.
__________________
View my Plugins | Donate
TnTSCS is offline
TnTSCS
AlliedModders Donor
Join Date: Oct 2010
Location: Undisclosed...
Old 03-19-2014 , 23:05   Re: [CS:GO] Zeus Round
Reply With Quote #164

Give this version a shot. I removed the RemoveEdict and added a check on RemovePlayerItem
Attached Files
File Type: smx zeusround.smx (21.6 KB, 117 views)
File Type: sp Get Plugin or Get Source (zeusround.sp - 126 views - 35.2 KB)
__________________
View my Plugins | Donate
TnTSCS is offline
Specter
Junior Member
Join Date: Jan 2010
Location: Turkey
Old 06-02-2014 , 05:40   Re: [CS:GO] Zeus Round
Reply With Quote #165

Hi, when I enable warmup mode, the first round is also a zeus round after a map change.
On the first map the first round is not a zeus round but however players do not spawn with their free pistols (glock, usp, p2000).
__________________
Specter is offline
TnTSCS
AlliedModders Donor
Join Date: Oct 2010
Location: Undisclosed...
Old 06-02-2014 , 17:39   Re: [CS:GO] Zeus Round
Reply With Quote #166

Gimme version information

version
meta version
sm version
sm_zeusround_version
__________________
View my Plugins | Donate
TnTSCS is offline
Mac91
Member
Join Date: May 2014
Location: Germany
Old 09-01-2014 , 19:02   Re: [CS:GO] Zeus Round
Reply With Quote #167

I´ve got something my error log:

L 08/31/2014 - 228:22: SourceMod error session started
L 08/31/2014 - 228:22: Info (map "surf_greatriver_csgofix") (file "errors_20140831.log")
L 08/31/2014 - 228:22: [SM] Native "AcceptEntityInput" reported: Entity 443 (443) is not a CBaseEntity
L 08/31/2014 - 228:22: [SM] Displaying call stack trace for plugin "zeusround.smx":
L 08/31/2014 - 228:22: [SM] [0] Line 967, C:\Sourcemod\TnTSCS\scripting\zeusround.sp::O nWeaponDrop()

Fix?
__________________
Mac91 is offline
TnTSCS
AlliedModders Donor
Join Date: Oct 2010
Location: Undisclosed...
Old 09-03-2014 , 18:22   Re: [CS:GO] Zeus Round
Reply With Quote #168

Gimme version information

version
meta version
sm version
sm_zeusround_version

Also, see post 164 if you missed it.
__________________
View my Plugins | Donate

Last edited by TnTSCS; 09-03-2014 at 18:25.
TnTSCS is offline
diller110
Junior Member
Join Date: Sep 2014
Old 09-07-2014 , 05:15   Re: [CS:GO] Zeus Round
Reply With Quote #169

Hello, I had some strange error. I don't understood when does it happen exactly, but sometime, especially when you die at Zeus round, and have't 1st weapon before that, player will spawn with a grenade and under him will be more than 30 other hegrenades. In one point, right under.
No one errors in logs, all other work fine.
Tech spec:
CS GO 1.34.4.6
Meta 1.10.2
[01] SourceMod (1.6.2-dev+4560) by AlliedModders LLC
[02] CS Tools (1.6.2-dev+4560) by AlliedModders LLC
[03] SDK Tools (1.6.2-dev+4560) by AlliedModders LLC

Plugins version from post 164.

Last edited by diller110; 09-07-2014 at 05:17.
diller110 is offline
TnTSCS
AlliedModders Donor
Join Date: Oct 2010
Location: Undisclosed...
Old 09-07-2014 , 16:08   Re: [CS:GO] Zeus Round
Reply With Quote #170

I'll post a version with a more detailed debug for when it gives clients weapons.
__________________
View my Plugins | Donate

Last edited by TnTSCS; 09-07-2014 at 16:17.
TnTSCS is offline
Reply



Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 03:15.


Powered by vBulletin®
Copyright ©2000 - 2024, vBulletin Solutions, Inc.
Theme made by Freecode