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I removed alot of the things like vip, engineer etc. I just use respawn, ai bots and medics (although that requires theater modification if you want defibs otherwise knife to heal)
Daimyo (who pretty much took over from JBallou) version is at https://github.com/Daimyo21/Insurgency-dy-sourcemod
I also recommend copying insurgency.games.txt and plugin.respawn.txt from his gamedata folder.
In his scripting folder is the respawn.cfg. Put that in cfg\sourcemod and modify to your desired config.
Grab respawn.phrases.txt and put that in the translations folder (not required but you'll see random ascii characters if you don't)
That is about it from memory, let me know if you get stuck.
His plugin uses the old sourcemod syntax and returns alot of errors which is why I recommend mine but as I said it has medics and that's it. You'll need his for engineers/vip/sunglasses etc.
Secondly, are you using a custom theater? I assume having zombies that you do?
My name is chris (usual nick name: Bot Chris). Im running Insurgency servers and using your respawn plugin ozrespawn4.3.sp only the respawn bot part (I bypassed the rest) and all works fine. Its a great plugin, thanks to you and others!
But i have a situation: im using non vanilla counter attact mode... lets say we are destroying cache with 100% chance of counter attack and not last capture point (Event_ObjectDestroyed_Pre).
It will calls CreateTimer(cvar_ca_dur.FloatValue + 1.0, Timer_CounterAttackEnd);
the problem is when we kill all bots (alive and reserved); the timer is still running till the counter timer ended.
Then vanilla bot_count will spawn.. and before the counter timer ended, we killed all bots again... and finally when the counter timer ended, come the reserved bot count... but they never spawn because alive bots=0.
My questions: is there an event that detect game status; normal or in the middle of counter attack? Ins_InCounterAttack() always return 0. where can i find that fuction?
How could I execute "Timer_CounterAttackEnd" when the counter attack has ended before "cvar_ca_dur.FloatValue + 1.0".
Please advice if you have different solution. Thank you for your help.
Ins_InCounterAttack() is a native inside scripting/insurgency.sp which calls InCounterAttack() in same file.
@Linothorax, while the Insurgency.sp exists in the scripting folder the plugin doesn't include it. It includes insurgencydy.inc instead which is the version that Daimyo81 updated.
fyi, In ozrespawn4.3.sp Event_ControlPointCaptured_Pre and Event_ObjectDestroyed_Pre when you call CreateTimer(cvar_ca_dur.FloatValue + 1.0, Timer_CounterAttackEnd);
definitely the is problem in the specific condition that I mentioned above (after the counter timer ended, the new added reserved bots (g_iRemaining_lives_team_ins) will never spawn. I confirmed that.
But if that condition will never happen in your game (if sm_respawn_counterattack_type=infinite), it will be ok. I bypassed a lot of your functions and infinite counter attack not working now hehe
Anyway from what i learned, your AI Director codes is only for the AMBUSH Reinforment right?
@Linothorax, its true Ins_InCounterAttack() is in the insurgency.sp; its also in the insurgency.inc and insurgencydy.inc; but there is no codes. I want to see the codes coz I never had Ins_InCounterAttack() return TRUE even when in the middle of counter attack (need further testing); and that fuction is called many times in respawn plugin.
The insurgencydy.inc gets included into insurgency.sp #19[github.com]
`Ins_InCounterAttack` is defined in the include insurgencydy.inc #266[github.com]
Which gets set inside insurgency.sp #89[github.com] / insurgency.sp #653[github.com]
It calls InCounterAttack inside insurgency.sp #633[github.com]
GameRules_GetProp is comming from the sdktools include
Sourcemod API - GameRules_GetProp[sm.alliedmods.net]
If it works for ozzy then maybe your sourcemod/gamedata is not up to date? (Just guessing)
CreateTimer(1.0, InCounterAttackStatus, _ , TIMER_REPEAT | TIMER_FLAG_NO_MAPCHANGE);
Action InCounterAttackStatus(Handle Timer)
{
if (g_iRoundStatus == 0) return Plugin_Continue;
if (Ins_InCounterAttack()) PrintToServer("Ins_InCounterAttack=TRUE");
if (!Ins_InCounterAttack()) PrintToServer("Ins_InCounterAttack=FALSE");
return Plugin_Continue;
}
Yes, I'm after the same thing you are. Bots use to get lives reset after counter, but now after x version it stopped.
If you look at this one https://github.com/zWolfi/INS_sourcemod/blob/master/bot_respawn.sp it works fine. We have to figure out what makes it work by comparing code.
If I or you find solution please post here. Thanks.