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-   -   [CS:S/CS:GO] GunGame (https://forums.alliedmods.net/showthread.php?t=93977)

tObIwAnKeNoBi 07-19-2009 04:21

Re: GunGame:SM
 
Hi an thx for this great Plugin.

Is there a way to put more nades on he level, like this one for GunGame5? http://forums.gungame5.com/viewtopic.php?f=17&t=265

It would be great. This is the only thing were miss in this plugin.

Greetz...

altex 07-19-2009 04:25

Re: GunGame:SM
 
Quote:

Originally Posted by Timiditas (Post 875758)
, is there an option (cvar?) that makes the new weapon in turbo mode INSTANTLY available?

What did you mean? How could turbo mode make new weapon available NOT instantly? :shock:

altex 07-19-2009 04:26

Re: GunGame:SM
 
Quote:

Originally Posted by tObIwAnKeNoBi (Post 876030)
Hi an thx for this great Plugin.

Is there a way to put more nades on he level, like this one for GunGame5? http://forums.gungame5.com/viewtopic.php?f=17&t=265

It would be great. This is the only thing were miss in this plugin.

Greetz...

Sorry, not available yet.
For now you can give extra weapon, or you can give unimited nades, or you can give extra nade for kill.

PStar 07-19-2009 18:36

Re: GunGame:SM
 
Can you give me an example how to write multiple winner sound in the config?

We tired but it diddn't worked :(, and i think it beacues how we wrote it in.

Timiditas 07-19-2009 18:42

Re: GunGame:SM
 
Quote:

Originally Posted by altex (Post 876034)
What did you mean? How could turbo mode make new weapon available NOT instantly? :shock:

Well what I mean is, some Gungame servers have it so while turbo mode is switched on, and you raise a level and get the new gun, you can fire with the new gun instantly, without the normal weapon switch delay of half a second, that it would take the player to grab his new gun.

altex 07-19-2009 18:56

Re: GunGame:SM
 
Quote:

Originally Posted by PStar (Post 876492)
Can you give me an example how to write multiple winner sound in the config?

We tired but it diddn't worked :(, and i think it beacues how we wrote it in.

"Winner" "gungame/bombtrack.mp3,gungame/wakeup.mp3,gungame/stand_alone.mp3,gungame/matrixwin1.mp3,gungame/clickboom.mp3,gungame/dontstay.mp3,gungame/numb.mp3,gungame/ahaaha.wav,gungame/awp.mp3,gungame/gg_win_rancid.mp3,gungame/oneandonly.mp3,gungame/bepa2.mp3,gungame/fmrn.mp3"

altex 07-19-2009 18:57

Re: GunGame:SM
 
Quote:

Originally Posted by Timiditas (Post 876497)
Well what I mean is, some Gungame servers have it so while turbo mode is switched on, and you raise a level and get the new gun, you can fire with the new gun instantly, without the normal weapon switch delay of half a second, that it would take the player to grab his new gun.

i realy can not understand what do you mean.
can you record a demo to show what do you talking about?
or maybe the easy steps to reproduce this behaviour?

Timiditas 07-19-2009 19:59

Re: GunGame:SM
 
Quote:

Originally Posted by altex (Post 876510)
i realy can not understand what do you mean.
can you record a demo to show what do you talking about?
or maybe the easy steps to reproduce this behaviour?

I tried a quick shot at it and connected to various gungame servers in the search of the feature I mean, to record a demo. But couldn't find one.

I never saw that particular feature myself, I was only told it exists on other servers. But I know what they mean.
You can reproduce it by giving yourself a grenade in the code, while you are using a knife. If you do that, the whole weapon switch animation is skipped (the *raising up fist with grenade in hand*). But instead, your hand with the grenade in it just instantly pops up in front of you, and you can throw it right away.

I found something that could be interesting, regarding this.
Quote:

i'm no expert but from messing around i found that in css when the server changes map a timer starts in seconds, most actions are relative to this timer. when you shoot, the game checks the current time, adds the delay and stores it in a variable in that weapons data. every time you fire the game checks this value against the current time to check whether to fire the weapon or not. e.g if you fire at time 10 and the game adds a 2.5 second delay, you can't fire until time 12.5.

its the same for weapon switching, when you can fire next is stored in a variable in your player data. by checking when you can fire next against the time you switched weapon you can find out how long the delay is. in tf2 i cant get the current time correctly so i get messed up results with my code. in css you can use eventscript tools that has a command for finding the current time, it doesn't work with the orange box though.
Source: http://forums.steampowered.com/forum...4&postcount=12

Summary:
Basically, we need an option to reduce the delay between two shots to normal values, if gungame is giving a player a new weapon in turbo mode. (Skipping the weapon switching animation)

altex 07-19-2009 21:05

Re: GunGame:SM
 
I understand now, thanks! I'll check it out.

Timiditas 07-19-2009 21:18

Re: GunGame:SM
 
You know, I just remembered seeing someone doing exactly that during a normal game. He was out of ammo and switched weapons, and I could clearly see and hear his weapon already firing way before it was fully equipped. It looked like he was firing into the air but the bullets were aiming towards his enemy.
When cheaters can do that, there *must* be a way for a plugin to accomplish this for all players.


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