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(...)procedure OnPlayerKill(Killer, Victim: byte; Weapon: string);begin if ScriptEnabled then begin if Logged[Killer] then IncCaught(Killer); Killed[Killer] := Killed[Killer] +1; if (Killed[Killer] = iniEventBK) AND (iniEventB) then GiveBerserker(Killer); if not(Seeker[Victim]) then begin Seeker[Victim] := TRUE; Command('/setteam1 ' + inttostr(Victim)); WriteConsole(0,IdToName(Victim) + ' was caught! Blue left: ' + inttostr(BravoPlayers),Color); end; if (BravoPlayers = 0) AND (not(Block)) then begin if ShowMsgs then WriteLn(' * [CatchMe] * ~ Last Blue ('+IdToName(Victim)+') got caught by '+IdToName(Killer)); Block := TRUE; TCountD := SCountD; ScoreA := ScoreA + 1; Seek_next := Victim; if Logged[Victim] then IncLastStanding(Victim); WriteConsole(0,'Round finished! Last Blue was ' + IdToName(Victim),Violet); if (iniEventV) then if ((BravoPlayers + AlphaPlayers) >= iniEventVP) then begin Vest_next := Killer; WriteConsole(0,IdToName(Killer) + ' killed last Blue! He gets Vest next round!',Violet); end else WriteConsole(Killer,'Sorry, there must be '+inttostr(iniEventVP)+'+ players so you could get vest for killing last blue',Violet); if (ScoreA = ScoreLimit - 2) then WriteConsole(0,' *** ALERT *** 1 More Round Won For RED And They Win A Map!',Red) else if (ScoreA = ScoreLimit - 1) then begin TCountD := 16; TRound := 20; for i:=1 to 1 do WriteConsole(0,' ',Red); WriteConsole(0,' RED TEAM',Red); WriteConsole(0,' WINS',Red); WriteConsole(0,' ',Red); if ShowMsgs then WriteLn(' * [CatchMe] * Red Team Wins!'); Command('/nextmap'); end; end; end;end; (...)
Exception raised on call to AppOnIdle (Access violation at address 080F5A3F, accessing address 00000004) Exception raised on call to AppOnIdle (Access violation at address 080F5A3F, accessing address 00000004) Exception raised on call to AppOnIdle (Access violation at address 080F5A3F, accessing address 00000004) Exception raised on call to AppOnIdle (Access violation at address 080F5A3F, accessing address 00000004) Exception raised on call to OnPlayerDamage (Access violation at address 080F5A3F, accessing address 00000004) Exception raised on call to AppOnIdle (Access violation at address 080F5A3F, accessing address 00000004) Exception raised on call to AppOnIdle (Access violation at address 080F5A3F, accessing address 00000004) Exception raised on call to AppOnIdle (Access violation at address 080F5A3F, accessing address 00000004) Exception raised on call to AppOnIdle (Access violation at address 080F5A3F, accessing address 00000004) Exception raised on call to AppOnIdle (Access violation at address 080F5A3F, accessing address 00000004) Exception raised on call to AppOnIdle (Access violation at address 080F5A3F, accessing address 00000004) Exception raised on call to AppOnIdle (Access violation at address 080F5A3F, accessing address 00000004) Exception raised on call to OnWeaponChange (Access violation at address 080F5A3F, accessing address 00000004) Exception raised on call to OnWeaponChange (Access violation at address 080F5A3F, accessing address 00000004) Exception raised on call to AppOnIdle (Access violation at address 080F5A3F, accessing address 00000004) Exception raised on call to OnWeaponChange (Access violation at address 080F5A3F, accessing address 00000004) Exception raised on call to OnPlayerDamage (Access violation at address 080F5A3F, accessing address 00000004) Exception raised on call to AppOnIdle (Access violation at address 080F5A3F, accessing address 00000004) Exception raised on call to OnPlayerCommand (Access violation at address 080F5A3F, accessing address 00000004)
Exception raised on call to OnPlayerDamage (Access violation at address 080F5A3F, accessing address 00000004)
function OnPlayerDamage(Victim, Shooter: byte; Damage: integer): integer;begin if Seeker[Victim] then result := 0 else result := Damage;end;
when server become unstable once in any event, it becomes unstable in all of them. Sometimes including unused ones lol