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License: GNU General Public License v3.0
The Stamm Plugin and it's Features
License: GNU General Public License v3.0
Ever since I downloaded and implemented Stamm to my server users gets client crashes. An error window shows up upon crash saying this:
CUtILinkedList overflow! (exhausted index rage)
When you do sm plugins refresh every feature of Stamm is unloaded, is this a bug? Is there a cmd to enable all the features again??
Hello. I would like to ask if it's possible to assign a rank a flag, or maybe a command
e.g. Rank 1 would like access to the command sm_afk
?
Hey! I've noticed, that stamm for some reason thinks, that connected player getting new level, and printing that in chat. After map change stamm thinks, that all 32 players got new level, and spamming in chat\sound about it. Pretty annoying.
I dont talk about cvar that shows player correct level in chat, when he connects (it is offed on my server).
I talking about stamm annonce in chat\sound when a player getting new level. Stamm doing that after each mapchange or player connect\reconnect. Why stamm thinks that connected player getting new level, if he is not?
Can you fix that? Thanks.
Hi. I'm trying to use the teleport feature that I've set to only give access to a "admin" rank. That rank is given to those with the flag z.
This is how it looks in my StammLevels.txt
"admin" { "name" "Admin" "flag" "b" }
I have the z-flag and cannot use the !stele command in csgo..
Is there a way to see which ranks a user is in? I can see the feature in the admin-feature list at !sinfo but it doesn't seem like I've been added to the admin-group.
How can I fix this?
EDIT: I can add that z-flag is the only flag I've given myself. Don't think I need to have every flag on my steamID for this to work, z-flag is supposed to give every flag. Right?
Currently "stamm" is using the old-style SteamID2 (STEAM:X:X:XXXXXXX) format as key for an user entry.
Since the SteamID in CS:GO is in many cases different from the CS:S SteamID, we should use a more unique format.
What about using SteamID64 as primary key? It would provide a better performance in SQL-queries (just a long/numeric instead of a string) and is unique for the whole steam-account, not only "a game".
Also Websites would profit of the new format.
Of course we could use the SteamID3 format, but its also ugly to handle. Why not just use beautiful numbers ? :)
I'd like to use stamm but only with {GREEN} and {LIGHTGREEN}, can you please make a version ? i dont understand anything in coding, thank you very much.
can't find where to make myself an admin
Hi,
when players the level for weapons give have, and player write this in chat !sgive ak47 or what ever then have the weapons only 30 shot -.- can you fix this, thx
last Stable Stamm 2.28
I wonder if it is possible to restrict access to a server just for who having vip god. as I can implement it?
There's no documentation of the commands for the features, teleport for example or the weapon giver.. Can you make one, please? Typing !sgive doesn't give me a menu for the weapon giver
hi,
Popoklopsi wenn ich das umstelle (aktuell habe ich 3650) auf 0 also Off (soll es ja nicht gelöscht werden) dann löscht er die ganzen spieler.
// x = Days until a inactive player gets deleted, 0 = Off
// -
// Default: "0"
stamm_delete "0"
On a dustbowl server I frequent, Whenever the end round immunity feature triggers and activates the particles, the particles are not removed whenever that stage ends or when that player dies, which according the the code, the particles should be removed in both cases.
The only times the particles actually do get removed are when the player disconnects, or when the round ends and resets to the first stage.
This is extremely annoying for the particles follow you around, being obnoxious and revealing your location when you are invisible as spy.
Disabling the feature when you do have the particles has no effect; nor does joining spectator.
I researched some, and I could find no exact reason why this issue was happening, otherwise I would have submitted a PR.
The only thing useful I could find was some obscure reference to the fact that some particle effects cannot be removed via AcceptParticleInput(particle, "kill")
, but that doesn't explain why the particle effects do get removed on round reset.
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