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Team Fortress Plugins
https://forum.specialattack.net/viewtopic.php?t=10900
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Author:  annarack [ 15 Jun 2011, 13:48 ]
Post subject:  Team Fortress Plugins

We have implemented an AllTalk plugin onto the servers. Basically it allows you a few seconds after the end of a round or map to TAUNT THOSE LOSERS :5:

The plugin also allows AllTalk to come on when there are only a few players on the servers, but it seems to be a bit buggy atm. So we are looking into it :18

Author:  matude [ 15 Jun 2011, 14:14 ]
Post subject:  Re: Team Fortress Plugins

Yai! :4 I was just thinking about this kind of feature the other day. Would/will be fun to talk to everybody when there's less than 8 players or so in the server.

Not that I use mic for any other purpose than making short squeaking noises. :ugly:
(Actually, no, I've started to use it for real purposes lately.) :)

Author:  annarack [ 15 Jun 2011, 14:22 ]
Post subject:  Re: Team Fortress Plugins

It's set at 8 players atm :5:

So you can squeak away ^^

Author:  dckjns [ 15 Jun 2011, 14:40 ]
Post subject:  Re: Team Fortress Plugins

might want to verify that muting players still works, one of the more popular plugins for enabling/disabling all-talk resets this whenever the setting is changed (round end or if players are allowed to set this by a convar). It's the one Hampshire Heavies run if that helps :ugly:

Author:  [SpA]SaintK [ 15 Jun 2011, 15:11 ]
Post subject:  Re: Team Fortress Plugins

m3n wrote:
might want to verify that muting players still works, one of the more popular plugins for enabling/disabling all-talk resets this whenever the setting is changed (round end or if players are allowed to set this by a convar). It's the one Hampshire Heavies run if that helps :ugly:
You have any more details on this? (Not sure which plugin they use, this one comes from the spa archives)

Author:  [SpA]JuncoPartner [ 15 Jun 2011, 15:35 ]
Post subject:  Re: Team Fortress Plugins

Heh interesting little feature, I think all talk should last a little longer at the end of the round, maybe until the next one begins.

Author:  dckjns [ 15 Jun 2011, 22:41 ]
Post subject:  Re: Team Fortress Plugins

[SpA]SaintK wrote:
m3n wrote:
might want to verify that muting players still works, one of the more popular plugins for enabling/disabling all-talk resets this whenever the setting is changed (round end or if players are allowed to set this by a convar). It's the one Hampshire Heavies run if that helps :ugly:
You have any more details on this? (Not sure which plugin they use, this one comes from the spa archives)
Sorry, that's all just from some err... extensive testing I conducted on some servers.

Shouldn't be hard to test; mute someone using SM, wait for new round, see if he's still muted.

Author:  [SpA]SaintK [ 15 Jun 2011, 22:46 ]
Post subject:  Re: Team Fortress Plugins

m3n wrote:
[SpA]SaintK wrote:

You have any more details on this? (Not sure which plugin they use, this one comes from the spa archives)
Sorry, that's all just from some err... extensive testing I conducted on some servers.

Shouldn't be hard to test; mute someone using SM, wait for new round, see if he's still muted.
Oh, you mean it resets the mute in SM? I thought you meant local mute which clients can do.

We barely ever mute people anyway, and use a slightly different muting system (writes into mysql db, carries over mapchange)

Author:  annarack [ 25 Jun 2011, 01:43 ]
Post subject:  Re: Team Fortress Plugins

FYI: the nextmap and nextmaps command is currently not working. We are working on fixing this problem.

Author:  annarack [ 25 Jun 2011, 13:20 ]
Post subject:  Re: Team Fortress Plugins

The nextmap command is now fixed. The nextmaps still does not work, some bug in the API. We're on it :18

Author:  [SpA]Blackhawk [ 25 Jun 2011, 13:32 ]
Post subject:  Re: Team Fortress Plugins

Hooray! :5:

Author:  annarack [ 25 Jun 2011, 18:24 ]
Post subject:  Re: Team Fortress Plugins

nextmaps is working now too

Author:  [SpA]SaintK [ 27 Jun 2011, 17:54 ]
Post subject:  Re: Team Fortress Plugins

- Updated HLstatsX:CE to save the player data up to 90 day's instead of 60.
- Updated sourcemod to fix the issues after last update

Author:  [SpA]SaintK [ 28 Jun 2011, 11:40 ]
Post subject:  Re: Team Fortress Plugins

- Updated sourcemod to latest nightly build

Author:  ball [ 02 Jul 2011, 15:32 ]
Post subject:  Re: Team Fortress Plugins

Hi,

sorry for an offtopic, but idk where to post it.

So, Can we have 1 Vanilla Bball2 server ? Cuz, after lately update this game mode is almost dead, because of a new Op weapons. (Reserve Shooter +++ :ugly: , Market Gardener +, Liberty Launcher ++ :ugly: , Splendid Screen++).

Maybe make one Vanilla Bball server + equalizer + Disciplinary Action + (direct hit :roll: ) and make one Normal Bball with all unlocks.

Author:  [SpA]SaintK [ 02 Jul 2011, 21:30 ]
Post subject:  Re: Team Fortress Plugins

ball wrote:
Hi,

sorry for an offtopic, but idk where to post it.

So, Can we have 1 Vanilla Bball2 server ? Cuz, after lately update this game mode is almost dead, because of a new Op weapons. (Reserve Shooter +++ :ugly: , Market Gardener +, Liberty Launcher ++ :ugly: , Splendid Screen++).

Maybe make one Vanilla Bball server + equalizer + Disciplinary Action + (direct hit :roll: ) and make one Normal Bball with all unlocks.
We tried this, but the plugins stripping the weapons kinda fail on us. We'll have another attempt on this soon!

Author:  [SpA]SaintK [ 03 Jul 2011, 13:23 ]
Post subject:  Re: Team Fortress Plugins

gScramble plugin has been updated, changelog;
Quote:
3.0.7
- should prevent sourcetv and replay from being checked to join a team with 'select spectators' enabled
- fixed the name of the zip files, lol sorry about that
* fix array size issue in force balance function with select spectators enabled

Author:  [SpA]SaintK [ 03 Jul 2011, 14:39 ]
Post subject:  Re: Team Fortress Plugins

New method installed for handling the reserved slots. Server is now a true 24 slots server without any hidden reserved slots. Reserved slot owners can still connect the way they have always been used too. The biggest change here is that when a reserved slot client will join, the client shortest connected without reserved slot will get dropped with a slot reservation message.

Also, the replay system has been disabled across all servers to easy up the server load a bit.

Author:  [SpA]SaintK [ 03 Jul 2011, 14:47 ]
Post subject:  Re: Team Fortress Plugins

- changed admin loading from mysql-threaded to mysql-prefetch in order for the new reserved slot system to work properly.

Author:  [SpA]Dekar [ 03 Jul 2011, 15:23 ]
Post subject:  Re: Team Fortress Plugins

But the fake 24 slot server thing was great to bring your noob friends on the server by rejoining. :(

Author:  [SpA]SaintK [ 03 Jul 2011, 15:24 ]
Post subject:  Re: Team Fortress Plugins

Dekar wrote:
But the fake 24 slot server thing was great to bring your noob friends on the server by rejoining. :(
They shall now have to donate or save up spapoints and get a slot.

Author:  [SpA]Dekar [ 03 Jul 2011, 15:25 ]
Post subject:  Re: Team Fortress Plugins

Also I cant connect with "connect 85.17.60.96:27025", because the server is full.

edit checking mah slot time

edit2: no, still doesnt work even with 35 more days

Author:  [SpA]SaintK [ 03 Jul 2011, 15:28 ]
Post subject:  Re: Team Fortress Plugins

Dekar wrote:
edit checking mah slot time
What?

Author:  [SpA]Dekar [ 03 Jul 2011, 15:29 ]
Post subject:  Re: Team Fortress Plugins

I looked how many days reserved slot I have left.

Then bought 35 more and tried again but it still doesnt work.

Author:  [SpA]SaintK [ 03 Jul 2011, 15:37 ]
Post subject:  Re: Team Fortress Plugins

Dekar wrote:
I looked how many days reserved slot I have left.

Then bought 35 more and tried again but it still doesnt work.
It requires a mapchange for spapoints features to load now. Did you have any day's left before you extended your slot?

Author:  [SpA]Dekar [ 03 Jul 2011, 16:02 ]
Post subject:  Re: Team Fortress Plugins

About 23 if I remember correctly.

Author:  [SpA]SaintK [ 03 Jul 2011, 16:10 ]
Post subject:  Re: Team Fortress Plugins

Dekar wrote:
About 23 if I remember correctly.
Can u give me a poke when you're on a server so I can do a checkup?

Author:  [SpA]SaintK [ 03 Jul 2011, 16:20 ]
Post subject:  Re: Team Fortress Plugins

Fixed, thanks for reporting!

Author:  Fenriswolf [ 03 Jul 2011, 23:54 ]
Post subject:  Re: Team Fortress Plugins

Mister Jane Doe tells me the server is full, although I have 2 days reserved slots left. :(

connect 85.17.60.96:27025
Connecting to 85.17.60.96:27025...
Server is full.

Author:  [SpA]SaintK [ 04 Jul 2011, 00:19 ]
Post subject:  Re: Team Fortress Plugins

Fenriswolf wrote:
Mister Jane Doe tells me the server is full, although I have 2 days reserved slots left. :(

connect 85.17.60.96:27025
Connecting to 85.17.60.96:27025...
Server is full.
Thanks for reporting. I think I've found the issue, calling in the help of the sourcemod coders atm to have a look at it.

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