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-   -   [TF2] Scout-a-Pult v1.0 (https://forums.alliedmods.net/showthread.php?t=242659)

SadScrub 06-22-2014 16:13

[TF2] Scout-a-Pult v1.0
 
1 Attachment(s)
Hello. I've had this idea for a while, but it required me to at least learn the basics of SourcePawn, so here it is - my first plugin.

It works the following way:

- Use the "sm_scoutapult" command as you would any SM command (including !scoutapult and such)
- Any Scout with either The Sandman or The Atomizer can initiate the taunt. Where he will be looking will determine the velocity vector.
- Any teammate standing nearby and looking in general direction of the initiating Scout can 'approve' by taunting. He will then be sent flying based on the velocity multipliers provided (or using defaults).

A pitch limiter is also implemented, to prevent 'useless' successfull taunts - where a person just moves a couple hammer units on the ground and stops (though crouching still has some issues with this).

ConVars:

Quote:

sm_scoutapult_enabled (0/1) - Enables or disables the plugin
sm_scoutapult_fwd - Forward velocity multiplier
sm_scoutapult_right - Right velocity multiplier
sm_scoutapult_up - Up velocity multiplier
sm_scoutapult_wait - Wait time (maximum amount of time a Scout can spend waiting for someone to initialize the taunt)
What I'm currently working on:

Quote:

- Looking into implementing a CVar that allows Scouts to perform the taunt with any melee equipped
- Calibrating default velocity multipliers
Change log:

Spoiler


Credits:
StrikerMan780 for fixing a WHOLE bunch of bugs I've missed and/or didn't pay enough attention to! :bacon!:

Any feedback would be greatly appreciated! :)

robotortoise 07-01-2014 22:46

Re: [TF2] Scout-a-Pult v0.19
 
Looks interesting. Can I see a video?

SadScrub 07-06-2014 13:58

Re: [TF2] Scout-a-Pult v0.19
 
Took me quite a long time to make, since I'm pretty bad at video related things, but here it is (not posting in #1 because it's just a test run):


robotortoise 07-06-2014 18:26

Re: [TF2] Scout-a-Pult v0.19
 
Okay, that's pretty awesome. A description doesn't do it justice.

I'll test it out on my server!

Sreaper 07-08-2014 19:09

Re: [TF2] Scout-a-Pult v0.19
 
You forgot to list the command in the OP. And all this plugin seems to do is stun my character with the bonk animation.

SadScrub 07-09-2014 10:30

Re: [TF2] Scout-a-Pult v0.19
 
Quote:

Originally Posted by Sreaper (Post 2164147)
You forgot to list the command in the OP. And all this plugin seems to do is stun my character with the bonk animation.

Thanks! I've filled out my 'Cvar' field, but I'm not sure this changed anything (at least on my side). So, for the time being, I also added the command into the "How to Use" section of my OP.

Regarding the plugin issue, is the 2nd player receiving any error messages? If, for example, your distance or eye levels aren't adequate, the error will be displayed only to him (those are all in the Taunt_Confirm function).

P.S.: This may have been a bad idea, come to think of it. I'll add the error displays during confirmation to both parties.

StrikerMan780 08-09-2014 23:46

Re: [TF2] Scout-a-Pult v0.191
 
1 Attachment(s)
Here's a new version that allows confirming the scoutapult directly by taunting in front of the initiator. I removed the requirement to be directly looking at each other to confirm it. The distance check has been tweaked to be slightly farther, and it now uses an angle check to determine whether or not you're in a 45 degree cone in front of the initiator.

However, the cooldown period has been removed due it being very buggy.

This makes the whole plugin a lot easier to use and work with.

EDIT 1: First Submission of Changes
EDIT 2: Bug Fixes
EDIT 3: Fixed some more bugs, such as the vectors not being updated on plugin reload if CVars were changed previously.

StrikerMan780 08-10-2014 06:03

Re: [TF2] Scout-a-Pult v0.191
 
Submitted some updates to the plugin above as I discovered some more issues after testing. Should be all good now. (Just making a new post to notify anyone who downloaded it before that they need to update.)

SadScrub 08-10-2014 07:29

Re: [TF2] Scout-a-Pult v1.0
 
I'm studying your fixes to my code, it's quite amazing! :) Updated my first post to include your updated version, as well as tested it on my server just in case.

The reason I created a cooldown timer in the first place was to prevent the main command spam while already taunting (that was an issue when I first started coding it). But now that the 2nd party is also taunting, that has been fixed. Strange that it's buggy though, it has been working fine for me...

StrikerMan780 08-10-2014 18:45

Re: [TF2] Scout-a-Pult v1.0
 
Thanks! Glad to be of help.

About the Cooldown, I had some instances where it still thought the user was in cooldown mode even after finishing for reasons unknown, so that's why I stripped it.

There's also an occasional bug I've encountered that I haven't been able to figure out, but apparently some clients do not get launched while others do. This has been exceedingly rare, however. I think I *might* have fixed it somewhere along the way of making that release I posted above though. If you ever encounter the issue, let me know.

Also, like the new velocity multipliers I've chosen as defaults? I tried to get it so it's as close to the crosshair as possible.


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