Nade team kills

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Nade team kills

Postby disconnect » Tue Sep 28, 2010 10:47 pm

Hello,

I am getting reports of the Team Kill Punishment not working when a player is on nade level.

// ============================================================================
// >> TEAM KILL PUNISHMENT
// ============================================================================
// Options:
// 0 = No punishment.
// # = The number of levels a player will lose if they kill a
// teammate.
// Default Value: 0

// The number of levels a player will lose if they kill a teammate.
gg_tk_punish 1


I would expect the above setting to cause someone who kills a team mate during nade level to drop down one level.

Any chance this is a known issue? Am I missing a setting somewhere?

Cheers,

Disconnect
disconnect

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Postby satoon101 » Tue Sep 28, 2010 11:07 pm

Hmmm. Looking at the code for gg_tk_punish, there is nothing in there stopping the leveldown if the weapon is hegrenade. I'll look into this in a bit, but it definitely 'should' be levelling down the team-killer.

Although, in my opinion, we should probably add that in as an option. I'd like to get more opinions on that, though, before looking to add that in.

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Re: Nade team kills

Postby disconnect » Wed Sep 29, 2010 12:28 pm

Here are the error logs from my server.


*******************************************************************************
* *
* GUNGAME v5.1 ERROR LOGGING *
* HTTP://WWW.GUNGAME5.COM/ *
* *
* GG VERSION: 5.1.481 IP: 69.65.14.206 *
* SPE VERSION: 1.5.0f r79 PORT: 27015 *
* PLATFORM: NT DATE: 08-29-2010 *
* ES VERSION: 2.1.1.338 ES CORE VERSION: 2.1.1.336 *
* MM VERSION: 1.8.2V SM VERSION: 0 *
* MANI VERSION: 0 EST VERSION: 0 *
* *
*******************************************************************************


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
LAST EVENT: [08/29/2010 @ 16:51:57] TOTAL OCCURENCES: [0013]
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Traceback (most recent call last):
File "../eventscripts/es.py", line 276, in tick
x()
File "../eventscripts/_libs/python/gamethread.py", line 178, in tick
_executenode(task)
File "../eventscripts/_libs/python/gamethread.py", line 155, in _executenode
function(*a, **kw)
File "../eventscripts/gungame51/scripts/included/gg_turbo/gg_turbo.py", line 72, in give_weapon
pPlayer = getPlayer(userid)
File "../eventscripts/_libs/python/playerlib.py", line 1292, in getPlayer
return Player(userid)
File "../eventscripts/_libs/python/playerlib.py", line 190, in __init__
self.refreshAttributes()
File "../eventscripts/_libs/python/playerlib.py", line 208, in refreshAttributes
raise PlayerError, 'Player has left server'

PlayerError: Player has left server


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
LAST EVENT: [08/29/2010 @ 16:51:57] TOTAL OCCURENCES: [0009]
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Traceback (most recent call last):
File "../eventscripts/es.py", line 276, in tick
x()
File "../eventscripts/_libs/python/gamethread.py", line 173, in tick
_executenode(first)
File "../eventscripts/_libs/python/gamethread.py", line 155, in _executenode
function(*a, **kw)
File "../eventscripts/gungame51/scripts/included/gg_turbo/gg_turbo.py", line 72, in give_weapon
pPlayer = getPlayer(userid)
File "../eventscripts/_libs/python/playerlib.py", line 1292, in getPlayer
return Player(userid)
File "../eventscripts/_libs/python/playerlib.py", line 190, in __init__
self.refreshAttributes()
File "../eventscripts/_libs/python/playerlib.py", line 208, in refreshAttributes
raise PlayerError, 'Player has left server'

PlayerError: Player has left server


*******************************************************************************
* *
* GUNGAME v5.1 ERROR LOGGING *
* HTTP://WWW.GUNGAME5.COM/ *
* *
* GG VERSION: 5.1.481 IP: 69.65.14.206 *
* SPE VERSION: 1.5.0f r78 PORT: 27015 *
* PLATFORM: NT DATE: 08-26-2010 *
* ES VERSION: 2.1.1.338 ES CORE VERSION: 2.1.1.336 *
* MM VERSION: 1.8.2V SM VERSION: 0 *
* MANI VERSION: 0 EST VERSION: 0 *
* *
*******************************************************************************


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
LAST EVENT: [08/26/2010 @ 17:27:55] TOTAL OCCURENCES: [0001]
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Traceback (most recent call last):
File "../eventscripts/es.py", line 269, in triggerEvent
self.EventListeners[eventname][listener](event_var)
File "../eventscripts/gungame51/core/addons/__init__.py", line 430, in call_event
current_event[name](event_var)
File "../eventscripts/gungame51/scripts/included/gg_spawn_protect/gg_spawn_protect.py", line 112, in player_spawn
if getPlayer(userid).isdead or int(event_var['es_userteam']) < 2:
File "../eventscripts/_libs/python/playerlib.py", line 1294, in getPlayer
raise e

UseridError: '42' is an invalid userid


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
LAST EVENT: [08/26/2010 @ 18:02:27] TOTAL OCCURENCES: [0007]
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Traceback (most recent call last):
File "../eventscripts/es.py", line 276, in tick
x()
File "../eventscripts/_libs/python/gamethread.py", line 178, in tick
_executenode(task)
File "../eventscripts/_libs/python/gamethread.py", line 155, in _executenode
function(*a, **kw)
File "../eventscripts/gungame51/scripts/included/gg_turbo/gg_turbo.py", line 72, in give_weapon
pPlayer = getPlayer(userid)
File "../eventscripts/_libs/python/playerlib.py", line 1292, in getPlayer
return Player(userid)
File "../eventscripts/_libs/python/playerlib.py", line 190, in __init__
self.refreshAttributes()
File "../eventscripts/_libs/python/playerlib.py", line 208, in refreshAttributes
raise PlayerError, 'Player has left server'

PlayerError: Player has left server
disconnect

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Postby satoon101 » Wed Sep 29, 2010 5:10 pm

The gg_spawn_protect error has been fixed. It hasn't been released yet, but it has been fixed.

The gg_turbo error is a known issue.

Neither of those would cause this Team-Kill issue you describe. I haven't looked into it yet, but it is on my list to check when I get time.

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