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Tripmines


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toffeecrisp
Junior Member
Join Date: Apr 2009
Old 04-20-2009 , 19:20   Re: Tripmines
Reply With Quote #311

This plugin seems to work fine on normal maps, but on custom maps, such as scoutv_turbov9 the mines explode almost as soon as they are placed, yet on a 2fort server with same config etc it all works fine.

Anyone got any ideas why or know how i can rectify?
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Quimbo
Member
Join Date: May 2008
Old 04-22-2009 , 07:46   Re: Tripmines
Reply With Quote #312

Even naris' fix messes up the physics
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Darude
Junior Member
Join Date: Mar 2009
Old 04-25-2009 , 04:50   Re: Tripmines
Reply With Quote #313

could someone rewrite the plugin so it'll remove the tripmines after a round end cause that causes physics break if it's not remove properly. Orangebox mod
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Darude
Junior Member
Join Date: Mar 2009
Old 04-27-2009 , 14:37   Re: Tripmines
Reply With Quote #314

bump.
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scopesp
Senior Member
Join Date: Jan 2009
Location: Munich
Old 06-15-2009 , 18:25   Re: Tripmines
Reply With Quote #315

Quote:
Originally Posted by naris View Post
I have modified the tripmine plugin so that it no longer screws up physics (demomen's nades and things) on our servers. It keeps track of all the tripmine and beam entittes and ensures that both the tripmine and the beam get removed. It also check's to ensure that it does not remove or alter any entities that it didn't create.

This version also has:
code to check which mod it is running on to enable/disable certain features
TF2 code to check for cloaked and/or disguised spys.
TF2 code to specifiy number of nades for each class
Counter-Strike code to allow purchasing tripmines
Team Specific setting to allow only enemies to trip and/or shoot the tiripmines
A setting to ignite anyone in range when the tripmine goes off (napalm mod)
TF2 code to use TF2_IgnitePlayer and to NOT ignite ubered players.
code to remove tripmines if the owner dies before they activate.
A setting to specify if the tripmines should be remove or exploded if the owner dies
Added a native interface to allow another plugin to control the tripmines

Update:
Removed logging code
Removed extraenous code
Add FCVAR_DONTRECORD to the version cvar so it's NOT written to the config.

anyway possible to compile the
RegConsoleCmd("sm_tripmine", Command_TripMine);

->

RegConsoleCmd("sm_tripmine", Command_TripMine, ADMFLAG_CUSTOM1);

i got always errors

thx
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Patso
Junior Member
Join Date: Jun 2009
Old 06-18-2009 , 09:11   Re: Tripmines
Reply With Quote #316

Please somebody fix problem whit zombie server end this plygin after 2 or 3 maps the obdjects is moving on the map
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lassiter
Junior Member
Join Date: Aug 2006
Old 06-22-2009 , 22:34   Re: Tripmines
Reply With Quote #317

I been running this plugin in css for a few weeks now and I have no problem with it. everything runs good.

works good in zombie as well.
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xXTechmanXx
New Member
Join Date: Jul 2009
Old 07-02-2009 , 07:13   Re: Tripmines
Reply With Quote #318

After the Update from Zombie panic Source to 1.6 the Tripmines dont work on my Server why? can you make a new version that works on ZP:S 1.6?
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deadandgone
Member
Join Date: Oct 2008
Old 07-02-2009 , 14:31   Re: Tripmines
Reply With Quote #319

would be nice if it could be fixed
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Nail
BANNED
Join Date: May 2008
Location: PetrovЪ GradЪ
Old 07-20-2009 , 10:58   Re: Tripmines
Reply With Quote #320

http://rutube.ru/tracks/2155044.html...3c2f88241fbac8
http://www.youtube.com/watch?v=Kvk4xV3bm-U

Last edited by Nail; 07-22-2009 at 12:31.
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