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New postPosted: 2010-11-08, 12:59 pm 
   Post subject: Re: EventScripts Public Beta v2.1.1.360 (Oct 21)

fratacos wrote:
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)


Good catch. My testing for es_delayed hasn't been particularly thorough, since it necessitates loading up a map — a few things seem to have slipped through the net, so I'm grateful for you finding this.

I've attached a fixed addons/eventscripts/esc/cmds/run.py — you should just be able to drop this into place and es_delayed should work.

Glad the unicode support is working for you.

—Chun


Attachments:
File comment: addons/eventscripts/esc/cmds/run.py
run.py [750 Bytes]
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New postPosted: 2010-11-10, 6:45 am 
   Post subject: Re: EventScripts Public Beta v2.1.1.360 (Oct 21)

Okey, I dont have a clue where should I start. But I've read a lot of threads here and can't get my dedicated server work with Eventscripts. If any of you would like to help me, please contact me @qnet as mattij.


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New postPosted: 2010-11-11, 9:33 pm 
   Post subject: Re: EventScripts Public Beta v2.1.1.360 (Oct 21)

Hello gentlemens, great job on the hard works you guys have done, and i'm sorry if i post in the wrong section.

Gentlemens, i'm having problem with the latest version of es. When i run the es i keep getting this

Quote:
Failed to load Steam ServiceServiceStart: failed to start
and when i remove the es vdf file to disable the es, the css servers runs just fine without crashes. Also i realized that when we rtv or changing the map manualy while running the eventscript it takes ages to connect the server. I mean like it takes forever to load the map so we can connect to the server.

I'm running the latest versions of mani, sourcemod, metamod and eventscripts. I tried to disable these mods one by one until i found this issue on my servers

I tried to change the command lines and searched for solutions without result.

I can not view the server when i get this from the server console
Code:
Failed to load Steam ServiceServiceStart: failed to star
as i said it happens only when i run es.

Sorry for taking your time reading my post.

Best regards


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New postPosted: 2010-11-11, 10:10 pm 

When an addon is loaded via autoload and the addon uses cfglib, it is possible for an error to occur when deleting the temporary mexec file.

For example, highnoon.cfg is in my _autoload directory and highnoon.cfg is also in my highnoon directory. If I execute the latter when my addon is loaded, when my addon is autoloaded it uses the same time stamp to create the mexec file name both times, overwriting the autoload cfg with the addon cfg, then deleting the addon cfg and giving me a file-not-found error when the autoload cfg is deleted.

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New postPosted: 2010-11-12, 7:26 am 

Last night, this website was down and ES took 30 secs - 2 min pausing on checking for update. Maybe if the website times out, skip the update check? This resulted in extremely slow map changes!


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New postPosted: 2010-11-12, 6:13 pm 
   Post subject: Re:

101satoon101

Have you tested this crash?
And have you find the solution?


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New postPosted: 2010-11-13, 8:39 pm 
   Post subject: Re:

nomy wrote:
This resulted in extremely slow map changes!



agree on this


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New postPosted: 2010-11-13, 8:49 pm 

Make a eventscripts_autoexec.cfg file in your cfg folder, and put eventscripts_autoupdate 0 in it that way you can disable updating.

~MiB


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New postPosted: 2010-11-14, 11:22 am 
   Post subject: Re: EventScripts Public Beta v2.1.1.360 (Oct 21)

Like I was saying in previous Eventscripts release, I've got problem with es.menu . I'm talking about game CS:S.
So here is simple example:
Code:
import es
def player_say(ev):
   if ev['text'] == "menu":
      es.menu(0, int(ev['userid']), "Choose the function:\n->1. Kick \n->2. Ban \n->3. Slay \n->0. Exit", "1230")

Menu is displaying, buttons are working, but! Menu will disappear after 5-6 seconds. I can't understand, why? If Set time to display not 0, it still will disppear after 5-6 sec.
Another interesting thing, is that popuplib is using es.menu and there is no problem with that. But there is another one. If in one round player will call menu and will not close it (or choose option that will close it after) till round ends, menu will not work again (if player will try to call it again) till reconnect or map change. But if player will call ex. Mani Admin Plugin's menu, that popuplib's menu will be displayed and will be mixed with Mani's. That bug is because es.cexec stopped working with menuselect 10 or slot10. But there is way to fix popuplib, by auto remove menus on round end from popuplib memory.

P.S I'm really sorry for my bad english, and I hope you will understand everything ;)

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New postPosted: 2010-11-14, 8:27 pm 
   Post subject: Re:

.:MiB:. wrote:
Make a eventscripts_autoexec.cfg file in your cfg folder, and put eventscripts_autoupdate 0 in it that way you can disable updating.

~MiB

Thank You!


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New postPosted: 2010-11-15, 12:59 pm 
   Post subject: Re: EventScripts Public Beta v2.1.1.360 (Oct 21)

Hello all,

I installed this last beta version, it works correctly, nice job !

One question, the command sv_allow_wait_command 1 is always necessary ? Or i can switch off this value ?


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New postPosted: 2010-11-15, 1:02 pm 
   Post subject: Re: EventScripts Public Beta v2.1.1.360 (Oct 21)

Caribou! wrote:
Hello all,

I installed this last beta version, it works correctly, nice job !

One question, the command sv_allow_wait_command 1 is always necessary ? Or i can switch off this value ?

Not needed anymore.

~MiB


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New postPosted: 2010-11-15, 1:04 pm 
   Post subject: Re: EventScripts Public Beta v2.1.1.360 (Oct 21)

Oh very nice ! :)

Thx for this quick answering.


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New postPosted: 2010-11-15, 7:47 pm 
   Post subject: Re: EventScripts Public Beta v2.1.1.360 (Oct 21)

Punisher-VIP wrote:
Like I was saying in previous Eventscripts release, I've got problem with es.menu . I'm talking about game CS:S.
So here is simple example:
Code:
import es
def player_say(ev):
   if ev['text'] == "menu":
      es.menu(0, int(ev['userid']), "Choose the function:\n->1. Kick \n->2. Ban \n->3. Slay \n->0. Exit", "1230")

Menu is displaying, buttons are working, but! Menu will disappear after 5-6 seconds. I can't understand, why? If Set time to display not 0, it still will disppear after 5-6 sec.
Another interesting thing, is that popuplib is using es.menu and there is no problem with that. But there is another one. If in one round player will call menu and will not close it (or choose option that will close it after) till round ends, menu will not work again (if player will try to call it again) till reconnect or map change. But if player will call ex. Mani Admin Plugin's menu, that popuplib's menu will be displayed and will be mixed with Mani's. That bug is because es.cexec stopped working with menuselect 10 or slot10. But there is way to fix popuplib, by auto remove menus on round end from popuplib memory.

P.S I'm really sorry for my bad english, and I hope you will understand everything ;)
You should definitely use popuplib instead of es.menu() directly. Popuplib refreshes the menu every 4 seconds for games that are set to do so. You seem to already know the issues that are involved with popuplib. There is no way we can know if Mani's menu (or a SourceMod menu) is open with EventScripts. Actually, there is no way to know that es.menu() has been used unless popuplib has been used to open "all" of the menus. I'm hoping that Valve will re-allow the use of slot10, so that we can remove the popup properly, but I'm not going to hold my breath until they do.

Satoon

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New postPosted: 2010-11-17, 6:17 pm 

The command es.entsetname continues to crash the linux servers (such as es.server.cmd("es_entsetname userid viewed_prop") but es.server.queuecmd("es_entsetname userid viewed_prop") works with linux servers but there is a too long delay). But the 3 commands (especially the "es.entsetname" command) works under Windows servers.


Last edited by djunior on 2010-11-18, 3:32 pm, edited 1 time in total.

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New postPosted: 2010-11-17, 10:25 pm 

You might be able to use this alternative:
PYTHON:
    es.fire(userid, '!picker', 'targetname', 'viewed_prop')

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New postPosted: 2010-11-18, 12:58 am 
   Post subject: Re: EventScripts Public Beta v2.1.1.360 (Oct 21)

Chun wrote:
fratacos wrote:
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)


Good catch. My testing for es_delayed hasn't been particularly thorough, since it necessitates loading up a map ? a few things seem to have slipped through the net, so I'm grateful for you finding this.

I've attached a fixed addons/eventscripts/esc/cmds/run.py ? you should just be able to drop this into place and es_delayed should work.

Glad the unicode support is working for you.

?Chun


Thank you for releasing a patch. The problems with es_msg are gone, and the code is working.

Unfortunately we found another problem with complex code like this:
Code:
es_delayed 5 foreach player temp #human "es_playsound server_var(temp) test.wav 1.0"

worked on old ESC (and worked on new esc sometimes), though I couldn't speculate its condition: write down it at block load and es_load with autoexec.cfg is OK; changing its location to event player_say and/or es_reload it makes an error Syntax: es_playsound "<userid> <sound> [volume]"

It's not so important case than es_msg, because just replacing foreach to another lopping function is easy. But I hope this might help your great work.


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New postPosted: 2010-11-18, 7:01 am 

Thanks again for the heads up, I'll take a look into it.

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