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Shoot At Nades( KRoT@L)[UPDATE 1.6]


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oneofthedragon
Member
Join Date: Jun 2006
Old 10-21-2006 , 02:25   Re: Shoot At Nades( KRoT@L)[UPDATE 1.5]
Reply With Quote #1

Nice plugin but... this + pod-bot + amxmod_compat crashes my server... I have no idea why and maybe you can look into that -.0
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k007
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Join Date: Mar 2006
Location: bacon?
Old 10-21-2006 , 13:11   Re: Shoot At Nades( KRoT@L)[UPDATE 1.5]
Reply With Quote #2

i don't know, O.o i don't metamod code so i wouldm't be able to know how does pod bot and why every 1 use pod bots? why not just play cz and turn on the cz bots their the best bots..
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oneofthedragon
Member
Join Date: Jun 2006
Old 10-21-2006 , 14:32   Re: Shoot At Nades( KRoT@L)[UPDATE 1.5]
Reply With Quote #3

I personally have no idea... and i LIKE cs 1.6 that is why i use it... im not going to switch over to CZ now...
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sawce
The null pointer exception error and virtual machine bug
Join Date: Oct 2004
Old 10-21-2006 , 23:13   Re: Shoot At Nades( KRoT@L)[UPDATE 1.5]
Reply With Quote #4

This is crashing while being run along-side of amxmod compatibility layer because of an unforseen problem with the compatibility... it has the publics "entity_think" and "set_model", and registers them with FakeMeta (under the appropriate forwards). The VexD emulation in amxmod compatibility is forwarding it as well, even though this is obviously not compiled as an amxmod plugin.

So the function gets called twice for every event.

Simple solution for now is just change the public function names to something else. (eg: "entity_think" becomes "entity_think_safe", "set_model" becomes "set_model_safe"), and update the functions in the forward register, until this can be fixed internally.
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k007
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Join Date: Mar 2006
Location: bacon?
Old 10-22-2006 , 00:58   Re: Shoot At Nades( KRoT@L)[UPDATE 1.5]
Reply With Quote #5

sawce could you tell me what do you mean by a simple solution for now? i mean i don't even know whats the real problem, if its the functios names ill change them np when i get home but is there anything that i could do or wrong with the plugin?
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k007
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Old 10-22-2006 , 16:46   Re: Shoot At Nades( KRoT@L)[UPDATE 1.6]
Reply With Quote #6

ok i renamed the function try now..
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Dicez
Junior Member
Join Date: Oct 2006
Old 11-09-2006 , 20:48   Re: Shoot At Nades( KRoT@L)[UPDATE 1.6]
Reply With Quote #7

when nade is shot and people are killed how come stats reset? please look into that
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Bo0m!
Veteran Member
Join Date: Mar 2006
Location: New Jersey
Old 11-10-2006 , 00:16   Re: Shoot At Nades( KRoT@L)[UPDATE 1.6]
Reply With Quote #8

Since k007 got banned, again, he wanted me to post:

Quote:
Originally Posted by k007
what does he mean stats reset like he doesn't get a kill or death or all of his scores get reseted?
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k007
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Old 11-11-2006 , 19:00   Re: Shoot At Nades( KRoT@L)[UPDATE 1.6]
Reply With Quote #9

what bo0m! said
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Simon Logic
Senior Member
Join Date: Nov 2006
Location: RF
Old 11-27-2006 , 12:57   Re: Shoot At Nades( KRoT@L)[UPDATE 1.6]
Reply With Quote #10

Idea: real grenade does not blow up with a first hit (may be, but very seldom), so why not to count bullet hits per grenade and each hit reduce the random interval to blow up a grenade? E.g. if random(1, 10) = 5, then blow up a grenade. If not, next hit will invoke random(2,10) function. Then (if random(2,10) again not equal to 5) call random(2,9) next hit etc.
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