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-   -   [TF2] Friendly Mode (v. 16.0112) (https://forums.alliedmods.net/showthread.php?t=213205)

island55 04-23-2013 16:00

Re: [TF2] Friendly Mode (v. 13.0423.1)
 
i tried running this on a server that doesn't have goomba stomp plugin installed and I get this error;

Quote:

sm plugins info 16
Filename: friendly.smx
Load error: Could not find required plugin "goomba"
File info: (title "[TF2] Friendly Mode") (version "13.0423.1")
File URL: http://forums.alliedmods.net/showthread.php?t=213205

ddhoward 04-23-2013 17:40

Re: [TF2] Friendly Mode (v. 13.0423.1)
 
2 Attachment(s)
Hurrrr i r smart

Uploading new version 13.0423.2. It is attached to this post, has been pushed to the server that Updater downloads from, and will soon replace the version in the first post in this thread. Changes are:
  • Improvements to sm_friendly_admin:
    • Admins are be able to bypass the point capping/intel grabbing block.
    • Admins are able to bypass the weapon blocker provided by sm_friendly_blockweps.
    • Admins will instantly change modes regardless of the settings of sm_friendly_action_* cvars
    • Admins will not have their buildings killed upon mode switch, regardless of any sm_friendly_kill* cvar

  • (Hopefully) fixed mild error log spam caused by the addition of sm_friendly_stopcap

  • Added cvar sm_friendly_logging with default value of 2.

  • Fixed a MAJOR bug where the plugin wouldn't load at all if the Goomba Stomp plugin wasn't also installed.

Please let me know if you run into any issues. Please also consider installing Updater if you haven't already!

ddhoward 04-25-2013 02:29

Re: [TF2] Friendly Mode (v. 13.0423.2)
 
2 Attachment(s)
Uploading new version 13.0424. It is attached to this post, has been pushed to the server that Updater downloads from, and will soon replace the version in the first post in this thread. Changes are:
  • Changed default value of sm_friendly_blockweps to 1

  • Changed default values of sm_friendly_action_* cvars to -2

  • Fixed sm_friendly_kill*_f cvars not actually being created upon plugin start

  • Added NOBUILD cvars, which can stop Engineers in Friendly mode from beginning the construction of buildings. Can be bypassed by admins.

  • Spies who enter friendly mode will have any active sappers removed, can be bypassed by admins.

  • Improvements to sapper-removal logic upon an engineer going Friendly while sappers are on his buildings.

  • RTD Integration! Added cvar sm_friendly_blockrtd with default value of 1. When enabled, Friendly players will not be able to activate a dice roll. Admins can bypass the restriction.

Please let me know if you run into any issues. Please also consider installing Updater if you haven't already!

ddhoward 04-27-2013 02:50

Re: [TF2] Friendly Mode (v. 13.0424)
 
2 Attachment(s)
Uploading new version 13.0426. It is attached to this post, has been pushed to the server that Updater downloads from, and will soon replace the version in the first post in this thread. Changes are:
  • Cleaned up some stuff in the code, does not affect compiled smx.

  • On new installations, sm_friendly_enabled will no longer be recorded into the auto-generating cfg file

  • Added cvar sm_friendly_alpha_wep, which sets the visibility of the weapons of players in Friendly mode.

Please let me know if you run into any issues. Please also consider installing Updater if you haven't already!

Scipizoa 04-30-2013 12:20

Re: [TF2] Friendly Mode (v. 13.0426)
 
hey dd can i make one suggestion, i notice tyhat theres no way to forcefully add/remove friendly from someone, my server has strange/idle pits where i've found some of my users idling there but in friendly mode, unable to be killed, think maybe you can add a command for this for us very busy admins on the go so that we can add or remove friendly or just remove either way?? xD

ddhoward 04-30-2013 14:05

Re: [TF2] Friendly Mode (v. 13.0426)
 
Well, if sm_friendly_remember = 0, then all you have to do is slay the player to get them to exit friendly mode. If that cvar = 1, then one way to get them to leave Friendly Mode is by forcing them to toggle it themselves, through Fake and Force.

As for a built-in way to target other players, stay tuned...

I'm also trying to get a timer system in place, where a player can only stay Friendly for a limited amount of time (during 1 life).

Scipizoa 04-30-2013 14:21

Re: [TF2] Friendly Mode (v. 13.0426)
 
Oh i can do that but my admins don't have access to force for obvious reasons :p and i just got sick of the constant messaging of "scip can you defriendly so and so" whilst i'm in the middle of a good game of l4d2 xD

Mr. Man 04-30-2013 17:42

Re: [TF2] Friendly Mode (v. 13.0426)
 
Quote:

Originally Posted by ddhoward (Post 1943049)
Well, if sm_friendly_remember = 0, then all you have to do is slay the player to get them to exit friendly mode. If that cvar = 1, then one way to get them to leave Friendly Mode is by forcing them to toggle it themselves, through Fake and Force.

As for a built-in way to target other players, stay tuned...

I'm also trying to get a timer system in place, where a player can only stay Friendly for a limited amount of time (during 1 life).

You should consider a system that turns off friendly mode after the user has been AFK for <time>.

ddhoward 04-30-2013 18:06

Re: [TF2] Friendly Mode (v. 13.0426)
 
An AFK detector sounds much better. I'll try to do that instead.

Scipizoa 04-30-2013 18:20

Re: [TF2] Friendly Mode (v. 13.0426)
 
wait does being killed reset the afk timer??


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