[DoDS] TNT (or Roadside bomb)
1 Attachment(s)
What it does
Players can plant packs of TNT on most surfaces, plants and props. It can be regarded as either a land mine, a booby trap or an IED (improvised explosive device such as those found in Iraq). TNT packs can be made to explode via line of sight, by radio, by timer or by walking over them. It obeys Friendly Fire. Planting the pack The player moves close to a surface and plants the TNT where his crosshairs point. After five seconds, the pack self-primes. This is so that if FF is ON, the player does not explode the pack as he moves away. The plugin can track up to 10 packs per player. (It can go up to 127, but a limit has been set for now) Number of packs are set by a cvar. Detonating the pack If any player touches/walks over/jumps on the TNT pack, it will explode. If a grenade lands nearby, the pack will detonate. If a bullet hits it, it will explode. Alternatively, the TNT can be detonated remotely by the planter in three modes (determined by a cvar): 0: all the player's packs detonate at once 1: packs can be exploded individually by line of sight - the player points his crosshairs at the bomb and detonates the pack. This is the hardest method of detonation. 2: packs explode after a certain number of seconds - in a way similar to existing DoD TNT except the timer can be set by the server op Defusing the pack Any player can defuse another player's pack. They then get it added to their own inventory. COMMANDS sm_plant: plant the pack sm_defuse: defuse the pack sm_det: detonate the pack CVARS sm_tnt_amount 2 Amount of TNT per player at spawn sm_tnt_damage 200 Amount of damage per pack sm_tnt_admins 0 Whether the commands can be used by admins only sm_tnt_enabled 1 Used to turn off for certain maps sm_tnt_delay 5.0 Delay between spawn and being able to plant TNT - useful for spawn protection when FF is ON sm_tnt_restrict 0 Restrict TNT by class 1=riflemen 2=assault 3=support 4=sniper 5=mg 6=rocket sm_tnt_mode 1 TNT Mode 0=all packs detonate 1=Line of Sight 2=timer sm_tnt_det_delay 10 When sm_tnt_mode is 2, this is the fuse length in seconds sm_tnt_plant_delay 5 Delay between planting consecutive TNT packs - reduces spamming Installation Copy sm_dod_tnt.smx to your plugins folder. Make sure you are running SourceMod 1.2+ Changelog v1.4.100 - Release Notes I have a version for TF2, but keep asking myself if it is really necessary as the demoman pretty much does this! It might work in other mods but I haven't tested. If anyone wants it, let me know! |
Re: [DoDS] TNT (or Roadside bomb)
NICE :)
Run perfekt. MetaMod:Source v1.7.0 SourceMod v1.2.0 |
Re: [DoDS] TNT (or Roadside bomb)
Wow that's freaking awesome.
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Re: [DoDS] TNT (or Roadside bomb)
We tested this plugin on our server and it does no damage to either teams,when ff is off !
Is theyre a way to make it work with ff off? |
Re: [DoDS] TNT (or Roadside bomb)
SM version?
It needs a minimum of SM1.2 |
Re: [DoDS] TNT (or Roadside bomb)
MetaMod:Source v1.7.0
SourceMod v1.2.0 It worked fine when we turned ff on,but no damage when ff is off. |
Re: [DoDS] TNT (or Roadside bomb)
I'll take another look.
If the TNT is exploding OK, but no-one is dying, then either ForcePlayerSuicide isn't working or something else is messed up. |
Re: [DoDS] TNT (or Roadside bomb)
Yes,it exploded and everything was fine with ff on,but just no damage with ff off...
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Re: [DoDS] TNT (or Roadside bomb)
Quote:
last game updates. Bug report: https://bugs.alliedmods.net/show_bug.cgi?id=3726 |
Re: [DoDS] TNT (or Roadside bomb)
Thanks for that Feuer!
I'll go on tonight and try Fyren's offsets... |
Re: [DoDS] TNT (or Roadside bomb)
Fyren's offsets work.
Go into dod/addons/sourcemod/gamedata/sdktools.games and look for the game.dod.txt file. Scroll down until you find Code:
"CommitSuicide" Code:
"CommitSuicide" |
Re: [DoDS] TNT (or Roadside bomb)
Thanks dog it works now,but you dont get the kill is that normal?
It just looks like a suicide now instead of a kill... |
Re: [DoDS] TNT (or Roadside bomb)
Yep. It's a PITA. With FF, I think you do get the kill.
One alternative might be a very narrow explosion but there is always the risk that a friendly soldier would get killed by being too close as explosions do not recognize teams. But at least the owner could be set... |
Re: [DoDS] TNT (or Roadside bomb)
That would be great and it would stop ppl from planting bombs just anywhere,affraid to kill theyre team.
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Re: [DoDS] TNT (or Roadside bomb)
This sounds pretty cool.
I had created something like this in eventscripts before it went to python. http://forums.mattie.info/cs/forums/...pic.php?t=7883 |
Re: [DoDS] TNT (or Roadside bomb)
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Re: [DoDS] TNT (or Roadside bomb)
heh, ya i got to say yours seems about 5X better than mine.
nice work ! |
Re: [DoDS] TNT (or Roadside bomb)
Is this plugin working for folks now as expected ??
TIA! |
Re: [DoDS] TNT (or Roadside bomb)
Should be....
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Re: [DoDS] TNT (or Roadside bomb)
Cool, thank you , I'll try it out tonight.
We really appreciate your plugins for DoD:source, it seems to be a forgotten game, but still has a group of players who love it. |
Re: [DoDS] TNT (or Roadside bomb)
no longer working after 8/13 update, should we again try to change the suicide offset?
currently it is } "CommitSuicide" { "windows" "396" "linux" "396" } |
Re: [DoDS] TNT (or Roadside bomb)
I just tested it and it works fine for me!
There was a second update this night, did you apply that as well? |
Re: [DoDS] TNT (or Roadside bomb)
Hello,
I too am finding the tnt mod to be working incorrectly. The tnt pack does not show up, tnt message too far away from to plant appears all the time unless in middle of map, and the tnt det seams to occur in middle of map at a second floor level. How do I fix this situation? In addition the parachute mod also works incorrectly with the parachute appearing in the middle of the map and not at players location. I have completed a full wipe and reinstall of sourcmod. |
Re: [DoDS] TNT (or Roadside bomb)
Just tested it and it was working fine for me.
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Re: [DoDS] TNT (or Roadside bomb)
Quote:
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Re: [DoDS] TNT (or Roadside bomb)
Ouch!
OK...will look at where it's leaking... Can I assume that you have set sm_tnt_mode 2 as this seems to be the only place that a leak might happen. |
Re: [DoDS] TNT (or Roadside bomb)
i have it set to 2 tnt packs per life at a 5 second fuse. is there a way to make the pack stay after the planter has been killed?
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Re: [DoDS] TNT (or Roadside bomb)
It used to work that way, but it became a pain when players sat in spec and blew it up
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Re: [DoDS] TNT (or Roadside bomb)
Hi,
first of all thanks for this awesome plugin. It is realy needed fr sniper and MG players to protect their back. There is one annoying bug, i have noticed so far. Players get stuck with TNT if they are too close to wall when planting it. Sometimes it is possible to escape, but often players get stuck till TNT goes off. Suggestion: Is it possible to script plugin in way that in stead of typing !sm_det, plugin detects Use Key pressed while aiming toward planted TNT. This way players would be spared of many key bindings. In my situation i have binding for !restock, !sm_plant, !heal and etc... way too much. |
Re: [DoDS] TNT (or Roadside bomb)
Ok I got a problem I either get "[SM] Too far away to plant"
or "Unknown command: sm_plant" can you please help? :cry: |
Re: [DoDS] TNT (or Roadside bomb)
Hi. I have proposition to improve your plugin: now, when I kill someone "by mine" I don't get any frags/points, kill looks like suicide. So, can you add frag-system to this plugin?
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Re: [DoDS] TNT (or Roadside bomb)
Quote:
Request: Reguarding about the demoman you mention that above. i see where you say they do the same thing, but 1 thing about the plugin. You can make it more like the demo detpack in TFC. So thats my request. give the demo a detpack (only lays on floor) with a timermenu. (i think 5/15/30 sec's are the default timers) 5 sec's 15 sec's 30 sec's OR perhaps give 3 cvars for the admins to allow what the timers should be. |
Re: [DoDS] TNT (or Roadside bomb)
Hi
How dont remove tnt after the death of the owner ? I try to move the spawn event's code to roundstart or OnClientPutInServer but it dont work . |
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