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New postPosted: 2010-11-01, 10:54 am 
   Post subject: Re:

GODJonez wrote:
Note that you must enable eventscripts_shellengine inside eventscripts_autoexec.cfg, and only there. It won't work if changed runtime.

Okay, I also tried it in my autoexec.cfg (which Mattie said in 3 posts above this post), and it didn't work either.
So I tried putting it in my eventscripts_autoexec.cfg (had to create one), and guess what.. It works perfectly now :)
Any reason why _shellengine isn't enabled by default?


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New postPosted: 2010-11-01, 10:57 am 

Well, at this stage it's pretty experimental and probably in need of a great deal more testing before it can be set to default (also there are a few more things left to implement). But the more people who have success with it the better.

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New postPosted: 2010-11-01, 5:54 pm 
   Post subject: Re: EventScripts Public Beta v2.1.1.360 (Oct 21)

Im running it with no problems in HL2DM ...


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New postPosted: 2010-11-01, 10:09 pm 
   Post subject: Re: EventScripts Public Beta v2.1.1.360 (Oct 21)

New update v1.0.2.2 for Left 4 Dead break eventscripts in windows :(


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New postPosted: 2010-11-02, 9:28 am 

dagunchis wrote:
New update v1.0.2.2 for Left 4 Dead break eventscripts in windows :(
How so? It works for me on Windows 7.
Code:
] version
Version 1.0.2.2 (left4dead)
Exe build: 17:09:56 Oct 19 2010 (4364) (500)
] plugin_print
Loaded plugins:
---------------------
0:   "Mattie's EventScripts, http://www.eventscripts.com, Version:2.1.1.360"
---------------------
Satoon

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Couldn't open script for addons/eventscripts/MiB/es_MiB.txt
 
New postPosted: 2010-11-02, 3:11 pm 

Code:
[EventScripts] Loading Mattie's EventScripts Beta 2.1.1.360...
Unable to load playerinfomanager, ignoring
[EventScripts] Failure in getting the effects interfaces we need.
Failed to load plugin "addons/mattie_eventscripts"
[EventScripts] shutting down...
[EventScripts] shut down successfully.
maxplayers set to 20
Unknown command "r_decal_cullsize"
Unknown command "mattie_eventscripts"
Unknown command "eventscripts_subdirectory"
Unknown command "eventscripts_cflags"
Unknown command "eventscripts_checkforupdates"
Unknown command "es_load"
Network: IP 78.46.77.227, mode MP, dedicated Yes, ports 27205 SV / 27009 CL
PreMinidumpCallback: updating dump comment
Uploading dump (in-process) [proxy '']
/tmp/dumps/crash_20101102175759_1.dmp
./srcds_run: line 348:  7597 Segmentation fault      $HL_CMD
Add "-debug" to the ./srcds_run command line to generate a debug.log to help with solving this problem
Tue Nov  2 17:57:59 CET 2010: Server restart in 10 seconds
Tue Nov  2 17:58:03 CET 2010: Server Quit

Source: http://warcraft-source.com/board/index. ... 78141.html

~MiB


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New postPosted: 2010-11-03, 2:09 am 
   Post subject: Re: EventScripts Public Beta v2.1.1.360 (Oct 21)

Mattie wrote:
esfanatic wrote:
...The very first bug reported since cs:s was ported to OB is still NOT fixed....


I assume you're referring to the foreach issue you raised?

It probably is fixed and was in the previous refresh, too. Try this in your autoexec.cfg:
Code:
eventscripts_shellengine 1

Using the new shellengine is the only way we have to work around that "foreach" issue. Give it a whirl.

-Mattie



Thanks for the help but unfortunately it doesn't work for me. In fact when I enable it in the eventscripts_autoexec.cfg it breaks several functions on my 4 servers. One thing it breaks that I noticed right away is that anything using a delay does not work. Only thing I found that fixes the foreach player problem is loading the old foreach module from the pre orange box release.. and I rather not keep doing that since I have no idea what other problems that can cause...although it seems to work fine.


On a side note:

I have never used the "eventscripts_autoexec.cfg" before. I always used the autoexec.cfg for alll my ES stuff. Should I be loading my mods and setting ES vars in the eventscripts_autoexec.cfg instead?

thanks


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New postPosted: 2010-11-03, 8:11 am 

On my server, I don't even have an autoexec.cfg. I use a server.cfg and then call individual plugin specific cfg's at the end of my server.cfg. For example:

Code:
// Execute Mani_server.cfg            ----Maniserver----
echo "--- Start Mani-Admin Plugin ---"
exec mani_server.cfg

// Execute mattie_events.cfg            ----Mattie Events----
echo "--- Start mattie_events.cfg ---"
exec mattie_events.cfg

// Execute scp.cfg    ----Spawn/Chat Protection
//echo "--- Start scp.cfg ---"
//exec scp.cfg

// Execute sbguardian.cfg    ----SteamBans SBGuardian ----
//echo "--- Start sbguardian.cfg ---"
//exec sbguardian.cfg


You can name whatever other cfg files you have any name you want. Just be sure to call it correctly at the end of your server.cfg. My mattie config file is called mattie_events.cfg. This is what's in that file:

Code:
echo "--- Mattie Events Startup ---"
////////////////////////////////////////////////////////////////////////////////
////////////////Call this file from the end of server.cfg  /////////////////////
////////////////////////////////////////////////////////////////////////////////
//
echo "--- Toggle Mattie Event Scripts ---"
mattie_eventscripts 1
//
echo "--- Setting Events Directory ---"
eventscripts_subdirectory events
////////////////////////////////////////////////////////////////////////////////
/////////////////////////////Load Events  //////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
//echo "--- Load ServSecurity ---"
//es_load servsecurity
//
echo "--- Load Hunter's Timeleft Script ---"
es_load time_left
//
//echo "--- Unload MacDGuy's Event2Sounds Script ---"
//es_unload event2sound
//echo "--- Load MacDGuy's Event2Sounds Script ---"
//es_load event2sound
//
// echo "--- Unload Connect Sounds Script ---"
//es_unload connect_sounds
//echo "--- Load Connect Sounds Script ---"
//es_load connect_sounds
//
es_xset sv_infinite_aux_power 1
////////////////////////////////////////////////////////////////////////////////
echo "--- END Mattie Events ---"


As you can say I am pretty anal about keep my configs organized.

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New postPosted: 2010-11-03, 10:17 am 
   Post subject: Re: EventScripts Public Beta v2.1.1.360 (Oct 21)

esfanatic wrote:
On a side note:

I have never used the "eventscripts_autoexec.cfg" before. I always used the autoexec.cfg for alll my ES stuff. Should I be loading my mods and setting ES vars in the eventscripts_autoexec.cfg instead?

thanks

eventscripts_autoexec.cfg is a special file that is loaded by ES in very early in the loading phase and you should put settings there that are needed during loading of the ES plugin (such as which shell engine to use). You should never put any other commands in that file, especially anything ES related such as es_load, since at that point ES itself is not fully loaded yet!

In other words, there are some settings that you MUST place in eventscripts_autoexec.cfg for them to work right, and you MUST NOT put anything else in that file.

Normal autoexec.cfg is still the correct file to place commands that should be executed at the server start before the first map is loaded (usually good place to load ES addons with es_load). server.cfg is server configuration file that is executed on every map change, so settings that you need to stay constant on each map even if changed runtime should be put there, for example if you want gravity to always be 800 with the possibility of changing it temporarily in one map but want it to always return to normal value after map change, server.cfg is the right place for that. Loading ES addons in server.cfg is not very useful since that would make ES attempt to load the addons again after every map change which will not work unless the addons were unloaded first.


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New postPosted: 2010-11-03, 6:07 pm 
   Post subject: Re:

101satoon101 wrote:
dagunchis wrote:
New update v1.0.2.2 for Left 4 Dead break eventscripts in windows :(
How so? It works for me on Windows 7.
Code:
] version
Version 1.0.2.2 (left4dead)
Exe build: 17:09:56 Oct 19 2010 (4364) (500)
] plugin_print
Loaded plugins:
---------------------
0:   "Mattie's EventScripts, http://www.eventscripts.com, Version:2.1.1.360"
---------------------
Satoon


Yes it loaded, but it crash when someone join to server! :(
And Zombie Panic! Source too crash with this version when someone try to join to the server! :(


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New postPosted: 2010-11-03, 7:32 pm 
   Post subject: Re: Re:

dagunchis wrote:
Yes it loaded, but it crash when someone join to server! :(
Do you have any scripts loaded on that server? I'll try to test some out to see if I can find any issues.

dagunchis wrote:
And Zombie Panic! Source too crash with this version when someone try to join to the server! :(
For 3rd-party Orangebox games, you need to still use ES 2.1.0.281. Do not download the patch (2.1.0.307) as that will cause crashes too.

Satoon

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New postPosted: 2010-11-04, 5:18 pm 
   Post subject: Re: Re:

101satoon101 wrote:
dagunchis wrote:
Yes it loaded, but it crash when someone join to server! :(
Do you have any scripts loaded on that server? I'll try to test some out to see if I can find any issues.

dagunchis wrote:
And Zombie Panic! Source too crash with this version when someone try to join to the server! :(
For 3rd-party Orangebox games, you need to still use ES 2.1.0.281. Do not download the patch (2.1.0.307) as that will cause crashes too.

Satoon



With scripts crash, without not in Left 4 Dead!


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New postPosted: 2010-11-04, 7:07 pm 

Well, which scripts? If you let us know which ones, we can help narrow down the issue. Also, try loading 1 at a time yourself to help narrow down the issue.

Satoon

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New postPosted: 2010-11-05, 9:39 am 

it doesnt load newest wcs script...

any fix comming? or did i something wrong maby ?


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New postPosted: 2010-11-05, 7:19 pm 

Look at the Known Issues section of the first post of this thread. That is probably your issue.

Satoon

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New postPosted: 2010-11-06, 12:24 pm 
   Post subject: Re:

101satoon101 wrote:
Well, which scripts? If you let us know which ones, we can help narrow down the issue. Also, try loading 1 at a time yourself to help narrow down the issue.

Satoon

I use Globalban script and it load also popup!


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New postPosted: 2010-11-07, 10:07 am 
   Post subject: Re: EventScripts Public Beta v2.1.1.360 (Oct 21)

Quote:
One thing it breaks that I noticed right away is that anything using a delay does not work.


Same here. With the new ESS engine, a delay like this:
Code:
es_delayed 2 es_msg TEST

will return a type error:
Code:
TypeError: __call__() takes exactly 2 arguments (4 given)


And at least one significant improvement; now we can use Unicode characters in if conditions.
Code:
event player_say
{
   if (event_var(text) == "あああ") do
   {
      es_msg "いいい"
   }
}

That's the thing I've really wanted since the update. Thank you very much!


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New postPosted: 2010-11-07, 8:58 pm 

escinputbox no longer returns input as it cannot execute commands on clients. CSS/L4D.

Speaking of which, not that we can fix this, L4D doesn't alert players in any way they have an ESC menu being sent to them.

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