[TF2] No Enemies In Spawn
[TF2] No Enemies In Spawn v1.2.1 Description: There are a few glitches in TF2 that allow people to enter the enemy team's spawn room. This plugin will slay anyone who enters the enemy team's spawn room. Admins who have access to the sm_admin command are immune from slaying. Players are, of course, allowed to enter the enemy team's spawn room during humiliation. This can also be useful on trade servers that run maps in which the entire spawn area isn't enclosed in a func_respawnroom, allowing engineers to build teleporter exits, which allow enemy spies in. Don't use this on maps with moving spawns. Cvars: no_enemy_in_spawn_version - plugin version no_enemy_in_spawn_message - message that will be displayed in the center of the screen when a player is slayed (defaults to "You may not enter the enemy team's spawn") no_enemy_in_spawn_auto_update - enables automatic updating (has no effect if Updater is not installed) (defaults to 1) Requirements: Requires the SDK Hooks extension. Installation: Install SDK Hooks, put no_enemy_in_spawn.smx into /addons/sourcemod/plugins, and reboot your server or type "sm plugins load no_enemy_in_spawn" into your console or rcon. Auto Update: Install Updater. The plugin will be auto-updated according to your Updater settings. It'll work without Updater. Changelog:
Download Plugin (no_enemy_in_spawn.smx) View Source (no_enemy_in_spawn.sp) |
Re: [TF2] No Enemies In Spawn
Doesn't teamplay_round_win still get called on stalemates?
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It doesn't really matter, since the plugin is just disabling a boolean in both that and teamplay_round_stalemate. teamplay_round_win and teamplay_round_stalemate shouldn't be called when Sudden Death starts, if that's what you're asking.... teamplay_suddendeath_begin is called instead. |
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What's the point of the high five taunt if you can't push your way through visualizers?
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Plugin updated to v1.1.0. Changes:
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Re: [TF2] No Enemies In Spawn
When i was testing teamplay round win in arena a while back i remember it was firing on stalemate, and stalemate was not firing. Can anyone confirm this? I was under the impression stalemate event never fired or had no information. Though it may just be that in ff2 and vsh there are not real stalemates as it forces a tcpm to spawn and declare a winner.. Though i thought it still sets the winner to team 0 for stalemate...
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