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-   -   [CS:S] Be Medic (https://forums.alliedmods.net/showthread.php?t=159486)

RedSword 06-17-2011 19:52

[CS:S] Be Medic
 
8 Attachment(s)
Be Medic

v. 1.4.2
Features :
This plugin allows people of both team to buy (or randomly get) medic training (<sm_bemedic | say !bemedic | say_team !bemedic> ). People with medic training can heal people. To do so, they need to be near the wounded target, with their knife in hand and hold the use ('e') key. A progressbar (defusebar) will be show showing when the target will be healed.

A specific model (or an over-head icon if you don't want to make your user download the model; be sure to check the config created by the plugin) is given to the medics and a little animation can be seen when there is healing going on. Note that if you disable models in the .cfg file, they won't be precached/downloaded. That may be wanted if you want to avoid players downloading models.

Players willing to call a medic can bind a key to "sm_medic" or "<say | say_team> !medic". A radio-shout will be used ('!' + glow on radar + radio message), unless disabled (can be replaced with an ambient shout).

Attachment 87583Attachment 87584Attachment 87585Attachment 88535Attachment 88536

Known bugs :
  • None. Please report any.

CVars :
  • bemedicversion: Gives version -_-'
  • ----------
  • bemedic : Maximum medics per team. 0 = disable plugin. Def. 2.
  • bemedic_random : Are the medic training given to random players ? 1=Yes, 0=No. Def. 0. New since 1.4.0.
  • bemedic_announce : Announce at the beginning of every X rounds that people can be medic. (If bemedic_random = 1, then announces who are the medics) 0 = No, 1+ = Yes. Def. 2.
  • bemedic_range : The maximum distance for a medic to heal someone. Def. 100.0.
  • bemedic_time : How many seconds it takes for a medic to heal someone. Integer. Def. 2.
  • bemedic_maxHealth : Maximum life of someone (for custom plugins/mods). Def. 100.
  • bemedic_heal : How much direct healing a medic does. Def. 10.
  • bemedic_icon : Show over head icon red cross ? 0 = No, 1 = Yes (Default).
  • bemedic_model : Give medics specific models ? 0 = No, 1 = Yes (Default).
  • bemedic_team : Resrict a certain team from becoming medic? 0 = No, 1 = Yes (restrict T), 2 = Yes (restrict CT). Def. 0.
  • bemedic_target : Medics can only target their teamates? 0 = No, 1 = Yes (Default).
  • ----------
  • bemedic_buycost : How much it costs to become medic. Def. 1000.
  • bemedic_buytime : Restrict medic training purchase with buytime. 0 = No, 1 = Yes (Default).
  • bemedic_buyzone : Restrict medic training purchase to buyzones. 0 = No, 1 = Yes (Default).
  • ----------
  • bemedic_overtimeheal_amount : How much a heal does per wave. Def. 4.
  • bemedic_overtimeheal_delay : How much time it takes between two healing wave. 0.0 = Disable overtime heal. Def. 2.0.
  • bemedic_overtimeheal_number : How many waves will it takes before wearing off. 0 = Disable overtime heal. Def. 10.
  • bemedic_overtimeheal_interrupt : Does damage breaks overtime healing ? 0 = No, 1 = Yes (Default).
  • bemedic_overtimeheal_animation : Show healing animation ? 0 = No, 1 = Yes (Default).
  • ----------
  • bemedic_callmedic_radio : Handle medic shout like a radio command ? 0 = No, 1 = Yes (Default).
  • bemedic_callmedic_sound : How will the sound be played ? 0 = No sound, 1 = Radio sound, 2 = Ambient sound. Def. 1.
  • bemedic_callmedic_cooldown : Minimum time required between two calls for a medic. Def. 1.0.
  • bemedic_callmedic_volume : How strong will the sound be played. Min = 0.0, max = 1.0 (Default).

How to install :
Extract "bemedic_ressources" at your cstrike folder...
  • "redcross.vmt" and "redcross.vtf" should be in "materials\custom".
  • "medic.wav" should be in "sound\misc".
  • 6 different files with the prefix "ct_urban" in "models/player/smithy/ct_medic_v2".
  • 2 different files with the prefix "ct_urban" in "materials/models/player/smithy/ct_medic_v2".
  • 6 different files with the prefix "slow" in "models/player/slow/hl2/medic_male".
  • 6 different files with the prefix (2)"eric_facemap", (2)"eyeball_l" and (2)"eyeball_r" in "materials/models/player/slow/hl2/medic_male".

Also download the plugin and its translation file ;) :
  • "bemedic.smx" should be in in "plugins" folder.
  • "bemedic.phrases.txt" should be in "translations" folder.

--------------

Any suggestions/comments on the code or the plugin are welcomed and appreciated.

Credits to :
  • Nut / toazron1 - For his [TF2] Donator Recognition plugin from where I took the show-overhead-sprite code.
  • exvel for his questions (which he himself answered in the scripting section of SM)
  • Twisted|Panda for his buyzone / buytime restriction examples
  • psychonic for his buttons press/release code thread
  • swixel and psychonic (again) for irc help
  • Fredd for his "Radio Help Icon" plugin for the overhead radio icon :)
  • javalia for his(her ?) stock functions (stocklib.inc) for how to reproduce a radio command :)
  • tuty for his sound
  • lokizito and away000 for brazilian-portuguese translation
  • Leonardo for his russian translation
  • Wuestenfuchs, BrianGriffin and Billy1987 for german translation
  • smithy for his awesome models search. He tooks some models (including the used one below) and recompiled them server-side for my plugin. He's also the one who suggested models to be implemented.
  • S-LoW for terrorist medic model conversion and his support (http://s-low.info moved http://s-low.net/forum/viewtopic.php?t=103).
  • d0nn for CT medic model (http://www.gamebanana.com/skins/26846)
  • Translators of current .phrases file :
    Spoiler

Changelog :
Spoiler


Todo list/my requests :
  • Add a channel-beginning sound so we know someone's going to be healed (a link to a bandage-wrapping kind-a sound would be greatly appreciate :) ).
  • A better terrorist medic would also be nice. I'm not a huge fan of terrorists that we can see the whole head's skin.
  • Test http://forums.alliedmods.net/showthread.php?t=206651 for alternative sprite parenting.
  • Ensure that file exist before using animation/icons; same w/ model I guess,
  • Try to do it as with the sandvich in TF2 (drop a medkit).
  • Tell who was randomly chosen to be medic when that's the case.
  • Show when we're a medic on the HUD.
  • HL2DM ?

thedon 06-17-2011 23:05

Re: [CS:S] Be Medic
 
Great Plugin, testing it now. Will come back with feedback

RedSword 06-18-2011 01:54

Re: [CS:S] Be Medic
 
Quote:

Originally Posted by thedon (Post 1490470)
Great Plugin, testing it now. Will come back with feedback

Awaiting it =).

I do know I need some sound when beginning to heal (any file-link would be great).

My point making this plugin is to get a non-rigged medic; so I can add something great to CS: S while having something fairly balanced (that's why I did put something such as interrupting overtime heal ;)).

EDIT : Added brazilian-portuguese translation. Credits for that translation go to lokizito.

RE-EDIT : Added russian translation. Thanks to Leonardo.

sinblaster 06-20-2011 08:56

Re: [CS:S] Be Medic
 
looks great, there's that half life to medic machine sound, Ill try find it, I always liked that. Ill see if I can find it

sinblaster 06-20-2011 09:39

Re: [CS:S] Be Medic
 
1 Attachment(s)
There's some health related sounds in this zip. I couldn't find the one I was talking about but there's a couple of heartbeats and a few ambient machine sounds that may or may not help. If you want anything edited or made PM me red.

smithy 06-20-2011 12:34

Re: [CS:S] Be Medic
 
1 Attachment(s)
Hi this plugin looks great i dont suppose you would be willing to add skin support

I have just recompiled this one from gamebanana to be used for server side

[IMG]http://img820.**************/img820/643/ctmedic.th.jpg[/IMG]


All credits go to orignal skin creator i just simply recompiled for server side use

http://www.gamebanana.com/skins/26846

RedSword 06-20-2011 21:37

Re: [CS:S] Be Medic
 
Quote:

Originally Posted by sinblaster (Post 1492178)
There's some health related sounds in this zip. I couldn't find the one I was talking about but there's a couple of heartbeats and a few ambient machine sounds that may or may not help. If you want anything edited or made PM me red.

Those sounds are interesting; however I don't really see them in my plugin, since I never do anything when life is low; but that might be something to add; thank you. For the healing; I was more expecting "bandage unwrapping/wrapping" sound. A kind of sound that in other circumstances you would say "wtf is that", dunno if you understand my point of view ><.

Quote:

Originally Posted by smithy (Post 1492279)
Hi this plugin looks great i dont suppose you would be willing to add skin support

I have just recompiled this one from gamebanana to be used for server side

All credits go to orignal skin creator i just simply recompiled for server side use

http://www.gamebanana.com/skins/26846

Wow !!! Thanks for the tip; I never considered it.

I looked at your link and the model is awesome; however I would feel cheap if only a team had a custom medic model. I've searched all the skins on gamebanana for CS:S and I'm divided between those 3 for CTs :

(your) http://www.gamebanana.com/skins/26846 ; the best because of quality / redcross on arm IMO
(other1) http://www.gamebanana.com/skins/17594
(other2) http://www.gamebanana.com/skins/22318 ; really cool, but no redcross

Also; I'd like to know if HL2 models are compatible with CS:S (don't know much about models) ; because I'm considering those ones for the terrorists :

http://www.gamebanana.com/skins/screens/74684

... as there isn't much choices :'(.

But I'm definatly interested in adding those models and maybe remove my redcross overhead. Just missing a Terrorist one...

smithy 06-21-2011 02:45

Re: [CS:S] Be Medic
 
3 Attachment(s)
Quote:

Originally Posted by RedSword (Post 1492576)

Wow !!! Thanks for the tip; I never considered it.

I looked at your link and the model is awesome; however I would feel cheap if only a team had a custom medic model. I've searched all the skins on gamebanana for CS:S and I'm divided between those 3 for CTs :

(your) http://www.gamebanana.com/skins/26846 ; the best because of quality / redcross on arm IMO
(other1) http://www.gamebanana.com/skins/17594
(other2) http://www.gamebanana.com/skins/22318 ; really cool, but no redcross

I would be willing to recompile the other 2 just so you can have a choice of what you would like to use as its only a 5 min job per each model

1st Edit : Other two models now done ( again i take no credit for these simple recompile for server side , all credits go to orignal creators )


[IMG]http://img191.**************/img191/1223/ctmedic1.th.png[/IMG] [IMG]http://img200.**************/img200/131/ctmedic2.th.png[/IMG]


Quote:

Originally Posted by RedSword (Post 1492576)
Also; I'd like to know if HL2 models are compatible with CS:S (don't know much about models) ; because I'm considering those ones for the terrorists :

http://www.gamebanana.com/skins/screens/74684

... as there isn't much choices :'(.

These seem to be a bit more complex , and require the model to be hexted to the standard css models which is something i have yet to learn :(

Quote:

Originally Posted by RedSword (Post 1492576)
But I'm definatly interested in adding those models and maybe remove my redcross overhead. Just missing a Terrorist one...

Yes i agree i spent quite some time trying to search for a good terrorist skin but couldnt seem to find one , if it comes to it i will find a good t one or even your self and i will add a medic logo :up:

2nd edit Managed to find you this already done for server side / css

[IMG]http://img827.**************/img827/7397/medict.th.jpg[/IMG]

All credits go to s-low http://s-low.info/forum/viewtopic.php?f=11&t=103

best regards

smithy

RedSword 06-21-2011 08:40

Re: [CS:S] Be Medic
 
Quote:

Originally Posted by smithy (Post 1492643)
I would be willing to recompile the other 2 just so you can have a choice of what you would like to use as its only a 5 min job per each model

1st Edit : Other two models now done ( again i take no credit for these simple recompile for server side , all credits go to orignal creators )


[IMG]http://img191.**************/img191/1223/ctmedic1.th.png[/IMG] [IMG]http://img200.**************/img200/131/ctmedic2.th.png[/IMG]

Wow; thanx !

Quote:

Originally Posted by smithy (Post 1492643)
Yes i agree i spent quite some time trying to search for a good terrorist skin but couldnt seem to find one , if it comes to it i will find a good t one or even your self and i will add a medic logo :up:

2nd edit Managed to find you this already done for server side / css

[IMG]http://img827.**************/img827/7397/medict.th.jpg[/IMG]

All credits go to s-low http://s-low.info/forum/viewtopic.php?f=11&t=103

Thanks again; that'll be the "best" (strangely xD) terrorist medic model at the moment.

And also, do you have any link related to server model conversion (I'm interested), else from the valve developper community (or within; like http://developer.valvesoftware.com/w...piling_a_model) ?

I'll try to add models to my plugin in a near future,

Thanks,

Red

smithy 06-21-2011 13:40

Re: [CS:S] Be Medic
 
Yes my friend no problem

Basically i learned from this tutorial

http://www.mani-admin-plugin.com/joo...434&Itemid=128

With basically a lot of trial and error along the way

Wuestenfuchs 06-22-2011 07:29

Re: [CS:S] Be Medic
 
1 Attachment(s)
I have added the German translation.
And i have a questions:

1. Can I dissable that a player only buy in a buyzone a medic?

RedSword 06-22-2011 15:55

Re: [CS:S] Be Medic
 
Quote:

Originally Posted by Wuestenfuchs (Post 1493402)
I have added the German translation.
And i have a questions:

1. Can I dissable that a player only buy in a buyzone a medic?

Thanks for the translation.

Also; no you can't. I'll add a CVar to overcome that (+ buytime restriction) in the next version.

EDIT : First post is edited; also added translation.

RedSword 07-01-2011 18:37

Re: [CS:S] Be Medic
 
Updated plugin to 1.1.0.

Read changelog in first post.

BTW : The german translation is incomplete (announce at the beginning of rounds is missing; translator didn't reply; I'd appreciate the missing line (currently using the english announcement)).

I plan on adding custom models. I'm also able to do so in a separate plugin, but I'm trying to compress them so I doesn't have the CT medic model at over 4 MO (as heavy as a small map :/).

EDIT : http://s-low.info/forum/viewtopic.php?f=48&t=1516 ; me requesting tips about compression

RedSword 07-04-2011 01:03

Re: [CS:S] Be Medic
 
Updated german translation. It is now fully done. Thanks to BrianGriffin.

smithy 07-04-2011 04:44

Re: [CS:S] Be Medic
 
1 Attachment(s)
Sorry for the delay my friend

Compressed the files as much as possible without loseing quality , removed the need for a few files

Hope this helps

klausenbusk 07-04-2011 07:02

Re: [CS:S] Be Medic
 
smithy You could try hex edit, instead of recompil :D
http://www.gamebanana.com/tuts/8003 (i think it is easier)
ex Can't i recompil, because i run Steam and CS:S through wine, and wine are not developed enough that the program I need work..
But hex edit, works on "all platform" :D

RedSword 07-04-2011 10:05

Re: [CS:S] Be Medic
 
Quote:

Originally Posted by smithy (Post 1503321)
Sorry for the delay my friend

Compressed the files as much as possible without loseing quality , removed the need for a few files

Hope this helps

COOL ! You did that 1024x1024 thing. Thanks. I'll try using DXT 1 & 5 and I do believe it will drop under 1MO (I will also remove bump map ("ct_urban_normal.vtf") since they take ~half the package size, and I doubt of his real utility).

I'll play around compression today.

Thanks !,

Red

EDIT : I've checked again the difference between your 2 packages : any idea what are _spec and _glass model files were for ? (curious)

RE-EDIT : I'll be removing normalmaps; since I don't find them useful; and it cut half size.

smithy 07-04-2011 11:50

Re: [CS:S] Be Medic
 
You cannot remove any of the files without recompiling the model as it would just display as an error to any one that tries to use it

The reason this doenst have so many files as the other one is , i used the files allready availble without having to force people to redownload others

RedSword 07-04-2011 12:30

Re: [CS:S] Be Medic
 
Quote:

Originally Posted by smithy (Post 1503585)
You cannot remove any of the files without recompiling the model as it would just display as an error to any one that tries to use it

The reason this doenst have so many files as the other one is , i used the files allready availble without having to force people to redownload others

You're wrong I'm able to remove few things :P.

ct_urban.vmt file linked to ct_urban_normal.vtf ... I just broke that link; so it'll get default normalmaps ;).

RedSword 07-04-2011 18:17

Re: [CS:S] Be Medic
 
Updated to 1.2.0.

Added models. They aren't too heavy ;).

Thanks to smithy, S-LoW and d0nn (See first post to see why). They helped a lot with model implementation.

Also, tip of the day : if you don't reboot your client CS: S, it will consider that it has the models precached, even if they were deleted after download. I nearly lost 3 hours trying to find why I was seeing invisible people 1 time on 2...

Also configs (.cfg) can prevent switching effectively from icon to model (i.e. admin change CVars ingame but they will apply on map change; and configs executed just before mapstart = :( ).

namine 07-05-2011 20:01

Re: [CS:S] Be Medic
 
Could you make a cvar to restrict to one team? I rather have just the T's or CT's have this but not both.

RedSword 07-05-2011 20:07

Re: [CS:S] Be Medic
 
Quote:

Originally Posted by namine (Post 1504567)
Could you make a cvar to restrict to one team? I rather have just the T's or CT's have this but not both.

Sure, this is easy to do. I'll work on it in the upcoming hours (I'm a bit lazy right now).

EDIT : I'll also add verbose related to it...

RE-EDIT : Updated to 1.3.0. You can now restrict a team from buying medic training.

RE-RE-EDIT : Added brazilian-portuguese missing line due to 1.3.0.

RE-RE-RE-EDIT : Updated to 1.3.1. Fixed team restricted from buying medic being able to call medic.

RE-RE-RE-RE-EDIT : Updated to 1.3.2. Added CVar to allow medics to heal other team.

RE-RE-RE-RE-RE-EDIT : Added "bemedic_team" CVar russian translation. Thanks to Leonardo.

RedSword 07-07-2011 13:20

Re: [CS:S] Be Medic - 1.3.2@06-07-2011
 
Corrected some translation code (1.3.3). Thanks to Bacardi.

DoPe^ 07-08-2011 08:11

Re: [CS:S] Be Medic (Updated 06-07-2011 v1.3.2)
 
any chance that you could make some of this? :)

a command to give players medic
something like bemedic_givemedic <steamid | #userid>

and also an option to disable so players can buy medic and use the !bemedic command this would be awesome since we are running our own knifeking plugin, then we would be able to do so it's only the knifeking who can be a medic.

else really nice plugin!

RedSword 07-22-2011 20:17

Re: [CS:S] Be Medic (Updated 06-07-2011 v1.3.2)
 
Re-uploaded translation's phrases. The only changes concern the german translation, as it was completely redone by "Dr. Greg House"; so thanks to him.

RedSword 09-18-2011 17:26

Re: [CS:S] Be Medic (Updated 07-07-2011 v1.3.3)
 
Added lithuanian translation. Thanks to hleV.

Antithasys 09-22-2011 18:34

Re: [CS:S] Be Medic (Updated 07-07-2011 v1.3.3)
 
Items preventing approval:

DONTRECORD is not placed on version cvar
Say and SayTeam hooks for commands

If you fix the above items this plugin would be approved. :3

RedSword 09-22-2011 18:43

Re: [CS:S] Be Medic (Updated 07-07-2011 v1.3.3)
 
Quote:

Originally Posted by Antithasys (Post 1561090)
Items preventing approval:

DONTRECORD is not placed on version cvar
Say and SayTeam hooks for commands

If you fix the above items this plugin would be approved. :3

Won't DONTRECORD make my plugin untrackable via game-monitor ? Also a lot of approved plugins doesn't use that flag...

And why is :

Code:

AddCommandListener(SayRedirect, "say");
AddCommandListener(SayRedirect, "say_team");

incorrect ?

I'm pretty sure from what I've read from experienced users in the past (don't remember exact source, sorry) that it's better to use "AddCommandListener" rather than using "RegConsoleCmd"...

Thanks for reviewing my plugin for approval,

Red

EDIT : Also I'm pretty sure that none of what you said is in this; updating it would be nice.

Antithasys 09-22-2011 18:48

Re: [CS:S] Be Medic (Updated 07-07-2011 v1.3.3)
 
Quote:

Originally Posted by RedSword (Post 1561103)
Won't DONTRECORD make my plugin untrackable via game-monitor ? Also a lot of approved plugins doesn't use that flag...

And why is :

Code:

AddCommandListener(SayRedirect, "say");
AddCommandListener(SayRedirect, "say_team");

incorrect ?

I'm pretty sure from what I've read from experienced users in the past (don't remember exact source, sorry) that it's better to use "AddCommandListener" rather than using "RegConsoleCmd"...

Thanks for reviewing my plugin for approval,

Red

DONTRECORD prevents it from being written to the .cfg file. Without it, it will read the value from the config file. This only really happens when paired with AutoExecConfig(); Since you do exec a config file, and don't have dont record, it will always show the version number in the config, not the plugin.

You should not hook say and sayteam when the purpose is a command. This is incorrect and would cause IsChatTrigger() to fail because your command is not properly registered. Use RegConsoleCmd() on sm_medic and sm_bemedic. This will automatically create the chat triggers !medic and !bemedic.

Edit:

Its really impossible to put everything in that post. We try to cover the big items. The issue here is coding style to minimize errors and maximize the API for you and others. There isn't a hard and fast pass/fail for plugin approval based on rules. It requires code review, and everyone has different styles.

RedSword 09-22-2011 18:52

Re: [CS:S] Be Medic (Updated 07-07-2011 v1.3.3)
 
Thanks, I shall update this in the future.

EDIT :

Quote:

Originally Posted by psychonic (Post 1334945)

Quote:

I have a linux TF2, CSS, or DODS server. Why isn't it listed?

There is currently a bug with the query system on the linux server version of these games. This bug prevents some server variables from being queried properly.

This also affects other tracking sites such as Game-Monitor and GameTracker. Install one of these two SourceMod plugins to resolve the issue:

ConVar List or RulesFix (arguably better, but requires the SteamTools extension)
Source: http://hlxce.com/serverlist-faq

So I have to make my plugin partially-trackable to get this approved... ? I guess I'll have to wait to see that bug corrected ... :/

Tracking my plugin is the best way to get recognition and throwing that by the window...

RE-EDIT : Apparently that thread was about NOTIFY (mistake from the thread starter) and the bug has been corrected since. I'll update in the future. (Thanks to asherkin @ irc for his answers)

bandit 09-26-2011 11:46

Re: [CS:S] Be Medic (Updated 07-07-2011 v1.3.3)
 
hello,
The plugin works very well, except when you use respawn, then you have to retype !bemedic over and over.
Is it possible to type it just once and be a medic from that point on?

RedSword 09-26-2011 16:46

Re: [CS:S] Be Medic (Updated 07-07-2011 v1.3.3)
 
Quote:

Originally Posted by bandit (Post 1563614)
hello,
The plugin works very well, except when you use respawn, then you have to retype !bemedic over and over.
Is it possible to type it just once and be a medic from that point on?

Hi,

you stay medic when respawning, unless you died (if its not the case please tell me; update might have broken something, but I highly doubt).

If you're talking about staying medic even after death, try replacing line #483 :
Code:

KillSprite( iClient );
by
Code:

if ( g_iEnts[ iClient ] > 0 && IsValidEntity( g_iEnts[ iClient ] ) )
{
        AcceptEntityInput( g_iEnts[ iClient ], "kill" );
}

Red

Antithasys 09-26-2011 17:09

Re: [CS:S] Be Medic (Updated 07-07-2011 v1.3.3)
 
Commands are still improperly registered if you want to use them as chat triggers, and the say and sayteam hooks are incorrect for the same reason.

RedSword 09-26-2011 17:55

Re: [CS:S] Be Medic (Updated 07-07-2011 v1.3.3)
 
Quote:

Originally Posted by Antithasys (Post 1563803)
Commands are still improperly registered if you want to use them as chat triggers, and the say and sayteam hooks are incorrect for the same reason.

Dude I didn't get time to work on this. When I do an update I put a lot of time, and currently school is taking a good part of my time (testing I didn't break anything). I didn't forget I had to do that.

Antithasys 09-26-2011 18:03

Re: [CS:S] Be Medic (Updated 07-07-2011 v1.3.3)
 
Quote:

Originally Posted by RedSword (Post 1563822)
Dude I didn't get time to work on this. When I do an update I put a lot of time, and currently school is taking a good part of my time (testing I didn't break anything). I didn't forget I had to do that.

Oh, I thought you said you updated it. So I just did another review. No worries.

rukia

bandit 09-27-2011 11:21

Re: [CS:S] Be Medic (Updated 07-07-2011 v1.3.3)
 
Thanks that worked very well!

bandit 09-27-2011 11:24

Re: [CS:S] Be Medic (Updated 07-07-2011 v1.3.3)
 
What is the chance that you can make a plugin just like this
but one that gives ammo

Same principle, pull knife, press e, and it gives ammo
I really could use it on the mod I am running

thanks for this plugin

RedSword 09-27-2011 18:17

Re: [CS:S] Be Medic (Updated 07-07-2011 v1.3.3)
 
Quote:

Originally Posted by bandit (Post 1564136)
What is the chance that you can make a plugin just like this
but one that gives ammo

Same principle, pull knife, press e, and it gives ammo
I really could use it on the mod I am running

thanks for this plugin

None, since I don't like to release unsupported things and I don't feel like releasing another plugin, having most of this plugin's current code (nothing new really unless giving ammo and a lot of cleanup to do with the code; i.e. regeneration of ammo ?), but not bringing anything good to "vanilla" CS:S, which my intent while coding is to increase its gameplay/fun.

Also, since it wouldn't increase gameplay it wouldn't be used much, which is raging when you're doing a plugin (and I don't aim zombies servers when coding/concepting a plugin nor I do private plugins since I believe SM coders are paid too cheap AFAIK; however I can tell you some easy code-twists as I did in my previous post if it doesn't take too much of my time).

Plus, if I were to release such a thing, someone would request adapted models and such, which is a ton of ******* to implement/optimize/test alone, and I'm not willing to make an ammo-bringer class being a normal-looking guy, after I've done this plugin (I've set the next step high for myself if I'm to do another class thing).

Finally, I'm currently busy with school at the moment, and when I'm releasing a plugin, I don't like releasing crap : models (said above), but also sounds, translations, readable-code must be present, and in appropriate manners.

I'm sure someone else in this forum would be willing code/implement your idea for money (or for free if you're lucky), just post in the appropriate section and you'll see.

TL/DR : No chances.

I hope I wasn't too harsh,

Thanks for the interest towards this plugin,

Red

bandit 09-27-2011 20:08

Re: [CS:S] Be Medic (Updated 07-07-2011 v1.3.3)
 
LOL...
I would have been happy to pay you for it
As for the models, I really do not need them.
Should you change your mind send me a pm and I will be happy
to send you a generous donation to complete it.
Otherwise, thanks for your response, and good job on the plugin.
I really enjoy it

RedSword 09-27-2011 23:16

Re: [CS:S] Be Medic (Updated 07-07-2011 v1.3.3)
 
Quote:

Originally Posted by bandit (Post 1564443)
LOL...
I would have been happy to pay you for it
As for the models, I really do not need them.
Should you change your mind send me a pm and I will be happy
to send you a generous donation to complete it.
Otherwise, thanks for your response, and good job on the plugin.
I really enjoy it

That'd go to either Christmas' vacancy, next summer, or as I said never (might, but that would be when I've plenty of free time, which I doubt will happen).

Also thanks for the proposal and the comments.

Red


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