Random Warmup Weapon

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Random Warmup Weapon

Postby disconnect » Mon May 31, 2010 1:46 pm

Hello,

Does anyone know how to set up random warm-up weapons with gungame? I'd like to be able to specify a list of weapons to choose from randomly if possible.

Thanks!

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Postby satoon101 » Mon May 31, 2010 4:25 pm

// ============================================================================
// >> WARMUP ROUND WEAPON
// ============================================================================
// Notes:
//    * Only supports "weapon_*" entities.
//    * Warmup round is triggered at the start of each map change.
// Options:
//  awp     scout   aug     mac10   tmp     mp5navy ump45   p90
//  galil   famas   ak47    sg552   sg550   g3sg1   m249    m3
//  xm1014  m4a1    glock   usp     p228    deagle  elite   fiveseven
//  hegrenade   knife

//  0 = The first level weapon
//   weapon1,weapon2,weapon3 = For each warmup, one of these weapons is chosen
//  #random = For each warmup, a random weaopn is chosen.
// Default Value: "hegrenade"

// The weapon that players will use during the warmup round.
   gg_warmup_weapon "hegrenade"
The red line is what you should do for giving a list to choose randomly from.

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Postby msadiqamin » Mon Dec 26, 2011 4:54 am

I want to know if there is a way to change warmup weapon in cs 1.6 gungame mod. I've tried the scripts but it didn't worked. I am using GunGame AMXX 2.13 by Avalanche.
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Postby satoon101 » Mon Dec 26, 2011 6:26 pm

We have absolutely nothing to do with that mod. You will have to find their forum (I have no idea where that would be) and ask them.

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Postby Shadow » Mon Dec 26, 2011 7:33 pm

That line doesn't seem to be working properly for somehow. I am trying to had the "deagle" as shown in the exemple below and I only get knife and nade. I even have some maps where the knife won't even load and I will only have "hegrenade" loaded.

//  0 = The first level weapon
//   weapon1,weapon2,weapon3 = For each warmup, one of these weapons is chosen
//  #random = For each warmup, a random weaopn is chosen.
// Default Value: "hegrenade"
gg_warmup_weapon "hegrenade,deagle"


I also tried different combinations, like "hegrenade,knife,deagle" and I get "hegrenade,knife". If I put "hegrenade,knife", I then only get hegrenade, no knife.
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Postby satoon101 » Mon Dec 26, 2011 7:59 pm

Very strange. I'll have to look into this when I get the chance. Same goes for your other thread.

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Postby satoon101 » Wed Dec 28, 2011 3:18 am

Setting the Warmup Weapon seems to work fine on my end. I really don't know why it would be doing that on your server. When I have it set to "hegrenade,deagle", the first match's Warmup Weapon is the hegrenade. Then, after the map changes, the Warmup Weapon is deagle. The cycle repeats every 2 maps.

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Postby Shadow » Thu Dec 29, 2011 12:33 am

I didn't properly get the meaning of it in the description... Sorry I was under the impression that what ever weapons you put in that line, even if it is 2 or 3 of them, they would have all be part of the warm up and on every map change. I will have to re-test it then.

Since the GG51.591 update, I have some maps for example "desertstorm_v2" (very popular one) where during warmup I have no more knife, only nades and even when warmup ends, still have no knife anymore. What could be causing this?
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Postby satoon101 » Thu Dec 29, 2011 2:58 am

Not sure what would cause that. I actually noticed earlier today, 2 different times, right after Warmup, one of the bots on my server didn't have a weapon at all. Hopefully, if I can find and fix that from happening, maybe it will fix your issue. :?

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Postby Shadow » Thu Dec 29, 2011 10:53 pm

I doubt the Bot with no weapon is a GG51 related. I am also running a Classic Counter-Strike Source , Bomb/Defuse, rescue hostage plain old classic MOD and I have the same think happening on it. Sometimes you see bots like if they are holding a weapon but having nothing in their hands. And it's been like this for quite sometime...
Last edited by Shadow on Thu Dec 29, 2011 11:59 pm, edited 2 times in total.
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Postby Shadow » Thu Dec 29, 2011 11:54 pm

Here is what happens on some maps, like for example "desertstorm_v2". on warmup, i only get nade and no knife. Once the round starts (warmup finishes) I still don't get knife unless I get killed. Once Killed and respawning, the knife is back. :?

In warmup_round_start_default.cfg
"gg_knife_pro 0"
In warmup_round_end_default.cfg
"gg_knife_pro 1"


[EventScripts] Loaded:
[EventScripts]   [ enabled] corelib
[EventScripts]   [ enabled] corelib/testlib
[EventScripts]   [ enabled] corelib/interfaces
[EventScripts]   [ enabled] corelib/linkedlist
[EventScripts]   [ enabled] corelib/repeat
[EventScripts]   [ enabled] corelib/score
[EventScripts]   [ enabled] corelib/xalias
[EventScripts]   [ enabled] corelib/textlib
[EventScripts]   [ enabled] corelib/playergetset
[EventScripts]   [ enabled] corelib/getbotname
[EventScripts]   [ enabled] corelib/damage
[EventScripts]   [ enabled] corelib/playervar
[EventScripts]   [ enabled] corelib/sqlitelib
[EventScripts]   [ enabled] corelib/statlog
[EventScripts]   [ enabled] corelib/quickcmd
[EventScripts]   [ enabled] corelib/queue
[EventScripts]   [ enabled] corelib/vecmath
[EventScripts]   [ enabled] corelib/services
[EventScripts]   [ enabled] corelib/foreach
[EventScripts]   [ enabled] corelib/average
[EventScripts]   [ enabled] corelib/keyfilter
[EventScripts]   [ enabled] corelib/uniqueid
[EventScripts]   [ enabled] corelib/timelib
[EventScripts]   [ enabled] corelib/keygroupsort
[EventScripts]   [ enabled] corelib/keygrouprand
[EventScripts]   [ enabled] corelib/keyrand
[EventScripts]   [ enabled] corelib/exp
[EventScripts]   [ enabled] corelib/isnumerical
[EventScripts]   [ enabled] corelib/escinject
[EventScripts]   [ enabled] corelib/getplayercount
[EventScripts]   [ enabled] corelib/usermsglib
[EventScripts]   [ enabled] corelib/inrange
[EventScripts]   [ enabled] corelib/entitylib
[EventScripts]   [ enabled] corelib/es_install
[EventScripts]   [ enabled] corelib/es_checkversion
[EventScripts]   [ enabled] corelib/es_mexec
[EventScripts]   [ enabled] corelib/clientcmd
[EventScripts]   [ enabled] gungame51
[EventScripts]       About:
                                GunGame 5.1 (v5.1.605)

[EventScripts]    Included Addons:
                                gg_turbo (v5.1.571)
                                gg_level_info (v5.1.549)
                                gg_leader_messages (v5.1.569)
                                gg_dissolver (v5.1.571)
                                gg_winner_messages (v5.1.563)
                                gg_handicap (v5.1.561)
                                gg_map_obj (v5.1.549)
                                gg_welcome_msg (v5.1.571)
                                gg_leaderweapon_warning (v5.1.549)
                                gg_suicide_punish (v5.1.550)
                                gg_deathmatch (v5.1.561)
                                gg_dead_strip (v5.1.571)
                                gg_map_vote (v5.1.571)
                                gg_stats_logging (v5.1.572)
                                gg_reload (v5.1.570)
                                gg_afk_punish (v5.1.549)
                                gg_random_spawn (v5.1.571)
                                gg_earn_nade (v5.1.571)
                                gg_spawn_protect (v5.1.550)
                                gg_warmup_round (v5.1.591)
                                gg_nade_bonus (v5.1.571)

[EventScripts]    Custom Addons:
                                gg_nocash (v1.0)

[EventScripts]   [ enabled] bnb_nnt
[EventScripts]------------------------
 
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Postby satoon101 » Fri Dec 30, 2011 2:27 am

The bots I've noticed do not look like they have a weapon. They have their arms stretched out to the side, like players do when they don't have any weapons on them.

Does this issue of yours happen "only" on specific maps? Does it "always" happen on these specific maps?

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Postby satoon101 » Fri Dec 30, 2011 6:19 am

One thing I just noticed is the versions of many of your Included Addons aren't correct (the "should be"s are based off of you running version 605):
  1. gg_deathmatch = shows 561 = should be 604
  2. gg_warmup_round = shows 591 = should be 593
  3. gg_dead_strip = shows 571 = should be 592
  4. gg_map_obj = shows 549 = should be 601
  5. gg_level_info = shows 549 = should be 592
Make sure you shut down the server when uploading the files and that you upload "all" files from the addons folder and overwrite the current files.

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Postby Shadow » Sat Dec 31, 2011 12:58 am

I do shut down my server before. I thought those were upgrades. When I upgrade, I overwrite my directories, reload the server once, shut it back down and then bring back my cfg files over as I know the upgrade overwrites them! Like this I don't have to redo my configs unless I see new ones like this "gg_warmup_round.cfg" and that team work thing that changed and then I try to work around it so it works as it used to... It's called "Copy / Paste" :D! You should know this, all techy knows this technique... :geek:
Last edited by Shadow on Sat Dec 31, 2011 1:15 am, edited 1 time in total.
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Re:

Postby Shadow » Sat Dec 31, 2011 1:14 am

satoon101 wrote:The bots I've noticed do not look like they have a weapon. They have their arms stretched out to the side, like players do when they don't have any weapons on them.

Does this issue of yours happen "only" on specific maps? Does it "always" happen on these specific maps?
Satoon

As for the bots with no weapons, one arm is stretched, but not both. This is why I had the impression they were still holding a weapon but as mentioned, I see it happening on my classic CSS server, ( no GG in it).

No, not all the maps do it, most of them are OK to some expection. It's just that the fact of not being able to use the random spawnpoint addon properly and haven't been able to add much maps since then, I which I can keep the ones I have like "desertstorm_v2, "awp_cbble". Following the previous post, I am rebuilding my test GG51 server from scratch to avoid cfg file version conflict with the latest GG51 version and will see if it does the same...
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Re:

Postby satoon101 » Sat Dec 31, 2011 2:35 am

Shadow wrote:I do shut down my server before. I thought those were upgrades. When I upgrade, I overwrite my directories, reload the server once, shut it back down and then bring back my cfg files over as I know the upgrade overwrites them! Like this I don't have to redo my configs unless I see new ones like this "gg_warmup_round.cfg" and that team work thing that changed and then I try to work around it so it works as it used to... It's called "Copy / Paste" :D! You should know this, all techy knows this technique... :geek:
You won't have to redo the configs anyway, since we even state on the Updating page that you "only" need to upload the addons folder unless going from a version prior to one listed here to a newer one. Also, the cfg files are created dynamically with an EventScripts library named cfglib (which will not overwrite any values already in the file when updating the script), which is why "most" of the actual cfg files aren't even a part of the download.

What I am talking about is that every .py file in the addons/eventscripts/gungame51/ directory has a version number in it. GunGame automatically updates the version of a file when we update that specific file in the repository. So, when you upload the new file, it should already have the correct version. Each Included Addon, when it is loaded, will have this version stored, so that when you use es_load it will show the "current" version of that particular script. However, some of your .py files have the wrong version showing.

When you say Copy/Paste, you aren't copying/pasting parts of a script instead of just uploading the script as it is written, are you? This is the only real way that the scripts could show up with the wrong version number unless the scripts themselves aren't updated properly. Either way, your versions are not showing correctly. I would suggest reuploading the newest and make sure the correct values are showing.

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Postby Shadow » Sun Jan 01, 2012 1:09 am

I always make a copy of the CSS folder first (server down first), copy over the new version (ADDONS folder), restart my server, once properly loaded, shut it back down, copy my configured CFG files back from my backup CSS previously done. This is why I was saying the "copy /paste method" :D . I may have screw up somewhere in between ORANGEBOX / CSS folder and those GG51 updates trying to keep up with Valve's update! Next upgrade I will try it out without bringing my CFG files over. But I know I started to do this because at some point in time, one of the past upgrade screwed up my config files.

Now I have a new GG5.1.608 up and running where I redid all of my CFG file configurations from the recreated EventScripts library and I will replace my PROD server with it and keep this one as DEV for test and upgrade purposes. Like this I will always have 2 GG51 running at all time :D


                                gg_turbo (v5.1.571)
                                gg_level_info (v5.1.592)
                                gg_noblock (v5.1.558)
                                gg_leader_messages (v5.1.569)
                                gg_dissolver (v5.1.571)
                                gg_handicap (v5.1.561)
                                gg_map_obj (v5.1.601)
                                gg_welcome_msg (v5.1.571)
                                gg_leaderweapon_warning (v5.1.549)
                                gg_suicide_punish (v5.1.550)
                                gg_deathmatch (v5.1.607)
                                gg_dead_strip (v5.1.592)
                                gg_map_vote (v5.1.571)
                                gg_stats_logging (v5.1.572)
                                gg_reload (v5.1.570)
                                gg_afk_punish (v5.1.549)
                                gg_random_spawn (v5.1.571)
                                gg_multi_level (v5.1.571)
                                gg_earn_nade (v5.1.571)
                                gg_spawn_protect (v5.1.550)
                                gg_warmup_round (v5.1.607)
                                gg_nade_bonus (v5.1.571)
 
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Re: Random Warmup Weapon

Postby xian27 » Sun Jan 01, 2012 7:28 am

I prefer to choosing a weapon...!!! ;)

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My billy club weapon is what makes me GREAT!
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Postby tnarocks » Sun Jan 01, 2012 4:09 pm

all you need to do shadow is when you download the new svn is shutdown your server. And then just copy over the whole addon folder. and overwrite everything in the addon folder. And when your done doing that you can restart the server. You dont need to copy your config folder again cause the cfgs wont be overwrote. The configs will stay the same. They will just update to the right version number. So just copy over the addons folder from svn and restart server. and good to go.
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Re:

Postby satoon101 » Sun Jan 01, 2012 7:40 pm

tnarocks wrote:all you need to do shadow is when you download the new svn is shutdown your server. And then just copy over the whole addon folder. and overwrite everything in the addon folder. And when your done doing that you can restart the server. You dont need to copy your config folder again cause the cfgs wont be overwrote. The configs will stay the same.
^^This^^ Leave the cfg (and sound) folder alone, as they "will not" be modified from what you have already set them at. Again, we do it all dynamically, and any time we make changes to the cfg folder, we will note it in this thread. Though, we will never mess with any of the Included/Custom Addon cfgs, as they will "never" be included in the GG51 download. The only cfg file included in the download is the gg_server.cfg, which you only need to use for non-GG server variables if you use GG and non-GG gametypes on your server.

tnarocks wrote:They will just update to the right version number.
The cfg files have nothing to do with the version number. We get the version of Included/Custom Addons by using its line info.version = <version>. The version for each Included Addon is automatically updated when we commit changes to the file itself on the SVN.

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