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View Full Version : [TF2] Building Hacks (0.4) - Build in respawn


pheadxdll
09-05-2009, 14:16
Straight forward extension that lets engineers build in the respawn area. There is full control over which buildings are allowed through a convar.

To install, copy over the sourcemod folder from the appropriate release:
Latest version (http://teklinks.org/builds/teleport/teleport-0.4.zip)
Source code (http://teklinks.org/builds/teleport/teleport-src.zip)

Usage:
The default settings of this extension block only exits from being built in respawn. Modify the convar: building_enabled - (def. 14) to change that. Each building has a corresponding number. Add up all the numbers for all the buildings you want to allow to determine the value:


Dispenser - 2
Sentry gun - 4
Teleporter Entrance - 8
Teleporter Exit - 16
For example, if I wanted only dispensers and entrances to be built in spawn, the value would be 10. ( 2 + 8 )

By default, players can only build in their own team's respawn room. To bypass this, set the cvar building_teamcheck to 0.

Both windows and linux are supported now! :up: As updates roll around, I'll try to keep this working, hope you guys enjoy.

Change log:

0.4 - Steampipe update
- Added team check and cvar building_teamcheck
0.3 - Fixed sentries being destructed when entering func_respawnroom
- Updated gamedata for 9/7 update
0.2.9 - Updated gamedata for 5/18 update
0.2.9 - Updated gamedata in the latest release | Added linux binary against the new libs | Fixed warning
0.2.9 - Fixed bug that prevented teleporter exits from being built
0.2.8 - Fixes for the 119th update / Changed binary name
0.2.7 - Added much better building checking
0.2.6 - Fixed capability issues with SDKTools
Improved building matching
0.2.5 - Added more unique building checks
0.2.4 - TF2 Update: 2/3/10 (Windows only)
0.2.3 - TF2 Update: 1/28/10 (Windows only)
0.2.2 - TF2 Update: 1/27/10 (Windows only)
0.2.1 - Fixed a bug
0.2 - Added support for windows; Added support to restrict buildings
0.1 - Initial Release
Credits:
pRED* for his detour class

bl4nk
09-05-2009, 14:47
CFuncRespawnRoom :: PointIsWithin(Vector const&)
\x8B\x2A\x2A\x2A\xD9\x00\x8B\x2A\x2A\x2A\xD8\ x22\xD9\x59\x10\xD9\x40\x04
CTeamplayRoundBasedRules :: SetInWaitingForPlayers(bool)
\x56\x8B\xF1\xE8\x2A\x2A\x2A\x2A\x84\xC0\x0F\ x2A\x2A\x2A\x2A\x2A\xA1

I'm pretty sure the PointIsWithin one is correct, but there's a chance I might have done it wrong. The SetInWaitingForPlayers one should work just fine.

pheadxdll
09-05-2009, 15:31
Alright, I've added them. I can't try them myself until later. Windows users are welcome to tell us whether they work or not.

Chris-_-
09-05-2009, 17:46
Cool

pheadxdll
09-06-2009, 15:37
Seems to be crashing on my windows server. Can you double check those sigs?

If I have it autoload it crashes on startup. If I load it after the server has started, it crashes when I spawn/join a team. Makes me think it could be something other than the sigs.

I've taken down the windows package until I can get it working. :| Linux version works fine, in case anyone was wondering..

pheadxdll
01-26-2010, 19:50
Bump! Extension has been totally re-written so that you can now select which buildings are allowed and so windows support was possible. I've confirmed that it works on both linux and windows. :up:

Edit: Fixed a bug, so download 0.2.1 if you touched this within the last couple of hours.

MisterNine
01-26-2010, 23:20
Exceptional work! Very much appreciated.

MisterNine
01-27-2010, 21:00
As of today's update, this extension no longer works on my windows server. Is it functioning under Linux?

pheadxdll
01-27-2010, 22:56
That was fast. :P Looks like the update broke windows, but not linux. I've updated the 0.2.2 build to work with windows. Should be working again.

MisterNine
01-28-2010, 00:38
Works perfectly again. Many thanks!

retsam
01-28-2010, 14:31
Cool.. Although im not sure on any of our servers id want people to build stuff in spawn heh. Sentry guns maybe(so they can +grab them and run out). :P

Nice that it works with linux now.

Dragonshadow
01-29-2010, 07:55
Posting to see page 2 >.>

MisterNine
01-31-2010, 18:17
Seems valve has managed to break your extension again on windows. Another small update from them and it no longer functions. :( Might also be worth noting that a "sm exts list" command returns your plugin version as 0.2.1 even though I've installed the 0.2.2 files twice and restarted the server twice.

Though the day I installed 2.2 for the first time, the ext began working again immediately so I don't think the wrong version is loaded.

pheadxdll
01-31-2010, 20:08
Forgot to update the version number, no worries. Yup, looks like the update borked it. Get the updated version 0.3 to fix it. :)

MisterNine
02-01-2010, 06:44
Your continued support is very much appreciated.

pheadxdll
02-03-2010, 18:37
Yup, update broke windows. Get 0.2.4 to fix.

Meanwhile, I'm looking for something more unique to compare against. I'm currently keeping track of how they are changing update-to-update. Linux still works fine. :up:

MisterNine
02-06-2010, 07:01
Another update, another fix needed. I hope it hasn't been a huge pain for you to fix this each time...

pheadxdll
02-06-2010, 14:23
Nah, its a really simple fix. The next version 0.2.5 has more unique checks which should survive anymore updates. :crab: Yay!

DontWannaName
02-07-2010, 03:18
As an engi I really want to add this to my server but its too game changing for my servers :'(

Nice to see there is a public version though, I think there was a private version floating around for a long time.

MisterNine
02-10-2010, 07:19
Thanks for releasing 0.2.5. It's doing great so far.

retsam
02-16-2010, 01:52
Something I just noticed on this. Just wanted to let ya know. Seems to be some issue related to plugins that have findentitybyclassname in them? Not 100% sure. But I got load errors for both the TF2_Fastrespawn plugin and win-panel plugin. This is only on my windows test server, I havnt loaded it on our real servers(linux) yet so I cant say if the same errors would occur. I dont think this affects anything but meh! :p

L 02/15/2010 - 22:48:15: SourceMod error session started
L 02/15/2010 - 22:48:15: Info (map "achievements_heavy") (file "errors_20100215.log")
L 02/15/2010 - 22:48:15: [SM] Native "FindEntityByClassname" reported: "FindEntityByClassname" not supported by this mod
L 02/15/2010 - 22:48:15: [SM] Displaying call stack trace for plugin "TF2_Respawn.smx":
L 02/15/2010 - 22:48:15: [SM] [0] Line 53, TF2_Respawn.sp::OnMapStart()
L 02/15/2010 - 22:48:15: [SM] Native "FindEntityByClassname" reported: "FindEntityByClassname" not supported by this mod
L 02/15/2010 - 22:48:15: [SM] Displaying call stack trace for plugin "win-panel.smx":
L 02/15/2010 - 22:48:15: [SM] [0] Line 44, win-panel.sp::OnMapStart()Heres the line it points to from the win-panel plugin.

g_EntPlayerManager = FindEntityByClassname(-1, "tf_player_manager");

Heres line it points to from Fastrespawn plugin:

TF2GameRulesEntity = FindEntityByClassname(-1, "tf_gamerules");

pheadxdll
02-18-2010, 10:38
Retsam, nice catch. :up: I should of assumed there might be an issue with that, but I overlooked it when nothing crashed.

Needless to say, I fixed that issue with windows and also added better building support for both windows and linux in version 0.2.6. Hopefully, this will be the last update for awhile. :D

Edit: To update, you'll need to replace the gamedata file as well as the binary and restart your server.

asherkin
02-18-2010, 13:33
pheadxdll, what was it causing the "FindEntityByClassname" issue?

pheadxdll
02-18-2010, 13:54
Pretty interesting, it seems the detour was changing the function's runtime memory enough so the FindEntityByClassname native's sigscan would fail. :o It only affected windows and not linux so I never caught it.

MisterNine
02-20-2010, 16:41
2.6 is working beautifully on my server. Thanks phead!

MisterNine
03-18-2010, 20:22
TF2 update today, you're probably already on top of this though.

pheadxdll
03-20-2010, 00:33
That I am :crab:

I added even more reliable checks in this next version. :o It finds the offset for m_iObjectType every time it loads and reads from that so this extension should be okay for awhile. Just tried it on both windows and linux and it worked great.

MisterNine
03-20-2010, 01:25
:) Thank you. Your continued support is amazing.

doghorse
03-23-2010, 20:38
i copied both of the most recent versions of the folders "extensions" and "gamedata" onto my new Linux TF2 server. however, after i restart the server, i cannot build anything in spawn...

?

doghorse
03-23-2010, 23:16
also, i'm getting the following error:

L 03/23/2010 - 22:06:17: Info (map "cp_dustbowl") (file "errors_20100323.log")
L 03/23/2010 - 22:06:17: [SM] Unable to load extension "teleport.ext": Extension version is too new to load (5, max is 4)

pheadxdll
03-23-2010, 23:46
also, i'm getting the following error:

L 03/23/2010 - 22:06:17: Info (map "cp_dustbowl") (file "errors_20100323.log")
L 03/23/2010 - 22:06:17: [SM] Unable to load extension "teleport.ext": Extension version is too new to load (5, max is 4)

What version of sourcemod are you running and your OS? SM 1.3 and 1.4 should work.

DarthNinja
03-24-2010, 03:14
i copied both of the most recent versions of the folders "extensions" and "gamedata" onto my new Linux TF2 server. however, after i restart the server, i cannot build anything in spawn...

?

I'm having the same problem, only I'm on a windows server.

pheadxdll
03-24-2010, 11:56
Gotta give me any error messages, what version of SM you are running, etc. Thanks!

doghorse
03-24-2010, 13:50
SM 1.2.3
Server is running Linux

This version of SM was installed VIA FPS Gamerservers.

Sounds like the default SM on the server from Gameservers is an old version.

I'll try and delete that one and install 1.3 or 1.4 and I'll let you know what happens.

Thanks for the reply! :D

DarthNinja
03-24-2010, 15:13
Sorry - late night posting.

Infos:
MM 1.8.0
SM 1.3.1

Reloading the plugin:
command "sm exts reload 03"
14:59:13 [TELE] EstimateValidBuildPos detour enabled
14:59:13 [TELE] ClassMatchesComplex detour enabled
14:59:13 [SM] Extension teleport.ext.dll is now reloaded.

-Edit, that's all I can find in the logs, nothing else...

pheadxdll
03-24-2010, 16:36
It appears that your running an older version of the extension. sm exts list should confirm this. Should be 0.2.7 on a good day.

DarthNinja
03-24-2010, 17:38
It appears that your running an older version of the extension. sm exts list should confirm this. Should be 0.2.7 on a good day.
17:37:06 [SM] Displaying 12 extensions:
[01] Automatic Updater (1.3.1): Updates SourceMod gamedata files
[02] Webternet (1.3.1): Extension for interacting with URLs
[03] Building Hacks (0.2.6): Detours building placement in respawn.

It's reporting 2.6, but I thought I just uploaded 2.7...
I'll try again tonight.

pheadxdll
04-29-2010, 11:10
Windows broke, I was off by one byte. :( Grab the latest version 0.2.7 (http://teklinks.org/builds/teleport-0.2.7.zip) and replace teleport.txt. That's all you need to do.

Note: Haven't tested linux yet, but everything works fine on windows so chances are nothing broke. Makefile for linux needs to be updated when I get some time too.

DarthNinja
04-30-2010, 01:06
Just noticed this:
Setting "8" allows tele entrance and exit (thanks valve :P)
Setting "16" only allows a sentry now though.

meecrob
05-01-2010, 00:23
This isn't working for me, and I'm not sure what to do. I'm sure this will be resolved once the new version of SM & MM are released, but is there anything I can do in the mean time.

SM: 1.4.0-hg2969
MM: 1.9.0-hg701

When using the extension from the main post and also the one from a couple of posts back I get the following error:

L 04/30/2010 - 23:18:17: [TELE] Sigscan for EstimateValidBuildPos failed - Disabling detour to prevent crashes
[SM] Extension teleport.ext.dll failed to load: Could not initalize EstimateValidBuildPos detour.

Sreaper
05-01-2010, 01:46
This isn't working for me, and I'm not sure what to do. I'm sure this will be resolved once the new version of SM & MM are released, but is there anything I can do in the mean time.

SM: 1.4.0-hg2969
MM: 1.9.0-hg701

When using the extension from the main post and also the one from a couple of posts back I get the following error:

L 04/30/2010 - 23:18:17: [TELE] Sigscan for EstimateValidBuildPos failed - Disabling detour to prevent crashes
[SM] Extension teleport.ext.dll failed to load: Could not initalize EstimateValidBuildPos detour.

I think valve fixed the engineer building exploit a little while ago (again) did you update your server?

meecrob
05-01-2010, 09:47
Yes I have updated the server. I have been getting this error message since the update on the 28th.

Sreaper
05-01-2010, 14:03
Yes I have updated the server. I have been getting this error message since the update on the 28th.


Install the build restrictions plugin located here.

http://forums.alliedmods.net/showthread.php?t=73127

The only thing that wont work 'correctly' currently are the teleporters. You can set the limit to both of the teles to 2.

pheadxdll
05-01-2010, 20:12
Okay guys, finally got a fix for you. Just download version 0.2.8 from the builds (http://teklinks.org/builds). Note: If you already had this extension installed, you'll need to remove teleport.dll/teleport.so (in the extensions folder) prior to installing.

Valve made some changes to the entrance and exit, combining them into one, so it couldn't tell the difference. Luckily, at the end of the netprops table, m_iObjectMode was recently added. I fixed the Makefile and the msvs project and switched to the naming convention for sourcemod extensions.

Enjoy guys!

meecrob
05-01-2010, 20:22
Okay guys, finally got a fix for you. Just download version 0.2.8 from the builds (http://teklinks.org/builds). Note: If you already had this extension installed, you'll need to remove teleport.dll/teleport.so (in the extensions folder) prior to installing.

Valve made some changes to the entrance and exit, combining them into one, so it couldn't tell the difference. Luckily, at the end of the netprops table, m_iObjectMode was recently added. I fixed the Makefile and the msvs project and switched to the naming convention for sourcemod extensions.

Enjoy guys!

Will this allows players to build a sentry gun in spawn? I noticed today that I can actually build everything else but a sentry. I don't care about the limit on how much stuff players can build. I host a map that very frequently suffers from spawn camping and this is the only thing that prevents it.

pheadxdll
05-01-2010, 20:27
By default, without any configuration, if you install this extension correctly, you should be able to build ANYTHING in spawn except for a teleporter exit.

To make sure you have it installed correctly, type: sm_cvar building_version and it should read 0.2.8.

meecrob
05-01-2010, 20:37
By default, without any configuration, if you install this extension correctly, you should be able to build ANYTHING in spawn except for a teleporter exit.

To make sure you have it installed correctly, type: sm_cvar building_version and it should read 0.2.8.

Thanks. I'm not really familiar with extensions and I just uploaded this and it seems that I have guessed correctly on how to unload and load extensions. I didn't want to restart the server since there are players on it. Thanks a lot for fixing this.

DarthNinja
05-02-2010, 01:21
Thanks for the fix!

MisterNine
06-11-2010, 00:18
EDIT: Nevermind, solved the problem myself. I think I created it too...

pheadxdll
07-11-2010, 19:14
Looks like it survived the engineer update. If you find any problems let me know. :)

DarthNinja
07-12-2010, 11:47
Looks like it survived the engineer update. If you find any problems let me know. :)
Seems to be working just fine for me! :up:

daxgomes
08-31-2010, 16:14
hi can someone tell me how to install this

pheadxdll
08-31-2010, 17:47
Edit: Here's the latest (http://teklinks.org/builds/teleport-0.2.8.zip) version. Once you install sourcemod, just drag and drop on the sourcemod folder.

daxgomes
09-01-2010, 04:04
guys forgive me for being a twat, ived tried copying, in every folder, source mod, meta source mod, it does not work, im renting from gameserver just started yesterday any help please do i have to enable it ?

pheadxdll
09-01-2010, 07:26
Well, did you install SourceMod (http://wiki.alliedmods.net/Installing_SourceMod) / MetaMod (http://wiki.alliedmods.net/Installing_Metamod:Source)? If you did, there should be a sourcemod folder that mirrors the folders in the package. Just copy them. Unfortunately, your not giving much information.

daxgomes
09-01-2010, 15:38
right i just moved the extention folder and game data folder accross into to my source mod folder, restarted my server with no luck, tried moving the indivdual files, still no luck.dax

pheadxdll
09-01-2010, 19:38
Well, you got to give me more information. Type: 'sm exts list' in server console and post back here.

daxgomes
09-02-2010, 02:26
] sm exts list
SourceMod 1.3.4, by AlliedModders LLC
To see running plugins, type "sm plugins"
To see credits, type "sm credits"
Visit http://www.sourcemod.net/
] sm plugins
"Basic Comm Control" (1.3.4) by AlliedModders LLC
"Sound Commands" (1.3.4) by AlliedModders LLC
"Client Preferences" (1.3.4) by AlliedModders LLC
"Basic Info Triggers" (1.3.4) by AlliedModders LLC
"Anti-Flood" (1.3.4) by AlliedModders LLC
"Basic Ban Commands" (1.3.4) by AlliedModders LLC
"Admin Menu" (1.3.4) by AlliedModders LLC
"Basic Chat" (1.3.4) by AlliedModders LLC
"Admin File Reader" (1.3.4) by AlliedModders LLC
"Fun Commands" (1.3.4) by AlliedModders LLC
To see more, type "sm plugins 12"
] sm plugins 12
"Player Commands" (1.3.4) by AlliedModders LLC
"Fun Votes" (1.3.4) by AlliedModders LLC
"Reserved Slots" (1.3.4) by AlliedModders LLC
"Quake Sounds" (2.7) by dalto, Grrrrrrrrrrrrrrrrrrr, and psychonic
"AFK Manager" (3.2.9) by Rothgar
"Basic Votes" (1.3.4) by AlliedModders LLC
"Admin Help" (1.3.4) by AlliedModders LLC
"Basic Commands" (1.3.4) by AlliedModders LLC
"Sudden Death Melee Redux" (1.1.4) by bl4nk
"Nextmap" (1.3.4) by AlliedModders LLC

daxgomes
09-02-2010, 02:45
right ignore me got it going installing wrong version twat, but how do i enable exits in respawn, i see you say through convar but how do you do it. dax

DarthNinja
09-02-2010, 03:56
right ignore me got it going installing wrong version twat, but how do i enable exits in respawn, i see you say through convar but how do you do it. dax


Usage:
The default settings of this extension block only exits from being built in respawn. Modify the convar: building_enabled - (def. 14) to change that. Each building has a corresponding number. Add up all the numbers for all the buildings you want to allow to determine the value:


Dispenser - 2
Sentry gun - 4
Teleporter Entrance - 8
Teleporter Exit - 16
For example, if I wanted only dispensers and entrances to be built in spawn, the value would be 10. ( 2 + 8 )

DJ Tsunami
09-02-2010, 04:05
And you add convars to server.cfg. Just add a new line like so:
building_enabled 30
Where 30 = 2 + 4 + 8 + 16, so it will enable all buildings in spawn.

daxgomes
09-02-2010, 11:23
where do i add the line as it says invalid command when i write building_enabled-30, comes up with nothing when i type building_enabled 30.

pheadxdll
09-02-2010, 11:27
Do you read, look 2 posts above:!:

Your typing things into your client's console, not the server console. Use sm_cvar building_enabled 30 from your client.

daxgomes
09-02-2010, 12:59
yes i can read, just want some help:

[SM] Changed cvar "building_enabled" to "30".
Unknown command "sv_client_interpolate"
Writing cfg/banned_user.cfg.
Writing cfg/banned_ip.cfg.

I can see it change in console but not in game

pheadxdll
09-02-2010, 14:46
daxgomes, you seemed to have stumbled upon a bug. Sorry if I didn't believe you at first. It's been fixed in version 0.2.9, just grab it and you should be able to build exits in spawn.

daxgomes
09-02-2010, 15:45
thanks mate works great, sorry but i am new to this. dax

FunkyLoveCow
04-15-2011, 08:27
This doesn't work after the 4/14 update.

MisterNine
04-15-2011, 09:11
Yeah, fails to load... This is my favorite extension ever I hope it gets fixed!

pheadxdll
04-15-2011, 15:44
Grab the gamedata from the latest release and you should be good to go. Let me know of any other issues.

Edit: Need to compile against the new SDK libs but windows appears to work as of now. :/

MisterNine
04-15-2011, 16:27
Grab the gamedata from the latest release and you should be good to go. Let me know of any other issues.

Edit: Need to compile against the new SDK libs but windows appears to work as of now. :/

Phead, as always you are amazing. Thank you so much!

Infomastr
04-15-2011, 16:32
/waits for linux version

:D

pheadxdll
04-15-2011, 17:29
/waits for linux version

:D

And I haven't forgotten about you :) - Just posted a new linux version in the latest version that should work. Enjoy!

Infomastr
04-15-2011, 18:03
And I haven't forgotten about you :) - Just posted a new linux version in the latest version that should work. Enjoy!

confirmed working - thank you!! :)

LordVader!
05-18-2011, 20:28
This seems to be broken with todays update.

L 05/18/2011 - 19:05:36: [TELE] Sigscan for ClassMatchesComplex failed - Disabling detour to prevent crashes
L 05/18/2011 - 19:05:36: [SM] Unable to load extension "teleport.ext": Could not initalize ClassMatchesComplex detour.

pheadxdll
05-18-2011, 21:17
Yup, this should patch things up. Here's a copy of the gamedata for the latest version:
http://hg.teklinks.org/teleport/raw-file/83549e7d067b/teleport.txt

Edit: In the latest version as well now

LordVader!
05-18-2011, 21:20
My servers thank you sir :)

Rd1981
05-19-2011, 02:27
This plugin needs updated again after the update today 5/18/2011 it is causing some server to crash when they startup and others it will cause a crash when someone goes engineer and tries to build in spawn.

DarthNinja
05-19-2011, 07:20
This plugin needs updated again after the update today 5/18/2011 it is causing some server to crash when they startup and others it will cause a crash when someone goes engineer and tries to build in spawn.
Read the 3 posts directly above yours.

Rd1981
05-20-2011, 04:43
This plugin needs updated again after the update today 5/18/2011 it is causing some server to crash when they startup and others it will cause a crash when someone goes engineer and tries to build in spawn. Yea I realized that after I posted this.

danielmyst777
10-13-2011, 22:18
Broken after 10/13 update.

pheadxdll
10-14-2011, 14:23
Just needs a new gamedata, just replace the file below with the gamedata/teleport.txt on your server and restart.

Edit: Latest version on the first post has been updated and I've reuploaded the source until I can get my repository up.

danielmyst777
11-02-2011, 20:56
(11/2/11) gamedata update has affected this plug-in again. Needs gamedata update :P

pheadxdll
11-02-2011, 21:09
I've got it working on windows and it loads without error on linux. No problems from what I see. :/

danielmyst777
11-02-2011, 21:12
Hmm must have been false alarm since I use the your melee plug-in and this together haha. Thanks for the fast updates :)

DarthNinja
04-17-2012, 19:54
Seems to have been broken in today's update wave~

Powerlord
04-17-2012, 20:04
Seems to have been broken in today's update wave~


Not really a surprise, since one of the bullets in today's update is
Fixed being able to place buildings in nobuild zones

Now, the real question is this: Did it break because the signature changed, or because Valve changed how nobuild zones work?

DarthNinja
04-17-2012, 20:16
Offsets and sigs changed for a load of things.

pheadxdll
04-17-2012, 20:58
Try this gamedata. Still works fine in linux so nothing major, updated the archives in the first post as well

NameUser
04-19-2012, 21:19
I can see the extension in it's full usage glory now.

Red Sentries in Blu spawn. Put your shades on, Pheadxdll, it's going to be a wild ride.

Rd1981
05-11-2012, 01:28
seems to be broken after todays update.

Powerlord
05-11-2012, 10:12
seems to be broken after todays update.
Not a surprise, it breaks every time Valve updates the building-related code, and yesterday included a fix for building in respawnroom and nobuild zones.

pheadxdll
05-11-2012, 12:08
Yup, the signature expanded, nothing you can wildcard for. Fortunately everything still works! Grab the updated teleport.txt gamedata like before. (only needed for windows) First post is updated as well.

C0nw0nk
05-24-2012, 09:55
This is one of my favorite extensions right now simple easy to instal the only thing have to pray for is that valves update method of fix one thing break everything else does not destroy it.

pheadxdll
05-24-2012, 17:09
Glad you enjoy it, I'll certainly try and keep it running against future updates. :bacon!:

xhead
07-10-2012, 10:57
hi i am new to scripting but i got tf2 server whit a premium mod
and I only want my premium members can build in the spawn
HELP please??

pheadxdll
07-10-2012, 14:08
hi i am new to scripting but i got tf2 server whit a premium mod
and I only want my premium members can build in the spawn
HELP please??

It's not designed like that so it's currently not possible without modifying the extension to provide a scripting forward for you to access. I think everyone should be able to use this extension so it's not a feature high on my todo list.

Grot
08-19-2012, 14:45
Does this still work after the MvM update?

pheadxdll
08-19-2012, 15:22
Does this still work after the MvM update?

Yup, we got lucky this time

Sreaper
09-07-2012, 00:19
Whenever I or anyone else on my server builds in a respawn_zone then picks up his/her building, the building immediately explodes. Is it possible to correct this?

PolyQuad
09-07-2012, 14:08
I see the same behavior on my server running the latest 1.4sm snapshot and the latest 1.9mm snapshot. It actually started occuring for me since the MVM update came out.

Poly

pheadxdll
09-07-2012, 17:37
It looks like that is normal behavior without the extension: if you build a sentry outside of spawn, pick it up, and walk into a func_respawnroom, it'll destroy the sentry you are carrying. It looks like sentries are only affected.

This was introduced around MvM so I think it's meant to prevent engineers from running into respawn to save their sentry from an incoming sentry buster. This seems more likely than it being a fix to an exploit so I think it'll be safe to patch it.. I'll have a new version soon.

pheadxdll
09-07-2012, 21:22
Grab the latest version from the first post. This has the fixes for windows and stops sentries from destructing when you carry then into spawn.

Enjoy!

PolyQuad
09-07-2012, 22:25
Updated my server tonight, works as expected, great work man, really appreciate your efforts to help get this fixed.

PolyQuad

edit* one note, stop your server before you apply this upgrade, mine crashed while copying the files while running :P

Sreaper
09-07-2012, 22:26
Yeah thanks so much for the update! :D

CuriousG
09-07-2012, 23:43
It looks like that is normal behavior without the extension: if you build a sentry outside of spawn, pick it up, and walk into a func_respawnroom, it'll destroy the sentry you are carrying. It looks like sentries are only affected.

This was introduced around MvM so I think it's meant to prevent engineers from running into respawn to save their sentry from an incoming sentry buster. This seems more likely than it being a fix to an exploit so I think it'll be safe to patch it.. I'll have a new version soon.

It really irked me when I first saw this happen and I didn't know why it was happening. It makes sense why Valve did it now that you've explained it. If you're like me, I like building near spawn then moving my things once they are built up. I've just adapted to this behavior now that I know why it happens. I just walk outside the respawn room then pick up the sentry - simple as that.

pheadxdll
09-14-2012, 21:40
Updated gamedata to fix the sentry patch on Windows. Get it here or from the first post.

pheadxdll
10-27-2012, 00:56
Tonight's update broke this. Grab the latest version from the first post to fix it.

Happy trails!

CuriousG
11-01-2012, 06:54
How about a check for MvM mode so it doesn't affect gameplay on MvM maps while preserving what Valve intended ?

pheadxdll
11-01-2012, 10:52
How about a check for MvM mode so it doesn't affect gameplay on MvM maps while preserving what Valve intended ?

Not possible with a patch. MvM servers are usually dedicated to that mode so if you don't want people bringing buildings into spawn, I suggest not using this extension.

pheadxdll
01-09-2013, 00:20
Attached is the latest gamedata for tonight's update. It's only needed if your server runs on Windows. It's included with the latest version on the first post as well.

pheadxdll
04-27-2013, 01:03
I updated the extension for steampipe. I added a check that only lets you build in respawn rooms that belong to your team. There's a new cvar building_teamcheck you can use to bypass this should you choose.

PolyQuad
04-27-2013, 11:49
Thanks for the update, your work is much appreciated!

DoPe^
08-15-2013, 08:51
I keep getting this in my error logs


L 08/15/2013 - 14:46:50: [TELE] Could not locate PointIsWithin - Disabling detour
L 08/15/2013 - 14:46:50: [SM] Unable to load extension "teleport.ext": Could not initalize PointIsWithin detour.


what does that mean?

pheadxdll
08-15-2013, 09:50
Means it broke. I have it working on windows/linux so I would recommend to make sure you've copied teleport.txt to the gamedata/ folder on your server and restarted.

cb684
05-16-2014, 19:45
Our current setting.

building_enabled 12
only tele entrance are buildable in spawn


Getting the following error since yesterday's update / can't build in spawn.
[TELE] Sigscan for EstimateValidBuildPos failed - Disabling detour to prevent
crashes

[SM] Unable to load extension "teleport.ext": Could not initalize EstimateValidBuildPos detour.



According to one of the older posts, it seems like it needs a gamedata update.
We're using the file from the latest version link(windows) and our server has been updated.

"Games"
{
"tf"
{
"Signatures"
{
"EstimateValidBuildPos"
{
"library" "server"
"linux" "@_ZN11CBaseObject21EstimateValidBuildPosEv"
"windows" "\x55\x8B\xEC\x83\xEC\x2A\x53\x56\x8B\xF1\x8B\ x06\x8B\x90\x2A\x2A\x2A\x2A\xFF\xD2\x8B\xD8\x 85\xDB"
}
"PointIsWithin"
{
"library" "server"
"linux" "@_ZN12CBaseTrigger13PointIsWithinERK6Vector"
"windows" "\x53\x8B\xDC\x83\xEC\x2A\x83\xE4\x2A\x83\xC4\ x2A\x55\x8B\x6B\x2A\x89\x6C\x2A\x2A\x8B\xEC\x 81\xEC\x2A\x2A\x2A\x2A\x0F\x57\xC0\x8B\x43\x2 A\x56\xF3\x0F"
}
"Sig_SentryPatch"
{
"library" "server"
"linux" "\x85\xC0\x89\xC3\x0F\x84\x2A\x2A\x2A\x2A\x89\ x04\x24\xE8\x2A\x2A\x2A\x2A\x8B\x03\x89"
"windows" "\x8B\xF0\x83\xC4\x2A\x85\xF6\x74\x2A\x8B\xCE\ xE8\x2A\x2A\x2A\x2A\x8B\x16\x8B\x82"
}
}
"Offsets"
{
"Off_SentryPatch"
{
"linux" "5"
"windows" "7"
}
}
}
}


Could you please update this. Thank you for your time.

pheadxdll
05-16-2014, 21:22
Here's the updated gamedata

Cthen
05-24-2014, 18:21
Thank you, the game data file fixed it for me as well! :)

Cthen
10-05-2014, 23:25
Nevermind, forgot to update the gamedata file after a rebuild :p

GoldTreeServers
12-18-2014, 09:04
Is possible you can make feature to add zones where build in spawn is possible? Valve broken my server custom map =( You cant build anymore to small room after spawn and to hallway and my users upset.. *sends hate to Valve* and building_teamcheck not work for me?

Cthen
05-31-2017, 08:34
Just tried to add this another server of mine and it doesn't seem to work anymore even with the updated gamedata file. Is there going to be a fix for this?

Peace-Maker
05-02-2018, 07:05
Here's this extension ported to a plain sourcepawn plugin using DHooks with dynamic detour support (https://forums.alliedmods.net/showthread.php?p=2588686#post2588686).

Requires the gamedata file from above. Since the patch to allow sentries to be carried into the spawnarea is outdated and I don't have an old TF2 server_srv.so where the patch signature is still valid for comparison this plugin doesn't have the sentry patch implemented. Which function did you modify, pheadxdll?

ThatKidWhoGames
05-02-2018, 10:39
Here's this extension ported to a plain sourcepawn plugin using DHooks with dynamic detour support (https://forums.alliedmods.net/showthread.php?p=2588686#post2588686).

Requires the gamedata file from above. Since the patch to allow sentries to be carried into the spawnarea is outdated and I don't have an old TF2 server_srv.so where the patch signature is still valid for comparison this plugin doesn't have the sentry patch implemented. Which function did you modify, pheadxdll?
Thank you for this!!

dantheman06
08-02-2019, 17:41
Does this mod work and if not can someone help me find the plugin that does?

I want tele,dispenser and sentry to be able to be built in spawn but not the tele exit.


I believe years ago I used this plugin and it would do that but I dont know if it still works.

Thanks,

Dan

lambofgod
04-19-2020, 19:52
Is it possible to make a cvar to build anywhere?

Vict77
04-23-2024, 21:43
Anyone have the updated gamedata file teleport.txt? This no longer works in Windows since TF2 update 4-18-24.

Last version from the previous page:

https://forums.alliedmods.net/attachment.php?attachmentid=133564&d=1400289739