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-   -   TF2 Medipacks (https://forums.alliedmods.net/showthread.php?t=65315)

[NATO]Hunter 01-05-2008 20:17

TF2 Medipacks
 
5 Attachment(s)
Description

This plugin allows medics to drop Medipacks on death or with secondary Medigun fire before they have reached full UberCharge. You can choose between 3 modes, the first one will only make Medics drop a Medipack on death. The second mode will allow medics to use their Medigun with the alternative fire to drop Medipacks and pay for them with UberCharge. And the last mode brings the first and second mode together.

Admins are also able to change a Medics current UberCharge amount/level and set it to a value between 0 and 100. Another cool feature is the ability to set a default UberCharge that Medics will receive on spawn.

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 pointing me into the right directions, too. This is my first SourceMod plugin and I hope you enjoy it!

ConVars

sm_medipacks 3 - Enable/Disable medipacks (0 = disabled | 1 = on death | 2 = on command | 3 = on death and command)
sm_medipacks_ubercharge 25 - Give medics a default UberCharge on spawn
sm_medipacks_small 10 - UberCharge required for small Medipacks
sm_medipacks_medium 25 - UberCharge required for medium Medipacks
sm_medipacks_full 50 - UberCharge required for full Medipacks
sm_medipacks_keep 60 - Time to keep Medipacks on map. (0 = off | >0 = seconds)
sm_medipacks_team 3 - Team to drop Medipacks for. (0 = any team | 1 = own team | 2 = opposing team | 3 = own on command, any on death)
sm_medipacks_limit 100 - Maximum number of extra Medipacks on map at a time. (0 = unlimited)

Commands

sm_medipack - Can be used by any Medic as an alternative to +attack2 (secondary fire)
sm_ubercharge - Admin Flag: cheats (default 'n') - Usage: sm_ubercharge <name|#userid> [amount]

Installation

Put medipacks.smx in addons\sourcemod\plugins\
Put medipacks.phrases.txt in addons\sourcemod\translations\

Changelog

Version 1.2.4 - 30.05.2009
- Fixed: Medipacks counter not handling map/round starts and player pickups, thanks Uranium235.

Version 1.2.3 - 29.05.2009
- Fixed: Medipacks counter was not decreased, thanks Uranium235.

Version 1.2.2 - 27.05.2009
- Added: sm_medipacks_limit limits maximum number of extra Medipacks on map at a time. (0 = unlimited), thanks naris.
- Added: sm_medipacks_team 3 to drop Medipacks for own team on command, but any team on death, thanks naris.
- Added: Native interface to control the plugin, thanks naris.
- Changed: Medipack creation times are now stored in a dynamic array.
- Changed: Non-Medipack entities are not removed by the plugin anymore, thanks naris.
- Changed: Player class is not cached anymore, allows other plugins to temporary make someone a Medic, thanks naris.

Version 1.2.0 - 29.12.2008
- Cleanup release.
- The player messages are now send once, thanks Antithasys.

Version 1.1.0 - 03.08.2008

- Config file is now written: cfg/plugin.medipacks.cfg
- Fixed: Errors related to GetEntityNetClass

Version 1.0.10 - 12.06.2008
- Fixed: Errorlog being spammed.

Version 1.0.9 - 12.05.2008
- Fixed: Hopefully fixed random crash errors by using new entity natives.
- Added: sm_medipacks_team 0 - Team to drop Medipacks for. (0 = any team | 1 = own team | 2 = opposing team)

Version 1.0.8 - 09.02.2008
- Fixed: Native "GetPlayerWeaponSlot" reported: Client X is not in game
- Changed: Setting the required UberCharge for a Medipack to 0 does now disable that pack.

Version 1.0.7 - 25.01.2008
- Fixed: Server could crash if player_death was fired after the player left the server.
- Changed: Added a warning about the entity limit and a error message that will be written into the SourceMod logs.
- Changed: Optimized the parameters passed around the spawn stocks.

Version 1.0.6 - 21.01.2008
- Changed: SetEntDataFloat and GetEntDataFloat parameter checks are now correctly made.

Version 1.0.5 - 21.01.2008
- Fixed: Invalid SetEntDataFloat and GetEntDataFloat parameters causing crash.

Version 1.0.4 - 07.01.2008
- Added: sm_medipacks_keep allows you to specify the amount of seconds a pack stays on the map. (60 = default, 0 = off)
- Added: If a Medipack times out (see above) it will disappear with a nice sound.

Version 1.0.3 - 07.01.2008
- Fixed: Server crashing if Entity limit was reached. (Now there will be no new Medipacks in that case.)
- Changed: Medipacks will now spawn in front of the Medic's feet and not under the Medic.
- Changed: Medics can not spawn a Medipack while they are UberCharge'd.

Version 1.0.2 - 06.01.2008
- Fixed: sm_ubercharge argument checking allowed values higher than 100 or lower than 0.

Version 1.0.1 - 06.01.2008
- Fixed: GetEntData/SetEntData spam if a Medic moved to spectator.

Version 1.0.0 - 06.01.2008
- Initial release.

Have Fun!

ferret 01-05-2008 21:36

Re: TF2 Medipacks
 
Nice job. I see you figured out the TeamNum issue as well.

arakcheev 01-06-2008 01:08

Re: TF2 Medipacks
 
Sounds awesome.

Is there any chance you could add an option to have all classes drop medipacks on death?

[NATO]Hunter 01-06-2008 05:33

Re: TF2 Medipacks
 
Quote:

Originally Posted by ferret (Post 570694)
Nice job. I see you figured out the TeamNum issue as well.

Yes, now it's correctly set, but changing it to 2 (BLU) or 3 (RED), does not prevent the other team from picking them up. So, nothing to play with :/

arakcheev, I could add an option to specify which classes are allowed to do that, but I am not sure if that wouldn't hurt gameplay to much.

[NATO]Hunter 01-06-2008 07:18

Re: TF2 Medipacks
 
And just for your information. I am currently working on the same thing for Engineers, but with Ammopacks. It's a little bit different, because the Metal amount is not stored inside a weapon. It takes some time to find the correct property.

I personally don't like the idea to make other classes drop ammo- or medipacks. I would also have to track a lot more player positions in that case, I think that would hurt the performance and gameplay. Also there would have to be more weapon checks... hm, noo. That would hurt inside each gameframe. Sorry.

komat 01-06-2008 16:38

Re: TF2 Medipacks
 
any chance you could maek a base plugin just for the sm_ubercharge

[NATO]Hunter 01-06-2008 16:50

Re: TF2 Medipacks
 
Yeah, I could make a plugin providing sm_ubercharge and sm_metal. But, I would probably have to give them other names in that case, to avoid conflicts.

medick 01-06-2008 20:21

Re: TF2 Medipacks
 
love the plugin. my server seems to crash when its on. ran fine for an hour with it on. removed it twice to make sure it wasnt a fluke. any ideas?

medick 01-06-2008 20:41

Re: TF2 Medipacks
 
appears the plugin doesnt play nice with knifesyphon.smx or variableff.smx. i got reports that whenever a spy knifes a medic the server goes, but i think its coecidence.... both medipack and ammopack seem to work ok now since i removed the two other plugins

medick 01-06-2008 21:27

Re: TF2 Medipacks
 
nope, take it back. still randomly crashes.


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