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-   -   [TF2] Cow Launcher (https://forums.alliedmods.net/showthread.php?t=186956)

NameUser 06-06-2012 15:35

[TF2] Cow Launcher
 
2 Attachment(s)
Credits:
NameUser (Editing code as such)
Hitman Sparky (Idea)
Tylerst (Original Code)

http://cloud-2.steampowered.com/ugc/...E8E79E0758CEF/
As you can see, there is a cow. That cow replaces rockets.

Description: It replaces all rockets with cows. Not much to say about this.
Cvars: None

Version: sm_cowlauncher_version

More info: My server is running this plugin, and ALL my other plugins which I whipped up in my spare time.
IP = 173.255.252.49:27015



ToDo:
  • Rewrite with SDKHooks (Priority: Not so important)
  • Replace rocket launching sound with a custom one (Priority: Important)
  • Get plugin approved (Priority: Extremely important)

thediode 06-06-2012 15:39

Re: [TF2] Cow Launcher
 
Hahaha, now all you have to do is change all the killicons on the rocket launchers to the one found here :3

NameUser 06-06-2012 15:55

Re: [TF2] Cow Launcher
 
Quote:

Originally Posted by thediode (Post 1723837)
Hahaha, now all you have to do is change all the killicons on the rocket launchers to the one found here :3

Yeah, I'll do that in a later update.

thediode 06-06-2012 16:12

Re: [TF2] Cow Launcher
 
Quote:

Originally Posted by NameUser (Post 1723852)
Yeah, I'll do that in a later update.

Modify scripts/mod_textures.txt, I recommend using keyvalues so you can do so right from the mod.

xomp 06-06-2012 18:05

Re: [TF2] Cow Launcher
 
OnGameFrame, isn't that like.. bad or something?

NameUser 06-06-2012 18:11

Re: [TF2] Cow Launcher
 
Quote:

Originally Posted by xomp (Post 1723930)
OnGameFrame, isn't that like.. bad or something?

Huh? What's so bad about OnGameframe?

xomp 06-06-2012 20:33

Re: [TF2] Cow Launcher
 
Quote:

Originally Posted by NameUser (Post 1723935)
Huh? What's so bad about OnGameframe?

That's what I'm asking. From other plugin threads I've seen here the moment someone makes mention of OnGameFrame then the upper echelon of SM usually ring in with a smug comment about how it's terrible and how you should feel terrible for using it.

I use a plugin similar to this that uses SDK hooks and I'd love to break away from that horrible mess if I can.

EDIT: If you could make it so users with certain flags can toggle this on/off it would be pretty crescent fresh.

Powerlord 06-06-2012 21:08

Re: [TF2] Cow Launcher
 
Quote:

Originally Posted by xomp (Post 1724001)
That's what I'm asking. From other plugin threads I've seen here the moment someone makes mention of OnGameFrame then the upper echelon of SM usually ring in with a smug comment about how it's terrible and how you should feel terrible for using it.

I use a plugin similar to this that uses SDK hooks and I'd love to break away from that horrible mess if I can.

EDIT: If you could make it so users with certain flags can toggle this on/off it would be pretty crescent fresh.

OnGameFrame runs 66 times a second in OrangeBox games.

Whereas SDKHooks adds OnEntityCreated which gives you the classname of the entity about to be spawned, and you can add an SDKHook SpawnPost hook and change its model there instead.

For that matter, wasn't there a plugin just recently that allowed you to change any projectile to any model?

NameUser 06-06-2012 22:03

Re: [TF2] Cow Launcher
 
Quote:

Originally Posted by xomp (Post 1724001)
EDIT: If you could make it so users with certain flags can toggle this on/off it would be pretty crescent fresh.

I'm working on it now.

EDIT: I'm trying to make it toggleable for admin flag slay, but the compiler's saying that the function I have should return a value. I suck at coding. :L

deltadude 06-06-2012 22:29

Re: [TF2] Cow Launcher
 
Need something like demoman shooting beer bottles ^^


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