Are you running the server on your own computer? If that's so you must keep your scripts very light since you already have all those zombies and stuff.
Server version: 2.6.5
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Lesson in debugging your script. Lets say we got this script:
Procedure AppOnIdle(Ticks:Integer);
var
i,ii:Byte;
begin
if (Mine_Enabled = true) then CheckMines();
for i := 1 to HighestID() do if (GetPlayerStat(i,'Active') = true) then begin
if (Player[i].Vanish) then
if (Player[i].VanishTimer = 0) then
RefreshVanish(i)
else
TimedVanish(i);
if (Player[i].Rage) then
if (Player[i].RageTimer = 0) then
RefreshRage(i)
else
TimedRage(i);
if (Player[i].Knife) AND (GetPlayerStat(i,'Primary') <> 14) then ForceWeapon(i,14,255,0);
for ii := 1 to HighestID() do if (GetPlayerStat(ii,'Active') = true) AND (Player[i].Spy[ii]) then DrawSpyInterface(i,ii);
end;
end;
The error lies in one of the procedures being called by AppOnIdle, but the soldatserver won't tell us. Now we put in WriteLn('n') (first WriteLn n = 1, second = 2 ...) after each line to see where the error lies. Now that we know where the error lies we go on with the same tactic and look where the error lies this time. Do this until your script is debugged, it's that simple