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-   -   [TF2] Deathrun Redux - Updated 2015-02-15 (https://forums.alliedmods.net/showthread.php?t=251489)

ClassicGuzzi 11-13-2014 22:12

[TF2] Deathrun Redux - Updated 2015-02-15
 
1 Attachment(s)
Deathrun Reduxfor TF2

Description
A rewrite on the Oshizu's deathrun plugin.
I wanted a plugin that really restricts the weapons (I hate those people with the Ullapool caber/eureka/atomizer).
Also I love playing as any class without being in disadvantage!

Features
  • Now everything is in a config file (sourcemod/data/deathrun/deathrun.cfg)
  • You can select the speed for each team and every class has the same number of jumps(1)!
  • Restrict to melee and replace every weapon you want with the default one or an all-class.
  • You can disable fall-damage.
  • Activate outlines on the runners and the death based on how many runners are alive!
  • You can change the fall-damage on/off, the speed and the outline config per map too! (sourcemod/data/deathrun/maps/mapname.cfg)
  • Added sounds! "RoundStart" "OnDeath" "OnKill" (with a delay) and "LastAlive"
  • Players don't push them self with each other.
  • No one can be death twice (until everybody was death at last one time).
  • If you don't want to be death, you can use !drtoggle (you will be asked the first time you join anyways).
  • You can block commands like kill/explode and build.
  • The plugin detects if the current map is a deathrun one.

Configurations
Spoiler


Changelog
Spoiler


Installation instructions
deathrun_redux.smx goes on tf/addons/sourcemod/plugins/
deathrun.cfg goes on tf/addons/sourcemod/data/deathrun/
A per-map config can be used on tf/addons/sourcemod/data/deathrun/maps/mapname.cfg
(for now you only can change the speed, outline and fall-damage configs there).

You need the tf2items extension, the steamtools extension and the TF2attributes plugin, to use deathrun redux.

Credit
Oshizu for his dr plugin!

Note: I'll keep updating this plugin with whatever request comes up and also I'll keep improving it's code.
Note 2: The configs/sourcecode/compiled plguins are in the .zip archive, if you want to check the source on GitHub here is it.
Sorry for my bad English and my code.

Trosty 11-14-2014 07:46

Re: [TF2] Deathrun Redux
 
I'm glad to see a rewrite of Deathrun plugin with new features and bug fixes. Good luck with this and i wish you will continue to improve this plugin.

dotexe 11-14-2014 20:18

Re: [TF2] Deathrun Redux
 
This plugin is still broken. None of the features are working. Melee only doesn't work, Blu rotation doesn't work, etc.

ClassicGuzzi 11-14-2014 21:24

Re: [TF2] Deathrun Redux
 
Quote:

Originally Posted by dotexe (Post 2224289)
This plugin is still broken. None of the features are working. Melee only doesn't work, Blu rotation doesn't work, etc.

It's working fine for me, do you have tf2items installed in your server? is the plugin running?
Do a "sm plugins info deathrun_redux" and show me what it says.

Edit:
I'm working on a new version with others all-class weapons and I'm also trying to block the suicide without luck:
Quote:

//Added this on plugin start
AddCommandListener(OnPlayerSuicide, "kill");
AddCommandListener(OnPlayerSuicide, "explode");

//And then this:
public Action:OnPlayerSuicide(client, const String:command[], args)
{
if(g_Enabled && g_isDRmap)
return Plugin_Handled;
return Plugin_Continue;
}
(Both bool variables are true because everything else works and I tried with only the return Plugin_Handled)
As soon as I get this working I'll release a new version!

Sigara 11-14-2014 23:41

Re: [TF2] Deathrun Redux
 
I was going to say but kind of forgot,you should really say tf2items extension and not just tf2 extension in the installation instructions.

ClassicGuzzi 11-14-2014 23:43

Re: [TF2] Deathrun Redux
 
Quote:

Originally Posted by Sigara (Post 2224313)
I was going to say but kind of forgot,you should really say tf2items extension and not just tf2 extension in theinstallation instructions.

Wow you're right, sorry haha. I added a link to the thread too!

Drixevel 11-15-2014 03:50

Re: [TF2] Deathrun Redux
 
Few things:

In the plugin, you have the ConVar variables set on map starts & on plugin starts. You could just run those lines on configs executed.

Code:

public OnConfigsExecuted()
{
        dr_queue_def= GetConVarInt(dr_queue);
        dr_unbalance_def = GetConVarInt(dr_unbalance);
        dr_autobalance_def = GetConVarInt(dr_autobalance);
        dr_firstblood_def = GetConVarInt(dr_firstblood);
        dr_scrambleauto_def = GetConVarInt(dr_scrambleauto);
        dr_airdash_def = GetConVarInt(dr_airdash);
        dr_push_def = GetConVarInt(dr_push);
}

---

Might be good coding practice to pass client userIDs instead of client indexes.

Code:

CreateTimer(0.2, RespawnRebalanced, GetClientUserId(client));

//In Timer
new client = GetClientOfUserId(data);

Won't effect the plugin's code currently but It's just good practice. You can also try client serials as well.

---
This...
Code:

                decl String:nick[64];
                GetClientName(new_death,nick,sizeof(nick));
                CPrintToChatAll("{black}[GS-DR]{gold}%s {DEFAULT}is the Death", nick);

can be this...
Code:

CPrintToChatAll("{black}[GS-DR]{gold}%N {DEFAULT}is the Death", new_death);
Nice job on the plugin friend.

ClassicGuzzi 11-15-2014 13:44

Re: [TF2] Deathrun Redux | Updated 15-11-2012
 
Thanks for all the help r3dw3r3w0lf, I just posted a new version! ^^

ClassicGuzzi 11-22-2014 16:20

Re: [TF2] Deathrun Redux | Updated 22-11-2012
 
A little update:
2014-11-22
*Fixed the cvars staying in the dr's values in a not-dr map.
*Now the cvars reset on plugin end.

Dr. Greg House 11-22-2014 16:38

Re: [TF2] Deathrun Redux | Updated 22-11-2012
 
That date seems wrong.


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