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New postPosted: 2007-03-28, 5:46 pm 
   Post subject: CheapDeathmatch release 7

CheapDeathmatch release 7

Requirements:Description:
    Creates fast, deathmatch-style gameplay with only ES 2.0.0.248+. Spawn points are created automaticially so CheapDeathmatch is compatible with most maps without setup.

    Options:
    ES:
      // CheapDeathmatch release 7 options
      // ./addons/eventscripts/cheapdeathmatch/cheapdeathmatch.cfg
      // <!-- m --><a class="postlink" href="http://addons.eventscripts.com/addons/view/cheapdeathmatch">http://addons.eventscripts.com/addons/v ... deathmatch</a><!-- m -->

      // Load this addon with: es_load cheapdeathmatch


      // To configure language settings for CheapDeathmatch please see cheapdeathmatch_languages.ini


      // ***** General options *****

      // Health players receive each spawn
         cheapdeathmatch_health 100

      // Number of lives players receive at the start of each round--set to 0 for infinite lives
         cheapdeathmatch_lives 2

      // 0 = players do not receive an extra life for kills, 1 = players receive an extra life for every opponent killed
         cheapdeathmatch_lives_steal 1

      // Amount of cash players receive for killing an opponent
         cheapdeathmatch_kill_cash 150


      // ***** Respawn options *****

      // Maximum number of attempts to respawn players
         cheapdeathmatch_respawn_attempts 50
      // If no spawn point is found players will respawn at the place of death.

      // Distance a spawn point must be from opponents for a player to spawn on it
         cheapdeathmatch_respawn_distance 600

      // Debug level of error message displayed when no spawn point is found for a player
         cheapdeathmatch_respawn_debug 0
      // Respawn error messages will only be visible if eventscripts_debug is greater than or equal to cheapdeathmatch_respawn_debug.
      // You can find more information on eventscripts_debug here: <!-- m --><a class="postlink" href="http://www.eventscripts.com/pages/Eventscripts_debug">http://www.eventscripts.com/pages/Eventscripts_debug</a><!-- m -->

      // Number of seconds between creating spawn points at living player locations--set to 0 to use predefined map spawn points only
         cheapdeathmatch_respawn_create_step 10
      // NOTE: This value _must_ be 0 if the map changes in layout each round (such as cs_havana).


      // ***** Spawn protection options *****
      // This addon should be compatible with most deathmatch-compatible spawn protection addons if third-party spawn protection is desired.

      // Number of seconds after spawning players will be invincible
         cheapdeathmatch_protection_duration 6

      // Alpha (visibility) of players at spawn--255 is fully visible
         cheapdeathmatch_protection_alpha_start 75

      // Number of steps to fade invincible players to full visibility--set to 1 for no fade
         cheapdeathmatch_protection_alpha_steps 3


      // ***** Anouncement options *****

      // Say command to display personal lives, kills, deaths information--set to "none" to remove
         cheapdeathmatch_announce_lkd_trigger "!dmlkd"

      // 0 = no change, 1 = announce command to trigger deathmatch lives, kills, deaths information on the console each round, 2 = announce command to trigger deathmatch lives, kills, deaths information in chat area each round
         cheapdeathmatch_announce_lkd_trigger_roundstart 2

      // 0 = no change, 1 = announce lives, kills, and deaths to players on the console each spawn, 2 = announce lives, kills, and deaths to players in chat area each spawn
         cheapdeathmatch_announce_lkd_chat 0

      // 0 = no change, 1 = announce lives, kills, and deaths to players in center text each spawn
         cheapdeathmatch_announce_lkd_center 1

      // 0 = no change, 1 = announce lives, kills, and deaths to players in a HUD message each spawn
         cheapdeathmatch_announce_lkd_hud 1


      // Say command to display deathmatch statistics--set to "none" to remove
         cheapdeathmatch_announce_stats_trigger "!dmstats"

      // 0 = no change, 1 = announce command to trigger deathmatch statistics on the console each round, 2 = announce command to trigger deathmatch statistics in chat area each round
         cheapdeathmatch_announce_stats_trigger_roundstart 2

      // 0 = no change, 1 = announce command to trigger deathmatch statistics on the console to players who lose their last life, 2 = announce command to trigger deathmatch statistics in chat area to players who lose their last life
         cheapdeathmatch_announce_stats_trigger_rounddeath 2

      // 0 = announce deathmatch statistics on the console, 1 = announce deathmatch statistics in a menu, 2 = announce deathmatch statistics on the console and in a menu
         cheapdeathmatch_announce_stats 2

      // Number of seconds to display menu of deathmatch statistics--set to 0 for no time limit
         cheapdeathmatch_announce_stats_menu 15


      // ***** Command documentation *****

      // The following server command can be used to respawn _LIVING_ players:

      // cheapdeathmatch_respawn -userid/name/"Steam ID"- [attacker userid/name/"Steam ID"] [weapon] [headshot]
      //    attacker - the attacker to credit for the death of the respawning player
      //       - If omitted, attacker defaults to 0
      //    weapon - the weapon used to kill the respawning player
      //       - If omitted, weapon defaults to "world"
      //    headshot - 0 = player was not killed with a headshot, 1 = player was killed with a headshot
      //       - If omitted, headshot defaults to 0


      // In addition to the server command CheapDeathmatch offers a Python command. In order to utilize the Python command CheapDeathmatch must be loaded
      // before your addon and your addon must contain the import line:

      // from cheapdeathmatch import cheapdeathmatch

      // You may then use the following command:

      // cheapdeathmatch.respawn(int_userid, int_attacker=0, str_weapon='world', int_headshot=0)
      // - Respawns a living player
      //    int_userid - integer containing the userid of the player to respawn
      //    int_attacker - integer containing the userid of the player to credit for the death of the respawning player
      //    str_weapon - string containing the weapon used to kill the respawning player
      //    int_headshot - 0 = player was not killed with a headshot, 1 = player was killed with a headshot
       
Download: Installation:
  • Extract .zip to game directory (./cstrike/) or use:
    ES:
      es_install cheapdeathmatch
  • Add the following to autoexec.cfg:
    ES:
      es_load cheapdeathmatch
  • Restart your server.
  • The first time the addon is loaded cheapdeathmatch.cfg will appear in the addon's directory. Configure your options and then again restart your server.

Current language file:
./addons/eventscripts/cheapdeathmatch/cheapdeathmatch_languages.ini wrote:
# ./addons/eventscripts/cheapdeathmatch/cheapdeathmatch_languages.ini
# >>> For general addon configuration see cheapdeathmatch.cfg <<<

# DO NOT translate words with $ or # in front!
# For a list of language abbreviations please see ./addons/eventscripts/_libs/python/deflangs.ini


[lkd]
en="#defaultLives: #lightgreen$lives#default Kills: #lightgreen$kills#default Deaths: #lightgreen$deaths"
de="#defailtLeben: #lightgreen$lives#default Kills: #lightgreen$kills#default Tode: #lightgreen$deaths"

[kd]
en="#defaultKills: #lightgreen$kills#default Deaths: #lightgreen$deaths"
de="#defaultKills: #lightgreen$kills#default Tode: #lightgreen$deaths"

[stats header]
en="Player statistics:"
de="Spielerstatistiken:"

[stats line lkd]
en="$player - K: $kills, L: $lives, D: $deaths"
de="$player - K: $kills, L: $lives, T: $deaths"

[stats line kd]
en="$player - K: $kills, D: $deaths"
de="$player - K: $kills, T: $deaths"

[stats trigger]
en="#defaultSay #lightgreen$trigger#default to see player deathmatch statistics."
de="#defaultSchreibe #lightgreen$trigger#default um Deathmatch-Spielerstatistiken zu sehen."

[lkd trigger]
en="#defaultSay #lightgreen$trigger#default to see personal deathmatch lives, kills, deaths information."
de="#defaultSchreibe #lightgreen$trigger#default um persönliche Deathmatch Lebens, Kills und Todes -statistiken zu sehen."

Please post if you have questions, comments, or help with translation!

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EventScripts Wiki --- #eventscripts --- Python.org --- es_install FAQ


Last edited by SuperDave on 2008-11-09, 12:10 am, edited 24 times in total.




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New postPosted: 2007-03-29, 10:08 am 

the whole invisble then translucent thing is pretty sweet :)

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CS:S GUNGAME DEATHMATCH .:72.232.194.178:27016:.


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New postPosted: 2007-03-29, 11:08 am 

heh heh... Thanks! If you have any ideas on how to improve this script, please do not hesitate to let me know!


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New postPosted: 2007-04-11, 1:34 am 

Thanks to sessus for suggestion that I update my script descriptions (on CheapWireCut)! This new description is much better!

This script is very fast-paced and forces players to explore many parts of each map. It requires only EventScripts v1.2+ and does not require clients to download any files. Even if you already have a deathmatch script, you should give this one a try because of its unique gameplay!

Feedback welcome!
- Dave


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New postPosted: 2007-04-13, 5:53 pm 

I think CheapDeathmatch works amazingly well with GunMod! Of course, you can always just load the script by itself for simple deathmatch play. Remember, if you want to play a GunMod deathmatch, you should load CheapDeathmatch after GunMod!
ES:
    es_load gunmod

    es_load cheapdeathmatch


Comments and suggestions are welcome!
- Dave


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New postPosted: 2007-05-27, 2:47 am 

This script is great, but I'm getting one little problem.
When I set es_xsetinfo CheapDM_StartingLives to 0 for infinite lives, it breaks the respawn.
Also if I leave it at 2, everyone has 511 health?

Anyone stuck this? Or am I missing something?

Everything is set to default except es_xsetinfo CheapDM_StartingLives

and I'm running mani admin and eventscripts only


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New postPosted: 2007-05-27, 3:02 am 

backlashnz wrote:
Also if I leave it at 2, everyone has 511 health?
See above
SuperDave wrote:
When a player has more than one life, his or her health will read 511 (or 255 to spectators). That player's armor will reflect the damage he or she can take before losing a life.

backlashnz wrote:
...it breaks the respawn.
So, essentially it is as though you have one life?

This was one of my five original scripts and it hasn't changed much, so there are most likely errors :)

Thanks for the review!
- Dave


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New postPosted: 2007-05-27, 3:19 am 

Quote:
See above

Opps my bad :oops:


Quote:
So, essentially it is as though you have one life?

This was one of my five original scripts and it hasn't changed much, so there are most likely errors


I'll check the console for errors, and post back. Yes it's like we only have one life.
Thanks for the quick response :D

EDIT:
Ok just checked the server for errors but none!
When I set it to 0 it gives everyone just one life. Seems to work exactlly as if it was set to 1. Is there any other info I can give you to help solve my problem? I surpose I could just set it to say 99 and it would be like endless anyway? Maps only set to 30min.


Last edited by backlashnz on 2007-05-27, 3:59 am, edited 1 time in total.

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New postPosted: 2007-05-27, 3:58 am 

My pleasure. I always try to respond within 24 hours, but while I'm awake it's usually less. :lol:

It probably doesn't set your health to 511 when CheapDM_StartingLives is 0, does it?

I'd certainly hope it doesn't give you console errors. I'd like to think I test my scripts better than that!

I need to update this script anyway because I think I recall RideGuy telling me the secret to tricking the HUD health...
- Dave


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New postPosted: 2007-05-27, 4:05 am 

lol I just edited my post above the same time you responded :)

Quote:
It probably doesn't set your health to 511 when CheapDM_StartingLives is 0, does it?

Correct,

No errors in console, just the same as if I had it set to 1.
But I can work around it by setting it to 99 or something :)


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New postPosted: 2007-05-27, 4:16 am 

Nice. :D

Thank you so much for reporting that! I'll look into fixing it. It will probably be tomorrow :oops:

Please let me know if you have any other suggestions or errors!
- Dave


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New postPosted: 2007-05-27, 4:32 am 

Tomorrow OMG your a machine, thats fantastic :)
Don't worry if ya to busy tho, I can wait....


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New postPosted: 2007-05-27, 1:46 pm 

Thx. What kind of machine is probably debatable :wink:

Wow... I had the following line in block load:
ES:
    if (server_var(CheapDM_StartingLives) < 1) then es_xsetinfo CheapDM_StartingLives 1
There is no excuse for that :oops:

Anyway, I hope release 3 corrects those pesky problems from release 2!

All questions, comments, and suggestions are welcome and appreciated!
- Dave


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New postPosted: 2007-05-27, 4:21 pm 

Wow, that was fast!! Cheers I'll check it out a little later today and post back. Thanks heaps :)


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New postPosted: 2007-05-27, 4:26 pm 

It's embarrassing to have a script with errors! :D

I eagerly await your results.

Edit-- ...and maybe your +w00t? :wink:


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New postPosted: 2007-05-27, 5:07 pm 

Just tested it, and it all works sweet :)
infinite deathmatch is great, cheers for your help.
One other small thing, when you die it doesn't reflect the death in the scores (when you push the tab key) only in the box on the left. Is that correct?
It does show the kills tho.
Not a prob tho, it's doing eveything we want it to.
Thanks for your time :)

PS: +woot coming your way, I can only press it once tho :(


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New postPosted: 2007-05-27, 6:02 pm 

backlashnz wrote:
...it doesn't reflect the death in the scores (when you push the tab key)
Unfortunately, this is the way it's supposed to work. EventScripts does not currently have the ability to alter the "Deaths" category, only the "Score" category. To make up for that,
es_cheapdeathmatch.txt wrote:
// You will get 1 point for every life, 1 point for every kill, and you will lose 1 point for every death
That's the best I could do.

backlashnz wrote:
+woot coming your way, I can only press it once tho
heh heh. I have that problem sometimes, too.

Thank you kindly :)

If you have any other suggestions, I'm always open!
- Dave


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New postPosted: 2007-06-02, 9:41 am 

is there anyway to put a small delay on respawn? lol im playing this addon on my server and im getting disorientated hehe


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