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-   -   Flamethrower v1.0.102 (https://forums.alliedmods.net/showthread.php?t=79107)

strontiumdog 10-17-2008 02:31

Flamethrower v1.0.102
 
1 Attachment(s)
Flamethrower for Counterstrike: Source and Day of Defeat:Source

Allows players to set each other on fire using a flamethrower.

It respects friendly fire settings.

http://i56.photobucket.com/albums/g1...uzzleflash.jpg


Usage
  • sm_flame
Fires a burst of flames

Players should bind a key to sm_flame.

Installation
  • Copy sm_flamethrower.smx to addons/sourcemod/plugins

Configuration
  • sm_flame_amount 15
    default: 5

    Number of flamethrower shots per player at spawn
  • sm_flame_admins 0
    default: 0

    Whether only admins are permitted to use the plugin
  • sm_flame_enabled 0
    default: 1

    Allows the plugin to be turned on and off per map
  • sm_flame_delay 3.0
    default: 3.0

    Delay between shots
  • sm_flame_spawndelay 5.0
    default: 5.0

    Delay between after spawn before the flamethrower becomes available
Notes
Has been tested with CSS and DODS

I won't be writing a class, like I did for DoDS once, simply because coordinating it with medics etc is too much work

DoDS has a nasty engine bug that when a player is set on fire, the crackling sound often remains.
Try Daedilus' plugin to remove the looping fire sound:

IgniteEntity DoD:S Fire Sound Fix



Changelog
v1.0.100
SourceMod release

v.1.0.101
Fixed bug in death event routine...thanks SAMURAI
Changed flame sound to client only
Remove pointless precache if...else routine!

v.1.0.102
Fixed minor bugs
Added spawn delay

BenSib 10-17-2008 06:11

Re: Flamethrower
 
o m g, big woot! ++
Thanks a lot - tested it for dod:source, amazing!

ottobohn 10-17-2008 08:40

Re: Flamethrower
 
Great for zombie mod. Any way to modify damage it does? I guess fire in general is the variable.

:D

otto

SAMURAI16 10-17-2008 08:53

Re: Flamethrower
 
you have this
Code:

if (StrEqual(GameName, "dod"))
{
    PrecacheSound("weapons/rpg/rocketfire1.wav", true)
    PrecacheSound("weapons/ar2/ar2_empty.wav", true)
}
else
{
    PrecacheSound("weapons/rpg/rocketfire1.wav", true)
    PrecacheSound("weapons/ar2/ar2_empty.wav", true)
}

Sorry if i'm blind but what's different in else condition ?

And in player_death event, check for client in game should be before reseting flameAmount.

Nice job btw :)

strontiumdog 10-17-2008 09:26

Re: Flamethrower
 
Ah ... I left that in so that non-DoDS mods might want to try a different sound! I'll remove it...
:D

Thanks, S...I'll add in the check.

Al Eye 10-17-2008 15:15

Re: Flamethrower
 
Everybody loves this plugin on the server, but they just wanted the sound removed, because its too much with 32 ppl on the server using it ...
Is it possible to have the plugin without the sound pls? :D

strontiumdog 10-17-2008 15:30

Re: Flamethrower
 
Updated it.
Changed the way the sound is played when the flamethrower is fired....only the client should hear it.
Also fixed those two bugs pointed out by SAMURAI.

monkie 10-17-2008 20:00

Re: Flamethrower
 
no chat trigger so that players have to bind a key to use it?

strontiumdog 10-17-2008 20:06

Re: Flamethrower
 
You mean like a message that appears to remind players to bind a key for it?
If so, I usually leave that in the hands of the admins via Ads or similar.

You could do:

bind "g" "say /flame"
or
bind "g" "sm_flame"

sirmoe 10-17-2008 20:39

Re: Flamethrower
 
would be nice it could be used with +attack or alt attack for certain weapons


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