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Features #35

Open
muppet922 opened this issue Dec 22, 2022 · 35 comments
Open

Features #35

muppet922 opened this issue Dec 22, 2022 · 35 comments
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enhancement New feature or request

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@muppet922
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muppet922 commented Dec 22, 2022

Hello, thanks for mantaining this project. I took my time while running this server to figure out somethings and I'm curious if you can implement the following things if you want.

  1. Could you make main menu reopen after the vote is done? Annoys players.
  2. /cup function, i've tryed it. The game starts normally, but there is no announcement about who winned the cup after the finish button is pressed.
  3. Some maps require special cvars that edit airaccelerate even gravity, let's take for examle bhmod_space. I saw some servers that apply some cvars for specific maps, is that possible?
  4. Ljstats, like hud stats that shows info about strafe (gain, air time etc) it's not showing if timer is started and /showkeys too. Is it possible to move showkeys in the middle? Or do something to help huds not have a conflict?
  5. Can you implement a good anticheat? something like amagad had if you ever heard of them. Or list specific keybind, donno.

Sorry for my bad english, thanks in advance and great plugin bro. Keeping it updated makes us more happy than features.

@Theggv
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Theggv commented Dec 23, 2022

Hi, I will try to fix problems 1, 2, 4 soon.

About problem 3:
You can configure cvars for specific maps by creating config file in amxmodx/configs/maps folder.
For example, bhmod_space.cfg:

kz_uq_airaccelerate 1
echo "Config for bhmod_space is loaded"

Also put default cvar values in amxx.cfg, otherwise map specific cvars will not be reseted after map change.
More about this feature: https://wiki.alliedmods.net/Configuring_AMX_Mod_X#Map_Config_Files

About problem 5:
I'm not really familiar with anticheats, so it is unlikely that i will implement it.

@Theggv Theggv added the enhancement New feature or request label Dec 23, 2022
@muppet922
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muppet922 commented Dec 26, 2022

Thanks for looking into my requests, I've encountered a bug, so at first I thought maps were the ones with issues, but I think some plugin interact with some maps wrong.

For example, playing rush_snowclimb before was good. We had a probot record, 3 players an everyone could move. Now, no one can move and every player except recordbot is stuck in air, even hook is not working, only noclip. Other maps face the same issue, what should I do? Also could you make menu open automatically for everyone? I saw alot of players writing menu or other commands in order to use the menu. Ease of use.

@Theggv
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Theggv commented Dec 27, 2022

That's engine bug.
rehlds/ReHLDS#852

It can be 'fixed' by restarting server every 24 hours.

@muppet922
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muppet922 commented Dec 30, 2022

Alright, thanks for taking your time to inform me. I would not find that thing, cause I don't have in-depth knowledge like you.

While watching logs, I found players write /wr or wr alot. Could you add also wr command to trigger 'TOP MENU'? It would be nice to have things combined, for a better experience.

Also, why .cfg specific maps change to default settings?

"sv_gravity" changed to "400"
"sv_airaccelerate" changed to "1000"
"sv_gravity" changed to "800"
"sv_airaccelerate" changed to "100"

So instead of having, 400 gravity, there is 800 again. Is there any conflict? I've tryed everything that I could think of.

Wish you the best, muppet.

@Theggv
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Theggv commented Dec 31, 2022

uq_jumpstats was conflicting. It overrides your settings with legal settings.
To fix that use dev branch f549f20.
Set "kz_uq_legal_settings" to "1" in amxx.cfg and "kz_uq_legal_settings" to "0" in your configs.
"kz_uq_legal_settings" should be on top of other cvars like "sv_airaccelerate" etc.

@muppet922
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muppet922 commented Jan 5, 2023

Happy new year! It works now, thanks alot!

So this mode is spectacular, thanks for keeping it alive. This mode means alot for me and my players! Mostly because I think this should be the base for most of servers... I've found another bugs and thought about features that it can have like kz-rush or other kz community's have in order to get the best out of this. Of course, if you wish.

  1. Ljstats has no options like bhop fog 1/2/3? (automatically) Also hud that show strafe stats (right up corner) is showing and dissapearing fast. Is there any way to make it more modular?

Like to show strafes in this way in chat:

  1. Is there any posibility to implement letting users cp on surf/slides?

  2. If you save on a bhop block by mistake (it happened multiple times) unpausing makes you stuck in a really weird way. Command stuck is not working, you have to try move in order to get unstuck. But also it could be used to cheat bhop blocks if there is need... i can offer demo.

  3. You implemented utility plugins, is there any chance for a grab plugin that uses mouse1 to push players and mouse2 to pull? Also whenever a player is moved can you increase their time?

  4. Using wr in chat to show topmenu?

  5. Airaccelerate change from 10aa to 100aa.

  6. Cvar to enable auto bhop or to stop it?

Thanks again, I've also tryed last updates and for now everything seems working just fine. Wish you a great day!

@muppet922
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Sometimes players can't join to play, /ct or /spec moves them but keeps them dead.

@muppet922
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L 03/02/2023 - 22:58:43: [MySQL] Thread worker was unable to start.
L 03/02/2023 - 22:58:43: [AMXX] Displaying debug trace (plugin "kz/kz_sql_core.amxx", version "01/05/2023")
L 03/02/2023 - 22:58:43: [AMXX] Run time error 10: native error (native "SQL_ThreadQuery")
L 03/02/2023 - 22:58:43: [AMXX] [0] kz_sql_core.sma::@getUserInfoHandler (line 624)

@muppet922
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L 04/25/2023 - 00:08:32: [AMXX] Displaying debug trace (plugin "uq_jumpstats.amxx", version "unknown")
L 04/25/2023 - 00:08:32: [AMXX] Run time error 10: native error (native "get_pcvar_string")
L 04/25/2023 - 00:08:32: [AMXX] [0] uq_jumpstats.sma::client_connect (line 8644)
L 04/25/2023 - 00:08:32: [nVault] Invalid vault id: 0

@HebutMrLiu
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Thanks for looking into my requests, I've encountered a bug, so at first I thought maps were the ones with issues, but I think some plugin interact with some maps wrong.

For example, playing rush_snowclimb before was good. We had a probot record, 3 players an everyone could move. Now, no one can move and every player except recordbot is stuck in air, even hook is not working, only noclip. Other maps face the same issue, what should I do? Also could you make menu open automatically for everyone? I saw alot of players writing menu or other commands in order to use the menu. Ease of use.

I have the same problem, did you solve it?

@muppet922
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Thanks for looking into my requests, I've encountered a bug, so at first I thought maps were the ones with issues, but I think some plugin interact with some maps wrong.

For example, playing rush_snowclimb before was good. We had a probot record, 3 players an everyone could move. Now, no one can move and every player except recordbot is stuck in air, even hook is not working, only noclip. Other maps face the same issue, what should I do? Also could you make menu open automatically for everyone? I saw alot of players writing menu or other commands in order to use the menu. Ease of use.

I have the same problem, did you solve it?

Read the topic, there is a plugin but you have to make a cronjob for restart every two days in order to be sure.

@muppet922
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New feature that I thought about.

If one player is AFK, then others don't have to wait for him to RTV. Make plugin ignore him and let others start a votemap without him if he didn't move for let's say 3 minutes

@Psycrow101
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@muppet922 What AFK control plugin are you using?

@muppet922
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Hello @Psycrow101, nice to hear from u

#include <amxmodx>
#include <reapi>

// afk_samples
new const SAMPLE_WARNING[] = "sound/events/tutor_msg.wav";	// warning
new const SAMPLE_PUNISHMENT[] = "sound/events/friend_died.wav";	// punishment

new g_iCvarMaxWarnings,
	g_iCvarMinPlayers,
	g_iCvarPunishment,
	g_iCvarSamples,
	g_iCvarBombTransfer,
	g_iCvarVIPConditions,
	g_iCvarLeftNotification,
	g_iCvarSpecMaxPlayers,
	g_iCvarSpecMaxWarns,
	g_iCvarSpecMaxPenalty,
	g_iCvarSpecSaveMoney,
	g_iCvarCheckAgressy,
	
	Float:g_fCvarTime,
	Float:g_fCvarSpecTime,
	
	g_szCvarReason[64],
	g_szCvarSpecReason[64],
	g_szCvarImmunity[16],
	g_szCvarImmunitySpec[16],
	g_szCvarMusic[128];

new g_iAccess;
new g_iAccessSpec;

new g_iWarnings[33];
new bool:g_bNotTakeMoney[33];

new Float:g_fLastMovementTime[33];
new Float:g_fLastMovement;

public plugin_precache()
{
	register_plugin("AFK Control", "1.0.3", "Emma Jule");
	
	bind_pcvar_float(create_cvar("afk_time", "120.0", .description = "Время в секундах после которого игрок получит предупреждение за простой", .has_min = true, .min_val = 5.0, .has_max = true, .max_val = 60.0), g_fCvarTime);
	bind_pcvar_num(create_cvar("afk_min_players", "10", .description = "Минимальное кол-во допустимых игроков на сервере для работы плагина"), g_iCvarMinPlayers);
	bind_pcvar_num(create_cvar("afk_max_warns", "3", .description = "Максимальное кол-во предупреждений за простой", .has_min = true, .min_val = 1.0), g_iCvarMaxWarnings);
	bind_pcvar_num(create_cvar("afk_punishment_method", "0", .description = "Вариант наказания за простой (1 - кик | 0 - перевод в наблюдатели)"), g_iCvarPunishment);
	bind_pcvar_num(create_cvar("afk_samples", "1", .description = "Звуковые оповещения во время событий! (меняются в исходнике)"), g_iCvarSamples);
	bind_pcvar_num(create_cvar("afk_bomb_transfer_mode", "2", .description = "Что делать с бомбой если чел AFK:^n0 - ничего^n1 - выкинуть напротив как оружие^n2 - перевести другому игроку (если возможно)"), g_iCvarBombTransfer);
	bind_pcvar_num(create_cvar("afk_vip_conditions", "0", .description = "Предотвратить досрочную победу террористов если VIP перевело в наблюдение"), g_iCvarVIPConditions);
	bind_pcvar_num(create_cvar("afk_left_notification", "1", .description = "Если в команде остались одни AFK то мы покажем об этом в чат"), g_iCvarLeftNotification);
	bind_pcvar_num(create_cvar("afk_check_agressy", "0", .description = "Последующие проверки вдвое сокращают интервал времени между ними!"), g_iCvarCheckAgressy);
	bind_pcvar_num(create_cvar("afk_spec_max_players", "20", .description = "Если онлайн больше чем этот квар кикаем наблюдателей чтобы зашли люди"), g_iCvarSpecMaxPlayers);
	bind_pcvar_num(create_cvar("afk_spec_max_warns", "3", .description = "Максимальное кол-во предупреждений для наблюдателей при работе за высокий онлайн", .has_min = true, .min_val = 1.0), g_iCvarSpecMaxWarns);
	bind_pcvar_num(create_cvar("afk_spec_max_penalty", "5", .description = "Сколько максимум можно выкинуть зрителей за раз", .has_min = true, .min_val = 1.0), g_iCvarSpecMaxPenalty);
	bind_pcvar_num(create_cvar("afk_spec_money", "1", .description = "Сохранить деньги игрока если его выкинуло в спектаторы"), g_iCvarSpecSaveMoney);
	bind_pcvar_float(create_cvar("afk_spec_time", "0.0", .description = "Время для предупреждения зрителя при полном сервере!^n0.0 - в начале каждого раунда^1.0 и выше через указанный интервал времени", .has_min = true, .has_max = true, .max_val = 180.0), g_fCvarSpecTime);
	bind_pcvar_string(create_cvar("afk_reason", "AFK", .description = "Причина удаления за простой"), g_szCvarReason, charsmax(g_szCvarReason));
	bind_pcvar_string(create_cvar("afk_spec_reason", "Наблюдение при полном сервере!", .description = "Причина кика за наблюдение при полном сервере"), g_szCvarSpecReason, charsmax(g_szCvarSpecReason));
	bind_pcvar_string(create_cvar("afk_spec_immunity", "a", .description = "Флаг админа для иммунитета за долгое наблюдение!"), g_szCvarImmunitySpec, charsmax(g_szCvarImmunitySpec));
	bind_pcvar_string(create_cvar("afk_immunity", "a", .description = "Флаг админа для иммунитета за простой!"), g_szCvarImmunity, charsmax(g_szCvarImmunity));
	bind_pcvar_string(create_cvar("afk_play_alert", "", .description = "Последнее звуковое предупреждение (в MP3 формате) которое сработает если свернута игра"), g_szCvarMusic, charsmax(g_szCvarMusic));
	
	AutoExecConfig(.name = "afk_control");
	
	precache_sound(SAMPLE_WARNING[6]);
	precache_sound(SAMPLE_PUNISHMENT[6]);
	
	if (g_szCvarMusic[0])
		precache_generic(fmt("sound/%s", g_szCvarMusic));
}

public plugin_init()
{
	register_dictionary("afk_control.txt");
	
	RegisterHookChain(RG_CBasePlayer_DropIdlePlayer, "CBasePlayer_DropIdlePlayer", false);
	RegisterHookChain(RG_HandleMenu_ChooseAppearance, "HandleMenu_ChooseAppearance", true);
	
	if (g_iCvarLeftNotification > 0) {
		RegisterHookChain(RG_CSGameRules_CheckWinConditions, "CSGameRules_CheckWinConditions", true);
	}
	
	if (g_iCvarSpecSaveMoney > 0) {
		RegisterHookChain(RG_CBasePlayer_AddAccount, "CBasePlayer_AddAccount", false);
	}
	
	if (g_fCvarSpecTime < 1.0) {
		register_event("HLTV", "@check_spectators", "a", "1=0", "2=0");
	} else {
		set_task(g_fCvarSpecTime, "@check_spectators", .flags = "b");
	}
}

public plugin_pause()
{
	set_cvar_num("mp_autokick", 0);
}

public plugin_unpause()
{
	set_cvar_num("mp_autokick", 1);
}

public OnConfigsExecuted()
{
	set_cvar_num("mp_autokick", 1);
	set_cvar_num("mp_max_teamkills", 0);
	set_cvar_float("mp_autokick_timeout", g_fCvarTime);
	
	// afk_bomb_transfer_mode
	if (g_iCvarBombTransfer > 0 && get_member_game(m_bMapHasBombTarget))
	{
		set_cvar_float("mp_afk_bomb_drop_time", 0.0);
	}
	
	// afk_vip_conditions
	if (g_iCvarVIPConditions > 0 && !get_member_game(m_bMapHasVIPSafetyZone))
	{
		g_iCvarVIPConditions = 0;
	}
	
	// afk_immunity
	g_iAccess = read_flags(g_szCvarImmunity);
	g_iAccessSpec = read_flags(g_szCvarImmunitySpec);
}

public client_connect(id)
{
	g_fLastMovementTime[id] = get_gametime();
}

public client_disconnected(id)
{
	g_iWarnings[id] = 0;
	g_bNotTakeMoney[id] = false;
}

public CBasePlayer_DropIdlePlayer(const id, const szReason[])
{
	// afk_min_players
	if (get_playersnum() < g_iCvarMinPlayers)
		return HC_SUPERCEDE;
	
	// afk_immunity
	if (g_iAccess > ADMIN_ALL && (get_user_flags(id) & g_iAccess))
		return HC_SUPERCEDE;
	
	new Float:fNewTime = get_gametime();
	if (fNewTime - (g_fLastMovementTime[id] + 1.0) > g_fCvarTime)
	{
		g_iWarnings[id] = 0;
	}
	
	g_fLastMovementTime[id] = fNewTime;
	
	// afk_bomb_transfer_mode
	if (g_iCvarBombTransfer > 0 && get_member(id, m_bHasC4) && rg_get_alive_terrorists() > 1 && (g_iCvarBombTransfer == 1 || g_iCvarBombTransfer == 2 && !rg_transfer_c4(id)))
	{
		rg_drop_item(id, "weapon_c4");
	}
	
	// Warning
	if (++g_iWarnings[id] < g_iCvarMaxWarnings)
	{
		// afk_play_alert
		if (g_szCvarMusic[0] && (g_iWarnings[id] == g_iCvarMaxWarnings - 1))
		{
			client_cmd(id, "mp3 play ^"%s^"", g_szCvarMusic);
		}
		// afk_samples
		else if (g_iCvarSamples)
		{
			rg_send_audio(id, SAMPLE_WARNING);
		}
		
		client_print_color(id, print_team_red, "%L %L", LANG_SERVER, "AFK_PREFIX", LANG_PLAYER, "AFK_WARNS", g_iWarnings[id], g_iCvarMaxWarnings);
	}
	// Punish
	else
	{
		// afk_punishment_method
		if (g_iCvarPunishment)
		{
			client_print_color(0, id, "%L %L", LANG_SERVER, "AFK_PREFIX", LANG_PLAYER, "AFK_KICKED", id, g_szCvarReason);
			SetHookChainArg(2, ATYPE_STRING, g_szCvarReason);
			return HC_CONTINUE;
		}
		
		// afk_vip_conditions
		if (g_iCvarVIPConditions > 0 && get_member(id, m_bIsVIP))
		{
			set_member(id, m_bIsVIP, false);
			set_member_game(m_pVIP, 0);
			set_member_game(m_iConsecutiveVIP, 10);
		}
		
		g_iWarnings[id] = 0;
		g_bNotTakeMoney[id] = true;
		
		rg_join_team(id, TEAM_SPECTATOR);
		set_member(id, m_bTeamChanged, false);
		
		// afk_samples
		if (g_iCvarSamples)
		{
			rg_send_audio(id, SAMPLE_PUNISHMENT);
		}
		
		client_print_color(0, id, "%L %L", LANG_SERVER, "AFK_PREFIX", LANG_PLAYER, "AFK_TRANSFERED", id, g_szCvarReason);
	}
	
	new Float:fTime = g_fCvarTime;
	if (g_iCvarCheckAgressy)
		fTime /= 2.0;
	
	RequestFrame("@UpdatefLastMovement", id);
	g_fLastMovement = Float: get_member(id, m_fLastMovement);
	set_member(id, m_flIdleCheckTime, fNewTime + fTime);
	
	return HC_SUPERCEDE;
}

@UpdatefLastMovement(const id)
{
	set_member(id, m_fLastMovement, g_fLastMovement);
}

@check_spectators()
{
	new players = get_playersnum();
	if (players <= g_iCvarSpecMaxPlayers)
		return;
	
	new pData[MAX_PLAYERS][2], iCount;
	new iMaxPlayers = min(players - g_iCvarSpecMaxPlayers, g_iCvarSpecMaxPenalty);
	for (new i = 1, TeamName:team, Float:time = get_gametime(); i <= MaxClients; i++)
	{
		if (!is_user_connected(i))
			continue;
		
		if (is_user_bot(i) || is_user_hltv(i))
			continue;
		
		team = get_member(i, m_iTeam);
		if (TEAM_UNASSIGNED < team < TEAM_SPECTATOR && get_member(i, m_iMenu) != Menu_ChooseAppearance)
			continue;
		
		// afk_spec_immunity
		if (g_iAccessSpec > ADMIN_ALL && (get_user_flags(i) & g_iAccessSpec))
			continue;
		
		// afk_spec_time
		if (time - g_fLastMovementTime[i] < g_fCvarSpecTime)
			continue;
		
		// td: pCvar
		if (time - g_fLastMovementTime[i] > 300.0)
			g_iWarnings[i] = 0;
		
		g_iWarnings[i]++;
		g_fLastMovementTime[i] = time;
		
		if (g_iWarnings[i] < g_iCvarSpecMaxWarns && team != TEAM_UNASSIGNED)
			continue;
		
		// afk_play_alert
		if (g_szCvarMusic[0] && (g_iWarnings[i] == g_iCvarSpecMaxWarns - 1))
			client_cmd(i, "mp3 play ^"%s^"", g_szCvarMusic);
		
		pData[iCount][0] = i;
		pData[iCount][1] = g_iWarnings[i] + ((team == TEAM_UNASSIGNED && g_iWarnings[i] > 1) ? g_iCvarSpecMaxWarns : 0);
		
		if (++iCount == iMaxPlayers)
			break;
	}
	
	if (iCount < 1)
		return;
	
	SortCustom2D(pData, iCount, "@arraysort");
	// players -= g_iCvarSpecMaxPlayers;
	while (--iCount >= 0)
	{
		// if (pData[iCount][WARNINGS] > 0)
		{
			client_print_color(0, print_team_grey, "%L %L", LANG_SERVER, "AFK_PREFIX", LANG_PLAYER, "AFK_KICKED", pData[iCount][0], g_szCvarSpecReason);
			rh_drop_client(pData[iCount][0], g_szCvarSpecReason);
		}
	}
}

public HandleMenu_ChooseAppearance(const id, const slot)
{
	g_iWarnings[id] = 0;
	g_bNotTakeMoney[id] = false;
	g_fLastMovementTime[id] = 0.0;
	
	return HC_CONTINUE;
}

// afk_spec_money
public CBasePlayer_AddAccount(const id, amount, RewardType:type, bool:bTrackChange)
{
	// UNDONE: Recursion
	return (g_bNotTakeMoney[id] && type == RT_PLAYER_SPEC_JOIN && amount == 0);
}

// afk_left_notification
public CSGameRules_CheckWinConditions()
{
	if (get_member_game(m_bNeededPlayers) || get_gametime() < Float: get_member_game(m_flRestartRoundTime))
		return HC_CONTINUE;
	
	new leftCount[TeamName];
	for (new i = 1, TeamName:team; i <= MaxClients; i++)
	{
		if (!is_user_alive(i))
			continue;
		
		team = get_member(i, m_iTeam);
		
		// One or more players is active
		if (leftCount[team] == -1)
			continue;
		
		if (rg_is_user_afk(i))
			leftCount[team]++;
		else
			leftCount[team] = -1;
	}
	
	if (leftCount[TEAM_TERRORIST] > 0)
	{
		// set_hudmessage(150, 0, 0, 0.18, 0.77, 0, 0.0, 3.5, 0.4, 1.02);
		// show_hudmessage(0, "%L", LANG_PLAYER, "AFK_TERRORIST_LEFT", leftCount[TEAM_TERRORIST]);
		
		client_print_color(0, print_team_red, "%L %L", LANG_SERVER, "AFK_PREFIX", LANG_PLAYER, "AFK_TERRORIST_LEFT", leftCount[TEAM_TERRORIST]);
	}
	
	if (leftCount[TEAM_CT] > 0)
	{
		// set_hudmessage(0, 150, 150, 0.66, 0.77, 0, 0.0, 3.5, 0.4, 1.02);
		// show_hudmessage(0, "%L", LANG_PLAYER, "AFK_CT_LEFT", leftCount[TEAM_CT]);
		
		client_print_color(0, print_team_blue, "%L %L", LANG_SERVER, "AFK_PREFIX", LANG_PLAYER, "AFK_CT_LEFT", leftCount[TEAM_CT]);
	}
	
	return HC_CONTINUE;
}

@arraysort(const element1[], const element2[])
{
	return (element1[1] > element2[1]) ? 1 : (element1[1] < element2[1]) ? -1 : 0;
	// return strcmp(element2[1], element1[1]);
}

stock rg_get_alive_terrorists()
{
	new iNumAliveT;
	// rg_initialize_player_counts(iNumAliveT, _, _, _);
	
	for (new i = 1; i <= MaxClients; i++)
	{
		if (!is_user_alive(i))
			continue;
		
		if (get_member(i, m_iTeam) != TEAM_TERRORIST)
			continue;
		
		if (rg_is_user_afk(i))
			continue;
		
		iNumAliveT++;
	}
	
	return iNumAliveT;
}

stock rg_is_user_afk(id, &iWarnings = 0)
{
	if (get_gametime() - Float: get_member(id, m_fLastMovement) >= g_fCvarTime)
	{
		iWarnings = g_iWarnings[id];
		return true;
	}
	
	return false;
}

@Psycrow101
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@muppet922 this afk control plugin provides a punishment by transferring a player to the spectator team. In the RTV manager, spectators' votes are counted in the same way as for active players. Maybe it would be better if players' votes were not counted for spectators as if they left the server?

@muppet922
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This plugin also has a configuration file, so players receive a kick. However, it would be interesting for the map manager to be like the one on kz-rush, where if someone is AFK or a spectator (and AFK as a spectator), their RTV (Rock the Vote) shouldn't be required. The idea is that active players should be able to RTV and choose the map they want to play while others can stay afk without to be kicked.

@Psycrow101
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@muppet922 Try this
map_manager_rtv.zip

@muppet922
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@muppet922 Try this
map_manager_rtv.zip

Testing, I will come back with feedback.

@muppet922
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@Psycrow101 I think it's not working. Like player was more than 5 mins afk with me, i wrote rtv in chat then votemap did not start.

In chat i just see that there is need for 1 more rtv, and while he's afk for sure can't rtv

@Psycrow101
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@muppet922 are you testing with the AFK Control plugin enabled?

@muppet922
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@muppet922 are you testing with the AFK Control plugin enabled?

Oh, no. I will now, thanks!

@muppet922
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Hello! Sorry for late reply, I was busy with plenty things. Everything seems to work ok, thanks for your help.

Also, another proposal for a feature. If someone has nr.1 in pro15 on a map, he has a bot, but sometimes nr.1 are blatant cheaters (slowmotion etc), is there a way to automatically delete the files associated with their bots if I remove their records from the MySQL database?

@Veal-Uneasily4
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Veal-Uneasily4 commented Dec 15, 2023

Happy new year! It works now, thanks alot!

So this mode is spectacular, thanks for keeping it alive. This mode means alot for me and my players! Mostly because I think this should be the base for most of servers... I've found another bugs and thought about features that it can have like kz-rush or other kz community's have in order to get the best out of this. Of course, if you wish.

  1. Ljstats has no options like bhop fog 1/2/3? (automatically) Also hud that show strafe stats (right up corner) is showing and dissapearing fast. Is there any way to make it more modular?

Like to show strafes in this way in chat:

  1. Is there any posibility to implement letting users cp on surf/slides?
  2. If you save on a bhop block by mistake (it happened multiple times) unpausing makes you stuck in a really weird way. Command stuck is not working, you have to try move in order to get unstuck. But also it could be used to cheat bhop blocks if there is need... i can offer demo.
  3. You implemented utility plugins, is there any chance for a grab plugin that uses mouse1 to push players and mouse2 to pull? Also whenever a player is moved can you increase their time?
  4. Using wr in chat to show topmenu?
  5. Airaccelerate change from 10aa to 100aa.
  6. Cvar to enable auto bhop or to stop it?

Thanks again, I've also tryed last updates and for now everything seems working just fine. Wish you a great day!

did you manage to get this jumpstats working? (100aa)
image

@muppet922
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Author

Happy new year! It works now, thanks alot!

So this mode is spectacular, thanks for keeping it alive. This mode means alot for me and my players! Mostly because I think this should be the base for most of servers... I've found another bugs and thought about features that it can have like kz-rush or other kz community's have in order to get the best out of this. Of course, if you wish.

  1. Ljstats has no options like bhop fog 1/2/3? (automatically) Also hud that show strafe stats (right up corner) is showing and dissapearing fast. Is there any way to make it more modular?

Like to show strafes in this way in chat:

  1. Is there any posibility to implement letting users cp on surf/slides?
  2. If you save on a bhop block by mistake (it happened multiple times) unpausing makes you stuck in a really weird way. Command stuck is not working, you have to try move in order to get unstuck. But also it could be used to cheat bhop blocks if there is need... i can offer demo.
  3. You implemented utility plugins, is there any chance for a grab plugin that uses mouse1 to push players and mouse2 to pull? Also whenever a player is moved can you increase their time?
  4. Using wr in chat to show topmenu?
  5. Airaccelerate change from 10aa to 100aa.
  6. Cvar to enable auto bhop or to stop it?

Thanks again, I've also tryed last updates and for now everything seems working just fine. Wish you a great day!

did you manage to get this jumpstats working? (100aa)
image

Hi, I hired a scripter for it. He has to fix hud issues if he works on jumpstats offered here

@Veal-Uneasily4
Copy link

Happy new year! It works now, thanks alot!
So this mode is spectacular, thanks for keeping it alive. This mode means alot for me and my players! Mostly because I think this should be the base for most of servers... I've found another bugs and thought about features that it can have like kz-rush or other kz community's have in order to get the best out of this. Of course, if you wish.

  1. Ljstats has no options like bhop fog 1/2/3? (automatically) Also hud that show strafe stats (right up corner) is showing and dissapearing fast. Is there any way to make it more modular?

Like to show strafes in this way in chat:

  1. Is there any posibility to implement letting users cp on surf/slides?
  2. If you save on a bhop block by mistake (it happened multiple times) unpausing makes you stuck in a really weird way. Command stuck is not working, you have to try move in order to get unstuck. But also it could be used to cheat bhop blocks if there is need... i can offer demo.
  3. You implemented utility plugins, is there any chance for a grab plugin that uses mouse1 to push players and mouse2 to pull? Also whenever a player is moved can you increase their time?
  4. Using wr in chat to show topmenu?
  5. Airaccelerate change from 10aa to 100aa.
  6. Cvar to enable auto bhop or to stop it?

Thanks again, I've also tryed last updates and for now everything seems working just fine. Wish you a great day!

did you manage to get this jumpstats working? (100aa)
image

Hi, I hired a scripter for it. He has to fix hud issues if he works on jumpstats offered here

Do you mind sharing? (even in private)
btw, what's the difference between the original uq_jumpstats and the one provided by Theggv in Kreedz?

@Theggv
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Owner

Theggv commented Dec 17, 2023

Do you mind sharing? (even in private) btw, what's the difference between the original uq_jumpstats and the one provided by Theggv in Kreedz?

There is no difference except user settings are saved to the database.

@Veal-Uneasily4
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Do you mind sharing? (even in private) btw, what's the difference between the original uq_jumpstats and the one provided by Theggv in Kreedz?

There is no difference except user settings are saved to the database.

How to make the menu to be opened automatically when players joins?

@muppet922
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Hello,

Is there a possibility to implement a command that reset tops for a specific map? Also, if I delete a pubot record, is there a way to be automatically deleted from SQL?

@Saymon1990
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Sometimes players can't join to play, /ct or /spec moves them but keeps them dead.

Did u slove this problem? i met it when i put in server after changing name soon. i dont know how to fix it. plz tell me if u know about it, thx

I solve this problem) Just add ddons/amxmodx/configs/uq_jumpstats/config.cfg from here https://forums.alliedmods.net/showthread.php?t=141586

@a754818163
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a754818163 commented May 27, 2024

Sometimes players can't join to play, /ct or /spec moves them but keeps them dead.

Did u slove this problem? i met it when i put in server after changing name soon. i dont know how to fix it. plz tell me if u know about it, thx

I solve this problem) Just add ddons/amxmodx/configs/uq_jumpstats/config.cfg from here https://forums.alliedmods.net/showthread.php?t=141586

thx! I have solved it. just set auto join team closed

@HebutMrLiu
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Contributor

Sometimes players can't join to play, /ct or /spec moves them but keeps them dead.

Did u slove this problem? i met it when i put in server after changing name soon. i dont know how to fix it. plz tell me if u know about it, thx

I solve this problem) Just add ddons/amxmodx/configs/uq_jumpstats/config.cfg from here https://forums.alliedmods.net/showthread.php?t=141586

Thx for providing the method. Do u use windows or linux? I've tried your method on windows server but the problem persists.

@Saymon1990
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Sometimes players can't join to play, /ct or /spec moves them but keeps them dead.

Did u slove this problem? i met it when i put in server after changing name soon. i dont know how to fix it. plz tell me if u know about it, thx

I solve this problem) Just add ddons/amxmodx/configs/uq_jumpstats/config.cfg from here https://forums.alliedmods.net/showthread.php?t=141586

Thx for providing the method. Do u use windows or linux? I've tried your method on windows server but the problem persists.

If you have ReGameDLL installed, then go to game.cfg and set mp_autoteambalance 0 and mp_auto_join_team 0 or in server.cfg check mp_autoteambalance “0”

@HebutMrLiu
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Contributor

有时玩家无法加入游戏,/ct 或 /spec 会移动他们但会让他们死亡。

你解决了这个问题吗?我刚改完名字就进入服务器时遇到了这个问题。我不知道该怎么解决。如果你知道的话请告诉我,谢谢

我解决了这个问题)只需从这里添加 ddons/amxmodx/configs/uq_jumpstats/config.cfg https://forums.alliedmods.net/showthread.php?t=141586

谢谢您提供的方法。您使用的是 Windows 还是 Linux?我在 Windows 服务器上尝试了您的方法,但问题仍然存在。

如果您安装了 ReGameDLL,请转到 game.cfg 并设置 mp_autoteambalance 0 和 mp_auto_join_team 0,或者在 server.cfg 中检查 mp_autoteambalance “0”

I tested it but problems still exist, maybe there's something wrong with some of my cfg settings. Would you mind reply me a copy of your server.cfg?

@Saymon1990
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有时玩家无法加入游戏,/ct 或 /spec 会移动他们但会让他们死亡。

你解决了这个问题吗?我刚改完名字就进入服务器时遇到了这个问题。我不知道该怎么解决。如果你知道的话请告诉我,谢谢

我解决了这个问题)只需从这里添加 ddons/amxmodx/configs/uq_jumpstats/config.cfg https://forums.alliedmods.net/showthread.php?t=141586

谢谢您提供的方法。您使用的是 Windows 还是 Linux?我在 Windows 服务器上尝试了您的方法,但问题仍然存在。

如果您安装了 ReGameDLL,请转到 game.cfg 并设置 mp_autoteambalance 0 和 mp_auto_join_team 0,或者在 server.cfg 中检查 mp_autoteambalance “0”

I tested it but problems still exist, maybe there's something wrong with some of my cfg settings. Would you mind reply me a copy of your server.cfg?

If you have ReGameDLL installed it uses the game.cfg configuration file (cstrike/game.cfg) not the server.cfg file!!!!

echo Executing ReGameDLL Configuration File

// The style of gameplay where there aren't any teams (FFA mode)
// 0 - disabled (default behaviour)
// 1 - enabled
//
// Default value: "0"
mp_freeforall 0

// Auto balancing of teams
// 0 - disabled
// 1 - on after next round (default behaviour)
// 2 - on next round
//
// Default value: "1"
mp_autoteambalance 0

// Designate the desired amount of buy time for each round. (in minutes)
// -1 - means no time limit
//  0 - disable buy
//
// Default value: "1.5"
mp_buytime 0.25

// The maximum allowable amount of money in the game
// NOTE: Allowable money limit is 999999
//
// Default value: "16000"
mp_maxmoney 16000

// Disable round end by game scenario
// 0 - disabled (default behaviour)
// 1 - enabled (never end round)
//
// Flags for fine grained control (choose as many as needed)
// a - block round time round end check, contains "h", "i", "j", "k" flags
// b - block needed players round end check
// c - block VIP assassination/success round end check
// d - block prison escape round end check
// e - block bomb round end check
// f - block team extermination round end check
// g - block hostage rescue round end check
// h - block VIP assassination/success round time end check
// i - block prison escape round time end check
// j - block bomb round time end check
// k - block hostage rescue round time end check
//
// Example setting: "ae" - blocks round time and bomb round end checks
// Default value: "0"
mp_round_infinite 0

// The round by expired time will be over, if on a map it does not have the scenario of the game.
// 0 - disabled (default behaviour)
// 1 - end of the round with a draw
// 2 - round end with Terrorists win
// 3 - round end with Counter-Terrorists win
//
// Default value: "0"
mp_roundover 0

// Number of seconds to delay before restarting a round after a win.
//
// Default value: "5"
mp_round_restart_delay 5

// Disable grenade damage through walls
// 0 - disabled
// 1 - enabled
//
// Default value: "0"
mp_hegrenade_penetration 0

// Drop a grenade after player death
// 0 - disabled
// 1 - drop first available grenade
// 2 - drop all grenades
//
// Default value: "0"
mp_nadedrops 0

// Player cannot respawn until next round
// if more than N seconds has elapsed since the beginning round
// -1 - means no time limit
//
// Default value: "20"
mp_roundrespawn_time 20

// Automatically reload each weapon on player spawn
// 0 - disabled (default behaviour)
// 1 - enabled
//
// Default value: "0"
mp_auto_reload_weapons 0

// Refill amount of backpack ammo up to the max
// 0 - disabled (default behaviour)
// 1 - refill backpack ammo on player spawn
// 2 - refill backpack ammo on player spawn and on the purchase of the item
// 3 - refill backpack ammo on each weapon reload (NOTE: Useful for mods like DeathMatch, GunGame, ZombieMod etc.)
//
// Default value: "0"
mp_refill_bpammo_weapons 0

// Sets the mode infinite ammo for weapons
// 0 - disabled (default behaviour)
// 1 - weapon clip infinite
// 2 - weapon bpammo infinite (This means for reloading)
//
// Default value: "0"
mp_infinite_ammo 0

// Enable infinite grenades
// 0 - disabled (default behaviour)
// 1 - grenades infinite
//
// Default value: "0"
mp_infinite_grenades 0

// Automatically joins the team
// 0 - disabled
// 1 - enabled (Use in conjunction with the cvar humans_join_team any/SPEC/CT/T)
//
// Default value: "0"
mp_auto_join_team 0

// Maximum number of allowed teamkills before autokick.
// Used when enabled mp_autokick.
// 0 - disabled
//
// Default value: "3"
mp_max_teamkills 3

// If set to something other than 0,
// when anybody’s scored reaches mp_fraglimit the server changes map.
// 0 - means no limit
//
// Default value: "0"
mp_fraglimit 0

// Period between map rotations.
// 0 - means no limit
//
// Default value: "0"
mp_timelimit 25

// Players will automatically respawn when killed.
// 0  - disabled
// >0.00001 - time delay to respawn
//
// Default value: "0"
mp_forcerespawn 0

// The hostages can take damage.
// 0 - disabled
// 1 - from any team (default behaviour)
// 2 - only from CT
// 3 - only from T
//
// Default value: "1"
mp_hostage_hurtable 1

// Show radio icon.
// 0 - disabled
// 1 - enabled (default behavior)
//
// Default value: "1"
mp_show_radioicon 1

// Show scenario icon in HUD such as count of alive hostages or ticking bomb.
// 0 - disabled (default behavior)
// 1 - enabled
//
// Default value: "0"
mp_show_scenarioicon 0

// Play "Bomb has been defused" sound instead of "Counter-Terrorists win" when bomb was defused
// 0 - disabled (default behavior)
// 1 - enabled
//
// Default value: "1"
mp_old_bomb_defused_sound 1

// Sets the mode for the zBot
// 0 - disabled
// 1 - enable mode Deathmatch and not allow to do the scenario
//
// Default value: "0"
bot_deathmatch 0

// Determines the type of quota.
// normal - default behaviour
// fill   - the server will adjust bots to keep N players in the game, where N is bot_quota
// match  - the server will maintain a 1:N ratio of humans to bots, where N is bot_quota
//
// Default value: "normal"
bot_quota_mode "normal"

// Prevents bots from joining the server for this many seconds after a map change.
//
// Default value: "0"
bot_join_delay 0

// Prevents bots on your server from moving.
// 0 - disabled (default behavior)
// 1 - enabled
//
// Default value: "0"
bot_freeze 0

// Debug cvar shows triggers.
// 0 - disabled (default behaviour)
// 1 - enabled
//
// Default value: "0"
showtriggers 0

// When players can hear each other.
// Further explanation: https://github.com/s1lentq/ReGameDLL_CS/wiki/sv_alltalk
// 0 - dead don't hear alive
// 1 - no restrictions
// 2 - teammates hear each other
// 3 - same as 2, but spectators hear everybody
// 4 - alive hear alive, dead hear dead and alive.
// 5 - alive hear alive teammates, dead hear dead and alive.
//
// Default value: "0"
sv_alltalk 3

// Time to remove item that have been dropped from the players. (in seconds)
//
// Default value: "300"
mp_item_staytime 300

// Legacy func_bomb_target touch. New one is more strict.
// 0 - New behavior
// 1 - Legacy behavior
//
// Default value: "1"
mp_legacy_bombtarget_touch 1

// Specifies the players defense time after respawn. (in seconds).
// 0 - disabled
// >0.00001 - time delay to remove protection
//
// Default value: "0"
mp_respawn_immunitytime "0"

// Enable effects on player spawn protection
// 0 - disabled
// 1 - enabled (Use in conjunction with the cvar mp_respawn_immunitytime)
//
// Default value: "1"
mp_respawn_immunity_effects 1

// Force unset spawn protection if the player doing any action.
// 0 - disabled
// 1 - when moving and attacking
// 2 - only when attacking
//
// Default value: "1"
mp_respawn_immunity_force_unset 1

// Kill the player in filled spawn before spawning some one else (Prevents players stucking in each other).
// Only disable this if you have semiclip or other plugins that prevents stucking
// 0 - disabled
// 1 - enabled
//
// Default value: "1"
mp_kill_filled_spawn 1

// Allow use of point_servercommand entities in map.
// NOTE: Potentially dangerous for untrusted maps.
// 0 - disallow
// 1 - allow
//
// Default value: "0"
mp_allow_point_servercommand 0

// Show 'HP' field into a scoreboard
// -1 - disabled
// 0  - don't send any update for 'HP' field to any clients
// 1  - show only Terrorist 'HP' field to all clients
// 2  - show only CT 'HP' field to all clients
// 3  - show 'HP' field to teammates
// 4  - show 'HP' field to all clients
// 5  - show 'HP' field to teammates and spectators
//
// Default value: "3"
mp_scoreboard_showhealth 3

// Show 'Money' field into a scoreboard
// -1 - disabled
// 0  - don't send any update for 'Money' field to any clients
// 1  - show only Terrorist 'Money' field to all clients
// 2  - show only CT 'Money' field to all clients
// 3  - show 'Money' field to teammates
// 4  - show 'Money' field to all clients
// 5  - show 'Money' field to teammates and spectators
//
// Default value: "3"
mp_scoreboard_showmoney 3

// Show 'D. Kit' field into a scoreboard for teammates
// NOTE: If you don't want to show defuse kit field for dead enemies
// then disable this CVar or configure mp_forcecamera
// 0 - disabled
// 1 - enabled
//
// Default value: "1"
mp_scoreboard_showdefkit 1

// How much to reduce damage done to teammates when shot.
// Range is from 0 - 1 (with 1 being damage equal to what is done to an enemy)
//
// Default value: "0.35"
ff_damage_reduction_bullets "0.35"

// How much to reduce damage done to teammates by a thrown grenade.
// Range is from 0 - 1 (with 1 being damage equal to what is done to an enemy)
//
// Default value: "0.25"
ff_damage_reduction_grenade "0.25"

// How much to damage a player does to himself with his own grenade
// Range is from 0 - 1 (with 1 being damage equal to what is done to an enemy)
//
// Default value: "1.0"
ff_damage_reduction_grenade_self "1.0"

// How much to reduce damage done to teammates by things other than bullets and grenades.
// Range is from 0 - 1 (with 1 being damage equal to what is done to an enemy)
//
// Default value: "0.35"
ff_damage_reduction_other "0.35"

// Player that have never moved sience they last move
// will drop the bomb after this amount of time. (in seconds).
// 0 - disabled
// >5.0 - delay to drop
//
// Default value: "0"
mp_afk_bomb_drop_time "0"

// Delay between player Radio messages. (in seconds).
// 0 - disable delay
//
// Default value: "1.5"
mp_radio_timeout "1.5"

// Maximum Radio messages count for player per round.
// 0 - disable radio messages
//
// Default value: "60"
mp_radio_maxinround 60

// When set, players can buy anywhere, not only in buyzones.
// 0 - disabled
// 1 - both teams
// 2 - only Terrorists team
// 3 - only CT team
//
// Default value: "0"
mp_buy_anywhere 0

// Don't unduck if ducking isn't finished yet.
// NOTE: This also prevents double duck.
// 0 - disabled (default behaviour)
// 1 - enabled
//
// Default value: "0"
mp_unduck_method 0

// Whether this map should spawn a C4 bomb for a player or not.
// 0 - disabled
// 1 - enabled (default behaviour)
//
// Default value: "1"
mp_give_player_c4 1

// When set, map weapons (located on the floor) will be shown.
// NOTE: Effect will work after round restart.
// 0 - hide all map weapons
// 1 - enabled (default behaviour)
//
// Default value: "1"
mp_weapons_allow_map_placed 1

// Observer's screen will fade to black on kill event or permanent.
// 0 - No fade
// 1 - Fade to black and won't be able to watch anybody
// 2 - fade to black only on kill moment.
//
// Default value: "0"
mp_fadetoblack 0

// Damage from falling.
// 0 - disabled
// 1 - enabled (default behaviour)
//
// Default value: "1"
mp_falldamage 1

// The default grenades that the Ts will spawn with.
// Usage: "hegrenade flash sgren"
//
// Default value: ""
mp_t_default_grenades ""

// Whether Terrorist player spawn with knife.
// 0 - disabled
// 1 - enabled (default behaviour)
//
// Default value: "1"
mp_t_give_player_knife 1

// The default primary (rifle) weapon that the Ts will spawn with.
// Usage: "awp m4a1 mp5navy"
//
// Default value: ""
mp_t_default_weapons_primary ""

// The default secondary (pistol) weapon that the Ts will spawn with.
//
// Default value: "glock18"
mp_t_default_weapons_secondary "glock18"

// The default grenades that the CTs will spawn with.
// Usage: "hegrenade flash sgren"
//
// Default value: ""
mp_ct_default_grenades ""

// Whether Counter-Terrorist player spawn with knife.
// 0 - disabled
// 1 - enabled (default behaviour)
//
// Default value: "1"
mp_ct_give_player_knife 1

// The default primary (rifle) weapon that the CTs will spawn with.
// Usage: "awp m4a1 mp5navy"
//
// Default value: ""
mp_ct_default_weapons_primary ""

// The default secondary (pistol) weapon that the CTs will spawn with.
//
// Default value: "usp"
mp_ct_default_weapons_secondary "usp"

// Give the player free armor on player spawn
// 0 - No armor (default behavior)
// 1 - Give Kevlar
// 2 - Give Kevlar and Helmet
//
// Default value: "0"
mp_free_armor 0

// Players can receive all other players text chat, team restrictions apply.
// 0 - disabled (default behaviour)
// 1 - enabled
//
// Default value: "0"
sv_allchat 0

// Players automatically re-jump while holding jump button.
// 0 - disabled (default behaviour)
// 1 - enabled
//
// Default value: "0"
sv_autobunnyhopping 0

// Allow player speed to exceed maximum running speed
// 0 - disabled (default behaviour)
// 1 - enabled
//
// Default value: "0"
sv_enablebunnyhopping 0

// When set, players can plant anywhere, not only in bombsites.
// 0 - disabled (default behaviour)
// 1 - enabled
//
// Default value: "0"
mp_plant_c4_anywhere 0

@HebutMrLiu
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Contributor

有时玩家无法加入游戏,/ct 或 /spec 会移动他们但会韩国英雄死亡。

你想知道这个问题吗?我刚开始的时候名字就进入了服务器。

我解决了这个问题)只需从这里添加 ddons/amxmodx/configs/uq_jumpstats/config.cfg https://forums.alliedmods.net/showthread.php?t=141586

谢谢您提供的方法。您使用的是 Windows 还是 Linux?我希望 Windows 尝试您的方法,但问题仍然存在。

如果您与 ReGameDLL 不一致,请选择 game.cfg 并设置 mp_autoteambalance 0 和 mp_auto_join_team 0,或者在 server.cfg 中检查 mp_autoteambalance “0”

我测试了一下,问题仍然存在,可能是我的某些 cfg 设置有问题。您介意发给我一份您的 server.cfg 吗?

如果您安装了 ReGameDLL,它将使用 game.cfg 配置文件 (cstrike/game.cfg) 而不是server.cfg 文件!!!!

echo Executing ReGameDLL Configuration File

// The style of gameplay where there aren't any teams (FFA mode)
// 0 - disabled (default behaviour)
// 1 - enabled
//
// Default value: "0"
mp_freeforall 0

// Auto balancing of teams
// 0 - disabled
// 1 - on after next round (default behaviour)
// 2 - on next round
//
// Default value: "1"
mp_autoteambalance 0

// Designate the desired amount of buy time for each round. (in minutes)
// -1 - means no time limit
//  0 - disable buy
//
// Default value: "1.5"
mp_buytime 0.25

// The maximum allowable amount of money in the game
// NOTE: Allowable money limit is 999999
//
// Default value: "16000"
mp_maxmoney 16000

// Disable round end by game scenario
// 0 - disabled (default behaviour)
// 1 - enabled (never end round)
//
// Flags for fine grained control (choose as many as needed)
// a - block round time round end check, contains "h", "i", "j", "k" flags
// b - block needed players round end check
// c - block VIP assassination/success round end check
// d - block prison escape round end check
// e - block bomb round end check
// f - block team extermination round end check
// g - block hostage rescue round end check
// h - block VIP assassination/success round time end check
// i - block prison escape round time end check
// j - block bomb round time end check
// k - block hostage rescue round time end check
//
// Example setting: "ae" - blocks round time and bomb round end checks
// Default value: "0"
mp_round_infinite 0

// The round by expired time will be over, if on a map it does not have the scenario of the game.
// 0 - disabled (default behaviour)
// 1 - end of the round with a draw
// 2 - round end with Terrorists win
// 3 - round end with Counter-Terrorists win
//
// Default value: "0"
mp_roundover 0

// Number of seconds to delay before restarting a round after a win.
//
// Default value: "5"
mp_round_restart_delay 5

// Disable grenade damage through walls
// 0 - disabled
// 1 - enabled
//
// Default value: "0"
mp_hegrenade_penetration 0

// Drop a grenade after player death
// 0 - disabled
// 1 - drop first available grenade
// 2 - drop all grenades
//
// Default value: "0"
mp_nadedrops 0

// Player cannot respawn until next round
// if more than N seconds has elapsed since the beginning round
// -1 - means no time limit
//
// Default value: "20"
mp_roundrespawn_time 20

// Automatically reload each weapon on player spawn
// 0 - disabled (default behaviour)
// 1 - enabled
//
// Default value: "0"
mp_auto_reload_weapons 0

// Refill amount of backpack ammo up to the max
// 0 - disabled (default behaviour)
// 1 - refill backpack ammo on player spawn
// 2 - refill backpack ammo on player spawn and on the purchase of the item
// 3 - refill backpack ammo on each weapon reload (NOTE: Useful for mods like DeathMatch, GunGame, ZombieMod etc.)
//
// Default value: "0"
mp_refill_bpammo_weapons 0

// Sets the mode infinite ammo for weapons
// 0 - disabled (default behaviour)
// 1 - weapon clip infinite
// 2 - weapon bpammo infinite (This means for reloading)
//
// Default value: "0"
mp_infinite_ammo 0

// Enable infinite grenades
// 0 - disabled (default behaviour)
// 1 - grenades infinite
//
// Default value: "0"
mp_infinite_grenades 0

// Automatically joins the team
// 0 - disabled
// 1 - enabled (Use in conjunction with the cvar humans_join_team any/SPEC/CT/T)
//
// Default value: "0"
mp_auto_join_team 0

// Maximum number of allowed teamkills before autokick.
// Used when enabled mp_autokick.
// 0 - disabled
//
// Default value: "3"
mp_max_teamkills 3

// If set to something other than 0,
// when anybody’s scored reaches mp_fraglimit the server changes map.
// 0 - means no limit
//
// Default value: "0"
mp_fraglimit 0

// Period between map rotations.
// 0 - means no limit
//
// Default value: "0"
mp_timelimit 25

// Players will automatically respawn when killed.
// 0  - disabled
// >0.00001 - time delay to respawn
//
// Default value: "0"
mp_forcerespawn 0

// The hostages can take damage.
// 0 - disabled
// 1 - from any team (default behaviour)
// 2 - only from CT
// 3 - only from T
//
// Default value: "1"
mp_hostage_hurtable 1

// Show radio icon.
// 0 - disabled
// 1 - enabled (default behavior)
//
// Default value: "1"
mp_show_radioicon 1

// Show scenario icon in HUD such as count of alive hostages or ticking bomb.
// 0 - disabled (default behavior)
// 1 - enabled
//
// Default value: "0"
mp_show_scenarioicon 0

// Play "Bomb has been defused" sound instead of "Counter-Terrorists win" when bomb was defused
// 0 - disabled (default behavior)
// 1 - enabled
//
// Default value: "1"
mp_old_bomb_defused_sound 1

// Sets the mode for the zBot
// 0 - disabled
// 1 - enable mode Deathmatch and not allow to do the scenario
//
// Default value: "0"
bot_deathmatch 0

// Determines the type of quota.
// normal - default behaviour
// fill   - the server will adjust bots to keep N players in the game, where N is bot_quota
// match  - the server will maintain a 1:N ratio of humans to bots, where N is bot_quota
//
// Default value: "normal"
bot_quota_mode "normal"

// Prevents bots from joining the server for this many seconds after a map change.
//
// Default value: "0"
bot_join_delay 0

// Prevents bots on your server from moving.
// 0 - disabled (default behavior)
// 1 - enabled
//
// Default value: "0"
bot_freeze 0

// Debug cvar shows triggers.
// 0 - disabled (default behaviour)
// 1 - enabled
//
// Default value: "0"
showtriggers 0

// When players can hear each other.
// Further explanation: https://github.com/s1lentq/ReGameDLL_CS/wiki/sv_alltalk
// 0 - dead don't hear alive
// 1 - no restrictions
// 2 - teammates hear each other
// 3 - same as 2, but spectators hear everybody
// 4 - alive hear alive, dead hear dead and alive.
// 5 - alive hear alive teammates, dead hear dead and alive.
//
// Default value: "0"
sv_alltalk 3

// Time to remove item that have been dropped from the players. (in seconds)
//
// Default value: "300"
mp_item_staytime 300

// Legacy func_bomb_target touch. New one is more strict.
// 0 - New behavior
// 1 - Legacy behavior
//
// Default value: "1"
mp_legacy_bombtarget_touch 1

// Specifies the players defense time after respawn. (in seconds).
// 0 - disabled
// >0.00001 - time delay to remove protection
//
// Default value: "0"
mp_respawn_immunitytime "0"

// Enable effects on player spawn protection
// 0 - disabled
// 1 - enabled (Use in conjunction with the cvar mp_respawn_immunitytime)
//
// Default value: "1"
mp_respawn_immunity_effects 1

// Force unset spawn protection if the player doing any action.
// 0 - disabled
// 1 - when moving and attacking
// 2 - only when attacking
//
// Default value: "1"
mp_respawn_immunity_force_unset 1

// Kill the player in filled spawn before spawning some one else (Prevents players stucking in each other).
// Only disable this if you have semiclip or other plugins that prevents stucking
// 0 - disabled
// 1 - enabled
//
// Default value: "1"
mp_kill_filled_spawn 1

// Allow use of point_servercommand entities in map.
// NOTE: Potentially dangerous for untrusted maps.
// 0 - disallow
// 1 - allow
//
// Default value: "0"
mp_allow_point_servercommand 0

// Show 'HP' field into a scoreboard
// -1 - disabled
// 0  - don't send any update for 'HP' field to any clients
// 1  - show only Terrorist 'HP' field to all clients
// 2  - show only CT 'HP' field to all clients
// 3  - show 'HP' field to teammates
// 4  - show 'HP' field to all clients
// 5  - show 'HP' field to teammates and spectators
//
// Default value: "3"
mp_scoreboard_showhealth 3

// Show 'Money' field into a scoreboard
// -1 - disabled
// 0  - don't send any update for 'Money' field to any clients
// 1  - show only Terrorist 'Money' field to all clients
// 2  - show only CT 'Money' field to all clients
// 3  - show 'Money' field to teammates
// 4  - show 'Money' field to all clients
// 5  - show 'Money' field to teammates and spectators
//
// Default value: "3"
mp_scoreboard_showmoney 3

// Show 'D. Kit' field into a scoreboard for teammates
// NOTE: If you don't want to show defuse kit field for dead enemies
// then disable this CVar or configure mp_forcecamera
// 0 - disabled
// 1 - enabled
//
// Default value: "1"
mp_scoreboard_showdefkit 1

// How much to reduce damage done to teammates when shot.
// Range is from 0 - 1 (with 1 being damage equal to what is done to an enemy)
//
// Default value: "0.35"
ff_damage_reduction_bullets "0.35"

// How much to reduce damage done to teammates by a thrown grenade.
// Range is from 0 - 1 (with 1 being damage equal to what is done to an enemy)
//
// Default value: "0.25"
ff_damage_reduction_grenade "0.25"

// How much to damage a player does to himself with his own grenade
// Range is from 0 - 1 (with 1 being damage equal to what is done to an enemy)
//
// Default value: "1.0"
ff_damage_reduction_grenade_self "1.0"

// How much to reduce damage done to teammates by things other than bullets and grenades.
// Range is from 0 - 1 (with 1 being damage equal to what is done to an enemy)
//
// Default value: "0.35"
ff_damage_reduction_other "0.35"

// Player that have never moved sience they last move
// will drop the bomb after this amount of time. (in seconds).
// 0 - disabled
// >5.0 - delay to drop
//
// Default value: "0"
mp_afk_bomb_drop_time "0"

// Delay between player Radio messages. (in seconds).
// 0 - disable delay
//
// Default value: "1.5"
mp_radio_timeout "1.5"

// Maximum Radio messages count for player per round.
// 0 - disable radio messages
//
// Default value: "60"
mp_radio_maxinround 60

// When set, players can buy anywhere, not only in buyzones.
// 0 - disabled
// 1 - both teams
// 2 - only Terrorists team
// 3 - only CT team
//
// Default value: "0"
mp_buy_anywhere 0

// Don't unduck if ducking isn't finished yet.
// NOTE: This also prevents double duck.
// 0 - disabled (default behaviour)
// 1 - enabled
//
// Default value: "0"
mp_unduck_method 0

// Whether this map should spawn a C4 bomb for a player or not.
// 0 - disabled
// 1 - enabled (default behaviour)
//
// Default value: "1"
mp_give_player_c4 1

// When set, map weapons (located on the floor) will be shown.
// NOTE: Effect will work after round restart.
// 0 - hide all map weapons
// 1 - enabled (default behaviour)
//
// Default value: "1"
mp_weapons_allow_map_placed 1

// Observer's screen will fade to black on kill event or permanent.
// 0 - No fade
// 1 - Fade to black and won't be able to watch anybody
// 2 - fade to black only on kill moment.
//
// Default value: "0"
mp_fadetoblack 0

// Damage from falling.
// 0 - disabled
// 1 - enabled (default behaviour)
//
// Default value: "1"
mp_falldamage 1

// The default grenades that the Ts will spawn with.
// Usage: "hegrenade flash sgren"
//
// Default value: ""
mp_t_default_grenades ""

// Whether Terrorist player spawn with knife.
// 0 - disabled
// 1 - enabled (default behaviour)
//
// Default value: "1"
mp_t_give_player_knife 1

// The default primary (rifle) weapon that the Ts will spawn with.
// Usage: "awp m4a1 mp5navy"
//
// Default value: ""
mp_t_default_weapons_primary ""

// The default secondary (pistol) weapon that the Ts will spawn with.
//
// Default value: "glock18"
mp_t_default_weapons_secondary "glock18"

// The default grenades that the CTs will spawn with.
// Usage: "hegrenade flash sgren"
//
// Default value: ""
mp_ct_default_grenades ""

// Whether Counter-Terrorist player spawn with knife.
// 0 - disabled
// 1 - enabled (default behaviour)
//
// Default value: "1"
mp_ct_give_player_knife 1

// The default primary (rifle) weapon that the CTs will spawn with.
// Usage: "awp m4a1 mp5navy"
//
// Default value: ""
mp_ct_default_weapons_primary ""

// The default secondary (pistol) weapon that the CTs will spawn with.
//
// Default value: "usp"
mp_ct_default_weapons_secondary "usp"

// Give the player free armor on player spawn
// 0 - No armor (default behavior)
// 1 - Give Kevlar
// 2 - Give Kevlar and Helmet
//
// Default value: "0"
mp_free_armor 0

// Players can receive all other players text chat, team restrictions apply.
// 0 - disabled (default behaviour)
// 1 - enabled
//
// Default value: "0"
sv_allchat 0

// Players automatically re-jump while holding jump button.
// 0 - disabled (default behaviour)
// 1 - enabled
//
// Default value: "0"
sv_autobunnyhopping 0

// Allow player speed to exceed maximum running speed
// 0 - disabled (default behaviour)
// 1 - enabled
//
// Default value: "0"
sv_enablebunnyhopping 0

// When set, players can plant anywhere, not only in bombsites.
// 0 - disabled (default behaviour)
// 1 - enabled
//
// Default value: "0"
mp_plant_c4_anywhere 0

Thx a lot, bro. I have fixed it. It's something wrong with my cfg.

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