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-   -   [TF2] Intel Timer (https://forums.alliedmods.net/showthread.php?t=87834)

Theme97 03-17-2009 00:40

[TF2] Intel Timer
 
1 Attachment(s)
A feature that has been requested numerous times was having the HUD display how much time is left on the intel before it is reset. Now it's there, and although it's just a number above the flag status bar (screenshot), it's both an accurate and effective means of providing such information to the players.

Cvars
  • inteltimer_version (1.1) — The version of the plugin.
  • inteltimer_enabled (1) — Enables/disables the timers. (They will only display when the flag is dropped while this is set to 1.)

Installation
Simply place the plugin in addons/sourcemod/plugins/ and the plugin will work whenever a flag is dropped.

Changelog

1.1 (17 March 2009)
  • Each team's intel timer now runs on its own SourceMod timer
  • Removed inteltimer_redraw since each timer runs independently
  • Intel timers are now positioned in between the flag status icons
  • Utilized HUD synchronization objects rather than hard-coded "game_text" entities
  • Fixed a bug where the timer would go to the wrong team when a player switched teams and dropped the other intel

1.0 (16 March 2009)
  • Release!

MikeJS 03-17-2009 12:14

Re: [TF2] Intel Timer
 
This plugin won't work if the map uses game_text on channels 2 and 3. You may want to print it how Spray Tracer does.
Very nice though.

Paters0n 03-17-2009 13:10

Re: [TF2] Intel Timer
 
Very nice, Ive always wanted this, will test today

Theme97 03-17-2009 22:29

Re: [TF2] Intel Timer
 
Quote:

Originally Posted by MikeJS (Post 782763)
This plugin won't work if the map uses game_text on channels 2 and 3. You may want to print it how Spray Tracer does.

Thanks for the suggestion; I've now fixed that as well as a few other things.

Atreus 03-24-2009 20:44

Re: [TF2] Intel Timer
 
"Intel timers are now positioned in between the flag status icons" -- Does that mean it doesn't look like the opening screenshot anymore?

e: Also, is there any chance you could code in a way for the PLAYER to turn this off on their end, using clientprefs, if users didn't want it on individually?

noremac430 03-27-2009 14:28

Re: [TF2] Intel Timer
 
I love this plugin, but the timer is extremely hard to see on certain terrain. I would suggest making the timer s a solid black or white. Those seem to show up the best on all materials.

Atreus 04-01-2009 06:40

Re: [TF2] Intel Timer
 
Found a bug. Don't nkow the cause, but it doesn't report the proper time on tc_meridian. There's 20 left on the timer when the flag returns.

Theme97 04-01-2009 19:32

Re: [TF2] Intel Timer
 
Aha, I seem to have forgotten that flags can have return times other than 60 seconds.

Will (try to) fix that, update the screenshot, see what I can do with clientprefs, and possibly add cvars for timer colors.

Matthias Vance 05-01-2009 14:20

Re: [TF2] Intel Timer
 
Are you still planning to fix this "issues"/add those features?

Kind regards,

Matthias

[Edit]
I also looked into available netprops for us to use and get the correct max timer value (the default is 60.0, as you know).
I found some interesting ones, but they don't seem to be used!

Code:

CCaptureFlag
 -Member: m_flResetTime (offset 1508) (type float) (bits 0)
 -Member: m_flNeutralTime (offset 1516) (type float) (bits 0)
 -Member: m_flMaxResetTime (offset 1512) (type float) (bits 0)


MikeJS 05-01-2009 15:55

Re: [TF2] Intel Timer
 
Quote:

Originally Posted by Matthias Vance (Post 818681)
Code:

CCaptureFlag
 -Member: m_flResetTime (offset 1508) (type float) (bits 0)
 -Member: m_flNeutralTime (offset 1516) (type float) (bits 0)
 -Member: m_flMaxResetTime (offset 1512) (type float) (bits 0)


m_flMaxResetTime gets set to the intel's return time after it gets dropped if I recall correctly, so you could use that.


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