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New postPosted: 2006-03-20, 5:28 am 
   Post subject: [Script Pack] Last Man Knifing v1.2

:!: Last Man Knifing v1.2 :!:

Pardon the short intro, but I am just wanting to get this released after coding all night and I will update the documentation a little later! :wink:

:arrow: Description:
Quote:
When the situation comes down to a 1 vs. 1, Last Man Knifing will pop up a menu offering the players the option to agree to knife. If both players agree, they knife!


:arrow: Features: (located in ADMIN_SETTINGS_lmk.cfg)
Quote:
1. Beacon the players when they accept to knife one another.
2. Make sure that the knife fights don't last forever. Declare a certain amount of time the players have to kill one another. If they do not do so within this amount of time, one of them will be killed at random after the timer expires (there is a coundown mid-screen).
3. Choose to allow BOTs to accept a knife fight.
4. Protect the players in the knife fight: slay anyone that uses anything other than a knife!
5. Set both of the players' health to a certain value (you choose) when they accept a knife fight to make things fair.
6. Teleport the players close to one another and avoid having to wait for the knife fight.


:arrow: Requirements:
Quote:


:arrow: Installation:
Quote:
1. Download and Unzip.
2. Place the XE_LMK folder in your eventscripts_subdirectory. If no eventscripts_subdirectory has been defined in your autoexec.cfg, this will be "cstrike/cfg".
3. Edit the ADMIN_SETTINGS_lmk.cfg to your liking.
4. Edit the BOT_SETTINGS_lmk.cfg to your liking.
5. Place the following code in your autoexec.cfg (est_playertrack ABOVE eventscripts_register XE_LMK):
Code:
eventscripts_register XE_LMK

6. Restart your server OR rcon the following in your console and change maps:
Code:
eventscripts_register XE_LMK


:arrow: Updates/Bug Fixes:
Quote:
Last Man Knifing v1.1
Quote:
1. Removed the need for ES_Tools.
2. Updated the player tracking code to use much less CPU (thanks to ichthys).
3. Added the ability to teleport players close to one another once they accept the knife fight (lmk_teleport).
4. Updated the coding to use timebomb instead of a random slay once lmk_timer runs out.
5. Added the BOT_SETTINGS_lmk.cfg to revert BOT settings back to normal after a knife fight. This must be edited if you have BOTS on your server with custom settings.
6. Added a new cvar lmk_min_players in the ADMIN_SETTINGS_lmk.cfg. The minimum is 3. This controls how many players must be on your server in order for Last Man Knifing to offer a knife fight.

Last Man Knifing v1.2
Quote:
Fixed an error that only allowed the acceptance of a knife fight to happen once a map (stupid) :oops:

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Last edited by XE_ManUp on 2007-03-18, 9:24 am, edited 8 times in total.




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New postPosted: 2006-03-20, 8:13 am 

did I play on your server this weekend....

or was there a private release before?

I saw this mod in a server on sat afternoon I was wondering what it was

I'm testing this tonight after work.

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New postPosted: 2006-03-20, 12:59 pm 

TIM3PORT wrote:
did I play on your server this weekend....

or was there a private release before?

I saw this mod in a server on sat afternoon I was wondering what it was

I'm testing this tonight after work.

There is another script called KnifeVS that does (I think) the exact same thing. I had originally started coding this a long time ago. When I saw that KniveVS was released, I quit coding it.

Now, there is someone that claims that every time he uses KnifeVS, that XE_Bet and Counter-Bet lose their functionality. Since XE_Bet is mine, and they chose to use KnifeVS instead, I finished writing this to kill whatever compatability issue there might have been so that they can have knifing and betting at the same time.

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New postPosted: 2006-03-20, 3:17 pm 

Sweet deal. Just put it up. I'll let you know how it works. Thanks!

Few things the other one had we really liked:

If you set the timer to say 30 seconds it displays at the center of the screen: "You have 30 seconds to kill each other."
Then after 20 seconds it turns them into timebombs (then they have 10 seconds till both die). If ones kills the other in that time, the timebomb turns off.

The ability to play a random sound. I inputted the number of the sounds. So we have sounds 18-22 playing randomly on our server when they accept the knife fight. This was another cool feature but not necessary.

Other then that I really like your other features. I made this post send me an e-mail when it gets a reply so I hope to see this script improved on. Thanks again! It's very appriciated!

Also, I disabled the 1on1 message that displays on the XE_Bet script. I woudl imagine this script has one. If it doesn't let me know and I will enable it.


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New postPosted: 2006-03-20, 4:01 pm 

Smoke it Up! wrote:
Sweet deal. Just put it up. I'll let you know how it works. Thanks!

Few things the other one had we really liked:

If you set the timer to say 30 seconds it displays at the center of the screen: "You have 30 seconds to kill each other."
Then after 20 seconds it turns them into timebombs (then they have 10 seconds till both die). If ones kills the other in that time, the timebomb turns off.

The ability to play a random sound. I inputted the number of the sounds. So we have sounds 18-22 playing randomly on our server when they accept the knife fight. This was another cool feature but not necessary.

Other then that I really like your other features. I made this post send me an e-mail when it gets a reply so I hope to see this script improved on. Thanks again! It's very appriciated!

Also, I disabled the 1on1 message that displays on the XE_Bet script. I woudl imagine this script has one. If it doesn't let me know and I will enable it.

No, this script does not have a 1 on 1 notification. It just pops up a menu offering the option to knife fight.

It does display a center message stating that they have X amount of time to kill the opponent. Instead of the "slay" option, I think I will incorporate the timebomb.

As far as the ability to play a random sound, I can add that as well.

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New postPosted: 2006-03-20, 4:40 pm 

Few other things that you may want to incorporate (I haven't tried yours yet but these are a few things I didn't see from looking at your code):

If one of the players decline the knife fight it says: So and So DECLINED and does not want to knife!

If they both accept it says: KNIFE FIGHT!!!

both these display at the center of the screen.

I can add them and give it back to you if you want. Not sure if you want me messing with your code. These messages should be super simple though.


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New postPosted: 2006-03-20, 5:37 pm 

XE_ManUp wrote:
There is another script called KnifeVS that does (I think) the exact same thing. I had originally started coding this a long time ago. When I saw that KniveVS was released, I quit coding it.

Now, there is someone that claims that every time he uses KnifeVS, that XE_Bet and Counter-Bet lose their functionality. Since XE_Bet is mine, and they chose to use KnifeVS instead, I finished writing this to kill whatever compatability issue there might have been so that they can have knifing and betting at the same time.


that would be a very good thing to do another server I help run is having problems with xebet but I have but it on hold until I have time to mess witht he server enough I know the first day I put it on it worked because I joined and it was listed now it doesn't work I told them to stop messing with it. I'm sure he's going to want something like this added to the server I hate windows servers LoL

trying this tonight.

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New postPosted: 2006-03-20, 5:38 pm 

Smoke it Up! wrote:
Few other things that you may want to incorporate (I haven't tried yours yet but these are a few things I didn't see from looking at your code):

If one of the players decline the knife fight it says: So and So DECLINED and does not want to knife!

If they both accept it says: KNIFE FIGHT!!!

both these display at the center of the screen.

I can add them and give it back to you if you want. Not sure if you want me messing with your code. These messages should be super simple though.

It displays both of these messages.

When both accept, the message "Last Man Knifing Activated!!!" is displayed. (lmk_activate.cfg)

When a player accepts or declines, it also says so. (lmk_init.cfg, alias lmk_no1 & alias lmk_yes1)

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New postPosted: 2006-03-23, 12:11 pm 

I would like to see sounds incorporated into this as an option just like the other KnifeVS plugin.

I feel the other plugin is too buggy and the script writer doesn't care to work on it since it runs fine on his server.

Any chance of adding sounds?

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New postPosted: 2006-03-23, 6:03 pm 

HnyBear wrote:
I would like to see sounds incorporated into this as an option just like the other KnifeVS plugin.

I feel the other plugin is too buggy and the script writer doesn't care to work on it since it runs fine on his server.

Any chance of adding sounds?

Yes. I am going to add sounds and timebomb.

Currently, the death of players happens so that one team or the other will win. I think that timebomb will save some processing/coding.

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New postPosted: 2006-03-24, 3:14 pm 

One thing I have been doing is teleporting one player close to the other. This would be really good becasue sometimes it takes them like 30 seconds to find each other and by that time they are dead. Also, another feature is if both accept and it's close to the end of the round, extend the round time. I've seen them both accept, then like 5 seconds later round is over and we don't get to see a knife fight. Just a few suggestions. As for the teleporting, I imagine that will be hard. You will want to make sure he doesn't teleport right on the guy, and you would want to teleport to an open area so it would change almost every map. If that's too hard, no big deal, but the round extend I imagine would be easy and would make a big improvement. Thanks for your work XE, you;'re the man.


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New postPosted: 2006-03-25, 9:23 am 

Okay. So far, here's what you guys have requested for me to add:

    1. The ability to play random sounds.
    2. Use the ma_timebomb command instead of the random ma_slay.
    3. Teleport the players close to one another.
    4. Extend the round if both players accept the knife fight.
Did I miss anything?

Also, if ANYONE is having problems with their server crashing please let me know so that I can help. I have had one person come to me and mention that his server was crashing after installing this. It seems that some servers do not like ES_Tools as of yet. awuh0 is working on finding the reason.

Needless to say, do not let something like that hold you back from using this script pack. Just communicate with me, and I will hook you up with an easy fix.

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New postPosted: 2006-03-25, 11:35 am 

What is the reason for even needing Es_Tools? Why can't it work without it like the other plugin KnifeVs. I don't know about anyone else but I already have a lot of plugins running on my server and don't really need to add another one.

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New postPosted: 2006-03-25, 7:07 pm 

HnyBear wrote:
What is the reason for even needing Es_Tools? Why can't it work without it like the other plugin KnifeVs. I don't know about anyone else but I already have a lot of plugins running on my server and don't really need to add another one.

For now, it uses ES_Tools to see if the players are close to one another when using the beacon option. Once the players are near one another, the beacon turns off. That is the only function that ES_Tools is needed for. However, I am likely going to replace the need for ES_Tools with a teleport option.

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New postPosted: 2006-03-28, 11:14 am 

When im dead or even alive and i use an admin option like set next map it says something like pope has declined to knife but it's not even a 1 v 1 and i might even be dead. so whats going on ty. btw nice script


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New postPosted: 2006-03-28, 11:16 am 

pope wrote:
When im dead or even alive and i use an admin option like set next map it says something like pope has declined to knife but it's not even a 1 v 1 and i might even be dead. so whats going on ty. btw nice script

This is a bug that I am working on. I have not had much of a chance to work on this since its release, but I am aware of the problem and I am doing some coding on it. This should be fixed in v1.1, when I release it.

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New postPosted: 2006-03-30, 5:10 pm 

there are some bugs in this script .
Sometimes this script don't work correctly , so i dropped it from my server .
Please fix these bugs :( .


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New postPosted: 2006-03-30, 6:42 pm 

Keiki wrote:
there are some bugs in this script .
Sometimes this script don't work correctly , so i dropped it from my server .
Please fix these bugs :( .

I am indeed working on them. I don't like my scripts to have bugs.

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