AlliedModders

AlliedModders (https://forums.alliedmods.net/index.php)
-   Plugins (https://forums.alliedmods.net/forumdisplay.php?f=108)
-   -   [TF2] Auto Pumpkins (Automatic Pumpkin Spawner) [v2.2.2] (https://forums.alliedmods.net/showthread.php?t=141437)

DarthNinja 10-24-2010 04:56

[TF2] Auto Pumpkins (Automatic Pumpkin Spawner) [v2.2.2]
 
2 Attachment(s)
[TF2] Auto Pumpkins
Version 2.2.2


Description:
Spawn and save pumpkin locations! They will be restored at the start of each round just like Harvest.

Pumpkin locations are saved per-map, so don't worry about pumpkins on dustbowl showing up in 2fort.

Commands:
sm_spawnpumpkin - Spawns a pumpkin and saves it's location to the database. Pumpkin spawns where you stand.
sm_deletepumpkin - Disables the pumpkin you're looking at in the database.
Cvars:
sm_pumpkin_version - Plugin Version
sm_pumpkin_respawntime "20" - How fast pumpkins respawn. -1 = pumpkins only respawn at round start.

Install Instructions:
  1. Place AutoPumpkins.smx into your addons/sourcemod/plugins/ folder.
  2. Update your database.cfg file:
    Code:

    "autopumpkins"
    {
        "driver" "mysql"
        "host" "webserver IP"
        "database" "database name"
        "user" "database username"
        "pass" "database username password"
        //"timeout" "0"
        "port" "3306"
    }



Notes:
Command's access level is ROOT.
Have your servers share a database to sync pumpkins across multiple servers.

When first spawning a pumpkin, it will be non-solid to prevent you getting stuck. When they are spawned at the start of the round they will be solid as normal.

Plugin requires SDKHooks and as such will not compile on the forums!
Use the pre-compiled .smx or compile it yourself locally!

Version History:
  • V1.0.0
    • Initial Release
  • V1.1.1
    • Plugin now escapes map filenames before inserting them into the database.
    • Pumpkins now spawn with a random rotation so they don't always point "north".
  • V2.0.0
    • Minor code cleanup
    • Plugin now uses a threaded SQL connection
    • Pumpkins now respawn after they explode (cvar sm_pumpkin_respawntime)
    • Plugin now requires SDKHooks!
  • V2.0.1
    • Fixed a typo in a log message.
  • V2.0.2
    • sm_pumpkin_respawntime -1 now works as intended.
  • V2.2.2
    • A little more code cleanup
    • Updated a sql query left from before v2.0 that was not threaded to be threaded (Plugin is now fully threaded).

Total downloads prior to 2/7/2012 : 587

DarthNinja 10-24-2010 05:24

Re: [TF2] Auto Pumpkins (Autonomous Pumpkin Spawner)
 
~Reserved~

cybersquare420 10-24-2010 10:25

Re: [TF2] Auto Pumpkins (Autonomous Pumpkin Spawner)
 
nice!

works perfectly so far! :D one small suggestion: a respawn timer for the pumpkins so that they come back after a while if the map runs long... maybe 1 minute... or 90 seconds... could even be a cvar so admins could set the delay to whatever they want... just a thought...
plugin is very nice as it sits though. thank you for this!

DarthNinja 10-24-2010 15:29

Re: [TF2] Auto Pumpkins (Autonomous Pumpkin Spawner)
 
Quote:

Originally Posted by cybersquare420 (Post 1333021)
nice!

works perfectly so far! :D one small suggestion: a respawn timer for the pumpkins so that they come back after a while if the map runs long... maybe 1 minute... or 90 seconds... could even be a cvar so admins could set the delay to whatever they want... just a thought...
plugin is very nice as it sits though. thank you for this!

I could do that, except then you'd end up with massive numbers of pumpkins in some areas if they aren't blown up.

cybersquare420 10-24-2010 17:05

Re: [TF2] Auto Pumpkins (Autonomous Pumpkin Spawner)
 
thats not really what i was getting at... i dont want them to keep spawning... just respawn after a bit if they are blown up... much like a health kit respawns after a while if you pick it up...

DarthNinja 10-25-2010 01:08

Re: [TF2] Auto Pumpkins (Autonomous Pumpkin Spawner)
 
Quote:

Originally Posted by cybersquare420 (Post 1333307)
thats not really what i was getting at... i dont want them to keep spawning... just respawn after a bit if they are blown up... much like a health kit respawns after a while if you pick it up...

Sorry I wasn't more clear; there's no (easy) way to tell which pumpkin was blown up and where its located.
I may see about it when my replacement GPU arrives. (My current one just died).

Leonardo 10-25-2010 06:54

Re: [TF2] Auto Pumpkins (Autonomous Pumpkin Spawner)
 
halloween on 2fort. hell yea :D

cybersquare420 10-25-2010 09:27

Re: [TF2] Auto Pumpkins (Autonomous Pumpkin Spawner)
 
Quote:

Originally Posted by DarthNinja (Post 1333494)
Sorry I wasn't more clear; there's no (easy) way to tell which pumpkin was blown up and where its located.
I may see about it when my replacement GPU arrives. (My current one just died).


ahhh... ok... i see what you are saying. they dont really have an index of any kind to keep track of... no matter, was a small thing anyhow... still a very fun addition... lots of positive feedback from my regulars... nice to have some harvest events on regular maps.

thanx again for this!

mikeym9 10-26-2010 22:23

Re: [TF2] Auto Pumpkins (Autonomous Pumpkin Spawner)
 
Does it work with other mods than TF2?
TF2 content is installed

Leonardo 10-27-2010 05:01

Re: [TF2] Auto Pumpkins (Autonomous Pumpkin Spawner)
 
if mod have tf_pumpkin_bomb entity, so then it will work. in another ways - no.


All times are GMT -4. The time now is 09:20.

Powered by vBulletin®
Copyright ©2000 - 2024, vBulletin Solutions, Inc.