Anti-Stuck
2 Attachment(s)
This plugin will teleport the client back to a random spawn point whenever they say "!stuck"
Set "zm_teleportcount" to the maximum number of teleports allowed per round (default: 3) Updated: Fixed round begin detection Allow up to 64 players |
Re: CSS Anti-Stuck
lol interesting idea.
Seems to me like it'll end up being used more by players to avoid being killed and to maybe/possibly end up behind the opposition at round start ;) |
Re: CSS Anti-Stuck
You should add a cvar which determines how long it will take to teleport after typing !stuck.
E.g. A user types !stuck and the cvar is set to 10, so the user waits 10 seconds. |
Re: CSS Anti-Stuck
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Re: CSS Anti-Stuck
or figure out how to disable it say 10 seconds into the round would be even better. maybe 15 just for slow typers.
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Re: CSS Anti-Stuck
What happens if they get stuck after 10 or 15 seconds into the round?
Consider that some will have plugins that respawn you, and that players can also get stuck in other positions: awkward places in maps or surrounded by physics props that seem to possess latent psychic abilities to push you away - this can be enough to get you stuck. I would have thought in many cases of getting stuck it'd be enough just to be slapped a few times, rather than teleporting away. Mike |
Re: CSS Anti-Stuck
alot of times slapping doesnt work to get players unstuck though, another problem. This if developed correctly would fall under a "Must have" is there a way to detect if the player was in the spawn somewhere and if they weren't then they couldn't use it? or a time limit to using it? i dont want to make the game off balance by allowing it to be used any time from any location, and i dont want to install the anti block as getting blocked sometimes is part of the game.
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Re: CSS Anti-Stuck
Wasn't this mod originally designed for 'Zombie Master'? Why'd you drop that version?
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Re: CSS Anti-Stuck
That would be cool if saying !stuck would enable you to move like no block. Instead of going back to spawn.
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Re: CSS Anti-Stuck
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