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-   -   [CS:S] Anti Team Flash (v1.2.3) (https://forums.alliedmods.net/showthread.php?t=139505)

thetwistedpanda 10-02-2010 00:54

[CS:S] Anti Team Flash (v1.2.3)
 
2 Attachment(s)
Requirements:
  • SDKHooks v2.x or higher
  • Sourcemod v1.3.x or higher
Description:
  • This plugin creates a queue system (First-In-First-Out) for Flashbang grenades which allows you to prevent them from flashing teammates, their owner, spectators, or dead players.
ConVars:
  • css_anti_team_flash ~ Enables/disables all features of this plugin.
  • css_anti_team_flash_team ~ If disabled, players will be able to team flash their teammates.
  • css_anti_team_flash_dead ~ If disabled, flashbangs will flash dead players.
  • css_anti_team_flash_spec ~ If disabled, flashbangs will flash spectators.
  • css_anti_team_flash_owner ~ If disabled, flashbangs will flash their owners.
  • css_anti_team_flash_time ~ The number of seconds from round_freeze_end for plugin functionality to end. (0 = Disabled)
  • css_anti_team_flash_none~ If enabled, normal functionality of the plugin stops. Flashbangs will not explode, and will be deleted after sm_anti_team_flash_life seconds.
  • css_anti_team_flash_life~ If enabled and sm_anti_team_flash_none is enabled, this is the lifetime of the flashbang before it is deleted.
Installation:
  • Place css_anti_team_flash.smx inside of /sourcemod/plugins/

P4rD0nM3 10-03-2010 00:22

Re: Anti Team Flash
 
Thanks. I'll test it out right now! Wuhoo!

P4rD0nM3 10-03-2010 00:29

Re: Anti Team Flash
 
Works great!!!

GrO 10-03-2010 03:38

Re: Anti Team Flash
 
Wow, finally a good anti flash plugin available. Great work, thanks.

GrO 10-04-2010 07:41

Re: Anti Team Flash
 
I've tested the plugin on my ded. server and it works, but not for everyone.

I.E. my flashes are not working on my teammate, but his flashes are working for me, as there were no Anti Team Flash Plugin installed. Even, when it worked, the flashed teammate wasn't blinded, but still was stunned, as always.

People also were saying, that it worked for them few times and then just stopped.

I'm using the latest MM/SM snapshots:

mmsource-1.8.4-hg737-windows
sourcemod-1.3.5-hg3049-windows


EDIT:
And I think there should be a CVar, that will limit and allow AntiTeamFlashing for max 35 seconds after RoundStart. Why? Because No Flashes from all of my teammates all of the time may be a BIG Advantage in action for the flashing team (..."You, throw this flashbang next to the enemy and I'll just run after it, cause I won't get flashed anyway."...) and that may be a real problem, when people will just start overusing it.

I don't know, if there is a way to make the plugin smart enaugh to detect, if the flashing guy has an enemy in his view and disable ATF functionality, when teammates are flashed along with enemy players, that way all teams will be flashed and none of them will have any advantages in fight.

thetwistedpanda 10-04-2010 09:43

Re: Anti Team Flash
 
I'll look into that bug, I've actually noticed it sometimes glitching on my server as well. Far less than the original, but it's enough to warrant a second look through the code. I'll throw in a cvar to disable functionality after x amount of seconds, since that's rather easy to code up. And as for the other request, it's quite possible but I should get this functioning properly first.

GrO 10-04-2010 10:02

Re: Anti Team Flash
 
In the final version it'll be very useful plugin, if You mean to try the advanced method in the future.

BTW Little correction to simplify all of that:

Quote:

Originally Posted by GrO (Post 1315231)
I don't know, if there is a way to make the plugin smart enaugh to detect, if teammates are flashed along with enemy players, that way all teams will be flashed and none of them will have any advantages in fight.


thetwistedpanda 10-04-2010 11:00

Re: Anti Team Flash
 
Ooh now that one will be difficult, because player_blind fires before flashbang_detonate, you could have 15 Ts blinded and then the last player is a CT, thus having to go back and remove the blind. I suspect it'd be a tad messy and cause flashing issues in-game.

Quote:

Originally Posted by Gro
but still was stunned

By stunned do you mean the sound? If so, there's nothing that can be done about it as far as I've found, the only way to stop the sound is to delete the flashbang before it flashes anyone.

thetwistedpanda 10-04-2010 12:15

Re: Anti Team Flash
 
Alright, new version is up, apologies to those that downloaded it prior. Version 1.0.3 no longer requires SDKHooks (if you wish to use the version which requires SDKHooks, and offers the ability to delete the Flashbang prior to explosion, please contact me via PM). I've swapped the code over to use Weapon_Fire, and am using a different method for storing Teams/Owners so there shouldn't be any breaking anymore.

GrO 10-04-2010 14:55

Re: Anti Team Flash
 
Quote:

Originally Posted by thetwistedpanda (Post 1315350)
Ooh now that one will be difficult, because player_blind fires before flashbang_detonate, you could have 15 Ts blinded and then the last player is a CT, thus having to go back and remove the blind. I suspect it'd be a tad messy and cause flashing issues in-game.

I see.

Quote:

Originally Posted by thetwistedpanda (Post 1315350)
By stunned do you mean the sound?

Yup.


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