[TF2] Doomsday Nuke
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[TF2] The Doomsday nuke Description: Allows you to place the nuke from the end of sd_doomsday at wherever you're pointing (With radiation and fancy particle effects) Cmands: sm_nuke (default acces: ROOT): "Place a nuke at your cursor location". CVars: sm_radiation_damage (default: 10.0) How much damage the radiation does. sm_nuke_delay (default 6.1) How long after the command a nuke will explode. Changelog: 1.0 - First release. 1.1 - Changed override sm_nuke to sm_nuke_acces due to issues. - Changed PrecacheModel to PrecacheGeneric. - Added sm_nuke_delay. 1.2 - Removed sm_nuke_acces override, just override sm_nuke 1.3 - Converted to 1.7 syntax - Now damages everything you'd expect and explosion to damage - No longer damages through walls |
Re: [TF2] Doomsday Nuke
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Re: [TF2] Doomsday Nuke
Admin restriction doesn't seem to work. I left it at default and I had a random player spamming nukes everywhere.
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Re: [TF2] Doomsday Nuke
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Oh this is fun to use~
http://www.derpygamers.com/dlbox/Adm...in%20Nuke.html <thats a video link btw to what it looks like Such boom |
Re: [TF2] Doomsday Nuke
Pelipoika: there was a change to SM a while ago that made RegConsoleCmd the same as RegAdminCmd in terms of command overridability. You should go with howard's advice, RegAdminCmd, since the point of CheckCommandAccess is now more to prevent specific features on a command from being accessible (e.g. targetting abilities).
Of note, it was RegConsoleCmd that wasn't overridable, where RegAdminCmd always was (both behave the same now, so you might as well just set the flag when you create the command rather than later). |
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Re: [TF2] Doomsday Nuke
Cool plugin, though it seems to have no effect on explosive barrels, or player buildings. Any chance of updating your plugin to damage those too?
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