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EKS
06-30-2004, 16:17
This plugin removes the "shaky" effect of concussion grenades.

Usage:
sv_blockconcussion 1/0 to enable or disable the plugin

Credits:
Ops in #AMXmod @ Quakenet for alot of help ( + AssKicR & CheesyPeteza )

Now 2 versions:
The one made by Ramono is much cleaner / faster better, its the recommended one to use.
Il keep the old one here, just incase someone wants to look at how to not code it :)

AssKicR
06-30-2004, 16:20
awww... why whould you want to remove that :lol:

EKS
06-30-2004, 16:42
I dont, i dont even have tfc. It was done becuse someone requested it :)

Johnny got his gun
07-05-2004, 14:34
Probably to make it easier for offensive team when conc jumping.

Synacal
08-16-2004, 20:03
There's a problem with this plugin when you goto change maps it cause's the server to crash other than that the plugin works great. For those askin about the use it works great playin conc maps.

EKS
08-17-2004, 10:28
There's a problem with this plugin when you goto change maps it cause's the server to crash other than that the plugin works great. For those askin about the use it works great playin conc maps.

Thats a bug in the engine module, witch is fixed in the magic 0.20 release witch is comming out "soon"

mahnsawce
08-17-2004, 20:01
You could just register_event("Concuss"), and send a blank Concuss message after the original is done. That would eliminate the need for Engine.

message_begin(MSG_ONE,gmsgConcuss,{0,0,0},id)
write_byte(0)
message_end()

Is the syntax for it, IIRC.

EKS
08-18-2004, 09:09
Updated. It supports both mehotds but mahnsawce way is std.

1.1.0
- Added: Plugin can now "block" the effect without the engine module ( Thx to mahnsawce )

1.0.0
- First Release

Waylay
03-14-2006, 06:28
Er..it wont work for me..

EKS
03-14-2006, 08:24
then you installed it wrong. How i dont know. Docs are your friend

Waylay
03-18-2006, 11:49
no it was the .sma file..fixed

Lt Llama
03-16-2007, 21:41
Would it be possible to request the option to turn dizzy on and off?
I tried, but I can't figure out how to detect what starts the Concussion effect timer. I checked the messages, and the dizzy starts the timer and decrease the dizzyness with messages from 100 to 0.

And having a for loop or a set_task which write messages at intervals of 1 really don't work at all.

EKS
03-18-2007, 09:40
That what this plugin does, it stops your screen from shacking

Lt Llama
03-18-2007, 14:01
Sorry EKS, I was a bit fuzzy.
I mean, it would be nice if you as player could chose to turn it on or off ingame.
Lets say by saying /dizzyon and /dizzyoff.

Ramono
03-26-2007, 12:15
This plugin still lets the concuss message be send, and even twice.
maybe this is a better way of doing it.
#include <amxmodx>

new cvar

public plugin_init() {
register_plugin("Concussion blocker","1.2.0","Ramon&EKS")
register_message(get_user_msgid("Concuss"),"event_Concussion")
cvar = register_cvar("sv_blockconcussion","1")
}

public event_Concussion() {
if(get_pcvar_num(cvar)) return PLUGIN_HANDLED
return PLUGIN_CONTINUE
}
uses much less banthwidth

EKS
03-26-2007, 14:55
Thats nice and clean code, did you test it?

Ramono
03-26-2007, 15:18
I will right now, ill edit this post when done

Edit: Works perfect

EKS
03-27-2007, 02:01
cool uploaded

Lt Llama
03-27-2007, 02:09
Both codes looks identical.

Fiver
04-16-2009, 14:22
Hi, could anyone here explain to me how to upload this plugin onto the game server? My clan's using the visfx gamepanel and I'm not to sure how to upload plugins. Thank you.