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Unlimited Ammo dod/tfc/ns/ts/esf/sven


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Plugin Info:     Modification:   ALL        Category:   Fun Stuff        Approver:   EKS (166)
Seather
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Join Date: Oct 2004
Old 01-14-2006 , 14:12   Unlimited Ammo dod/tfc/ns/ts/esf/sven
Reply With Quote #1

amx_ammo, ADMIN_LEVEL_A(flag 'm'),<authid, nick, @team or #userid> <0=OFF 1=ON>

[ns]
(ns module required)

all ammo except mines + hand nades, infinite jetpack + energy

on ns_ maps a player with a shotgun will leave an ammo trail, which will take maybe 20(?) sec to disolve

[tfc]
(tfcx module required)

should work for all weapons (nades included), except the detpack

[dod]
(dodfun and dodx module required)

should work for all weapons (nades included)

display of actual ammo in backpack gets updated on reload

[ts]
(engine, tsx, and tsfun modules required)
no reloading required

all weapons except nades and knifes

current method does not make use of the infinite ammo powerup, i plan on making this method an option in the future, along with double fire rate

[sven]
(fun module required)

all types of ammo except: handgrenade,tripmine,snark,satchel (these have proved to be very buggy and are on my todo list)

you should stop seeing/hearing tons of ammo clips once you max out (~20 seconds)

i'll use the svencoop module when it's officially maintained+compiled by the amxmodx team

[esf]
(engine module required)
infinite ki

[cs]
http://forums.alliedmods.net/showthread.php?p=7796

[all]
yes, an every 0.5-2 second task is very dirty, but in the long term i have not noticed a hit in preformace or any crashes caused by this

credits:
Twilight Suzuka for recently updating the ts modules and giving me a beta version.
faluco for recently updating the tfcx modules and giving me a beta version.
used godmode template from admin_allinone maintianed by BigBaller,
* -) ADMIN GODEMODE v0.9.3 by f117bomb.
template from AssKicR's ammo plugin.
Suicid3 for the module filter help + code.
remove ent + find ent stuff from EKS Dump Ent Info http://forums.alliedmods.net/showthread.php?t=4533 .
set ki method from:{[ Corona-Bytes.NET ] EvolutionX Core Plugin
(c) Corona - Bytes .NET coders :: [email protected]
> 2005 Corona Bytes :: http://www.corona-bytes.net}.
Charming for ammo timelimit idea.

todo: more ammo types (the ones that stack weapon_'s), better method, only ammo for weapon in hand, support for as many mods as possible, get rid of the need to reload weapons, change ns-shotgun code after the next amxmodx release, ammo for all cvar, nade cvar, more nade support, <0=OFF 1=ON 2=until-death 3..4..5..=time>

19d/1m/2006 - started documenting code modifications
19d/1m/2006 - fixed my ts akimbo give and remove handling
19d/1m/2006 - cleaned up the dod code
6d/4m/2006 - fixed bug, engine module was accessed when it wasn't loaded and wasn't needed
24d/9m/2006 - made mod name check case insensitive
24d/10m/2006 - got rid of that multi mod voodoo and spit the single file into 6, 1 per mod, so that it will work with the newest version of amxmodx

note to self, ts freeze infinite ammo powerup offsets:
amx_offset_setthis 423 2;amx_offset_setthis 425 1141024713 (first offset uses the ts powerup constants)

note: tfc + ts need modules newer than 1.60
Attached Files
File Type: sma Get Plugin or Get Source (uammo_dod.sma - 2673 views - 3.0 KB)
File Type: sma Get Plugin or Get Source (uammo_esf.sma - 2038 views - 2.7 KB)
File Type: sma Get Plugin or Get Source (uammo_ns.sma - 2027 views - 3.4 KB)
File Type: sma Get Plugin or Get Source (uammo_sc.sma - 2521 views - 3.7 KB)
File Type: sma Get Plugin or Get Source (uammo_tfc.sma - 2442 views - 2.9 KB)
File Type: sma Get Plugin or Get Source (uammo_ts.sma - 14703 views - 4.6 KB)

Last edited by Seather; 10-24-2006 at 17:06.
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Geesu
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Old 01-17-2006 , 12:14  
Reply With Quote #2

I would recomment posting a plugin for each game, dont' put them all in one post....
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Seather
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Old 01-18-2006 , 02:48  
Reply With Quote #3

ok, i'll split this soon...
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EKS
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Old 01-18-2006 , 12:04  
Reply With Quote #4

why? Id think it fits fine in 1 thread.
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Xanimos
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Old 01-18-2006 , 14:32  
Reply With Quote #5

What would be better is if you used the module checking and have it all in one plugin.
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Seather
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Old 01-19-2006 , 02:23  
Reply With Quote #6

[18::14:04:47] <Seather> can i get some second opinions on this topic so that i don't do something time consuming that i will regret?: http://forums.alliedmods.net/showthread.php?t=23247
[18::14:09:16] <+teame06> you can do module filtering with that
[18::14:09:40] <+teame06> then make a check to see if the module exists
[18::14:09:55] <+teame06> like sucid3 said

... followed by a long silience which could only mean that everyone agreed

1 thread, 1 sma, eta a few hours, a new func http://www.amxmodx.org/doc/source/fu...ule_loaded.htm , need to retest all those mods...

and thanks for all the feedback
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Old 01-19-2006 , 04:13  
Reply With Quote #7

Code:
//// sea_uammo.sma
// C:\Program Files\Valve\HLServer\ts\addons\amxmodx\scripting\include\tfcstats.
inc(23) : error 021: symbol already defined: "get_user_wstats"
// C:\Program Files\Valve\HLServer\ts\addons\amxmodx\scripting\include\tfcstats.
inc(26) : error 021: symbol already defined: "get_user_wrstats"
// C:\Program Files\Valve\HLServer\ts\addons\amxmodx\scripting\include\tfcstats.
inc(31) : error 021: symbol already defined: "get_user_stats"
// C:\Program Files\Valve\HLServer\ts\addons\amxmodx\scripting\include\tfcstats.
inc(34) : error 021: symbol already defined: "get_user_rstats"
// C:\Program Files\Valve\HLServer\ts\addons\amxmodx\scripting\include\tfcstats.
inc(39) : error 021: symbol already defined: "get_user_vstats"
// C:\Program Files\Valve\HLServer\ts\addons\amxmodx\scripting\include\tfcstats.
inc(44) : error 021: symbol already defined: "get_user_astats"
// C:\Program Files\Valve\HLServer\ts\addons\amxmodx\scripting\include\tfcstats.
inc(47) : error 021: symbol already defined: "reset_user_wstats"
// C:\Program Files\Valve\HLServer\ts\addons\amxmodx\scripting\include\tfcstats.
inc(52) : error 021: symbol already defined: "get_stats"
// C:\Program Files\Valve\HLServer\ts\addons\amxmodx\scripting\include\tfcstats.
inc(55) : error 021: symbol already defined: "get_statsnum"
// C:\Program Files\Valve\HLServer\ts\addons\amxmodx\scripting\include\tfcx.inc(
26) : error 021: symbol already defined: "register_statsfwd"
// C:\Program Files\Valve\HLServer\ts\addons\amxmodx\scripting\include\tfcx.inc(
38) : error 021: symbol already defined: "custom_weapon_add"
// C:\Program Files\Valve\HLServer\ts\addons\amxmodx\scripting\include\tfcx.inc(
40) : error 021: symbol already defined: "custom_weapon_dmg"
// C:\Program Files\Valve\HLServer\ts\addons\amxmodx\scripting\include\tfcx.inc(
42) : error 021: symbol already defined: "custom_weapon_shot"
// C:\Program Files\Valve\HLServer\ts\addons\amxmodx\scripting\include\tfcx.inc(
45) : error 021: symbol already defined: "xmod_is_melee_wpn"
// C:\Program Files\Valve\HLServer\ts\addons\amxmodx\scripting\include\tfcx.inc(
48) : error 021: symbol already defined: "xmod_get_wpnname"
// C:\Program Files\Valve\HLServer\ts\addons\amxmodx\scripting\include\tfcx.inc(
51) : error 021: symbol already defined: "xmod_get_wpnlogname"
// C:\Program Files\Valve\HLServer\ts\addons\amxmodx\scripting\include\tfcx.inc(
54) : error 021: symbol already defined: "xmod_get_maxweapons"
// C:\Program Files\Valve\HLServer\ts\addons\amxmodx\scripting\include\tfcx.inc(
60) : error 021: symbol already defined: "xmod_is_custom_wpn"
//
// 18 Errors.
I guess this means that I would have to create custom include files and package everything into a zip file and thus produce a nasty product.... i really don't know what i should do next

edit: i'm prob going to make an attempt at inserting a few needed lines from the include files into the main file

edit: old attachment removed
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Seather
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Join Date: Oct 2004
Old 01-19-2006 , 06:02  
Reply With Quote #8

Code:
//#include <tfcx.inc>
//tfcx mini, to get rid of the dupe native errors
#include <tfcconst>
#pragma library tfcx
native 	tfc_setbammo(index, ammo, value);
that took care of it... now i need to take care of this:
L 01/18/2006 - 18:43:58: [AMXX] Plugin "sea_uammo.amxx" failed to load: Module "
ns" required for plugin. Check modules.ini.

if it is even possible to do so, i wonder what #pragma does and doesn't do...
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SweatyBanana
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Old 01-19-2006 , 06:12  
Reply With Quote #9

You need to enable the ns module in your modules.ini, this is in your configs folder.
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Old 01-19-2006 , 06:38  
Reply With Quote #10

SweatyBanana: nope

from what i can see at one time in the past modules were by default optional when included, http://www.amxmodx.org/doc/source/fu...ire_module.htm , now they are required by default, from what i can see i will need to find a way to make modules not required while still having them included, so that i can have one ammo plugin that will work for all mods
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