[ANY|Source 2009] Advanced Advertisements
Advanced Advertisements What is it? This is an advanced advertisement system that takes advantage of TF2's new color system abilities and also has added many new features and bug fixes.What do I need to run this plugin? As a server manager, you are not forced to run any other plugins or extensions but,How is this different from the original plugin? To name a few changes:How do I install this?
How can I change some of the configurations? On default, this plugins creates an automatic config in cfg/sourcemod/plugin.adv_adverts_xxx, open that file and you will see these ConVars:What commands can admins use? (Root) Admins have access to these commands:Additional Stuff
Credits also go to:Links Download the plugin from here.Note: Some of the versions get released without testing, and it would be really nice if some server owners could test the plugins and let us know how it ends out being. |
Re: [ANY|TF2] Advanced Advertisements
How do I add my own advertisements?
Pretty simple, actually. Open the extended_advertisements.txt file located in your configs directory. It should look something like this:What are the valid tags inside of "text"? Here's a list for you:What are the valid color tags inside of "text"? This all depends on the type of text. For example, in a "T" type text, you can use these tags:{white}, {red}, {green}, {blue}, {yellow}, {purple}, {cyan}, {orange}, {pink}, {olive}, {lime}, {violet}, {lightblue} |
Re: [ANY|TF2] Advanced Advertisements
Reserved
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Re: [ANY|TF2] Advanced Advertisements
Looking good, I'll update tonight. Thanks for the redux!
Instead of defining TF2COLORS, maybe you could just check the game in OnPluginStart and set a bool? That way, people don't need to manually set/compile it themselves. Also, would it be better to use #tryinclude for things like SteamTools/Updater instead of using more defines there too? Do we need to do anything with the .gitattributes and .gitignore files in the zip file? |
Re: [ANY|TF2] Advanced Advertisements
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I don't know how #tryinclude works, but from what I know, using #undef REQUIRE_PLUGINS and #unded REQUIRE_EXTENSIONS makes sure the files are included but when it comes to running the plugin, it doesn't require the extensions, whereas if I didn't have that line it would stop the plugin saying a requirement has not been matched, and also speaking of requirements, I forgot to #undef REQUIRE_PLUGIN on #include <updater>, so I would recommend updating your plugin to the newest version as I have done this in the newest commit. This will not be necessary if you're already running Updater. (Commit Info) I didn't increment the version just because of this change as there probably will be some major bugs that I'll need to fix which I will in the next versions. The .gitattributes and .gitignore files are just for GitHub (The SVN), it doesn't make a difference as they don't do anything for the plugin; they're just the git's config, meaning no, you won't need them and it's recommended that you don't upload them at all. Also, make sure you only upload 1 version of the plugin smx file. |
Re: [ANY|TF2] Advanced Advertisements
Will try it out l8r. :)
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Re: [ANY|TF2] Advanced Advertisements
Anyone that wants to contribute to this project, either on GitHub as a collaborator (or whatever they call it on GitHub) or through suggestions, please don't hesitate to let me know.
I already have a couple of ideas in mind such as using HUD messages (Not in CSS) as adverts and many more. |
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Re: [ANY|TF2] Advanced Advertisements
Awesome, thanks for the info minimoney1, and for taking the time to do this plugin.
Quick question: would completely custom RGB(A) values be worth it, or do you reckon the More Colors library suffices? It is certainly useful to know the names for colors, however if you wanted complete custom support, I wrote a function here you can use should you ever want to implement it. |
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