View Full Version : Syn's Weapon Mod v3.003
dodsynthetic
07-31-2008, 08:03 AM
Syn's Weapons Mod v3.003
This weapons mod allows clients to get any chosen primary gun they want with a pile of additional options and features. It effectively does the same thing as Toolz weaponmod but through completely different methods and fixes the /say command issue as well the inherent issue where client's don't get a weapon due to lag/packet loss when using the give_item() function.
===========================
v3.003 Changes
===========================
- Fixed depoloyable guns being able to be deployed anywhere. Oops! XD However, proned deployed MGs will have to un-deploy to get a new gun. Ones deployed on entities like sand bags do not.
===========================
v3.002 Changes
===========================
- Fixed random HLDS crash issue caused by improperly removing weapon entities by using Ham_RemovePlayerItem.
- Fixed problems with key binds not working and other issues due to private data calls on invalid entities resulting in abnormal plugin termination.
- Fixed client's getting stuck in deployed view mode when changing to different guns while previously using a deployed MG.
- Fixed non chosen weapon entity blocking. It appears I broke it at some point without realizing it.
- Refined weapon entity removal system.
- Fixed disabled weapons not actually being disabled.
===========================
Features
===========================
- Provides client access to all primary guns in DoD.
- Can allow client's to spawn with their chosen weapon via the /gunsave feature.
- Clients always get their chosen weapon irregardless of the quality of their internet connection.
- You do not need to be on your primary weapon to change weapons.
- Allows setting class restrictions according to map config or by plugin CVARs which act as global settings for all maps. Either method can be set to automatically update the normal DoD class choice menu.
- Optional dropped weapon removal mode to keep the server clean.
- Dropped weapons near a player's pickup range are not picked up when a player chooses a weapon.
- Weapons can be individually disabled allowing only access via normal DoD class choice menu.
- Built in help features.
===========================
Notes
===========================
- Credit goes to Toolz for his/her original plugin idea.
- When enabling class restrictions on a currently running round where previously disabled, a map change or server restart is recommended as active class counts will be inaccurate if you don't.
- When using class restrictions and mirroring to the DoD class menu selections, the "There is currently x player(s) of this class on your team" count will be inaccurate but being as no one probably cares about this anyway, I didn't bother to correct it and it alleviates having to send more data to clients.
- Tested on AMXMODX 1.8.1
===========================
Say Commands
===========================
/gunlist - Displays a list of all the gun names.
/gunbinding - Displays help on how to bind guns to a key.
/gunmenu - Displays a gun choice menu players can use to select their wanted gun.
/gunsave - Will toggle saving last gun choice for a player removing the need to manually request it.
===========================
CVARs
===========================
swm_wm | 0 = off | 1 = on
- Enables or disables the weaponsmod plugin. Default on.
swm_changes | x
- Sets how times a player can change their weapons between respawn/rounds. Default 2.
swm_delay | x
- Sets delay in seconds before a player can get another weapon after choosing one. Setting this too low will allow clients to continually get guns and could eat your server alive. AMXMODX flood protection will limit the abillity of setting as well. Default 5.
swm_max_weaponname | replace "weaponname" with corresponding weapon name | 0 = disable weapon
- Replace weaponname with the weapon's name. Allows you to specify a max for each weapon. These are the internal class maximums for use when class restrictions are enabled and class restriction type is set to global. Default 5 for all classes.
swm_disable_"weaponname" | 0 = disable | 1 = enable
- Disables a specific weapon when you want to force players to use the default DoD class menu. Default is disabled for all weapons.
swm_help | 0 = off | 1 = on
- Allows players to say /gunlist in chat to receive a list of all the available gun choices. Default on.
swm_class_restrict | 0 = off | 1 = on
- Enables or disables whether class restrictions are enforced. Default off.
swm_restrict_type | 0 = per map | 1 = global
- Lets you choose restrictions per a map's config or through global max weapon CVARs. Default per map. Default per map.
swm_menu_restrict | 0 = off | 1 = on
- Enables or disables setting server class restrictions which effect the state of class choices in the default DoD class menu. This is not to be confused with the weapons mod menu. Default off.
swm_gunsave | 0 = off | 1 = on
- Enables or disables the automatic last weapon chosen giving on respawn system. Default on.
swm_notify | 0 = off | 1 = on
- Enables or disables telling new joining players of this weapons mod features. Default on.
swm_remove | 0 = off | 1 = on
- Enables or disables removing all weapon entities. This will remove any and all weapons that aren't being used by a player. Default off.
swm_give_menu | 0 = off | 1 = on
- Enables or disables the weapons mod weapon give menu. Default on.
===========================
Installation
===========================
- Compile the .sma | An online compiled version can be found here on the same page you
downloaded this from.
- Copy the compiled .amxx file into your addons\amxmodx\plugins folder
- Add the name of the .amxx file to the bottom of your addons\amxmodx\configs\plugins.ini
- Change the map or restart your server to start using the plugin!
Pings
08-14-2008, 04:29 PM
So when you use /gunlist is that like the /classmenu in other peoples weapon mods? Do you spawn with a weapon that you chose off /gunlist, or is just a list? Also does this mod spawn weapons? Like DoD Weapons Mod 2.0.
{DwP} 325th ABN
08-14-2008, 11:27 PM
nice synthetic just put it in and it works great. i knew from the bots menu it would be good. nice job dude
dodsynthetic
08-15-2008, 02:08 AM
@ Pings > The gun list just lists the gun names if someone doesn't know what they are. I also plan on adding the option for players to always spawn with their chosen weapon. This spawns a weapon at the client's location that continue to move with the player until they get it so lag isn't an issue.
@ ABN > Thanks XD
@ Everyone > There is an issue of weapons following players though. While not a big deal, I'm going to fix that on the next update along with adding a gun menu so players don't have to use say commands if they don't want to.
We have been running this plugin for a while now and like any plugins Syn has recently published to the public, it works like a charm, the only issue which Synthetic already noted is the weapons following you but in the heat of battle you will hardly notice.
Once every 50 gun changes, you will notice your gun won't change, just hit the key (G by default) to drop your main weapon and the changes will work again.
@ Synthetic; for the gunmenu, perhaps you could ask TatsuSaisei for the *.sma for the gunmenu used by us. Too bad I only have the *.amxx version otherwise I would've given you that to see how he did it. Might perhaps not be a bad idea (although will cost you some more time) to combine those two plugins.
{DwP} 325th ABN
08-15-2008, 11:51 PM
quick question does this plug not let you have a weapon if it is restricted, say if i have only 2 mg42 will it let you have one. if not this may be somthing we could add. that way you dont have 10 mg42 running around. just didnt know if it did that or not. my clan loves it syn again kick ass job
Well basicly, looking at the cvars the weapons are either enabled or disabled.
Let's say you limited the mg42 by putting it into your configs/maps/dod_map.cfg this will have no effect. So lets say you limited the mg42 on 2 but enabled the weapon in weapons mod, you can have as much mg42's as you want.
So for the moment either disable the mg42 through cvar and limit the class or allow as much as mg42's as possible.
Could be a good add although I forsee a lot of work. Good find.
{DwP} 325th ABN
08-16-2008, 04:16 PM
yeah thats what i dont want to do, is go and put all those cvars in. but at least it could be done. hell even if it you have to do that. it is still kick ass
dodsynthetic
08-16-2008, 10:09 PM
That's not a bad idea ABN. Something like only following the weapon restrictions from a map's config?
{DwP} 325th ABN
08-16-2008, 10:14 PM
it would be nice and would keep alot of extra work out of the cvars side. dont know how easy it would be. but im sure you could pull it off. just to follow the servers weapons restrictions. just a thought
dodsynthetic
08-17-2008, 03:17 AM
Shouldn't be too hard XD I'll give it a shot.
dodsynthetic
11-20-2008, 11:31 PM
Version 1.6 is up. The main change will make things allot better and gets rid of picking up other guns on the ground when choosing as well as the floating gun friend syndrome. Let me know of any bugs.
{DwP} 325th ABN
11-21-2008, 09:02 PM
cool thanks sys im on it tonight ill let you know if i find any probs
dodsynthetic
11-22-2008, 03:47 AM
Haha! Sorry, I forgot to append the carbine fix to this update. It is now updated. XD
dodsynthetic
11-22-2008, 10:52 PM
Oh, just to let you know ABN, I haven't forgot about your request. I'm now working on adding a server weapon restriction mode and will also be adding the /gunmenu as well. I should have it done by tonight or tomorrow night.
{DwP} 325th ABN
11-23-2008, 06:34 PM
nice man that will make this plug bad ass you go syn yes yes
dodsynthetic
11-27-2008, 12:04 AM
All done with the new version.. Includes /gunmenu for choice by menu, /gunsave to toggle saving last chosen gun on respawn/round end and per map or global class restrictions. I spent a good amount of time testing this so everything should be OK but as always, let me know if any bugs are found. XD
{DwP} 325th ABN
11-27-2008, 01:39 AM
oh hell yeah you go syn nice im on this like jack on daniels. thanks for the update ill let you know if i find anything wrong
First of all nice job on this on! Thanks! but i got a problem. when u drop your weapon its just gone, u cant pick it up again, doesnt stay on the ground. thats pretty fustrating if u dont know the server is running weaponmod and u unlimited amount of gun changes :)...
And one little thing i would love to be added is join msg like after the client has joined it would tell:
* This server runs weaponmod. Type /gunlist, /gunmenu, /gunbinding, /gunsave in the chat to see the features * Or something like that.
D-O's "Psychostats Say Command" plugin does the trick http://www.avamods.com/download.php?view.27
thanks again...
dodsynthetic
11-27-2008, 10:47 PM
@ Dr.G
One of the changes in the new update removes dropped weapons intentionally. I can put in an option to disable it though if wanted. I will also gladly add a feature to notify joining players as requested. XD
Sounds great! I would really like that... Thanks in advance!
{DwP} 325th ABN
11-28-2008, 08:22 PM
yeah the notify would be cool so you dont have to keep explaining how to use it. i tried the menu works killer nice job syn
I've been running this plugin for about 1-2 days...I've noticed that people spawn without weapons and still guns dragging behind.
PS: if this is my issue with the guns at spawn, just let me know and I'll take them off (or could I replace them?)
dodsynthetic
11-29-2008, 12:14 AM
Interesting, those guns on the ground should automatically be removed. I didn't even think about checking that. The method I'm using to remove guns is by identifying entities with a weapon box class name. Apparently, these work differently than standard weapon entities. They would be why people would get followers but that also throws into question of my code to force another weapon drop if the main that a player chose isn't gotten. As it is, it should only give a follower if the person was standing over the exact same type of gun on the ground. Looks like I have some more debugging to do. XD If all goes well, I should have the feature requests done tonight as well as fixing the issues at hand. I'll probably talk to you on Steam Tank but just in case I'm out again, when the players aren't spawning with guns, is this when they use the save feature? If it is, does it happen on respawn or round end? Each has it's own system with a different delay and I might not be giving enough time.
Well, I am referring to the guns I make available for people to pick up at spawn. All the other guns just disappear which is lovely (imo)....no more picking up the wrong weapon from the ground.
As far as the followers, you always get followed by the weapon you died with.
As far as spawning without a weapon, no, it's without using the save feature. Im still trying to get people to use the weapons mod and gunmenu properly but it make take some time. The spawn with no gun just happens randomly, just at respawn, not time related. So not at a round win, map change.
2 things Syn:
I've tested the version you gave me. Continue server crashes from the moment I uploaded it and restarted the server. So that version was no-go
As for the current posted version, I have tried but can't figure out if these error messages I receive in amxmodx logs are any important, but here they are (this is with debug on, don't know if that adds anything):
L 11/30/2008 - 21:47:47: [AMXX] Displaying debug trace (plugin "syns_weaponmod.amxx")
L 11/30/2008 - 21:47:47: [AMXX] Run time error 4: index out of bounds
L 11/30/2008 - 21:47:47: [AMXX] [0] syns_weaponmod.sma::func_get_class_limits (line 2394)
L 11/30/2008 - 21:49:03: [AMXX] Displaying debug trace (plugin "syns_weaponmod.amxx")
L 11/30/2008 - 21:49:03: [AMXX] Run time error 4: index out of bounds
L 11/30/2008 - 21:49:03: [AMXX] [0] temp.sma::func_get_class_limits (line 2199)
L 11/30/2008 - 21:59:56: [AMXX] Displaying debug trace (plugin "syns_weaponmod.amxx")
L 11/30/2008 - 21:59:56: [AMXX] Run time error 10: native error (native "dod_get_user_weapon")
L 11/30/2008 - 21:59:56: [AMXX] [0] temp.sma::func_give_weapon (line 1904)
L 11/30/2008 - 22:21:10: [AMXX] Displaying debug trace (plugin "syns_weaponmod.amxx")
L 11/30/2008 - 22:21:10: [AMXX] Run time error 4: index out of bounds
L 11/30/2008 - 22:21:10: [AMXX] [0] temp.sma::func_give_weapon (line 1961)
L 11/30/2008 - 22:21:02: [AMXX] Displaying debug trace (plugin "syns_weaponmod.amxx")
L 11/30/2008 - 22:21:02: [AMXX] Run time error 4: index out of bounds
L 11/30/2008 - 22:21:02: [AMXX] [0] temp.sma::dod_client_spawn (line 2111)
{DwP} 325th ABN
12-01-2008, 12:40 AM
thats weird ive double checked mine and have no errors at all. i had version 1.5 loaded 1.7 off front page no problems
I see a few times index, no idea what it is but to me sounds like perhaps an array is not the right size? Which would cause issues on 32 players full. If I knew half the stuff Syn knows, I wouldn't be whoring these forums but actually write someting :D
Then again, I am running quite the amount of plugins and since most of them are 3rd party (or should I say synparty :D) there could be a chance it's interfearing(spelling?) with one of them.
diamond-optic
12-01-2008, 01:11 PM
most likely those errors are from the plugin trying to do something to/with a client that had already disconnected
dodsynthetic
12-01-2008, 09:21 PM
Just to give you guys an update. It's taking longer than expected but the new version is coming along nicely. I had to take care of some other issues I discovered such as trying to get a weapon when deployed, some weapons were using the wrong class type for restrictions, and I some how wrecked a few of my array sizes causing those issues Tank had XD. I had given him a beta of the new version and it turned out sub par but will all be good in the end. Another thing I have done is completely change the weapon movement/lag compensation code which is what is responsible for giving a player his chosen weapon. After all the time I spent making it and refining it, I discovered a way that is so painfully quick and simple, I don't know why I didn't think of it before. XD What led to this discovery was the fact that I had to fix the random choose/spawn without a gun problem which was do to the weapon entity removal being so fast that sometimes a player wasn't able to get a weapon. This was especially true with lag. Also, new joining player feature command notification and option to enable/disable dropped weapon removal is added along with a global enable/disable of the whole plugin. If anyone else has any extra ideas they might want to have, let me know and I'll add it to this next update.
{DwP} 325th ABN
12-02-2008, 02:08 AM
well the main problem my peps are having is dropping your primary weapon and you cant pick it back up. and they are left with their pistol and wondering where is there rifle. other than that i have not noticed any weapons being dragged along any more which is good. we are almost there syn stay with it we will have glory
dodsynthetic
12-02-2008, 04:40 AM
Oh! On that note, I have found a way to only get your spawned gun and ignore any on ground but if you didn't choose a gun you can still get the dropped guns. This method will be on when dropped weapon deleting is off. I'm almost done, just trying to fix a slight issue with deployed guns checking. XD
This souns like good news Syn. You've been working on it for as long as I can remember but it seems this tought cookie is about to be cracked. I'm always willing to test new versions (beta or not). Your work is greatly appriciated :D
dodsynthetic
12-02-2008, 05:19 AM
Thanks Tank, I'll be on for quite awhile since I need to work on the freelance project and I get paid based on performance. If you get on I'll send you the latest. Right now the only issue I can find is that when your deployed with say a rocket launcher and choose another deployable gun, it will undeploy, give your new one and then drop the new one right on the floor. I know it's something simple like a condition I forgot to check or an order of operation issue. I hate when I figure out a way to do something in my head and then I forget when writing it in code. XD Before I crash later, I'll be take another whack at it.
As for the spawning without a weapon, I just notice you do spawn with a weapon but my server gnome takes it away from you in a split second :D
As far as the updates...dude, go work on your freelance project and take it easy. Heck, half the updates done on plugins on dodplugins.net have like quite some time between the 2 versions. You've been updating your plugin the moment someone replied with an issue. Lovely and all, but go think of your own stuff.
What im trying to say...all at your own pace. We are all patient people :D...well, most of us :D
dodsynthetic
12-02-2008, 11:26 PM
LOL, but by now you should know that I like doing this. I enjoy programming as much as I like playing DoD. XD Anyway, I passed out before even trying to work on that that last little issue but hopefully around 12 tonight, I can get cracking on it.
dodsynthetic
12-04-2008, 04:31 AM
New version up. It has some speed enhancements, MGs/Bazooka etc. doesn't need to be un-deployed anymore, new joining player notification of say commands, etc.. More info can be found in the changes info. XD
{DwP} 325th ABN
12-04-2008, 07:16 PM
nice syn im on this one to. ill let you know if i find any probs, thanks for the work yes yes
The newest version is not working for me. At first everything works perfect but then all of a sudden the moment you hit a bind, the gun gets stuck to you and you can't drop it nor get another weapon.
We've seen this yesterday on your server as well Syn when testing that new plugin you made. I thought it was that plugin causing that, but it's in this new version. Could be me messing up the cvars....(really can't help it :D)
register_cvar("amx_weapon_changes", "999")
register_cvar("amx_disable_scopedfg42","0")
register_cvar("amx_max_class_scopedfg42","17")
register_cvar("amx_disable_scopedenfield","0")
register_cvar("amx_max_class_scopedenfield","17")
register_cvar("amx_disable_k98", "0")
register_cvar("amx_max_class_k98","17")
register_cvar("amx_disable_garand", "0")
register_cvar("amx_max_class_garand","17")
register_cvar("amx_disable_carbine", "0")
register_cvar("amx_max_class_carbine","17")
register_cvar("amx_disable_k43", "0")
register_cvar("amx_max_class_k43","17")
register_cvar("amx_disable_mp40", "0")
register_cvar("amx_max_class_mp40","17")
register_cvar("amx_disable_thompson", "0")
register_cvar("amx_max_class_thompson","17")
register_cvar("amx_disable_stg44", "0")
register_cvar("amx_max_class_stg44","17")
register_cvar("amx_disable_bar", "0")
register_cvar("amx_max_class_bar","17")
register_cvar("amx_disable_fg42", "0")
register_cvar("amx_max_class_fg42","17")
register_cvar("amx_disable_greasegun", "0")
register_cvar("amx_max_class_greasegun","17")
register_cvar("amx_disable_bazooka", "0")
register_cvar("amx_max_class_bazooka","1")
register_cvar("amx_disable_enfield", "0")
register_cvar("amx_max_class_enfield","17")
register_cvar("amx_disable_sten", "0")
register_cvar("amx_max_class_sten","17")
register_cvar("amx_disable_mg42", "0")
register_cvar("amx_max_class_mg42","3")
register_cvar("amx_disable_mg34", "0")
register_cvar("amx_max_class_mg34","1")
register_cvar("amx_disable_30cal", "0")
register_cvar("amx_max_class_30cal","3")
register_cvar("amx_disable_springfield", "0")
register_cvar("amx_max_class_springfield","17")
register_cvar("amx_disable_scopedk98", "0")
register_cvar("amx_max_class_scopedk98","17")
register_cvar("amx_disable_bren", "0")
register_cvar("amx_max_class_bren","17")
register_cvar("amx_disable_panzerschreck", "0")
register_cvar("amx_max_class_panzerschreck","1")
register_cvar("amx_disable_piat", "0")
register_cvar("amx_max_class_piat","1")
register_cvar("amx_weaponsmod","1")
register_cvar("amx_weapon_help", "1")
register_cvar("amx_weaponmod_debug","0")
register_cvar("amx_class_restrictions","1")
register_cvar("amx_restriction_type","0")
register_cvar("amx_autospawn_weapon","1")
register_cvar("amx_wm_notify","1")
register_cvar("amx_remove_weapons","1")
dodsynthetic
12-05-2008, 08:00 PM
There is definitely a bug here XD. So far it happens regardless of how many players are on, it happens with both weapon removal and non modes. The only two bits of code that I can think of that could be causing it is the new weapon moving code or the detection for deployed guns. Time to debug. XD
{DwP} 325th ABN
12-05-2008, 08:45 PM
i have clan fights tonight so i will be able to really feel out the new version. i will do alot of testing on my end and let you know if i am the same way as you two
dodsynthetic
12-06-2008, 01:54 AM
I've found where the problem appears to be but to be sure before releasing it, I'm going to run it through the paces. So far I've gone through 3 maps and it has not occurred at all. The issue was instead of just blocking ground weapons on touch, it was blocking all touches and only let things touch if the touched entity had the same entity id as the spawned weapon. If anyone wants to try this version out, let me know and I'll put the source up. In the meantime if using the last version, toggling the CVAR amx_remove_weapons will fix the issue when the server goes crazy and no one can pickup or change weapons.
Give me the source and I'll run it on the server to test it.
dodsynthetic
12-06-2008, 12:08 PM
Thanks for the help guys. Fixed version is now up. I am noticing a few very random guns that get left behind. 1-2 per hour of playing that happen on death but won't interfere with anything. In the next update I'll look at cleaning that up with some other minor fixes like the double give with gun saving on round start and look for ways to refine the code. Not that it takes allot of CPU time, it's just better to make it as fast as possible. If anything else serious comes up though, I will be all over it. I'm also open to any other suggestions for features. On a side note, I'm canning readme.txt files and just sticking with the .sma from now on.
A good improvement. I've been running it now for quite some hours and looks awesome.
Found this in the logs, no idea what it is:
L 12/06/2008 - 08:52:52: [AMXX] Displaying debug trace (plugin "syns_weaponmod.amxx")
L 12/06/2008 - 08:52:52: [AMXX] Run time error 4: index out of bounds
L 12/06/2008 - 08:52:52: [AMXX] [0] syns_weaponmod.sma::func_give_weapon (line 2093)
And a few complaints that when they used the bind, the weapon dropped right in front of them. Like 7 complaints now. I don't know if it's server related or client related.
Another thing, if you have a scopedenfield, do gunsave and respawn instead of the scoped enfield, you get the normal enfield.
dodsynthetic
12-08-2008, 05:10 AM
Hey Tank, did you get a chance to try out that new unreleased version? Hopefully the issues are fixed now XD BTW, anyone who might want to try pre-releases, I'll gladly post them up for testing. I owe many of the found bugs and advancement of this plugin to everyone who help test it in ways I forget or unable to. It is greatly appreciated.
LOL, I am not sure which version is up right now. I've often received a version from you which results in me having a folder with 5 syns_weaponmod.rar and with the addition (1), (2) etc.
So if you could provide the link again, thought I bookmarked it, but I didn't. If this is the latest version im running now, it should be all good since I havent had any complaints....yet :D
{DwP} 325th ABN
12-08-2008, 11:45 PM
you know im there syn send me what you have anytime
dodsynthetic
12-09-2008, 03:36 AM
The one that's up is old XD Here is the one with the changes :D
It's on, you can check yourself and I will also try to get back with you on issues if they even occur.
A weird thing....With both 2.0 as 1.9 I can't spawn on my map rotation server yet on my main server it seems to be as smooth as a baby bottom. So I dont know what im doing wrong...
dodsynthetic
12-09-2008, 03:31 PM
LOL that's really odd. There is nothing that I can think of that would prevent it. Does that happen as soon as you enter the server?
I freshly installed the server. At this moment there are 2 plugins on the server. One is the game name changer, the other is the weapon mod. I tried both version 2.0 as 1.9.
The game name changer works flawlessly but the moment I enable the weapon mod, I can connect to the server. I choose a team and class, the moment you should normally respawn, I get a connection error eventually crashing the server.
The funny thing though, I also enabled it on the main, running way more then 2 plugins and it doesn't seem to cause any issues.
I'll try a reinstall of the server and see what that does. First I need a power nap.
dodsynthetic
12-09-2008, 08:25 PM
Hmm. I wonder if a task ID I used is used in the name changer. Now just looking through the functions at amxmodx, I see task_exists(). XD I never even noticed it before. If what I read a long time ago is that tasks are global as in can't use same IDs between plugins, I will have to start checking for IDs and just randomly generate a number for non-player specific tasks.
That would be the case if the plugin would work without gamechanger, I disabled that one to test it, no luck.
I had my power nap, just rolled one and reinstalled my server. I'll put it on in 5 mins and report back. Just wanted to post to prevent you from doing extra work on something which is prolly just an issue on my side or gameservers side.
Im really confused, I reinstalled the entire server, put on weapon mod 2.0 and again can't spawn. However....
http://img265.imageshack.us/my.php?image=weaponmlb7.jpg shows my main server is running 2.0 and it doesn't seem to have any issues (idk, havent played on it yet since the update).
So if you have any suggestions, im open for it :D
dodsynthetic
12-09-2008, 10:50 PM
Very interesting. XD I'm guessing your test server is running AMX 1.8.1 and Metamod 1.19? I'm going to go check it out and do some debugging to see if I can pin down the problem. If it happens to one server, it probably could happen to others as well and we don't need that. XD
Maybe its the save gun function that acting up... i was on your server (tank) saturday and when i came in joined class and when i spawned it gave me a new weapon... pretty odd cuz i never been connected to the server before :) Maybe Maybe Maybe Maybe Maybe... i dont know shit, just an idea/thought! Happy troble shooting! :)
dodsynthetic
12-09-2008, 11:34 PM
OK, try this one. The only thing I could think of is the commented register event code and function that is tied to re-spawn. I put all the spawn stuff under one spawn detection method and removed the unused code.
Edit: Removed as Dr.G alerted me to another issue. See my next post. XD
dodsynthetic
12-09-2008, 11:42 PM
Haha, where is my brain. Your right Dr.G, I forgot to reset the save value for an ID that was previously used. Thanks for mentioning it! I just fixed that and the updated beta is now here.
lol glad to help! so its working 100% now??? :-)
He doesn't know, thats why he released a Beta :D
I'll put in on the server directly.
edit:
Works perfectly on my second server now. I can spawn and no issues. I'll put this on my main server later on. first wanne finish this shizzle.
Latest posted version has a nasty bug in it.
I don't know why but even when I don't press a bind I constantly get they "draw animation" from the weapon. Annoying thing is, during that animation you can't fire.
I get that same animation over and over and over.
dodsynthetic
12-10-2008, 05:29 PM
For the crashing, this leads me to believe there is a problem with the compiler. Nothing was really changed besides removing commented lines. The original use of the types of spawn detection had been used the same way for quite awhile.
As for the draw animation problem, the only thing in the code that changes a weapons state is the dropping of deployed guns. It un-deploys them if deployed the same as if you press your attack2 button. I had two ways of doing it, a server side delay to the un-deploying of them which was also commented code. XD and the simpler way of doing it as a client side delay by sending the command +attack2;wait;-attack2. I have only removed the commented code to see if there is actually a compiler issue working against us here. Let me know what happens. XD
Update placed on both servers, i'll keep you posted.
dodsynthetic
12-10-2008, 06:30 PM
As per that problem, here is a new fresh version. Problem was a failure on my part calling the save function to all players anytime anyone re-spawned and the fact of not resetting player save value for a previously used ID cause this. XD
Ba5ic
12-11-2008, 04:48 AM
I've just noticed this appear in my error logs?
L 12/11/2008 - 07:42:03: Info (map "dod_avalanche") (file "addons/amxmodx/logs/error_20081211.log")
L 12/11/2008 - 07:42:03: [AMXX] Displaying debug trace (plugin "syns_weaponmod.amxx")
L 12/11/2008 - 07:42:03: [AMXX] Run time error 4: index out of bounds
L 12/11/2008 - 07:42:03: [AMXX] [0] 843.attach::func_get_class_limits (line 2199)
Anything i need to do?.
dodsynthetic
12-11-2008, 04:20 PM
Was this from the last version (first page) or beta that's up now?
lol yeah maybe you should delete some of them.. is it 3 or 4 that here now :D
dodsynthetic
12-11-2008, 04:31 PM
Lol, all removed except the old version on the first page of the thread and the current beta on page 7.
Ba5ic
12-19-2008, 06:11 AM
Just a quick question and i'm not entirely sure it's due to the weapon mod plugin?.
I've installed the latest version of the plugin, a few regulars have commented on the fact if they drop a weapon by accident ot intention it just disappears?.
I've had a look at the cvars and nothing jumps out at me as to this function.
I know it's easy to just type /bar etc but i was wondering is this due to weaponmod or something else causing it.
TIA
- Added CVAR amx_remove_weapons that enables or disables removing dropped weapon entities.
I think you are looking for this cvar.
Ba5ic
12-19-2008, 01:35 PM
Thanks Tank
dodsynthetic
12-29-2008, 04:14 AM
So far so good with extended testing and I have added some minor changes now such as speed improvements and fixed the issue of getting a follower or weapon left behind when a player dies before getting their chosen weapon. The /gunsave feature gives the weapon faster now on round end / respawn as well. Let me know if anything comes up! :)
lol i just read follower as flower :S.. haha imagien if that was a bug in this^^... I will check out and let u know if anything comes up...
dodsynthetic
12-29-2008, 06:21 AM
Just a minor fix to the latest beta. It was throwing an invalid ent error.
@ Dr.G - I could add some flowers if you want XD
diamond-optic
12-30-2008, 01:06 PM
DO IT!
Dr. G loves flowers!
I think there is something seriously wrong with that last update. I uploaded and my server crashed 10 times in like 2 mins.
I put on 1.9 and it all worked again, no idea what could be wrong.
-- Edit: 1.9 gives me an error log of several MB's. Forgot to enable debug and it was kinda getting late. Just a heads up.
This is the error message Im getting....a lots of them :D
Version 1.9 to be complete:
L 01/04/2009 - 11:16:35: Start of error session.
L 01/04/2009 - 11:16:35: Info (map "dod_avalanche") (file "addons/amxmodx/logs/error_20090104.log")
L 01/04/2009 - 11:16:35: [AMXX] Displaying debug trace (plugin "syns_weaponmod.amxx")
L 01/04/2009 - 11:16:35: [AMXX] Run time error 4: index out of bounds
L 01/04/2009 - 11:16:35: [AMXX] [0] temp.sma::func_weapon_touch (line 2360)
dodsynthetic
01-04-2009, 01:32 PM
Posting a possible fix for the crash your having tank.
Pings
01-22-2009, 10:17 PM
Can someone post 1.8?
dodsynthetic
01-23-2009, 10:45 PM
Here is 1.8 It should be intact as it was a backup. So far the latest beta up above seems to be working OK but I wanted to do some more refining. I'm going to see if I can get bots to abuse the hell out of it and see what happens. I'm interested in speed increases. XD BTW, If there was a feature in 1.8 that I took out from later versions, let me know and I'll put it back in for you.
@ Pings
I have noticed that 1.8 is not a real stable one, might want to consider the latest version posted as that one is good.
@ Synthetic
My last server was a peace of shit, I have a new one as you know, I will test it on there, traffic is good enough for testing it to the max.
There is an option Im missing on this plugin and I was wondering if perhaps it could be implemented. Ok, granted the fact that I can somewhat code myself, this is way out of my league.
Ok, now for the option:
With the current state of the plugin you can either remove weapons on drop or leave them. But I was wondering if there could be an option in between.
As Syn knows Ive set the amount of weapon spawns so high that people can evade reload by using binds. This results when I don't remove the weapons on drop in some places you have 15 guns laying on the ground, if you want to pick one up by not using the binds, well, good luck.
However Im getting a large amount of CAL players in my pub and they refuse, which I understand, to use binds or gunmenu. So they want to pick up guns from dead people, however removing the weapons on drop makes this also impossible to pick up any weapon.
So, my suggestion is to add a a smaller timeframe, where the guns stay on the ground but only for 2 seconds.
Now I thought Wilson created something like this but I can't find the plugin anymore, a search of 20 mins resulted in nothing.
PS: If this is a matter of adding a set_task(2.0, remove_weapons) let me know, cause I couldn't find it.
dodsynthetic
02-02-2009, 06:42 PM
I can add that in. Basically though for each weapon that is dropped a timer will have to be created but it may not work with the way I am removing weapons which is on the set_model forward. I'll test it out and see what I can come up with.
Ba5ic
02-07-2009, 05:45 AM
I'm Running 1.8 and am getting serious amounts of error logs:
L 02/07/2009 - 08:30:34: [FAKEMETA] Invalid entity
L 02/07/2009 - 08:30:34: [AMXX] Displaying debug trace (plugin "syns_weaponmod.amxx")
L 02/07/2009 - 08:30:34: [AMXX] Run time error 10: native error (native "pev")
L 02/07/2009 - 08:30:34: [AMXX] [0] 900.attach::func_weapon_touch (line 2489)
L 02/07/2009 - 08:30:34: [FAKEMETA] Invalid entity
L 02/07/2009 - 08:30:34: [AMXX] Displaying debug trace (plugin "syns_weaponmod.amxx")
L 02/07/2009 - 08:30:34: [AMXX] Run time error 10: native error (native "pev")
L 02/07/2009 - 08:30:34: [AMXX] [0] 900.attach::func_weapon_touch (line 2489)
L 02/07/2009 - 08:30:45: [FAKEMETA] Invalid entity
L 02/07/2009 - 08:30:45: [AMXX] Displaying debug trace (plugin "syns_weaponmod.amxx")
L 02/07/2009 - 08:30:45: [AMXX] Run time error 10: native error (native "pev")
L 02/07/2009 - 08:30:45: [AMXX] [0] 900.attach::func_weapon_touch (line 2489)
L 02/07/2009 - 08:31:04: [FAKEMETA] Invalid entity
L 02/07/2009 - 08:31:04: [AMXX] Displaying debug trace (plugin "syns_weaponmod.amxx")
L 02/07/2009 - 08:31:04: [AMXX] Run time error 10: native error (native "pev")
L 02/07/2009 - 08:31:04: [AMXX] [0] 900.attach::func_weapon_touch (line 2489)
L 02/07/2009 - 08:31:04: [FAKEMETA] Invalid entity
L 02/07/2009 - 08:31:04: [AMXX] Displaying debug trace (plugin "syns_weaponmod.amxx")
L 02/07/2009 - 08:31:04: [AMXX] Run time error 10: native error (native "pev")
L 02/07/2009 - 08:31:04: [AMXX] [0] 900.attach::func_weapon_touch (line 2489)
this file alone was over 100Mb's!
Any idea's?
dodsynthetic
02-07-2009, 08:03 AM
I don't recommend 1.8 lol It's got issues. Use the beta on page 8. So far it's working good.
Like Syn said, use the latest version. I had the same issues with 1.8 and therefor I dont advice anyone using this version. The last version has no issues....at least not on my server.
CLICKBOOM
10-27-2009, 06:00 PM
--------------------------------------------------------------------------------
This server has a plugin,mod, or script i been looking for for days.
68.196.124.73:27015
It is a weapons mod that allows you to change weapons from the regular classs button {,}. It has all the dod weapons available in the class menu and instead of typing /garand or whatever, all you have to do is choose from the class button. there is 6 meenus of weapons in that class button{all the dod weapons.
PLEASE PLEASE if someone could help me ge this i will donate to whatever you would like me to.
Please check this server out n help me THANK YOU. 68.196.124.73:27015
I will donate or pay to make it possable to do this on my server.
well if you just want the , hooked to the gun menu, try this then. I didnt test it
This server has a plugin,mod, or script i been looking for for days.
68.196.124.73:27015
It is a weapons mod that allows you to change weapons from the regular classs button {,}. It has all the dod weapons available in the class menu and instead of typing /garand or whatever, all you have to do is choose from the class button. there is 6 meenus of weapons in that class button{all the dod weapons.
PLEASE PLEASE if someone could help me ge this i will donate to whatever you would like me to.
Please check this server out n help me THANK YOU. 68.196.124.73:27015
I will donate or pay to make it possable to do this on my server.
I am kinda curious why just posting wasn't enough, you also had to sent this in a PM to me? But Ok, I will answer you like I answered in the PM.
The server in question you provided the IP for is FURY secondairy server. The person writing the plugins for FURY is called Ingram, a code wonder of 21yo or 22yo but the plugins he creates, he creates specifically for FURY servers. The plugins are not public since they are hardcoded for his server.
So try Dr. G's plugin. Typing /gunmenu in game doesn't hurt and is perhaps easier then selecting it from the weapon selection menu.
CLICKBOOM
10-28-2009, 12:16 AM
well if you just want the , hooked to the gun menu, try this then. I didnt test it
THANK YOU ALL FOR TRYING
I will offer them the money
Well what they use is just codes from here.
And well Tank the only thing i know about the FURY server is that i someday found a server with a name that looked extremly much like my server name, my old ava one you know. And when i join that look-a-like server, guess where i got redirected to? The FURY server. And iam pretty sure that i wasnt the only one who got copied. So for this matter(doing like they did) i couldnt care less.
Well what they use is just codes from here.
As a matter of fact Ingram programs like I believe either Tatsu or Wilson did/do. He programs engine optimised code or whatever you call it. Basicly I know a bit about coding and I can basicly read any code except for what Wilson or Tatsu is posting, same goes for the piece of code Ive seen from Ingram. So I dont think it's completely fair to say that he borrows piece of code like I do for my plugins.
CLICKBOOM
10-28-2009, 11:41 AM
I've played on the ava servers they have the same setup. If that was your work OUTSTANDING.
Love the way thats setup, lotta fun
CLICKBOOM
10-28-2009, 11:55 AM
By the way Dr g thatplugin didnt crash my server the other syn one did.
How hard would it be to put that /gunmenu command set as the comma. It kinda has the same function but comma is the only key i dont have stuff binded to.
Damn now i wanna learn how to do all this! :) Is coding a college course i could take, gotta be?
LISTEN TY DR G.
TY TANNK
People like you are the reason pubbers still play DOD
Ofcource i have no prof that the codes are from here. But if it isnt, it would be like inventing the wheel again, cuz its all here.
If you wanna learn how to program you need to prepare yourself for some reading. One place to start is reading this thread http://www.dodplugins.net/forums/showthread.php?t=1695
By the way Dr g thatplugin didnt crash my server the other syn one did.
I've been running Syns Weapons mod since it was launched and never did it crash my server. I think some other plugin may be clashing with this plugin.
How hard would it be to put that /gunmenu command set as the comma. It kinda has the same function but comma is the only key i dont have stuff binded to.
Perhaps I'm missing the point but can't you just do: bind , "say /gunmenu"?
Idk if this does the trick, but try, didnt test it
diamond-optic
11-01-2009, 06:45 PM
I am kinda curious why just posting wasn't enough, you also had to sent this in a PM to me? But Ok, I will answer you like I answered in the PM.
oh so i wasnt the only one that got several PMs from him about this ontop of the two threads he posted the same question in..
from now on, ask your question once and wait.. dont ask several times and send out PMs to a bunch of people without waiting for a response for the 1st time you asked
and yes ive been busy and havent even played dod for more then an hour or so in the past week or two :P
dodsynthetic
03-11-2010, 12:02 AM
OK, I've been gone too long. Time to get back on track. This new version isn't really new but the 2.0 beta we have been running on BAM for months now without problem. I have switched the version number scheme over to the new x.xxx one I started using on some of my last plugins. It just seems like it will be easier to manage. There still is the issue of getting killed/switching weapons in spawn that can create a follower. I will squash it in the next version. I also have been hunting around and found some places for optimization which I will be implementing as well. As always, if you find any bugs or issues, please post. I aim to please. XD
{RSR}Crazyhorse_cdn
04-20-2010, 08:02 PM
will this version conflict with my medic plug in , i had to disable weapons mod 2 to enable my medic plugin to work ??
If it does proof to cause issues, try to change the order of the two plugins in plugins.ini. Sometimes loading one plugin before the other does the trick.
This is the case with weapons mod 2.0. Somewhere in the thread belonging to weapons mod 2.0 you will see a post of mine saying that any plugin after weapons mod 2.0 using a /command in chat will not work properly. You wont have any issues with that with this plugin. Using it for quite some time.
{RSR}Crazyhorse_cdn
04-20-2010, 09:57 PM
if this one is suppose to be on the bottom of my plugins.ini how can it not conflict with medic which is suppose to be the bottom file ??
dodsynthetic
04-21-2010, 12:14 AM
You should be able to place it anywhere without problem. That was one of the things I did different over Toolz Weapon Mod. If you wish to use his weapon mod plugin, just be sure that it appears after your medic plugin. This goes for any plugin that have say commands.
{RSR}Crazyhorse_cdn
04-21-2010, 03:47 PM
well my dear friend i no you put alot of hard work in creating this plugin but maybe im doing something wrong but it is not working as you can see from my plugin.ini file i put your plugin at the bottom after medic :
; Custom - Add 3rd party plugins here
loadingsounddir.amxx
ps_heatmaps.amxx
dod_kamikaze.amxx
dod_blockexploits.amxx
dod_teammanager.amxx
dod_respawnctrl.amxx
dod_eviladmin.amxx
dod_dropgrenades2.amxx
dod_tkrevenge.amxx
amx_parachute.amxx
dod_giveammo.amxx
dod_gore_custom.amxx
dod_improved_registry.amxx
dod_killinfo.amxx
dod_meleebonus.amxx
dod_customize_flags.amxx
deagsmapmanager.amxx
dod_rocketclass.amxx
dod_medic.amxx
syns_weaponmod.amxx
so maybe i forgot to put dod in front or i dont no i guess i am going to have to remove it from my server : ( I took i tout for now until i can figure something out or till someone can post something on where it is suppose to be
Syn and I have syns_weaponmod placed quite high in the plugins.ini list and no problems what so ever.
The following things I advice you to do:
1. Place syns_weaponmod infront of the medic plugin.
2. Place debug behind the plugin to see if any of them parse out an error. This is how you do it (that I placed debug in bold is just to let you see the difference).
; Custom - Add 3rd party plugins here
syns_weaponmod.amxx debug <- prolly wont provide errors
loadingsounddir.amxx
ps_heatmaps.amxx
dod_kamikaze.amxx
dod_blockexploits.amxx
dod_teammanager.amxx
dod_respawnctrl.amxx
dod_eviladmin.amxx
dod_dropgrenades2.amxx
dod_tkrevenge.amxx
amx_parachute.amxx
dod_giveammo.amxx
dod_gore_custom.amxx
dod_improved_registry.amxx
dod_killinfo.amxx
dod_meleebonus.amxx
dod_customize_flags.amxx
deagsmapmanager.amxx
dod_rocketclass.amxx
dod_medic.amxx debug
so maybe i forgot to put dod in front or i dont no
When you compile the plugin it will carry the same name as the *.sma file. So if it says syns_weaponmod.amxx, also put that in plugins.ini. My advice is to select the file, hit F2 (to rename) copy the name and past it in plugins.ini so typo's belong to the past but that is just a general advice.
You say it conflicts, can you explain what happens? Do you get an error? Does your server crash? Or does your medic plugin just not work, as in I type /medic and nothing happens?
My advice is to play around with the position of both plugins in your plugins.ini list. Sometimes you have to fiddle around the order to make it work. Let me know whats up. In all honesty, syn's been running syns_weaponmod since the beginning of development and for the last....6 months? it has been running like a dream, no errors, no conflicts with other plugins.
dodsynthetic
04-21-2010, 11:20 PM
Also, are you using the version posted on the first page of this thread? If not, you may have got one from a later page which could be a test/beta with problems. What makes me ask is that the name you have listed in your plugins.ini is using my old naming scheme. I now include the version number e.g. syns_weaponmod_2.001.amxx but you may have just renamed it.
{RSR}Crazyhorse_cdn
04-22-2010, 09:22 AM
ok tank I'll try repositioning them , what I mean in conflicting is that 1 cancells th eother 1 out , if my weapons is working then my medic doesn't but I'll try rearranging them to see how that works out , and yes synthetic i got the 1 off the 1st page of this posting but just did a cut and paste of the name
antiflood.amxx might stop you idk, place those two plugins before antiflood.amxx maybe
{RSR}Crazyhorse_cdn
04-22-2010, 10:57 AM
since antiflood is a default plugin it is already in above both the plugins right now i have syns plugin above telemenu and timeleft in my plugins folder and medic is above that , are you saying to add antiflood in my plugins.ini in my config folder?? at the moment im going to try tanks suggestion of adding debug behind both plugins in different positions if that does not work then I'll still be trying to figure it out
{RSR}Crazyhorse_cdn
04-22-2010, 12:45 PM
Well I tried what you said tank and to no avail , i did have both working but the pings went over the roofs my ping is usually around 30 or 40 and it jumped way over 100 close to 200 so i just took it out but i sent a message to my provider and if I find out he has been working on it I'll try again later thanks guys your all a good bunch of guys cheers
Well, placing debug behind your plugins in plugins.ini wont solve your problem but may indicate whats going on. If you place debug behind a plugin in plugins.ini, in addons/amxmodx/logs/ it will parse txt files called: error_xXX (x being date).
If it does, see if it is from weaponsmod or medic and post them here and we'll see what we can do for you.
{RSR}Crazyhorse_cdn
04-22-2010, 10:18 PM
ok tank here it is i just checked my logs and this is what it has to reveal :
L 04/22/2010 - 07:14:46: Start of error session.
L 04/22/2010 - 07:14:46: Info (map "dod_orange") (file "addons/amxmodx/logs/error_20100422.log")
L 04/22/2010 - 07:14:46: [AMXX] Plugin file open error (plugin "syns_weaponmod_2.001.amxx")
all the way through is the same i even have it for other plugins :
L 02/16/2010 - 21:23:00: Start of error session.
L 02/16/2010 - 21:23:00: Info (map "dod_snowpillars_b1") (file "addons/amxmodx/logs/error_20100216.log")
L 02/16/2010 - 21:23:00: Invalid CVAR pointer
L 02/16/2010 - 21:23:00: [AMXX] Run time error 10 (plugin "dod_dropgrenades2.amxx") (native "get_pcvar_num") - debug not enabled!
L 03/31/2010 - 12:57:55: Start of error session.
L 03/31/2010 - 12:57:55: Info (map "bnc_orange_tower") (file "addons/amxmodx/logs/error_20100331.log")
L 03/31/2010 - 12:57:55: [DODX] Invalid damage -12
L 03/31/2010 - 12:57:55: [AMXX] Run time error 10 (plugin "dod_kamikaze.amxx") (native "custom_weapon_dmg") - debug not enabled!
L 03/31/2010 - 12:57:55: [AMXX] To enable debug mode, add "debug" after the plugin name in plugins.ini (without quotes).
for this particular plugin the invalid damage varies from -12 to -2
so i have no idea what is causing all these errors with the different plugins also for syns plugin i had it without the _2.001 version before i fixed it :
L 04/20/2010 - 13:33:50: Start of error session.
L 04/20/2010 - 13:33:50: Info (map "dod_anzio") (file "addons/amxmodx/logs/error_20100420.log")
L 04/20/2010 - 13:33:50: [AMXX] Plugin file open error (plugin "x")
L 04/20/2010 - 16:58:52: Start of error session.
L 04/20/2010 - 16:58:52: Info (map "dod_anzio") (file "addons/amxmodx/logs/error_20100420.log")
L 04/20/2010 - 16:58:52: [AMXX] Plugin file open error (plugin "syns_weaponmod.amxx")
well there you go i hope you acn make some kind of sense out of all this and hopefully be able to relay everything back to me so i can have everything running smoothly again
dodsynthetic
04-22-2010, 11:24 PM
Ah! I bet a plugin is crashing and not allowing others to run or it could be a version issue. What version of AMXMODX are you currently running? Also, try disabling all of those other plugins that are throwing errors.
thats not a version problem, that is a server admin problem.
[AMXX] Plugin file open error (plugin "syns_weaponmod.amxx")
= This file is not found.
Be sure the syns_weaponmod.amxx file exsists in the plugins folder
{RSR}Crazyhorse_cdn
04-25-2010, 10:38 PM
all of those plugins are in my plugin.ini folder and my config.ini folder under plugins
And also with the exact name?
noddy
04-26-2010, 12:45 PM
I think what Dr.G is suggesting is that the actual FILE syns_weaponmod.amxx
might be missing from your plugins folder not the name of it in your plugins.ini
you might want to check for upper and lower case too if on Linux server
{RSR}Crazyhorse_cdn
04-27-2010, 07:21 AM
i believe that im running on windows and yes all the names are in correctly
dodsynthetic
05-11-2010, 10:49 PM
Did you ever get this working Crazyhorse? If not I'll keep trying to help you narrow down the issue.
Ruddog
05-23-2010, 09:51 AM
I can't seem to find out where to download your mod from , can you assist.
www.tekservers.com
owner and admin: -={{TEK}}=-Ruddog
First page, here is the link (http://www.dodplugins.net/forums/attachment.php?attachmentid=1145&d=1268276059)
Ba5ic
03-08-2011, 02:24 PM
I'm running version "syns_weaponmod_2.001" i'm getting the following in the errror logs.
Any idea's?
L 03/08/2011 - 15:38:40: [FAKEMETA] Invalid entity
L 03/08/2011 - 15:38:40: [AMXX] Displaying debug trace (plugin "syns_weaponmod_2.001.amxx")
L 03/08/2011 - 15:38:40: [AMXX] Run time error 10: native error (native "pev")
L 03/08/2011 - 15:38:40: [AMXX] [0] 1145.attach::func_weapon_touch (line 2489)
Cheers!
dodsynthetic
03-12-2011, 03:37 PM
This is probably due to a weapon entity disappearing but still being checked in touch because of the post/pre setting.
First option would be to change:
register_forward(FM_Touch, "func_weapon_touch")
To:
register_forward(FM_Touch, "func_weapon_touch",1)
If that isn't the case, the following will work...
Change:
if(get_pcvar_num(pntr_remove_weapons) == 0 && player_ent_id < 33)
To:
if(pev_valid(weaponbox_ent_id) && get_pcvar_num(pntr_remove_weapons) == 0 && player_ent_id < 33)
dodsynthetic
05-10-2011, 05:07 AM
New version up finally. XD This technically should have been done last month, but as usual, I got side tracked with my other current projects. Let me know if you encounter any issues.
dodsynthetic
05-19-2011, 11:25 PM
3 downloads, not a peep. DoD sure is dead. XD Well, if those who downloaded it read this, let me know if it worked good for you. While I did some extensive testing, there is always the possibility that I forgot or didn't think of something to check.
dodsynthetic
05-20-2011, 01:41 AM
Small update to fix restrictions being set when not using restrictions.
Piotrek1447
05-20-2011, 03:06 PM
I tested newest version and i found two bugs.
First, after i use bind i lost my weapon after minute when i change my main weapon to other, for example spade.
Second, sometimes when i respawn i cant use any bind, i must type kill and work.
Here is my cvars.
swm_wm 1
swm_changes 2
swm_delay 10
swm_disable_thompson "0"
swm_disable_mp40 "0"
swm_disable_sten "0"
swm_disable_mg42 "0"
swm_disable_mg34 "0"
swm_disable_30cal "0"
swm_disable_springfield "0"
swm_disable_scopedk98 "0"
swm_disable_scopedenfield "0"
swm_disable_panzerschreck "0"
swm_disable_bazooka "0"
swm_disable_piat "0"
swm_help 1
swm_class_restrict 0
swm_restrict_type 0
swm_menu_restrict 0
swm_gunsave 1
swm_notify 1
swm_remove 0
swm_give_menu 1
dodsynthetic
05-20-2011, 10:39 PM
Thanks for the info. :) One of my fellow clan members had the same problems and I have also found a bug that causes a complete crash in HLDS which I will be also fixing. I may have the updated version tonight.
dodsynthetic
05-24-2011, 09:55 PM
I wanted to let everyone know that they should probably revert back to the old version they may have been using for the time being. There is fatal bug that causes HLDS to crash with no info and I am trying to track it down. It is completely random when it happens and with no info, it's a very sneaky bast to track. XD I had a full server of bots changing weapons every .1 seconds for 24 hours straight and it sometimes happens within 1 minute and then the 24 hours test, it didn't happen. XD I'll post the fixed version as soon as I have it.
dodsynthetic
08-15-2011, 02:59 AM
OK, after a period of testing, I believe I have finally found what the hell was causing it. If a client had a primary weapon, used weapons mod, it would first update their weapon slot as having no weapon, then proceeding to detach it from the player then kill it. Apparently, updating the slot first is a no-no. While it worked without trouble most of the time, it would just randomly **** the bed. Sooooo, here's the version I got now if anyone in DoD land still wants to give it a shot. If no one has issues, I'll throw it up on the first page. Until then we'll consider this still a beta.
Edit: File removed (bad version) XD
{DwP} 325th ABN
08-15-2011, 07:28 PM
ill take a shot at it, i need a newer version of it anyhow. ill give you a shout out if i have a problem with it thanks syn
dodsynthetic
08-16-2011, 12:50 AM
Well, it seems to be better but I came home to a crash again on my home test server. Dead bots all over the place. XD Back to the drawing board. I'm going to continue narrowing down chunks of code until I find it. It dawned on me tonight that I may be giving taking/giving weapons too early in spawn as I seem to recall having issues there before with something else so I'm going to test that as well.
dodsynthetic
08-17-2011, 03:05 AM
Going to test a new idea. I remember that HLDS would crash if weapon's weren't removed in a hook to setmodel. I'd go look at the source to see if this is how it is done normally (seem to remember something a long those lines) but it's to late tonight so I have changed the killing of the previous weapon to that method instead of using the Ham kill item. I'll see how it goes. XD
dodsynthetic
08-17-2011, 04:45 AM
Alright, new update, a few fixes and other stuff. This one might be the winner. LOL
Edit: File removed (bad version) XD
dodsynthetic
08-18-2011, 12:28 AM
Forget last version. It had a similar issue but I was able to identify the whole problem I've been having finally. Ham_RemovePlayerItem is not safe to use on DoD weapon entities attached to clients. I'm sure it would be possible if everything was done in a proper order and set correctly, though I TRIED everything I know that should work, with it with the same eventual random crash. So, I settled for a simple alternate method to do what I want and still give the benefits of the new version. The other files will be removed and the new release will be on the first page.
dodsynthetic
08-21-2011, 11:20 PM
So, another version is up. Small fix for clients being able to deploy at any part of a map, proned or not. XD This does however lead me to not finding any option to manually force un-deployment when proned as I have searched all cbase/pdata for the client entity and the weapon entity. vuser1-4 no luck, nothing. I guess technically this isn't a horrifically bad thing, think campers. XD It does work like normal not having to force client's to un-deploy when they are deployed standing up with windows, sandbags etc. I'd rather not use a client_cmd to do this but maybe I'll throw it in as a toggle option if people reaaaally want it. XD Somehow, I doubt they will.
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