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-   Unapproved Plugins (https://forums.alliedmods.net/forumdisplay.php?f=109)
-   -   Tripmines (https://forums.alliedmods.net/showthread.php?t=70782)

L. Duke 05-01-2008 12:03

Tripmines
 
2 Attachment(s)
Tripmines
Lets players plant tripmines.

Thanks to TechKnow and grif_ssa for some of the updates!

Mines can be tripped by touching the laser and by shooting or nading them. If a player shoots a mine and it kills someone when it explodes, that player will get the kill instead of the player who set the mine. Note that the tripmine logic is handled by the game's entity I/O system and will kill people on your team (in other words, it doesn't recognize friendlyfire settings).

CSS:
[IMG]http://img238.**************/img238/244/csitaly0000pl4.th.jpg[/IMG]
The other team will have to shoot one of the mines or toss a nade in the room to clear them out so they can enter.

[IMG]http://img104.**************/img104/4344/dedust0004kv5.th.jpg[/IMG]
Version 1.0.0.3 updated with team colors on the beams and the ability to change the model for the tripmine.

TF2:
[IMG]http://img186.**************/img186/2940/cpwell0001uc4.th.jpg[/IMG]
This would be no problem for a soldier or demo, but a spy would have to shoot them causing him to decloak.

How to Use
Type sm_tripmine in console or bind key "sm_tripmine" where key is the key you want to use (like "h" or "mouse4").

Convars
  • sm_tripmines_version - plugin version
  • sm_tripmines_allowed - number of tripmines to give player when they spawn (default 3)
  • sm_tripmines_model - use a different model (for example "models/props_lab/powerbox03a.mdl")
  • sm_tripmines_restrictedteam - restricts a team from using the tripmine (on CSS use 2 to block terrorists and 3 to block CTs)
  • sm_tripmines_activate_time - time to arm after planted (default 2.0 seconds)
Changelist
1.0.0.4
- physics fix (added an entity output listener to kill the prop_physics when it breaks)
1.0.0.3
- merged changes by TechKnow/grif_ssa for coloring mines and setting activate time
- added team restriction
- added convar to change model
1.0.0.2
- Fixed inventory counter being reduced when a valid location isn't found for the tripmine.
- Added TF2 screenshot to post.
1.0.0.1
- Changed collision group to "debris" so clients don't get stuck on models.
- Prevented players from planting tripmines after dieing.
1.0.0.0
- Initial release.

.

grif_sfa added option to buy on CSS, team colored lasers, and activate time cvar:
http://forums.alliedmods.net/showpos...2&postcount=45

TechKnow's version with team colored lasers and activate time cvar:
http://forums.alliedmods.net/showpos...6&postcount=55

Official Version:

Xp3r7 05-01-2008 12:45

Re: Tripmines
 
Awesome man! This looks like it could be fun. They look like the mines from your Onslaught mod you had. That was a fun mod too!

L. Duke 05-01-2008 13:24

Re: Tripmines
 
:)

Yes, they are pretty much a direct port to SM from that mod based on a request for a SM tripmines plugin.

TechKnow 05-01-2008 14:11

Re: Tripmines
 
Very nice. I bet alot of Zombie servers would like to add this plugin!..


TechKnow

Xp3r7 05-01-2008 22:37

Re: Tripmines
 
Quote:

Originally Posted by L. Duke (Post 619790)
:)

Yes, they are pretty much a direct port to SM from that mod based on a request for a SM tripmines plugin.

Very nice! Sorry to go offtopic, but any chance on an Onslaught SM plugin?

TechKnow 05-01-2008 23:32

Re: Tripmines
 
I forgot to ask... What kind of kill do they count as? Nade? self kill? dose the planter of the tripmine get credit for the kill? well, as i see it it counts for a kill but not of a reconized weapon, and there is some problems with this plugin.. Most of the time when you plant them you get stuck to the wall as well, not fun to be stuck and killed cuz u cant move or trying to get away from the wall you trip the damn thin yourself for a suiside death. And after time, not a long time the stay on the wall and go innert and dont blow up at all. If you can fix this would be great!! Love the plugin, its great fun when they work right!!

TechKnow

tcviper 05-02-2008 04:55

Re: Tripmines
 
Great job once again LDuke :) Nice to see you on the Sourcemod front aswell next to Metamod.

L. Duke 05-02-2008 10:37

Re: Tripmines
 
Quote:

Originally Posted by TechKnow (Post 620029)
I forgot to ask... What kind of kill do they count as? Nade? self kill? dose the planter of the tripmine get credit for the kill? well, as i see it it counts for a kill but not of a reconized weapon,

It will look something like this in the log:
"L. Duke<78><STEAM_ID_LAN><TERRORIST>" killed "TechKnow<92><STEAM_ID_LAN><CT>" with "prop_physics"

Quote:

Originally Posted by TechKnow (Post 620029)
Most of the time when you plant them you get stuck to the wall as well, not fun to be stuck and killed cuz u cant move or trying to get away from the wall you trip the damn thin yourself for a suiside death.

I had to plant quite a few before I could figure out how to get stuck doing it. :) I've changed the collision group to "debris" which should solve this problem.

I've also added a check to make sure players can't plant tripmines in spectator mode after they die.

mati14_91 05-02-2008 11:35

Re: Tripmines
 
great man its time for it :)

LocutusH 05-02-2008 11:36

Re: Tripmines
 
Can we get this kill info somehow in our hlstatsx?

For example, with an action event, or something.


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