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Module: Orpheu (v2.6.3)


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Arkshine
AMX Mod X Plugin Approver
Join Date: Oct 2005
Old 01-19-2013 , 09:39   Re: Module: Orpheu2.3a
Reply With Quote #961

People are not clairvoyant.

What MonsterMod you're talking about ? Link ? Attach binaries ?
Where does the "EXAMPLE SCRIPT" fail ?
What are the errors ?

Seriously, guys, if you expect help, start to EXPLAIN WITH FULL DETAILS AND ALL THE RELATED MATERIALS.
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4554
Senior Member
Join Date: Aug 2009
Old 01-19-2013 , 10:01   Re: Module: Orpheu2.3a
Reply With Quote #962

Quote:
Originally Posted by Arkshine View Post
People are not clairvoyant.

What MonsterMod you're talking about ? Link ? Attach binaries ?
Where does the "EXAMPLE SCRIPT" fail ?
What are the errors ?

Seriously, guys, if you expect help, start to EXPLAIN WITH FULL DETAILS AND ALL THE RELATED MATERIALS.
I'm sorry about that,
I would like to have a new orpheu script which supports Monster Plugin 3.00.07
Download link: http://forums.alliedmods.net/attachm...9&d=1206497237
The old solution you given wasn't support the latest MonsterMod(Version 3.00.07)

Orpheu output:

Code:
Orpheu libraries search started.

	Adding library metamod.dll (0x6400000)
	Adding library amxmodx (0x97d0000)
	Adding library memhack (0x6430000)
	Adding library monster (0x9d80000)
	Adding library engine (0x64c0000)
	Adding library fakemeta (0x95b0000)
	Adding library orpheu (0x9ad0000)
	Adding library cstrike (0x9570000)
	Adding library hamsandwich (0x9c80000)
	Adding library fun (0x9890000)

Orpheu libraries search ended.

Orpheu functions search started.

	Parsing functions started.
		Parsing file "spawn_monster" started
				Argument type "int" validated
				Argument type "Vector &" validated
				Argument type "float" validated
				Argument type "int" validated
				Return type "CMBaseMonster *" validated
				Searching for name "?spawn_monster@@YAPAVCMBaseMonster@@HAAVVector@@MH@Z"... NOT FOUND
		Parsing file "spawn_monster" ended
		Parsing folder "CMController" started
			Parsing file "HandleAnimEvent" started
				Library "monstermod" is not registered
				FAILED
			Parsing file "HandleAnimEvent" ended
		Parsing folder "CMController" ended
	Parsing functions ended.

Orpheu functions search ended.

Orpheu virtual functions search started.

	Parsing virtual functions started.
	Parsing virtual functions ended.

Orpheu virtual functions search ended.

Orpheu memory structures search started.

	Parsing memory structures started.
	Parsing memory structures ended.

Orpheu memory structures search ended.
L 01/19/2013 - 22:59:29: [ORPHEU] Function "CMController::HandleAnimEvent" not found
L 01/19/2013 - 22:59:29: [AMXX] Run time error 10 (plugin "monstermod_spawn.amxx") (native "OrpheuGetFunction") - debug not enabled!
L 01/19/2013 - 22:59:29: [AMXX] To enable debug mode, add "debug" after the plugin name in plugins.ini (without quotes).
Meta List:
Code:
Currently loaded plugins:
      description      stat pend  file              vers      src   load  unlod
 [ 1] AMX Mod X        RUN   -    amxmodx_mm.dll    v1.8.1.3  ini   Start ANY  
 [ 2] Monster          RUN   -    monster_mm.dll    v3.00.07  ini   Chlvl Chlvl
 [ 3] MemHack          RUN   -    memhack_amxx.dll  v1.65     pl2   ANY   ANY  
 [ 4] Engine           RUN   -    engine_amxx.dll   v1.8.1.3  pl2   ANY   ANY  
 [ 5] FakeMeta         RUN   -    fakemeta_amxx.dl  v1.8.1.3  pl2   ANY   ANY  
 [ 6] Orpheu           RUN   -    orpheu_amxx.dll   v2.4d     pl2   ANY   ANY  
 [ 7] CStrike          RUN   -    cstrike_amxx.dll  v1.8.1.3  pl2   ANY   ANY  
 [ 8] Ham Sandwich     RUN   -    hamsandwich_amxx  v1.8.1.3  pl2   ANY   ANY  
 [ 9] Fun              RUN   -    fun_amxx.dll      v1.8.1.3  pl2   ANY   ANY  

9 plugins, 9 running
4554 is offline
yokomo
Surprise Ascot!
Join Date: May 2010
Location: Malaysia
Old 01-19-2013 , 12:51   Re: Module: Orpheu2.1 (Change max money and weapon slots in the end of the thread :D
Reply With Quote #963

Quote:
Originally Posted by joaquimandrade View Post
Here goes a plugin that changes the slots of a server. Limited to 32. Just work in Windows because in Linux it would need a forward happening before plugin_precache. Anyway, for linux you can manually patch engine_i686.so at offset 0x753C3 with bytes [0xb8][0x20][0x00][0x00][0x00].
I use this plugin with these signatures:
Spoiler

and
Spoiler

But it no longer working, whatever "maxplayers_" value i set it always become max 6 slots.

Meta list:
Spoiler


Amxx Plugins:
Spoiler


Orpheu log:
Spoiler
__________________
Team-MMG CS1.6 Servers:
✅ MultiMod -- 103.179.44.152:27016
✅ Zombie Plague -- 103.179.44.152:27015
✅ Zombie Escape -- 103.179.44.152:27017
✅ Klassik Kombat -- 103.179.44.152:27018
✅ Boss-Battle -- 103.179.44.152:27019

Last edited by yokomo; 01-19-2013 at 14:21. Reason: Spoiler the code
yokomo is offline
Arkshine
AMX Mod X Plugin Approver
Join Date: Oct 2005
Old 01-19-2013 , 13:05   Re: Module: Orpheu2.3a
Reply With Quote #964

@4554 : Look, it's better. Now, I can see what is the error and I can help easily.

Searching for name "?spawn_monster@@YAPAVCMBaseMonster@@HAAVVect or@@MH@Z"... NOT FOUND

It seems it needs new symbol name.
After looking at the binary, the function is no more exported, which means you need a signature.

Spoiler



Library "monstermod" is not registered

You still not have changed "monstermod" to "monster" int CMController/HandleAnimEvent file.
Atfer looking too for this function, same as above, no more exported :

Spoiler



@yokomo: I don't have the .sma, can't help.
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Last edited by Arkshine; 01-19-2013 at 13:15.
Arkshine is offline
yokomo
Surprise Ascot!
Join Date: May 2010
Location: Malaysia
Old 01-19-2013 , 14:17   Re: Module: Orpheu2.3a
Reply With Quote #965

@Arkshine
The plugin is in this post https://forums.alliedmods.net/showpo...&postcount=122
But the code is short so paste it here:
Spoiler
__________________
Team-MMG CS1.6 Servers:
✅ MultiMod -- 103.179.44.152:27016
✅ Zombie Plague -- 103.179.44.152:27015
✅ Zombie Escape -- 103.179.44.152:27017
✅ Klassik Kombat -- 103.179.44.152:27018
✅ Boss-Battle -- 103.179.44.152:27019
yokomo is offline
Arkshine
AMX Mod X Plugin Approver
Join Date: Oct 2005
Old 01-19-2013 , 14:38   Re: Module: Orpheu2.3a
Reply With Quote #966

Then it requires to be called/hook before plugin_precache() because if get 6 always, it means COM_CheckParm has failled ; the globars vars used inside most likely reseted at some point. It's going to require a module to make a forward called before plugin_precache.
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Last edited by Arkshine; 01-19-2013 at 14:38.
Arkshine is offline
4554
Senior Member
Join Date: Aug 2009
Old 01-20-2013 , 00:34   Re: Module: Orpheu2.3a
Reply With Quote #967

Quote:
Originally Posted by Arkshine View Post
@4554 : Look, it's better. Now, I can see what is the error and I can help easily.

Searching for name "?spawn_monster@@YAPAVCMBaseMonster@@HAAVVect or@@MH@Z"... NOT FOUND

It seems it needs new symbol name.
After looking at the binary, the function is no more exported, which means you need a signature.

Spoiler



Library "monstermod" is not registered

You still not have changed "monstermod" to "monster" int CMController/HandleAnimEvent file.
Atfer looking too for this function, same as above, no more exported :

Spoiler



@yokomo: I don't have the .sma, can't help.
Thanks, but after updated the signature, hlds crashes whenever monster spawn.(I can't find any error code)
Code:
Orpheu libraries search started.


Orpheu libraries search started.

	Adding library metamod.dll (0x64b0000)
	Adding library amxmodx (0x9a80000)
	Adding library memhack (0x64e0000)
	Adding library monster (0x9d00000)
	Adding library engine (0x6570000)
	Adding library fakemeta (0x68a0000)
	Adding library orpheu (0x9b40000)
	Adding library cstrike (0x9850000)
	Adding library hamsandwich (0x9880000)
	Adding library fun (0x98f0000)

Orpheu libraries search ended.

Orpheu functions search started.

	Parsing functions started.
		Parsing file "spawn_monster" started
				Function is updated
		Parsing file "spawn_monster" ended
		Parsing folder "CGrenade" started
			Parsing file "Smoke3_C" started
				Function is updated
			Parsing file "Smoke3_C" ended
		Parsing folder "CGrenade" ended
		Parsing folder "CMController" started
			Parsing file "HandleAnimEvent" started
				Function is updated
			Parsing file "HandleAnimEvent" ended
		Parsing folder "CMController" ended
	Parsing functions ended.

Orpheu functions search ended.

Orpheu virtual functions search started.

	Parsing virtual functions started.
	Parsing virtual functions ended.

Orpheu virtual functions search ended.

Orpheu memory structures search started.

	Parsing memory structures started.
	Parsing memory structures ended.

Orpheu memory structures search ended.
[MONSTER] ERROR: unknown monster_skill.cfg item: sk_tentacle_dmg_bite 1000000
Edit:
To Arkshine:
The signature working perfect while registering
but when i tried to use spawnController command from client, The server crashed with no logs.

Last edited by 4554; 01-22-2013 at 06:01.
4554 is offline
yokomo
Surprise Ascot!
Join Date: May 2010
Location: Malaysia
Old 01-20-2013 , 10:44   Re: Module: Orpheu2.3a
Reply With Quote #968

Quote:
Originally Posted by Arkshine View Post
Then it requires to be called/hook before plugin_precache() because if get 6 always, it means COM_CheckParm has failled ; the globars vars used inside most likely reseted at some point. It's going to require a module to make a forward called before plugin_precache.
Yea same as linux, like joaquim said it need to be hook before plugin precache, by the way Arkshine thanks for your helps.
__________________
Team-MMG CS1.6 Servers:
✅ MultiMod -- 103.179.44.152:27016
✅ Zombie Plague -- 103.179.44.152:27015
✅ Zombie Escape -- 103.179.44.152:27017
✅ Klassik Kombat -- 103.179.44.152:27018
✅ Boss-Battle -- 103.179.44.152:27019

Last edited by yokomo; 01-20-2013 at 10:46.
yokomo is offline
meTaLiCroSS
Gaze Upon My Hat
Join Date: Feb 2009
Location: Viņa del Mar, Chile
Old 01-22-2013 , 20:10   Re: Module: Orpheu2.3a
Reply With Quote #969

Is this signature right?

Code:
{
    "name"      : "packPlayerItem",
    "library"   : "mod",
    "arguments" :
    [
        {
            "type" : "CBasePlayer *"
        },
        {
            "type" : "CBasePlayerItem *"
        },
        {
            "type" : "bool"
        }
    ],
    "identifiers" :
    [
        {
            "os"    : "windows",
            "mod"   : "cstrike",
            "value" : [0x83,"*","*",0x53,0x57,0x8B,"*","*","*",0x33,0xDB,0x3B,0xFB,0x0F,"*","*","*","*","*",0x8B,0x87]
        },
        {
            "os"    : "linux",
            "mod"   : "cstrike",
            "value" : "packPlayerItem__FP11CBasePlayerP15CBasePlayerItemb"
        }
    ]
}
I've got it from a post by Arkshine, and i've tried to use it for droping a weapon with owner's ammo with putting true on the 3rd parameter, but no ammo goes to the weaponbox, because when another one pickup the weapon it gets 0 ammo, and the owner still haves the ammo of the dropped weapon and the most strange thing is that I've set his ammo to 0 o.O

Also, packPlayerItem doesn't returns an int?
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Quote:
Originally Posted by joropito View Post
You're right Metalicross
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ConnorMcLeod
Veteran Member
Join Date: Jul 2006
Location: France (95)
Old 01-23-2013 , 01:22   Re: Module: Orpheu2.3a
Reply With Quote #970

Signature is ok.
I think there is no return.

About ammo, if function works, ammo is duplicated, owner still has ammo.
On default cs routine, owner weapons are stripped after weapons are packed, so all ammo is set to 0 at this time, that's why you noticed owner still has ammo.

So, try with no return, or void, depending on how you have to do with orpheu when there is no return.
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