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Deathmatch

PostPosted: Sun Oct 12, 2008 5:19 am
by sessus
Just installed r480 and tried to enable Deathmatch mode without ES Tools. Sourcemod allows the following command (through a plugin) to respawn dead (!) players:

sm_respawn id# │ playername
(Example: sm_respawn #129)

I tried changing gg_respawn_cmd to sm_respawn; however, deathmatch just does not work. I am not really keen having ES Tools on my server, so is there a way to enable Deathmatch with the sm_respawn command?

PostPosted: Sun Oct 12, 2008 6:55 am
by Warren
Please show us exactly what you have in your ../cfg/gungame/gg_en_config.cfg for gg_respawn_cmd.

As far as I can tell, this would be correct:
gg_respawn_cmd sm_respawn

Re: Deathmatch

PostPosted: Sun Oct 12, 2008 7:13 am
by XE_ManUp
The problem is that SourceMod requires a "#<userid>".

Event if sessus were to do:

gg_respawn_cmd "sm_respawn #"


...it wouldn't work, because it would translate to:

sm_respawn # <userid>


It should be:

sm_respawn #<userid>

PostPosted: Sun Oct 12, 2008 7:14 am
by sessus
I didn't want to use ES Tools, so I am trying to use Sourcemod:

The syntax for the respawn command for dead players for Sourcemod is:
sm_respawn #<id>


This is what I tried in the gg_respawn_cmd
gg_respawn_cmd "sm_respawn #"

gg_respawn_cmd sm_respawn

PostPosted: Sun Oct 12, 2008 7:16 am
by sessus
Oops, XE_manup already replied... ;)

Xe_manup, any chance you'd be able to add an exclusion or something to solve that issue?

PostPosted: Sun Oct 12, 2008 7:48 am
by Warren
Are you sure that you need a #? I looked up some SM documentation and it said you can do "sm_respawn <name / userid#>".

I think maybe sessus had a misunderstanding?

I had a typo on my previous post. I meant to say:
As far as I can tell, this would be correct:
gg_respawn_cmd sm_respawn

PostPosted: Sun Oct 12, 2008 7:57 am
by sessus
I tried it manually. sm_respawn <id> does nothing. sm_respawn #<id> or sm_respawn @ct works perfectly

PostPosted: Sun Oct 12, 2008 8:01 am
by Warren
OK. A fix is being coded right now.

Re:

PostPosted: Sun Oct 12, 2008 8:23 am
by XE_ManUp
Sc0pE wrote:OK. A fix is being coded right now.

Revision 482 has the SourceMod fix.

PostPosted: Sun Oct 12, 2008 9:11 am
by sessus
oh nice, thank you XE_manUp

PS: Works great.