TF2 Fast Respawn 1.3 (Updated 2020/08/05)
6 Attachment(s)
Yet another fast respawn plugin. I didn't like WoZeR's plugin, because in my opinion it has a lot of unnecessary code. It also manually respawns people, which is only necessary if you want to break TF2's respawn waves, and literally have them respawn after x seconds. I used Stripper: Source for a while, but for some reason it makes map changes take way longer, up to 30 seconds longer for large maps.
So I made this plugin, combining those 2 methods. It hooks several outputs that usually change the respawn times, and then overwrites them with the ones set in the plugin. Tested on several maps, including pl_goldrush and tc_hydro (which don't abide by mp_respawnwavetime). Note that it uses the default TF2 respawn system, and the actual respawn time is double what you set the cvars to. sm_fastrespawn_enabled (0/1, default 1) Enable/disable fast respawn for TF2. sm_fastrespawn_blu (default 10.0) Respawn time for Blu team in TF2. sm_fastrespawn_red (default 10.0) Respawn time for Red team in TF2. Changelog
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Re: TF2 Fast Respawn
So how is this better than the other respawn system plugin?
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Re: TF2 Fast Respawn
Well, as I explained WoZeR's plugin manually respawns people, therefore it has to notify people when they respawn through a hint message, and the time shown at the top of the screen won't be entirely accurate. My plugin just uses TF2's built in respawn waves (meaning the time you set will be the max time it'll take for you to respawn, it can be shorter), so it doesn't have to manually respawn people. The drawback of that of course is that people won't respawn exactly x seconds after they die.
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Re: TF2 Fast Respawn
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Re: TF2 Fast Respawn
My plugin works fine on our TF2 Linux server, so.
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Re: TF2 Fast Respawn
Yours is good form people who want the kill cam and such. Good job! b^_^b
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Re: TF2 Fast Respawn
have you noted the cpu usage of your plugin vs WoZeR?
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Re: TF2 Fast Respawn
I have not looked at the cpu usage (I only have access to the cpu usage shown in the rcon stats command), but it would be ridiculous if my plugin added any cpu usage. All it does is set 2 variables several times per map.
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Re: TF2 Fast Respawn
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However, You are going to have some problems with your plugin. 1) You will not be able to have instant respawn since the in game spawn system doesn't allow you to spawn until about 6 seconds have passed. 2) You will never have 100% accurate respawn times. For an example, if you decide you want the blue team to spawn at exactly 10 seconds it will not work. The in game spawn engine tacks on a couple of seconds about 6 to 7 to the current set spawn time. So if you set a 10 second spawn it will be 16 seconds. 3) Also, the tf_gamerules respawn wave values will get reset randomly during a match. So, if the server cvar for mp_respawnwavetimes is set to 10 it will default tf_gamerules back to 10 seconds breaking the spawn time. Next, my plugin works perfectly fine. The reason the plugin breaks is when a TF2 update comes out and you are using an outdated version of sourcemod that doesn't support that release of TF2. In other words, if the plugin doesn't work go update your sourcemod before posting it's broke. Updating SM has been the fix every single time. Since my plugin can support instant spawn you will not have a kill cam if spawn time is lower than 4 to 6 seconds. Kill cams work perfectly fine if you set the respawn time higher than that. That is by design of the plugin to force you to spawn at the exact time the server admin wants their players spawning. Also, I really doub't my plugin is CPU intensive since it is based on events and is not polling anything. So technically if you have 32 players on your server and no one has died then the plugin should be barely using any cpu usage. The only time the plugin does anything is when a player dies. WITHOUT RESPAWN PLUGIN RUNNING http://www.3-pg.com/hosting/wozer/wi...pawnplugin.jpg WITH RESPAWN PLUGIN RUNNING http://www.3-pg.com/hosting/wozer/withrespawnplugin.jpg |
Re: TF2 Fast Respawn
Wow, that's a lot of text WoZeR :P Excuse me if I missed something, I'm kind of tired :)
1) setting my cvars to 0 worked fine for me, I respawn right after the death cam. You can disable the death cam in TF2 by setting spec_freeze_time to -1 (default is indeed 4). You're right that this is not exactly instant, but it's damn close. 2) If you mean that you can't have every player respawn exactly 10 seconds after they died, I know that, because TF2 uses respawn waves. I can't reproduce anything of what you're saying about the 6 added seconds, that's why I thought it was weird that you had it in your plugin. 3) I think the respawn time is only reset when one of those outputs are fired. I hooked them all and set my respawn times again when they fire, and I have yet to see that go wrong or hear a complaint. I can see why your plugin would break with a TF2 update, because it uses offsets that might change between updates. Mine however doesn't use any of that, so I doubt mine would ever break. Last but not least, that's a sexy wallpaper you have there. Do you know where I could find that in 1680x1050? :) |
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