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SteamID64 76561197960343048
SteamID3 [U:1:77320]
SteamID32 STEAM_0:0:38660
Country Denmark
Signed Up November 1, 2013
Last Posted February 22, 2022 at 7:37 AM
Posts 53 (0 per day)
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#48 MedicStats SourceMod plugin in Projects
b33pThe sup stats/med stats/logs.tf plugins break my server :/

Can you provide some more information?

  1. Can the server not start at all?
  2. Have the plugins worked fine for a long time, and they only suddenly started breaking the server? (Could be related to SM 1.6.0 then.)
  3. Have you tried loading the plugin separately to check which plugin that breaks the server?
  4. Have you looked in /tf/addons/sourcemod/logs/ to see if there is anything useful?
posted about 10 years ago
#45 MedicStats SourceMod plugin in Projects
ComputerI don't think that the source pause.sp reflects the compiled pause.smx.

I just tried downloading the source and compile pause.sp and it worked.
I'm on SourcePawn Compiler 1.5.3.

Edit: I haven't tried, but google tells me the error might be related to SourcePawn Compiler 1.6.0?

posted about 10 years ago
#43 MedicStats SourceMod plugin in Projects
joshuawnThe new update today may have broke supstats; it doesn't start up correctly.

Thanks for reporting this. I have fixed it and uploaded the new version.

posted about 10 years ago
#41 MedicStats SourceMod plugin in Projects
sky_Both plugins break the server TFTrue or not.

Okay. I guess if you're gonna run TFTrue, then you won't be needing those two plugins anyway.
But if you are still interested in finding the problem, then add me on steam.

posted about 10 years ago
#39 MedicStats SourceMod plugin in Projects
sky_went through all the recent error files from yesterday and today, nothing really shows up when I search from medicstats.smx or supstats2.smx. Mostly just MGE errors from not being on MGE. Tried it again this morning with TrueTF. TrueTF itself works but once I put in either of the smx files and restart the server, it won't start back up.

MedicStats and SupStats2 are not supposed to be used with TFTrue (I just edited the original post to make that clear), since TFTrue already has those features.

Do the plugins work without TFTrue being installed?

posted about 10 years ago
#37 MedicStats SourceMod plugin in Projects
sky_Tried installing some of these today. Most work but whenever I install Medicstats and supstats2, 1 or both the server can't start back up until they're removed. Using latest version of Metamod and sourcemod.

It works for me on SM 1.6 (stable) and MM 1.10.1 (stable)

Have you tried looking in /tf/addons/sourcemod/logs/ to see if there are any related logs/errors?

posted about 10 years ago
#36 MedicStats SourceMod plugin in Projects
sky_Tried installing some of these today. Most work but whenever I install Medicstats and supstats2, 1 or both the server can't start back up until they're removed. Using latest version of Metamod and sourcemod.

Hm, I'm still on the 1.5 branch of SM. I'll try updating to 1.6 and check if I have the same problem.

posted about 10 years ago
#110 Logs.tf match stats in Projects
Ash_Can you take a look at turbine logs?

This is due to a bug in the LogsTF plugin. I have just released a new version that fixes the issue. Please download it and get back to me if you still experience the problem.

posted about 10 years ago
#34 MedicStats SourceMod plugin in Projects
joshuawnIsn't MedicStats supposed to automatically load? The logs didn't show anything out of the ordinary, and this wasn't a direct instruction in any of the installation guides I read. Is this caused by a misconfiguration in SourceMod?

I can see from the log file you posted that the MedicStats plugin in fact was loaded and working fine.

But for unknown reasons logs.tf is not showing the healing stats. I suspect it has something to do with the small amount of players on the server and the presence of bots. In a real match, it should never be problem. But if you'd like, you could post this bug on logs.tf's forum topic.

posted about 10 years ago
#29 MedicStats SourceMod plugin in Projects
Ash_How are airshots counted? Any not necessarily deadly airhit above a certain distance off ground?

The following conditions have to be met:
1. The target is airborne
2. The target is at least 170 units above ground (measured from the target's feet)
3. The rocket/pipe hits the target directly

That is all.
That also means that if the target is ubered, it still counts as an airshot.

posted about 10 years ago
#26 MedicStats SourceMod plugin in Projects
RakeI'm curious, how are the headshots recognized? Are they crits that deal 150-450 as a sniper, or how does it work?

All damage you do have a "flag" saying whether or not it was a headshot.

So the "headshots" on logs.tf should be 100% precise.

posted about 10 years ago
#24 MedicStats SourceMod plugin in Projects
BigMoneyPussHow likely would it be to add support for more pyro stats. I would like to be able to see how many reflects for damage the pyro did and how many players they extinguished. Right now looking at logs pulled from logs.tf/json/xxxxxx I can get pyro reflect kills and total reflect damage and thats about it.

I'm displaying some class specific stats on my teams website, but pyro gets no love in the logs. Right now it's just AVG spy kills+assists per game and reflect kills, which makes for a pretty sorry table. Would love to have extinguishes and reflects for damage.

Actually, you can get that information from the logs.

Extinguishing a burning player as pyro:

"F2<2><STEAM_0:0:38660><Blue>" triggered "player_extinguished" against "Bot01<4><BOT><Blue>" with "tf_weapon_flamethrower" (attacker_position "-544 -4512 192") (victim_position "-480 -4512 192")

If you detect that the player is currently a pyro, and he shoots someone with a rocket, then that is most certainly a deflect rocket:

"F2<2><STEAM_0:0:38660><Red>" triggered "damage" against "Bot01<4><BOT><Blue>" (damage "122") (weapon "tf_projectile_rocket") (crit "mini")

So, the logs do support it. If you want log-websites to show those stats, you should contact them. :)

posted about 10 years ago
#22 MedicStats SourceMod plugin in Projects
raxozelletIt looks like it counts the damage as double.

Remove these plugins: supstats-extra.smx and supstats.smx

posted about 10 years ago
#20 MedicStats SourceMod plugin in Projects
TheNomadI just tried these out, they are great. I hope they become the standard!

Thanks :)

posted about 10 years ago
#17 MedicStats SourceMod plugin in Projects
DavidTheWinAny ideas on how to work sticky accuracy in yet?

I guess it should either be
1) You place 8 stickies, detonate them. If two of them hits, it counts as 1 fired, 1 hit.
2) You place 8 stickies, detonate them. If two of them hits, it counts as 8 fired and 2 hits.

But I'm not fully convinced that sticky accuracy makes sense to look at. I mean, it's stickies!

posted about 10 years ago
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