[TF2] Advanced Infinite Ammo
4 Attachment(s)
Advanced Infinite Ammo
Description: Give Infinite Ammo/Clip/and more to everyone in game or on a specific target(s) List of features: * Infinite Ammo/Clip * Infinite Crit-a-cola/Bonk! Note: Right-click(alt-fire) to manually remove bonk! * Infinite Hype * Infinite usage for Rage based weapons(Banners, Phlog, etc) * Beggar's Bazooka - Hold right-click(alt-fire) to fire infinite rockets * Infinite Manmelter/Frontier Justice/Diamondback Crits (Shoot once to activate) * Infinite Shield Charge * Infinite Ullapool Caber * Infinite Metal/Sentrygun Ammo * Infinite usage for Uber/Kritz/QuickFix * Infinite Jarate/Sandman Balls/Sandviches/Madmilk/etc * Infinite Cloak/Dead Ringer/Instant Recharge Spy-cicle * Infinite Heads/Decapitations * Infinite Spell Uses(Press reload to remove current spell) CVARs(Default Values Shown: 1 = Enabled, 0 = Disabled): Note: The plugin automatically creates AdvancedInfiniteAmmo.cfg at tf/cfg/sourcemod Change the default values there. sm_aia_version "1.5.3" sm_aia_all "0" - Advanced Infinite Ammo for everyone(and will automatically give it to anyone who connects) sm_aia_adminonly "0" - Advanced Infinite Ammo will work for admins only, 1 = Completely admin only, 2 = Admin only but the commands will work on non-admins -Default "b" flag - Can be overridden with sm_aia_adminflag sm_aia_bots "1" - Advanced Infinite Ammo will work for bots sm_aia_roundwin "1" - Advanced Infinite Ammo for everyone on round win sm_aia_waitingforplayers "1" - Advanced Infinite Ammo for everyone during waiting for players phase sm_aia_chat "1" - Show Advanced Infinite Ammo changes in chat sm_aia_log "1" - Log Advanced Infinite Ammo commands sm_aia_disabledweapons "" - Weapons indexes to not give infinite ammo, separated by semicolons(Do not add spaces) --eg. sm_aia_disabledweapons "44;58;222" would disable sandman, jarate and mad milk sm_aia_clip "1" - Infinite Clip will be globally disabled sm_aia_ammo "1" - Infinite Ammo will be globally disabled sm_aia_extrastuff "1" - Infinite Extra Stuff will be globally disabled sm_aia_metal "1" - Infinite Metal will be globally disabled sm_aia_sentryammo "1" - Infinite Sentry Ammo will be globally disabled sm_aia_cloak "1" - Infinite Cloak will be globally disabled sm_aia_spells "1" - Infinite Spells will be globally disabled Commands: sm_aia "target" "1/0" - Give Advanced Infinite Ammo to the target(s) (Can auto-target self with just sm_fia) sm_aia2 "target" "time(in seconds)" - Give Advanced Infinite Ammo to the target(s) for a limited time sm_advanced_infinite_ammo "target" "1/0" - Same as sm_aia sm_advanced_infinite_ammo_timed "target" "time(in seconds)" - Same as sm_aia2 sm_aiamenu - Open menu to choose target's AIA capabilities(flags globally disabled by the cvars cannot be changed) Note: Can override sm_aia_targetflag to control which admins can target others Command Usage Examples: sm_aia -Toggle AIA on yourself sm_aia Bob 1 -Enable AIA on Bob sm_aia @all 1 -Enable AIA on everyone sm_aia @red 1 -Enable AIA on red team sm_aia @!me 0 -Disable AIA for everyone except yourself (sm_advanced_infinite_ammo can be used in place of sm_aia) sm_aia2 @me 10 - Give yourself AIA for 10 seconds sm_aia2 Bob 30 - Give Bob AIA for 30 seconds sm_aia2 @all 300 - Give everyone AIA for 5 minutes (sm_advanced_infinite_ammo_timed can be used in place of sm_aia2) Changelog Code:
Version 1.0.0 - July 20, 2012 |
Re: [TF2] Advanced Infinite Ammo
~Reserved just in case
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Re: [TF2] Advanced Infinite Ammo
Im gonna try it :D
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Don't know the differences between the old one, maybe a list would suffice.
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Edit: As of 1.0.2 Bonk/Crit-A-Cola are Infinite Duration with right-click(alt-fire) to remove Bonk!, again. The largest difference is in how it applies everything. It goes by weapon now rather than class, so it will work more fluidly with things like FlaminSarge's GiveWeapon and Randomizer. As a result, you can also add weapon exceptions fairly easily if you want to by moving cases to the do nothing area. |
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please add noreload cvar/command
so people would have an unlimited ammo, but not infinite fire. |
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Added in 1.2.0 |
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How do I restrict infinite sandman and wrap assassin balls to Admins only but able to set everything else for everyone else?
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Edit: As of 1.0.2, it's much simpler to do this, just uncomment the if statement, or comment the SetAmmo to disable them altogether. Code:
//Sandman, Wrap Assassin - Ammo
Old
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I use this plugin as a donator perk (using a custom admin flag). Can this plugin allow players to toggle it on themselves but not allow them to give it to others?
If you have access to sm_aia you have access to both or is there a way to split them? |
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Just override sm_aia_targetflag and they will only be able to use sm_aia and sm_aia @me 1/sm_aia @me 0 Update to 1.0.1 -Added sm_aia_targetflag ovverride to control which admins can target others -Fixed a typo in the self-targetting |
Re: [TF2] Advanced Infinite Ammo
Just a suggestion:
Can you add a infinite rockets loaded in the Beggar's Bazooka? |
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With infinite clip, it never stops firing, and you can't change weapons. I decided to change it to just infinite ammo as a solution, but if you really want to the other way. Move case 730 from Type 2 weapons to Type 1 weapons and recompile. Edit: Unless you just mean being able to load more than 3 shots at once, in which case that's not doable with this plugin. TF2Items' config can let you do that though. Edit 2: As of 1.0.2, the Beggar's Bazooka has a hold right-click(alt-fire) option for infinite rockets. |
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Nice work!
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seems to work nice for me but not for anyone else
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Edit: Removed Code. As of 1.0.2, the Beggar's Bazooka has a hold right-click(alt-fire) option for infinite rockets. |
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Tylerst, I just finished up the revision I posted above to the new version and tried to compile and getting this error - been out of town a few days or else I would have posted this the other day.
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Look for case 44 and 163 in the Type2 Weapons section and remove them from there first. |
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Is it possible for perma-infinite ammo?
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Is there a cvar that whenever a player instantly connects, he receives infinite ammo already?
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Other than that, setting the sm_aia_all cvar to 1 will give it to everyone automatically.(And setting sm_aia_adminonly to 1 after that will give it to all admins automatically) Quote:
Just change it to 1 |
Re: [TF2] Advanced Infinite Ammo
Updated to 1.0.2
-Beggar's Bazooka now has an infinite firing option by holding right-click(alt-fire) -Reverted Bonk!/Crit-A-Cola to work the the old plugin(Infinite duration, and can right-click(alt-fire) to remove Bonk!) Edit: -Moved Sandman/Wrap Assassin to a separate case area to allow for easier customization of them. |
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assuming a single // ahead of the CheckCommandAccess is all that is needed and a change of flag for me should be enough to restrict the use of these for unlimited ammo. |
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where to insert
Custom Menu Example.txt (file txt) |
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I have the plugin running on the server and am currently testing it alongside people who have the flags enabled to use !aia. However, my infinite ammo works while his doesn't, but he was able to execute !aia properly and see "Inf. ammo enabled for <name>." There was nothing in the error log and I deleted the old version and replaced it with this version. What could be the issue here? I suspect it to be a simple flag setting error: Code:
Groups |
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Whoops, I see what happened.
With 1.0.2 I accidently set sm_aia_adminonly to 1 by default. Let me go re-upload 1.0.2. Update - No version change -Fixed sm_aia_adminonly being 1 by default instead of 0 There, just re-download it, it should work for you now. However, if you still want sm_aia_adminonly set to 1, just add "sm_aia_adminflag" "allow" to their overrides. |
Re: [TF2] Advanced Infinite Ammo
AIA seems to think that the first round of arena is waiting for players. Might wanna hook the arena round active events and stuff as a safety check. It looks like it doesn't turn off after the next round starts, either.
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Pfft, who the hell plays arena? :wink: Just kidding. Thanks for telling me as I actually never play or test for arena.
I'll fix it in the next patch, along with adding the new weapon indexes in, since they don't seem to have any new features(That would require special coding, that is). |
Re: [TF2] Advanced Infinite Ammo
Also, you might want to check against the entity's classname too, as I can definitely have a tf_weapon_raygun with index 18 (or a tf_weapon_rocketlauncher with index 442). Netprops are by the entity's classname too, so it's better to check the classname first, then use the index for any special rules you apply (e.g. the Bazooka).
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Re: [TF2] Advanced Infinite Ammo
Updated to 1.1.0
- Plugin uses SDKHooks now - Added Triad weapon indexes - Fixed detection of arena round start Quote:
I'll keep it in mind the next time I do a full re-write of the plugin, though. |
Re: [TF2] Advanced Infinite Ammo
It is indeed specific to custom items (though not necessarily TF2Items, as any plugin can modify m_iItemDefinitionIndex on a weapon entity).
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hm new mod but again no settings to disable Class Specific actions as ia ask here https://forums.alliedmods.net/showpo...&postcount=242
so i have to make it again for myself and command it out -.-" |
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However if you want to disable infinite Uber/Sentry ammo like before it's much easier now, just comment out/delete these: PHP Code:
PHP Code:
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Re: [TF2] Advanced Infinite Ammo
1 Attachment(s)
No i have to disable all class specific actions (see below) so again taking the source and make crap in it and that always on every new version... :( :cry:
I need this because the plugin runs on an achievement and trade server and our users are pissed because stupid users annoying our users and make only shit with this special actions. Thats why i ask if you can make them with an command and so all admins can disable them easier if they need it. class specific actions Code:
SetSentryAmmo(client); Edit 2: Many Error as you see in the attachment... :( |
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