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-   -   [TF2] Ghost Mode Redux (v2.2 - 1/6/14) (https://forums.alliedmods.net/showthread.php?t=207199)

ReFlexPoison 01-31-2013 00:20

[TF2] Ghost Mode Redux (v2.2 - 1/6/14)
 
42 Attachment(s)
Ghost Mode Redux

Description:
Fly around as a ghost after death. I've been interested in this mod ever since FlaminSarge released his version. Added features include
  • Ghost model
  • Config menu
  • Invisible to alive players

Control Variables:
  • sm_ghostmode_enabled (default: 1) Enable/Disable Plugin (0 = Disabled 1 = Enabled 2 = Arena Only)
  • sm_ghostmode_teleporting (default: 2) Enable/Disable teleporting (0 = Disabled 1 = Random target 2 = Random team target)
  • sm_ghostmode_flying (default: 1) Enable/Disable flying
  • sm_ghostmode_model (default: models/props_halloween/ghost.mdl) Model to use for ghosts
  • sm_ghostmode_wearables (default: 0) Enable/Disable wearables on ghosts
Commands:
  • sm_ghost (Open ghost config)
Version Log:
  • Version 2.2
    • Fixed collisions not being reset on spawn
      • Note: If your server runs different default player collision groups or solid flags you will need to recompile the plugin using the correct flags found in the DEFINES section of the source...
  • Version 2.1
    • Fixed errors when trying to open settings menu
  • Version 2.02
    • Improved netprop changes on player spawn
    • Fixed bug where player's model wouldn't be reset after changing sm_ghostmode_model convar
    • Fixed bug where player wearables would float in the location of the player's death
    • Fixed issue where not all dead or spawning players would see ghosts
  • Version 2.01
    • Fixed server crashing (Hopefully)
    • Removed particles convar
  • Version 2.0
    • Added native for other plugin to determine if a player is currently a ghost
      • GhostMode_IsPlayerGhost
    • Now properly sets ghost speed
    • Fixed bug where other plugins would force the player model while a ghost into something else
  • Version 1.8
    • Added convar to specify ghost model
    • Added convar to enable/disable wearables
    • Added convar to enable/disable particle effects from ghosts (Some models have these)
    • Made all ghosts the same speed
  • Version 1.7
    • Now uses custom model that supports hats and miscs
    • Fixed ghost velocity increasing when strafing (Thanks to VoiDeD)
    • Ghosts gravity is now cut in half
    • Now changes teams accordingly when selecting a team as a ghost
      • Hopefully fixes respawn bug
    • Added cooldown (4 seconds) for teleporting
    • Players may now fly while holding their IN_JUMP key
  • Version 1.6
    • Removed cycle targeting
    • Sound hook now only blocks footstep and weapon attack sounds
    • No longer removes weapons, however blocks ghosts from using them
    • Removed all the "ghosty" from the plugin and translations
  • Version 1.5
    • Added random targeting, cycling, random team targeting and team cycling for teleporting
    • Other small fix ups thanks to FlaminSarge
  • Version 1.4
    • New config menu for players to change their settings
    • Now automatically applies ghost to new players
    • Ghosts will now appear when the round ends
  • Version 1.3
    • No longer requires SendProxy
    • Fixed third person bugs
    • Added sm_ghost command
  • Version 1.2
    • Fixed players glowing after death
    • Fixed model bugs
  • Version 1.11
    • Fixed issue with The Dead Ringer
  • Version 1.1
    • Added teleporting
  • Version 1.0
    • Initial release
Installation:
  • ghostmode.smx to sourcemod\plugins
  • ghostmode.phrases.txt to sourcemod\translations
  • Extract other files to their designated directories
Special Thanks:Other Plugins:My Plugins
intox Gaming

ReFlexPoison 01-31-2013 00:21

Re: [TF2] Ghosty Mode
 
> Reserved

MUN SUX
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.|.
\ /

MUN 01-31-2013 00:22

Re: [TF2] Ghosty Mode
 
* Reserved

Quote:

Originally Posted by ReFlexPoison (Post 1883876)
* Reserved

MUN SUX
.|.
.|.
\ /

Q_Q

Chaosxk 01-31-2013 00:24

Re: [TF2] Ghosty Mode
 
Nice, looks good and neat!

ReFlexPoison 01-31-2013 18:05

Re: [TF2] Ghosty Mode
 
Updated to 1.1

Changes:
> Added teleporting
> Added AutoExecConfig()

jasonfrog 02-01-2013 08:56

Re: [TF2] Ghosty Mode
 
Fantastic! :)

Thoughts on a way to maintain the behaviour of an engineers teleporters and dispensers remaining on the map after his death. Currently they are getting destroyed after the engineer is respawned as a ghost.

Would you considering adding a client preference menu so that players can select if they get ghostified after death? This could form a solution to the above, by giving players that are playing engineers the choice.

ReFlexPoison 02-01-2013 10:48

Re: [TF2] Ghosty Mode
 
Quote:

Originally Posted by jasonfrog (Post 1884638)
Fantastic! :)

Thoughts on a way to maintain the behaviour of an engineers teleporters and dispensers remaining on the map after his death. Currently they are getting destroyed after the engineer is respawned as a ghost.

Would you considering adding a client preference menu so that players can select if they get ghostified after death? This could form a solution to the above, by giving players that are playing engineers the choice.

I'll look into it. :)

Fearts 02-01-2013 11:30

Re: [TF2] Ghosty Mode
 
Seen this on Saxton Hell servers for some time now and Voided wouldn't share with me. :cry:

Thanks for releasing it. :)

jasonfrog 02-01-2013 12:31

Re: [TF2] Ghosty Mode
 
I think you need to add the following in public Action:OnPlayerDeath(Handle:hEvent, String:strName[], bool:bDontBroadcast), other wise a DR spy will become a ghost on their first feigned death.

PHP Code:

    new bool:FakeDeath GetEventBool(hEvent"feign_death");
    if (
FakeDeath)
        return 
Plugin_Continue


ReFlexPoison 02-01-2013 18:11

Re: [TF2] Ghosty Mode
 
Quote:

Originally Posted by jasonfrog (Post 1884812)
I think you need to add the following in public Action:OnPlayerDeath(Handle:hEvent, String:strName[], bool:bDontBroadcast), other wise a DR spy will become a ghost on their first feigned death.

PHP Code:

    new bool:FakeDeath GetEventBool(hEvent"feign_death");
    if (
FakeDeath)
        return 
Plugin_Continue


I released 1.1.1 which fixed this issue.

I don't believe I will be able to fix Engineer buildings being destroyed once you become a ghost.


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