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Plutonium

rfoldbirkundefined

rfoldbirk

@rfoldbirk
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  • Server keeps crashing with gsc script
    rfoldbirkundefined rfoldbirk

    Thank you birchy & Sorex for your help! I'll be fixing all of the errors that you have pointed out and hopefully it will work 😄


  • Server keeps crashing with gsc script
    rfoldbirkundefined rfoldbirk

    Recently I made a server for me and my friends to play on. I tried making a script, hoping I could make some sort of pause function.

    The script works fine, although it tends to crash around round 21-22 on origins. (sometimes earlier)
    The error keeps disappearing when i alt+tab out of the game 😞


    I therefore have some questions:

    1. Does the t6 zombie server dump a crash log? If yes, where?
    2. Is there anything wrong in my script?
    3. Do you think that crash might be unrelated to my script?

    My script:

    #include maps\mp\_utility;
    #include common_scripts\utility;
    #include maps\mp\gametypes_zm\_hud_util;
    #include maps\mp\gametypes_zm\_hud_message;
    #include maps/mp/zombies/_zm_score;
    
    init()
    {
        level.perk_purchase_limit = 9;
        level.ammoPrice = 5000;
        level.ammoPriceIncrease = 1500;
        level.ammoPriceLimit = 17000;
    
        player.enableCommands = false;
    
        level waittill("connected", player);
        self iprintln("^2" +self.name + "^7 , Plugin loaded!");
        player thread welcome();
        level thread onPlayerMessage();
    
    }
    
    welcome() {
        self endon("disconnect");
        self waittill("spawned_player");
        wait(7);
        self iprintln("^2" +self.name + "^7 er ret sej!");
    }
    
    
    onPlayerMessage() {
        while (true) {
            level waittill("say", player, message);
    
    
            if (message == "m" && !player.moneyReceived) {
                player.score += 20000;
                player.moneyReceived = true;
            }
    
            if (message == "quick") {
                if (!(500 <= player.score)) {
                    player tell("Prisen er: 500");
                    return;
                }
    
                player.score -= 500;
                player thread givePerk("specialty_quickrevive");
            }
    
            if (message == "ammo?") {
                player tell("Prisen er: " + level.ammoPrice);
            }
            if (message == "ammo" ) {
                if (!(level.ammoPrice <= player.score)) {
                    player tell("Prisen er: " + level.ammoPrice);
                    return;
                }
    
                player.score -= level.ammoPrice;
                if (level.ammoPrice < level.ammoPriceLimit ) {
                    level.ammoPrice += level.ammoPriceIncrease;
                }
    
                player GivePowerUp("full_ammo");
            }
    
            if (message == "p") {
                if (player.maxHealth <= 250) {
                    player tell("Auto-heal enabled");
                    player.toggleHealing = true;
                    player.maxHealthDefault = player.maxHealth;
    
                    level.cmPlayerMaxHealth = 6000;
                    player setMaxHealth(6000);
                    player thread keepAlive();    
                }
            }
            if (message == "o") {
                player.toggleHealing = false;
                player setMaxHealth(player.maxHealthDefault);
                player notify("stopHealing");
                player tell("Auto-heal disabled");
            }
    
            wait(2);
        }
    }
    
    
    keepAlive() {
        self endon("stopHealing");
        while(player.toggleHealing) {
            if (player.health < player.maxHealth)
                self tell("Health: " + self.health + " / " + self.maxHealth);
            
            self setNormalHealth(self.maxHealth);
    
            wait(1);
        }
    }
    
    
    GivePowerUp(powerup_name) {
        if (!isDefined(level.zombie_include_powerups) || (!(level.zombie_include_powerups.size > 0)))     
            self iprintln("Power Ups ^1Not Supported ^7On This Map");
        else
        {
            level.powerup_drop_count = 0;
            powerup = level maps/mp/zombies/_zm_powerups::specific_powerup_drop(powerup_name, self.origin);
            if (powerup_name == "teller_withdrawl")
                powerup.value = 1000;
            powerup thread maps/mp/zombies/_zm_powerups::powerup_timeout();
            player tell("Power up: " + powerup_name + " was given");
        }
    }
    
    givePerk(perk) {
        self endon("disconnect");
        self endon("death");
        level endon("game_ended");
        self endon("perk_abort_drinking");
        if (!(self hasperk(perk) || (self maps/mp/zombies/_zm_perks::has_perk_paused(perk))))
        {
            gun = self maps/mp/zombies/_zm_perks::perk_give_bottle_begin(perk);
            evt = self waittill_any_return("fake_death", "death", "player_downed", "weapon_change_complete", "_cancel");
            if (evt == "weapon_change_complete")
                self thread maps/mp/zombies/_zm_perks::wait_give_perk(perk, 1);
            self maps/mp/zombies/_zm_perks::perk_give_bottle_end(gun, perk);
            if (self maps/mp/zombies/_zm_laststand::player_is_in_laststand() || isDefined(self.intermission) && self.intermission)
                return;
            self notify("burp");
        }
    }
    
    
    
    

  • Can't play zombies with friends after update :(
    rfoldbirkundefined rfoldbirk

    theOnecassu That doesn't work for me


  • Can't play zombies with friends after update :(
    rfoldbirkundefined rfoldbirk

    Before the update, I had no problems playing with friends. It is only after the update with UPnP that we no longer can get it to work 😞

    I also tried joining my brother (on the same network) but that also did not work.

    In game it says that UPnP is disabled, and it can't find my local ip, and port is set as 0. And before you ask, yes I have enabled UPnP on both my router and PC, set network as private and restarted a bunch of times.

    Also... shouldn't it still be possible to use the port-forwarding method?

    Any solutions to my issue?
    Thanks in advance!

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