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-   -   [TF2] Randomizer (https://forums.alliedmods.net/showthread.php?t=98127)

Theme97 07-22-2009 20:40

[TF2] Randomizer
 
3 Attachment(s)
http://www.fileden.com/files/2007/5/...mizerSmall.png
(image by KelpPlankton)

Description
Upon joining the server and upon dying, players are forced to play a certain class with 3 select weapons. Suicide and class changing will not re-roll the class and weapons; only being killed by an enemy will.

ConVars
  • rnd_version (1.1): Self-explanatory.
  • rnd_enabled (1): Also self-explanatory. This does NOT disable the rnd_fix_* cvars, so if you want to play normally without having to change the CTX files, set this to 0.
  • rnd_destroy_buildings (1): Destroys a Engineer's buildings when he respawns as a different class.
  • rnd_fix_ammo (1): Properly sets ammo gained from ammo packs, dispensers, and dropped weapons.
  • rnd_fix_pyro (1): Slows down Pyro when scoped or spun down.
  • rnd_fix_spy (1): Undisguises Spies when using a non-melee attack. Set to 2 to undisguise on all attacks.
  • rnd_fix_uber (1): Emulates Medigun for non-Medic classes.

Installation
Place Randomizer.smx in tf/addons/sourcemod/plugins/
Place randomizer.games in tf/addons/sourcemod/gamedata/
Unzip the CTX files so that the .ctx files end up in tf/scripts/playerclasses/
Keep a backup of your old CTX files! You will need them if you want to stop using Randomizer.

Notes
Randomizer does pretty expensive loops in the OnGameFrame() forward, so if your server becomes a little laggy, try disabling some of the rnd_fix_* cvars. If anybody has any suggestions regarding its optimization, I'll be happy to implement them.

Changelog
1.2 (08 September 2009)
- Über effects (with addcond / removecond) should actually work now.
- Medigun beam should now aim at the recipient's torso.
- Changed to use randomizer.games for offsets.
- Added a few error-checks.

1.1 (31 July 2009)
- Unified Randomizer and RandomizerFixes.
- Added several cvars; see above for more info.
- Fixed the medigun beam being invisible when not a Medic.
- Fixed gaining ammo from dropped weapons and dispensers.
- Fixed Pyros being able to move during the pre-round freeze.

1.0 (22 July 2009)
- Public release!

Misc.
- figure out a way to change max ammo without using CTX files

Thanks to:
- Wazz for finding the fixed parameters and offsets
- Aviram1994 for posting the fixed gamedata and source code
- EHG for the addcond/removecond stocks

Kenny Loggins 07-22-2009 21:32

Re: [TF2] Randomizer
 
LOL this looks like a lot of fun good job!

retsam 07-22-2009 22:34

Re: [TF2] Randomizer
 
Is this the same one that was being developed? Were you working on this with some other guys? Just curious, cause If this is not it, I know someone else had this in the works heh.

Definitely cool though. Should be interesting. I wanna see a heavy get stuck using a bat pistol and bow. Or a spy with a minigun (mmm *drools*)

Theme97 07-23-2009 01:16

Re: [TF2] Randomizer
 
Quote:

Originally Posted by retsam (Post 879317)
Is this the same one that was being developed? Were you working on this with some other guys? Just curious, cause If this is not it, I know someone else had this in the works heh.

This is the one that started it all, mentioned on the forums here and here.

I developed this on my own, though the BSM clan did help me out by giving me a server to host it on.

MrSaturn 07-23-2009 07:21

Re: [TF2] Randomizer
 
Whenever I unload this plugin, everyone's ammo is set to 100. I cant go back to a normal game.

Whats up with thaaaat?

Neo Cool Dude 07-23-2009 10:25

Re: [TF2] Randomizer
 
Quote:

Originally Posted by MrSaturn (Post 879545)
Whenever I unload this plugin, everyone's ammo is set to 100. I cant go back to a normal game.

Whats up with thaaaat?

Theme97 if it isn't too much trouble could you add cvars to "To-Do" list?

Theme97 07-23-2009 15:13

Re: [TF2] Randomizer
 
Quote:

Originally Posted by MrSaturn (Post 879545)
Whenever I unload this plugin, everyone's ammo is set to 100. I cant go back to a normal game.

Whats up with thaaaat?

1000, actually.

If you want to stop playing with Randomizer, you'll also have to go back to the original CTX files and restart the server. I hope you kept a backup of those. I'll edit the first post for clarification.

Quote:

Originally Posted by Neo Cool Dude (Post 879653)
Theme97 if it isn't too much trouble could you add cvars to "To-Do" list?

Sure.

Neo Cool Dude 07-24-2009 10:26

Re: [TF2] Randomizer
 
Thanks, can't wait :D

Jarppa 07-24-2009 14:39

Re: [TF2] Randomizer
 
Great mod, we're (cvx) hosting it at tf2.cvx.fi if anyone wants to test it.

There seems to be a bug that allows people to move immediately after they spawn on preround time.

Cvar that blocks using build tool would be nice, (ofc i could use another plugin for that) since destroying sentry guns is quite hard when there might not be any teamwork, ppl get weapons like medigun(!) randomly and some players don't see the übermeter.

Feature that let's player know killer's weapons after getting killed would be nice.

Spikeectf2 07-24-2009 16:39

Re: [TF2] Randomizer
 
I played it on the server you tested on, works great lots of fun, thanx for releasing it.


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