Quote:
Originally Posted by naris
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.
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anyway possible to compile the
RegConsoleCmd("sm_tripmine", Command_TripMine);
->
RegConsoleCmd("sm_tripmine", Command_TripMine, ADMFLAG_CUSTOM1);
i got always errors
thx