[TF2] Building Overhaul
Why
I had an idea while playing on my server which involved a crazy amount of teleporters. I looked up all the "infinite building" plugins here on AlliedModders, there are a few, but none of them had a real teleporter system, some didn't even bother to mess with teleporters. That was the inspiration for this plugin. I wanted to make it fun, so I did a lot of reverse engineering trying to get plugin behavior to be as perfect as possible. I ended up getting pretty close but holy moly the gamedata file is big. Features What makes this plugin different from all of the other ones?
There are 3 cvars that set a limit for buildings. But be honest, do you really need to limit that? Requirements
Note that this is not tested on Linux If gamedata breaks, which it probably will, try checking here. LINK TO REPO Nerdy details
Spoiler
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Re: [TF2] Building Overhaul
Nice lol
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Re: [TF2] Building Overhaul
I'm having a bit of difficulty compiling this. It appears maybe the Scags/SM-Memory package install is missing an include file called smmem/handle. Any idea where I can find that?
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Re: [TF2] Building Overhaul
Regarding CTFPlayer::m_aObjects, it still contains every building past the sixth; you should be able to sort the entities in place with the 6 you want networked at the front.
I just casually skimmed the code so I'm not sure if that was addressed, but overall this is definitely neat. |
Re: [TF2] Building Overhaul
Agreed. Pretty cool plugin.
A couple more notes: 1. cvar for sm_buildingov_max_sentry doesn't seem to work. If I set the limit to be '2', players can still build 3. If I set to 4, players can only build 3, etc. 2. Build and Destroy menu has a nasty habit of disappearing a split second after you select the tool, much faster than the player can select a menu option to build or destroy a building. Plugin is working but getting errors in error log: PHP Code:
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Re: [TF2] Building Overhaul
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For #2, it might have to do with an incompatibility with another plugin. My guess is that buildingspawner.smx is manually adding to the vector (most likely with "SetBuilder" in AcceptEntityInput). Because of Windows inlining, I wasn't able to catch insertion with inputs so I lazily skipped over it. I'll look further into that when I have the time. |
Re: [TF2] Building Overhaul
I am getting the error below. Plugin is working fine otherwise.
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Re: [TF2] Building Overhaul
Thanks for the fix! Unfortunately I'm now getting a few hundred instances of this error:
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