[TF2] SyncR Rocket Sync Trainer v0.8.8
2 Attachment(s)
SyncR is a server-side SourceMod plugin for TF2 jump servers to assist rocket syncs.
Screencaps: http://i.imgur.com/CtrGLiVt.jpg http://i.imgur.com/unVnRnDt.jpg http://i.imgur.com/b6JqszOt.jpg http://i.imgur.com/x8Ddkl0t.jpg http://i.imgur.com/QZccP72t.jpg http://i.imgur.com/prkpUjst.jpg http://i.imgur.com/UoIqQ5rt.jpg Technical demonstration: http://www.youtube.com/watch?v=wqNsQ-erCd4 https://www.youtube.com/watch?v=zVh711KY-h4 Details: Learning and executing syncs are tremendously difficult due to lack of visibility of the rocket due to aiming and ping limitations on a remote server. To mitigate these effects, the player must adjust their timing but learning this is inconsistent and difficult. This plugin provides three visual and one audio feedback mechanisms:
Server ConVars: Code:
syncr_laser [0/1] - Show colored laser pointer Usage: SyncR can be toggled by a player using /syncr, while admins with the slay flag can toggle for a player using /setsyncr <name>. --- Coding is done by me while the JumpBOT recordings from the videos were done by Fractal and Aurora. The project code is open-source GPLv3 and available to be tracked at https://bitbucket.org/GeominorAI/syncr --- Changelog:
Spoiler
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Re: [TF2] SyncR Rocket Sync Trainer v0.6.0
Nice plugin!
Few tips: Add an 'sm_' before the command 'syncr' to give it more compatibility with prefixes like '!' or '/'. If you want to keep the straight command usage, just register another one with the 'sm_' prefixed. --- You can move the ConVar functions from 'OnMapStart' to 'OnConfigsExecuted' so they're always refreshed. Code:
public OnConfigsExecuted() Loops for clients should probably be this... Code:
for (new i=1; i<=MaxClients; i++) Code:
for (new i=0; i<MAXPLAYERS; i++) Code:
for (new i=0; i<MAX_ROCKETS; i++) For your 'IsValidClient' function, you don't need to check if they're connected. You can just remove that portion and have 'IsClientInGame' return the value since clients have to be connected to be in-game. Nice plugin friend! |
Re: [TF2] SyncR Rocket Sync Trainer v0.7.0
Thanks for the feedback. I have incorporated some of the suggestions in the 0.7.1 release.
Here are the latest changes:
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SyncR 0.8.0 - Feature sneak peak
What if... you knew exactly where you will land?
--- http://i.imgur.com/uMdnmsKl.jpghttp://i.imgur.com/VOf8yeMl.jpghttp://i.imgur.com/Sr8Nh2Ol.jpghttp://i.imgur.com/ujTjHv2l.jpg Coming soon to a SyncR v0.8.0 release. |
SyncR 0.8.5 Prediction Update Released
An update (0.8.5) has been released for SyncR. The download is available via Bitbucket and through Updater, if installed.
http://i.imgur.com/QZccP72t.jpg http://i.imgur.com/prkpUjst.jpg http://i.imgur.com/UoIqQ5rt.jpg https://www.youtube.com/watch?v=zVh711KY-h4 This update focuses on sync prediction features. Here are the latest changes:
Known issues:
Upgrade steps
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SyncR 0.8.6 Released
An update (0.8.6) has been released for SyncR. The download is available via Bitbucket.
Here are the latest changes:
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SyncR 0.8.8 Released
An update (0.8.8) has been released for SyncR. The download is available via Bitbucket and through Updater, if installed.
Here are the latest changes:
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Re: [TF2] SyncR Rocket Sync Trainer v0.8.8
Hello!
How to default enable this plugin for all players ? |
Re: [TF2] SyncR Rocket Sync Trainer v0.8.8
2 Attachment(s)
I do not recommend enabling it by default, since it will be distracting during wallpogos, but you can add this function to the code and recompile:
Code:
public OnClientPostAdminCheck(iClient) { |
Re: [TF2] SyncR Rocket Sync Trainer v0.8.8
Hello
is it possible to make it that it remembers you have turned syncr on so you dont have to turn it back on every map change? thanks also got this error L 03/14/2018 - 19:54:19: [SM] Call stack trace: L 03/14/2018 - 19:54:19: [SM] [1] Line 392, syncr.sp::Timer_refresh L 03/14/2018 - 19:54:19: [SM] Exception reported: Array index is out of bounds L 03/14/2018 - 19:54:19: [SM] Blaming: syncr.smx |
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