TF2 Firemines
2 Attachment(s)
Description
This plugin allows pyros to drop Firemines on death or with secondary Flamethrower fire. You can choose between 3 modes, the first one will only make Pyros drop a Firemine on death. The second mode will allow pyros to use their Flamethrower to drop Firemines using the Reload-button (previously alternate-fire) and pay for them with gas. And the last mode brings the first and second mode together. The plugin is another appendix to my TF2 Medipacks and TF2 Ammopacks plugins. Thanks to [gh]ferret who helped me a lot getting this thing done. Another thanks goes to GreyScale who pointed me into the right direction about how to find the current weapon. And the last thanks goes to GODJonez for helping me with the vector stuff and pointing me into the right directions, too. (Inherited credits from Medipacks/Ammopacks plugin.) I hope you enjoy this plugin! ConVars sm_firemines 2 - Enable/Disable firemines (0 = disabled | 1 = on death | 2 = on command | 3 = on death and command) sm_firemines_ammo 100 - Ammo required for Firemines sm_firemines_type 1 - Explosion type of Firemines (0 = normal explosion | 1 = fire explosion) sm_firemines_damage 80 - Explosion damage of Firemines sm_firemines_radius 150 - Explosion radius of Firemines sm_firemines_keep 180 - Time to keep Firemines on map. (0 = off | >0 = seconds) sm_firemines_stay 1 - Firemines stay if the owner dies. (0 = no | 1 = yes) Installation Put firemines.smx in addons\sourcemod\plugins\ Put firemines.phrases.txt in addons\sourcemod\translations\ Changelog Version 1.1.9 - 29.12.2008 - Cleanup release. - The player messages are now send once, thanks Antithasys. - The fire explosion is now disabled until this bug is fixed. Version 1.1.0 - 03.08.2008 - Added new variable: sm_firemines_stay 1 - Firemines stay if the owner dies. (0 = no | 1 = yes) - Config file is now written: cfg/plugin.firemines.cfg - Fixed: Errors related to GetEntityNetClass Version 1.0.2 - 02.08.2008 - Added Cooltad's idea: Firemines are now placed with RELOAD! Version 1.0.1 - 25.06.2008 - Added new variable: sm_firemines_type 1 - Explosion type of Firemines (0 = normal explosion | 1 = fire explosion) - As you can see above: Mines can now set players on fire. - Hopefully fixed kill assignment. Version 1.0.0 - 15.05.2008 - Initial release. Have Fun! Alternative Version https://forums.alliedmods.net/showth...614#post783614 |
Re: TF2 Firemines
Looks great, ill try this out tonight :D
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Re: TF2 Firemines
Hmmm. There doesn't seem to be much fire about these so called firemines. They're just mines that reduces the health of the person who walks over them as specified by sm_firemines_damage. No explosion or fire :(
And should a mine kill a player, the person who spawned the mine won't even get points for the kill :( |
Re: TF2 Firemines
Simply amazing.
Added to my server and everything seems to be working great! A few suggestions/questions -Any way to get the mines to work with friendly fire? aka teammates dont take dmg from your mines and you cant blow yourself up with them -a nice tweek would be where the mines do less dmg but light the target on fire, maybe a cvar to swap between the way u have it now and this way? I played with these for probably two hours tonight. I LOVE THEM! |
Re: TF2 Firemines
Yeah, I am working on some kind of effect on the player.
OziOn, you can't see the explosion yourself. Just other players see it, because you are on top of the explosion. (Limit inside the engine.) For some reason TF2 ignores the "lastAttacker" value and overwrites it with the player who triggered the mine. I will try to fix that. |
Re: TF2 Firemines
I am curious is it possible instead of using the lamp model could you change this to make a random buildable? IE a dispenser, SG or tele. Would be great to drop those and have an enemy engie walk up to repair it and BOOM!
-Teddy |
Re: TF2 Firemines
I noticed in the console that whenever someone dies to the mines they get a death by prop_physics, any way to impliment that in the person getting the kill?
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Re: TF2 Firemines
Hm, I don't realy like that idea. The engineers will just start shooting all buildables. I am still searching for another small "mine"-like model that can't be seen easily.
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Re: TF2 Firemines
I am a game artist.. offering to help out on plugs i like.. i can possibly make a custom tf2 styled pryo mine for this script if you can make some adjustments
fire catches players on fire just like flamethrowerr. intensity of the fire to how close they were when it was triggered. shooting it with any firearm explodes it. players on the team of the pyro who set it can not be killed by it.. the pyro can. thinkin for a model a can of gass with a burning rag sticking out the top.. |
Re: TF2 Firemines
I am already working on those changes, most of that is working. I am just having trouble with the real burn effect at the moment, because it's a particle effect and not the same as the old "Ignite".
I will try to figure that out. It would be really cool, if you could create a model for this, but that would be optional, as I prefer standard models. |
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