s1lentq / ReGameDLL_CS

:hammer: Reverse-engineered gamedll (CS 1.6 / CZero)
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bomb (c4) issue #287

Closed xFactore closed 6 years ago

xFactore commented 6 years ago

Linux Centos

rehlds version 3.4.0.639-dev/

Regame version 5.7.0.298-dev

Metamod 1.3.0.119

Sometime after planting the bomb and all cts died before exploding the Bomb (c4) That Bomb (c4) still ticking in next round then explode and round end This is happening in random round like say 15 rounds 1 round will be affected by this Can you guess which function/event is calling or bomb event doing this? Earlier i was using this version : 5.5.0.290-dev/ there was no issue with the same all configuration and plugins

Thanks

ghost commented 6 years ago

Post plugins and regamedll cvar values you're using, otherwise it would be difficult to help

xFactore commented 6 years ago

Thanks for your reply. I am using this cvar btw its kindda hard to guess from plugins if this happening from plugins Can you guess which function/event is calling or bomb event doing this? This is happening in random round like say 15 rounds 1 round will be affected by this Earlier i was using this version : 5.5.0.290-dev/ there was no issue with the same all configuration and plugins

// ReGameDLL Configuration 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 1

// 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 // // 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 // 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 // // 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 - enabled // Default value: "0" mp_roundover 1

// 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 one the grenade // 2 - drop an everyone grenades // Default value: "0" mp_nadedrops 0

// Player cannot respawn until next round // if more than N seconds has elapsed since the beginning round // // 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 "1"

// 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 1

// 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 1

// 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 20

// 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 mp_hostage_hurtable 2

// Show radio icon. // 0 - disabled // 1 - enabled (default behavior) mp_show_radioicon 1

// 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

// Set's 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 // // Default value: "normal" bot_quota_mode "normal"

// 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. // // Default value: "0" sv_alltalk 2

// 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"

xFactore commented 6 years ago

Please developer reply is anything changed in c4 event ? Earlier i was using this version : 5.5.0.290-dev/ there was no issue with the same all configuration and plugins Issue in : Regame version 5.7.0.298-dev

Right now i have just updated to latest one will report if same thing happened Regame version 5.7.0.301-dev

rehlds version 3.4.0.641-dev

WaLkZa commented 6 years ago

The changelog may reply you

Freeman-AM commented 6 years ago

I had that bug behavior before. It was since I installed monster mod right after I installed metamod-r. Switching back to metamod-p fixed it.

xFactore commented 6 years ago

Thanks Freeman-A, I will go back.