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-   -   Napalm Nades 1.3 (https://forums.alliedmods.net/showthread.php?t=74905)

MeRcyLeZZ 07-26-2008 23:21

Napalm Nades 1.3
 
6 Attachment(s)
Napalm Nades

Description

This plugin turns one of the default grenades into a napalm bomb that can set players on fire. Basically a CS port of the "fire grenades" I originally developed for Zombie Plague, at the request of some people and since there were no similiar plugins around. Have fun!

Requirements
  • Mods: Counter-Strike 1.6 or Condition-Zero
  • AMXX: Version 1.8.0 or later
Installation
  • Extract .amxx file to your plugins folder, and add its name to plugins.ini
  • Extract flame.spr to the "sprites" folder on your server
  • To change models or sounds, open up the .sma with any text editor and look for the customization section. When you're done, recompile.
Commands
  • say /napalm - Buy a napalm grenade (when override is off)
CVARS
  • napalm_on <0/1> - Enable/Disable Napalm Nades
  • napalm_affect <1/2/3> - Which nades should be napalms (1-HE // 2-FB // 3-SG)
  • napalm_team <0/1/2> - Determines which team can buy/use napalm nades (0-both teams // 1-Terrorists only // 2-CTs only)
  • napalm_override <0/1> - If enabled, grenades will automatically become napalms without players having to buy them
  • napalm_price <1000> - Money needed to buy a napalm (when override is off)
  • napalm_buyzone <0/1> - If enabled, players need to be in a buyzone to purchase a napalm (when override is off)
  • napalm_carrylimit <1> - How many napalms can be carried at once
  • napalm_radius <240> - Napalm explosion radius
  • napalm_hitself <0/1> - If enabled, napalms will also affect their owner
  • napalm_ff <0/1> - If enabled, napalms will also affect teammates
  • napalm_spread <0/1> - If enabled, players will be able to catch fire from others when they touch
  • napalm_keepexplosion <0/1> - Wether to keep the default CS explosion
  • napalm_duration <5> - How long the burning lasts in seconds
  • napalm_damage <2> - How much damage the burning does (every 0.2 secs)
  • napalm_cankill <0/1> - If set, burning will be able to kill the victim
  • napalm_slowdown <0.5> - Burning slow down, set between: 0.1 (slower) and 0.9 (faster). Use 0 to disable.
  • napalm_screamrate <20> - How often players will scream when on fire (lower values = more screams). Use 0 to disable.
Changelog

Code:

- Version: 1.3a (Mar 15, 2009)
* Code optimized (+CVARs now cached at round start)

- Version: 1.3 (Feb 17, 2009)
* Added ability to carry multiple napalms at once (+CVAR)

- Version: 1.2 (Oct 05, 2008)
* Added a few cvars that allow more customization
* Optimized the code a bit
* Fixed a bug where buying 2 napalms too quick would sometimes result in the second acting as a normal nade

- Version: 1.1c (Aug 26, 2008)
* Fixed possible bugs with plugins that change a player's team after throwing a napalm nade

- Version: 1.1b (Aug 23, 2008)
* Optimized bandwidth usage for temp entity messages

- Version: 1.1 (Aug 15, 2008)
* Grenades now explode based on their pev_dmgtime (means the plugin is now compatible with Nade Modes)
* Changed method to identify napalm nades when override is off
* Fire spread feature now fully working with CZ bots

- Version: 1.0 (Jul 26, 2008)
* First release


RAKISHI 07-27-2008 02:20

Re: Napalm Nades 1.0
 
Screenshot pls ?

Dr. Jan Itor 07-27-2008 06:00

Re: Napalm Nades 1.0
 
nice this HE has a very nice effect

BeasT 07-27-2008 07:03

Re: Napalm Nades 1.0
 
Will you create the ice nade as a new plugin?

djnilo 07-27-2008 07:40

Re: Napalm Nades 1.0
 
Works great. thanks :up:

Jon 07-27-2008 08:01

Re: Napalm Nades 1.0
 
Sweet, screenies?

Fry! 07-27-2008 10:47

Re: Napalm Nades 1.0
 
MeRcyLeZZ, great work again. =)

MeRcyLeZZ 07-27-2008 14:02

Re: Napalm Nades 1.0
 
Quote:

Originally Posted by BeasT (Post 659675)
Will you create the ice nade as a new plugin?

Why not just use Avalanche's frostnades? They have far more options then my little ZP port.

Quote:

Originally Posted by Jon (Post 659690)
Sweet, screenies?

I'll add some later.

`666 07-27-2008 14:07

Re: Napalm Nades 1.0
 
nice one, was asking for this :D

djnilo 07-27-2008 14:16

Re: Napalm Nades 1.0
 
Quote:

Originally Posted by Jon (Post 659690)
Sweet, screenies?

Here...
http://www.ladda-upp.com/bilder-a/csstrike-553.JPGhttp://www.ladda-upp.com/bilder/6825/dsfdsfdsf
http://www.ladda-upp.com/bilder/6824/csstrike

http://www.ladda-upp.com/bilder-a/csstrike-553.JPG

AntiBots 07-27-2008 14:46

Re: Napalm Nades 1.0
 
Exelent, Thank you. :D

Fry! 07-29-2008 16:14

Re: Napalm Nades 1.0
 
Hey, MeRcyLeZZ I set that if zombies are to close humans can burn to (catch fire) so if player burned then he is dead till next round, so I thought maybe You can add Deathmatch mode to respawn again in the same round.

Styles 08-01-2008 04:37

Re: Napalm Nades 1.0
 
Approve pending that it works.

Dr. Jan Itor 08-01-2008 04:49

Re: Napalm Nades 1.0
 
it does work perfectly no bugs

letgoofmyeggs 08-01-2008 04:52

Re: Napalm Nades 1.0
 
WORKS GREAT

tuty 08-01-2008 05:15

Re: Napalm Nades 1.0
 
a little problem..i have a biohazard beta...new biohazard of cheap_suit...and i put this plugin napalm_nades on my server..plugin running ...sprite is downloading, but nu effect for my server....i have all modules activated ! :shock:

Fry! 08-01-2008 05:33

Re: Napalm Nades 1.0
 
Quote:

Originally Posted by tuty (Post 662702)
a little problem..i have a biohazard beta...new biohazard of cheap_suit...and i put this plugin napalm_nades on my server..plugin running ...sprite is downloading, but nu effect for my server....i have all modules activated ! :shock:

There is nothing said about biohazard lol... That is only made for Zombie Plague...

Quote:

Napalm Nades

Description

This is a separate plugin with the fire grenades I made for Zombie Plague that some people asked for, since there are no similiar plugins around. It replaces the original HE grenade with a napalm bomb that sets players on fire. Have fun!

tuty 08-01-2008 05:43

Re: Napalm Nades 1.0
 
Sorry :oops: I have not seen :oops:

Dr. Jan Itor 08-01-2008 05:44

Re: Napalm Nades 1.0
 
its not only for zombie plague this is from zombie plague u can use it for anything

Styles 08-01-2008 05:46

Re: Napalm Nades 1.0
 
kk well its approved, it has to wait a week or so here ... so ahve fun :)

Fry! 08-01-2008 05:55

Re: Napalm Nades 1.0
 
Quote:

Originally Posted by tuty (Post 662709)
Sorry :oops: I have not seen :oops:

Okay, I checked code there must include biohazard.inc in this plugin otherwise it's not working.

Dr. Jan Itor 08-01-2008 06:27

Re: Napalm Nades 1.0
 
Quote:

Originally Posted by The_Thing (Post 662714)
Okay, I checked code there must include biohazard.inc in this plugin otherwise it's not working.


not true.

{PHILMAGROIN} 08-01-2008 06:30

Re: Napalm Nades 1.0
 
Plugin looks good.

djnilo 08-01-2008 08:18

Re: Napalm Nades 1.0
 
Hello there.
I have just tested with the biohazard beta, and it works well
and i tested on my WC3 server without any zombie mod and it works well.

just as Dr. Jan Itor said this plugin is not just for Zombie Plague.

tuty maybe there's a plugin that blocks Napalm Nada.
Try to close any other plugins and have only Napalm Nades activated, and check if it works.

Once again, good job!
No problem, and works well.

Dr. Jan Itor 08-01-2008 08:22

Re: Napalm Nades 1.0
 
yes some other plugins can make it crash/not work for example if u use frostnade on pokemod server it will crash.
so post the output of ur rcon amxx plugins so we can help you.

tuty 08-01-2008 08:54

Re: Napalm Nades 1.0
 
here ->
Code:

; AMX Mod X plugins

; Admin Base - Always one has to be activated
admin.amxx                ; admin base (required for any admin-related)
;admin_sql.amxx                ; admin base - SQL version (comment admin.amxx)

; Basic
admincmd.amxx                ; basic admin console commands
;adminhelp.amxx                ; help command for admin console commands
adminslots.amxx                ; slot reservation
;multilingual.amxx        ; Multi-Lingual management

; Menus
menufront.amxx                ; front-end for admin menus
cmdmenu.amxx                ; command menu (speech, settings)
plmenu.amxx                ; players menu (kick, ban, client cmds.)
;telemenu.amxx                ; teleport menu (Fun Module required!)
mapsmenu.amxx                ; maps menu (vote, changelevel)

; Chat / Messages
adminchat.amxx                ; console chat commands
antiflood.amxx                ; prevent clients from chat-flooding the server
scrollmsg.amxx                ; displays a scrolling message
imessage.amxx                ; displays information messages
adminvote.amxx                ; vote commands

; Map related
nextmap.amxx                ; displays next map in mapcycle
mapchooser.amxx                ; allows to vote for next map
timeleft.amxx                ; displays time left on map

; Configuration
;pausecfg.amxx                ; allows to pause and unpause some plugins
statscfg.amxx                ; allows to manage stats plugins via menu and commands

; Counter-Strike
;restmenu.amxx                ; restrict weapons menu
;statsx.amxx                ; stats on death or round end (CSX Module required!)
;miscstats.amxx                ; bunch of events announcement for Counter-Strike
stats_logging.amxx        ; weapons stats logging (CSX Module required!)

; Enable to use AMX Mod plugins
;amxmod_compat.amxx        ; AMX Mod backwards compatibility layer

; Custom - Add 3rd party plugins here

biohazard.amxx
gamenamechanger.amxx
amx_parachute.amxx
flashbanggiver.amxx
bio_lasermine_011.amxx
client_ratefull.amxx
bio_knockback.amxx
longjump.amxx
follow_the_wounded.amxx
flashbang_dlight.amxx
frostnades.amxx


Fry! 08-01-2008 09:55

Re: Napalm Nades 1.0
 
Okay I was wrong about it my bad, maybe take out frostnades?

tuty 08-01-2008 15:18

Re: Napalm Nades 1.0
 
i was tested whitout frostnades

djnilo 08-01-2008 15:32

Re: Napalm Nades 1.0
 
Quote:

Originally Posted by tuty (Post 663000)
i was tested whitout frostnades

Attempts to remove all 3rd party plugins. have left biohazard.amxx, bio_knockback.amxx, bio_lasermine_011.amxx. do not forget to add in napalm_nades.amxx in plugins.ini.
Restart the server and try.
One more thing ... bio_knockback.ammx and bio_lasermine_011.amxx should be in plugins-bio.ini.

PS!!
You do not have biohazard.amxx in plugins.ini
Biohazard should work without having biohazard.amxx in plugins.ini

PremunitioN 08-01-2008 19:51

Re: Napalm Nades 1.0
 
Looks cool!! Going to try.

jatinsj 08-02-2008 11:08

Re: Napalm Nades 1.0
 
thanx alot ... :) NICE work.

ot_207 08-03-2008 06:17

Re: Napalm Nades 1.0
 
Suggestion/Request.

I will soon release a plugin that makes the grenades explode dynamicly, using pev_dmgtime.

I would like you not to use tasks becouse in this situation my plugin will not affect your grenade.

All the grenades use pev_dmgtime. When pev_dmgtime <= get_gametime() the nade will explode/flash ... .
So i would recommend to use fw_setmodel to identify if it is a napalm nade.
And to use FM_Think or Ham_Think. When pev_dmgtime <= get_gametime()
make_explosion()

It will eliminate the set_tasks and it will be more efficient.

Btw. Good job with the plugin! Works great!

Fry! 08-03-2008 06:42

Re: Napalm Nades 1.0
 
Suggestion :

Can You make a knock back for nades?

rappinduke 08-03-2008 17:59

Re: Napalm Nades 1.0
 
Can you mabye make this for DoD:S?? That would be GREAT!! Thanks.

MeRcyLeZZ 08-03-2008 23:29

Re: Napalm Nades 1.0
 
Quote:

Originally Posted by The_Thing
Hey, MeRcyLeZZ I set that if zombies are to close humans can burn to (catch fire) so if player burned then he is dead till next round, so I thought maybe You can add Deathmatch mode to respawn again in the same round.

You know, you can just use CSDM or any other deathmatch addons. This plugin should be perfectly compatible with them.

Quote:

Originally Posted by tuty
a little problem..i have a biohazard beta...new biohazard of cheap_suit...and i put this plugin napalm_nades on my server..plugin running ...sprite is downloading, but nu effect for my server....i have all modules activated!

Well then what'd you mean by "no effect for my server"? When not using the override mode players will be able to both use the normal hegrenades and buy napalms by typing /napalm on chat. On the other hand, if you want every hegrenade to become a napalm set napalm_override to 1.

Fry! 08-04-2008 02:40

Re: Napalm Nades 1.0
 
Quote:

Originally Posted by MeRcyLeZZ (Post 664285)
You know, you can just use CSDM or any other deathmatch addons. This plugin should be perfectly compatible with them.

Umm... You see I use it for ZP and I have set respawn only on base but also I set that You can catch fire from others including teammates so if I got killed/burned with nade and that did it no of team I can't respawn...

MeRcyLeZZ 08-04-2008 23:07

Re: Napalm Nades 1.0
 
Quote:

Originally Posted by ot_207
Suggestion/Request.
I will soon release a plugin that makes the grenades explode dynamicly, using pev_dmgtime.
I would like you not to use tasks becouse in this situation my plugin will not affect your grenade.

Sure, I'm gonna look into it.

Quote:

Originally Posted by The_Thing
Can You make a knock back for nades?

I think it would look more realistic for explosive nades actually, and I don't really know how to make a good knockback. Gotta mess with that a bit some day...

Quote:

Originally Posted by rappinduke
Can you mabye make this for DoD:S?? That would be GREAT!! Thanks.

DoD:Source? Not a chance. But try asking on the SourceMod forums, if you haven't already.

ot_207 08-05-2008 00:17

Re: Napalm Nades 1.0
 
Quote:

Originally Posted by MeRcyLeZZ (Post 664823)
Sure, I'm gonna look into it.

Ok.
XxAvalanchexX has remade his frostnades plugin, you can take a look at the changes he has done in order to make his plugin compatible with mine.
FrostNades

SweetiePie 08-12-2008 15:04

Re: Napalm Nades 1.0
 
Quickly installed, working almost flawlessly, but from time to time some players aren't affected of it's burning effect, though there shown burning and you can hear them scream.

Nice plugin indeed ! :D

Did anyone notice that, too ?
Thx for answer !

Greets

PS.: Solved. This plugin seems not to accept dezimals for napalm_damage. Just integer numbers are allowed. Adjusting it to 0.7 for example deactivates damage. But it's ok ! :) + karma for this one !

MeRcyLeZZ 08-15-2008 23:39

Re: Napalm Nades 1.1
 
Quote:

Originally Posted by ot_207
XxAvalanchexX has remade his frostnades plugin, you can take a look at the changes he has done in order to make his plugin compatible with mine.

Nice. All right, version 1.1 is out and should be fully compatible with Nade Modes. Sorry it took a while, I've been somewhat busy. I'll soon also make Zombie Plague custom nades compatible with it :)


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