[DeathRun] Triggers & Entities Fix v1.4.1 [UPDATE 21/03/11]
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[DeathRun] Triggers & Entities Fix v1.4.1 Description: This plugin fixed activation of some Triggers and Entities for semiclip players (built semiclip in DeathRun Manager). Also includes func_breakable rendering fix (by xPaw) and func_train/func_rotating rendering fix for Linux Servers (by ConnorMcLeod). Modules: Fakemeta Hamsandwich List of Triggers & Entities that are fixed: Quote:
Do not group few brashes in one trigger_* entity! This creates an issue and that can not be corrected. Added individually each brush in Entity. See test_map for details. Jump to red place and you are killed, jump to yellow place and you remain alive. This problem is also observed in the original plugin (DRM_trigger_hurt_fix). Cvars: Default - 1 (enabled) * semiclip_fix_hurt <1/0> - Enable/Disable trigger_hurt activation fix. * semiclip_fix_push <1/0> - Enable/Disable trigger_push activation fix. * semiclip_fix_teleport <1/0> - Enable/Disable trigger_teleport activation fix. * semiclip_fix_gravity <1/0> - Enable/Disable trigger_gravity activation fix. * semiclip_fix_multiple <1/0> - Enable/Disable trigger_multiple activation fix. * semiclip_fix_once <1/0> - Enable/Disable trigger_once activation fix. * semiclip_fix_counter <1/0> - Enable/Disable trigger_counter activation fix. * semiclip_fix_breakable <1/0> - Enable/Disable func_breakable activation fix. * semiclip_fix_breakable_render <1/0> - Enable/Disable func_breakable rendering fix. * semiclip_fix_button <1/0> - Enable/Disable func_button activation fix. * semiclip_fix_button_delay <sec> - default 2.0 seconds, delay to update coordinates of a button. The lower the value - the higher the load for CPU. The higher the value - the lower the load for CPU. 0 - disable, but then fix will not work for moved buttons. * semiclip_fix_item <1/0> - Enable/Disable item_healthkit, item_battery, item_longjump, armoury_entity pickup fix. * semiclip_fix_item_delay <sec> - default 2.0 seconds, delay to update coordinates of a entities (weapon/healthkit/armor/longjump). The lower the value - the higher the load for CPU. The higher the value - the lower the load for CPU. 0 - disable, but then fix will not work for moved entities. * semiclip_fix_door <1/0> - Enable/Disable func_door blocking fix. * semiclip_fix_door_open <1/0> - Enable/Disable opening func_door by semiclip player fix. * semiclip_fix_door_rotating <1/0> - Enable/Disable func_door_rotating blocking fix. * semiclip_fix_door_rotating_open <1/0> - Enable/Disable opening func_door_rotating by semiclip player fix. * semiclip_fix_momentary_door <1/0> - Enable/Disable momentary_door blocking fix. * semiclip_fix_train <1/0> - Enable/Disable func_train blocking fix. * semiclip_fix_train_render <1/0> - Enable/Disable func_train rendering fix (only for Linux servers). * semiclip_fix_vehicle <1/0> - Enable/Disable func_vehicle blocking fix. * semiclip_fix_tracktrain <1/0> - Enable/Disable func_tracktrain blocking fix. * semiclip_fix_rotating <1/0> - Enable/Disable func_rotating blocking fix. * semiclip_fix_rotating_render <1/0> - Enable/Disable func_rotating rendering fix (only for Linux servers). * semiclip_fix_pendulum <1/0> - Enable/Disable func_pendulum blocking fix. * semiclip_fix_block <1/0> - Enable/Disable the block door/train/vehicle with semiclip player. When you turn off this option, the door/train/vehicle will not blocked (trains/vehicles will continue to drive without stopping, and the doors will not be slide back), when stuck in them semiclip players. You must restart the map to apply the cvars. Tip: You can use each map its own settings. To do this, go to the folder amxmodx/configs/maps (if not exists - create) and create a file map_name.cfg with such content (example): semiclip_fix_teleport 0 And save the file. It is also important not to forget to add in amxmodx/configs/amxx.cfg following: semiclip_fix_teleport 1 Otherwise, when the map changes to another, setting and will remain disabled. FAQ: Quote:
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Note for publishers news on other sites: Please, download the full arhive, and write a full description of the plugin in news. The archive have readme, which is important. And also readme on the two languages: English and Russian. Thank you. Note two: Arhive includes test map, .sma and readme (English and Russian (Русский!)). |
Re: [DeathRun] Triggers & Entites Fix v1.0 beta
If someone wants to help in improving the detection method a player in the doors and etc. - please write :)
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Re: [DeathRun] Triggers & Entites Fix v1.0 beta
It would be better if the mappers could learn how to map correctly.
Plugin could come in handy. Does it fix the issues on all maps or just specific maps? |
Re: [DeathRun] Triggers & Entites Fix v1.0 beta
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This plugin fix on all maps this triggers and entites (fix for semiclip players because, as it on all the maps that work if enabled...). |
Re: [DeathRun] Triggers & Entites Fix v1.0 beta
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Re: [DeathRun] Triggers & Entites Fix v1.0 beta
Why not? Must be a way of making semiclip another way so they can activate entities.
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Re: [DeathRun] Triggers & Entites Fix v1.0 beta
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Re: [DeathRun] Triggers & Entites Fix v1.0 beta
Use FindEntityInSphere for detection, then retrieve entity classname and check if that key exists in a trie you have set up at plugin_init.
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Re: [DeathRun] Triggers & Entites Fix v1.0 beta
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Re: [DeathRun] Triggers & Entites Fix v1.0 beta
I would've fixed semiclip somehow instead, the new method only buggs on moving entities causing to call Block() and stop the entity...
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