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-   -   [ANY] Anti Rush (Version 1.3 Updated 01.07.2011) (https://forums.alliedmods.net/showthread.php?t=152898)

Peace-Maker 03-15-2011 19:44

[ANY] Anti Rush (Version 1.3 Updated 01.07.2011)
 
1 Attachment(s)
Anti Rush

This is an improved port of the EventScripts plugin "Anti Rush" by Glodny, which allows you to add zones to any map, where players aren't allowed to enter until a time has passed.

This is a requested port by CenT.

I've only tested it in CS:S and there is some extra functionality, if this plugin is run under CS:S:
  • CTs are allowed to rush, if T plant the bomb
  • Ts are allowed to rush, if a hostage starts following a CT
If there are any other special events for other mods you want rushing to be allowed after, just post back ;)

Map Configs:
Each supported map has an own config file in sourcemod/configs/antirush/map_name.cfg.
If you want to add one, just do so ingame or add a file by hand using the same structure as the other present files.
Map configs for all default maps are included.

Managing Zones:
[IMG]http://img98.**************/img98/4603/antirushmainmenu.jpg[/IMG]

Adding a new zone is easy:
  1. Type /zones in chat to open up the menu (requires the ADMFLAG_CONFIG ("i"))
  2. Choose "Add Zone"
  3. Shoot at the first corner of the box or press "e" (+use) to set it at your feet's position
  4. Shoot at the diagonally opposite corner of the box or press "e" (+use) to set it at your feet's position
  5. Type a name for that zone in chat
  6. Save
Afterwards you see a menu with different options:
[IMG]http://img843.**************/img843/9093/antirusheditzone.th.jpg[/IMG]

You're able to edit each point you shot at manually any time:
[IMG]http://img821.**************/img821/5879/antirusheditposition.th.jpg[/IMG]

But don't forget to save your changes on the next page! Otherwise closing the menu or watching a different zone will reverse your changes.
Saving will also save the zone to the map config file.

Attention! Punishments 4 and 5 require SDKHooks!

When using the knife only punishment, you should add 2 extra zones around your real punishing zone and set the one on Team 1's side to Team 1 only and the other one to Team 2 only respectively. Now set both "punishments" to 5 to allow using all weapons again, if a player steps back to his own side.

Managing fences:
Fences don't affect players at all. They're only shown to players, who aren't allowed to rush at the moment, so they know, where to stop.

It's recommend to first set the fences on new maps and add the zones afterwards. Fences are handled the same as the zones, except you have to shot at the two ends on adding.

You can change the color of the fences with the sm_antirush_fencecolor cvar.
It uses RGBA values: (0-255) -> red green blue alpha.
It defaults to red: 255 0 0 255.

The fence you're currently editing is hidden.

ConVars:
  • sm_antirush_enable - Should we take actions in zones and show the messages/fences? (Default: 1)
  • sm_antirush_norushtime - Time in seconds rushing is not allowed after round start? (Default: 120)
  • sm_antirush_punishment - How should the plugin handle players who enter defined zones? (Default: 1)
    • 1: Announce in chat
    • 2: Bounce back
    • 3: Slay
    • 4: Allow only the usage of the knife (requires SDKHooks)
    • 5: To compensate the above punishment - allow the usage of all weapons again. Not really a "punishment".
  • sm_antirush_lastmanrushing - Allow rushing if there is only one player left alive in a team. (Default: 1)
  • sm_antirush_adminimmunity - Should admins be allowed to rush? (Default: 0) Checks for the generic admin flag by default, but can be overridden with the "antirush_immune" fake command.
  • sm_antirush_fencecolor - Which color should the fences have? RGBA: red green blue alpha (Default: 255 0 0 255)
  • sm_antirush_showzones - Show the zones either when rushing is not allowed? (Default: 0)
  • sm_antirush_oneononerushing - Allow rushing if there is only one player left alive in BOTH teams. (Default: 0) This is obsolete, when setting sm_antirush_lastmanrushing to 1, but is useful for allowing rushing for knifefights only etc.
Admin Command:
Admins may use the sm_zones command to open the Anti Rush menu.

Changelog:
Quote:

16.03.2011 Version 1.0:
  • Initial release
18.03.2011 Version 1.1:
  • Added sm_antirush_fencecolor convar to set the color of fences.
  • Added option to set the team for zones a fences
  • Now taking mp_freezetime into account
03.05.2011 Version 1.2:
  • Added sm_antirush_enable convar to disable the plugin when not needed
  • Added sm_antirush_showzones to show the zones same as the fences
  • Added option to set the positions of the fences/zones by pressing "e" when adding new ones
  • Added per zone punishment option. Defaults to the punishment set in the convar.
  • Now highlighting the position you're editing with a blue glow
01.07.2011 Version 1.3:
  • Added sm_antirush_oneononerushing to allow rushing if there is only 1 player left in BOTH teams. This is obsolete, when setting sm_antirush_lastmanrushing to 1, but is useful for allowing rushing for knifefights only etc.
  • Added 2 new punishments optionally requiring SDKHooks:
    • 4: Allow only the usage of the knife
    • 5: To compensate the above punishment - allow the usage of all weapons again. Not really a "punishment".
  • Fixed not removing old zones and fences after changing to a map with no config already

Credits:
  • Glodny: This plugin is based on his EventScript

CenT 03-15-2011 22:07

Re: [ANY] Anti Rush 1.0
 
Thank you for developing this plugin, I import my "zones" in my configuration 'EventScript' on this one, so I tried to see if it worked, the command "sm_antirush_punishment" does not work properly:

sm_antirush_punishment "0" = No effect
sm_antirush_punishment "1" = Annonce in chat
sm_antirush_punishment "2" = Bounce Back

the command "sm_antirush_norushtime" is not correct in time:

sm_antirush_norushtime "25" = 21 seconds after the rush is allowed

These problems can be resolved?

Otherwise the change "zones" in the game works fine :)

It is possible to integrate the color options of "fences" with RBG code please?

Thanks again

~Sorry for my English~

PS : Plugin Tested in CSS

rediem 03-16-2011 02:18

Re: [ANY] Anti Rush 1.0
 
Great work, mate. :3:bacon!:

Peace-Maker 03-16-2011 04:44

Re: [ANY] Anti Rush 1.0
 
Quote:

Originally Posted by CenT (Post 1433930)
the command "sm_antirush_punishment" does not work properly

Ouh, it's actually
  • sm_antirush_punishment - How should the plugin handle players who enter defined zones? (Default: 1)
    • 1: Announce in chat
    • 2: Bounce back
    • 3: Slay
Quote:

Originally Posted by CenT (Post 1433930)
the command "sm_antirush_norushtime" is not correct in time:

sm_antirush_norushtime "25" = 21 seconds after the rush is allowed

That is due to how timers work, they don't count the real time, but the game ticks. Will add a more accurate method.

Quote:

Originally Posted by CenT (Post 1433930)
It is possible to integrate the color options of "fences" with RBG code please?

Ofc.

Quote:

Originally Posted by rediem (Post 1433983)
Great work, mate. :3:bacon!:

Thanks :)

CenT 03-16-2011 07:40

Re: [ANY] Anti Rush 1.0
 
ok thank you for the clarification, I await the coming changes with impatient :p ;)

CenT 03-16-2011 13:10

Re: [ANY] Anti Rush 1.0
 
I found the problem of lag time of anti rush:

sm_antirush_norushtime "25" = 21 seconds + the time mp_freezetime "4.0" = 25 seconds

I tested by disabling mp_freezetime = "0" then suddenly the time "sm_antirush_norushtime"is correct, the problem is the time from mp_freezetime more.

D4xX6 03-16-2011 13:58

Re: [ANY] Anti Rush 1.0
 
First: Sorry for my bad english. ;)

I am looking for a plugin for anti-Rush on pool party maps.
And I think might be your use for it.
Is it possible to install only one Kniferush?
Is it possible to create separate zones for both teams?

The laser does not work for me. Why?

You understand what i mean? I hope. xD

Peace-Maker 03-17-2011 04:21

Re: [ANY] Anti Rush 1.0
 
Quote:

Originally Posted by CenT (Post 1434232)
I found the problem of lag time of anti rush:

sm_antirush_norushtime "25" = 21 seconds + the time mp_freezetime "4.0" = 25 seconds

I tested by disabling mp_freezetime = "0" then suddenly the time "sm_antirush_norushtime"is correct, the problem is the time from mp_freezetime more.

Ah, so i might use the round_freeze_end event for CS:S to start the timer.

Edit: Also, would you like to change the color of every fence individually or one global setting for all fences on all maps via a cvar?

Quote:

Originally Posted by D4xX6 (Post 1434271)
First: Sorry for my bad english. ;)

I am looking for a plugin for anti-Rush on pool party maps.
And I think might be your use for it.
Is it possible to install only one Kniferush?
Is it possible to create separate zones for both teams?

The laser does not work for me. Why?

You understand what i mean? I hope. xD

It's currently not possible to do per team zones, will add that.
Kniferush? So stripping all weapons but knife when entering a zone?

What's not working? You don't see the fences? For testing, you should set sm_antirush_lastmanrushing to 0, else the zones won't be active when testing alone.

CenT 03-17-2011 12:04

Re: [ANY] Anti Rush 1.0
 
Quote:

Originally Posted by Peace-Maker (Post 1434576)
Edit: Also, would you like to change the color of every fence individually or one global setting for all fences on all maps via a cvar?

For me a global setting for each map not bother me, but maybe for other people, they would like to change individually, you define the best solution to satisfy everyone :)

D4xX6 03-17-2011 13:22

Re: [ANY] Anti Rush 1.0
 
Quote:

Originally Posted by Peace-Maker (Post 1434576)
It's currently not possible to do per team zones, will add that.
Kniferush? So stripping all weapons but knife when entering a zone?

Yes :D

Quote:

Originally Posted by Peace-Maker (Post 1434576)
What's not working? You don't see the fences? For testing, you should set sm_antirush_lastmanrushing to 0, else the zones won't be active when testing alone.

I do it, but i don't see the fences. When i add a new Zone it's the same, but the Zone is activated.


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