[TF2] Resurrection - Respawn in Arena Mode (updated 12-Mar-2015)
3 Attachment(s)
Resurrection
Capturing the control point will respawn your dead teammates instead of ending the round. Capture time is increased when the opposite team has more alive players. Players take a penalty for standing on the control point. A team wins by eliminating the enemy team or by holding the control point for set period of time. Based on the Arena: Respawn mod I came across this week. I threw this together and it turned out to be a nice change of pace for arena. Had some people request the plugin so I thought I'd release it. Here's what is different: 1. No dependencies such as stripper and therefore has the ability to toggle on and off 2. Dynamic capture time - why should a team with 8 more alive players cap as fast? 3. A timer has been added to prevent the situation in which an engineer or C/D spy is hiding in the bushes and the game will never end. Features:
For cvars, commands, or source code, use the GitHub. Usage notes: 1. This is for arena maps only! Install: 1. Copy resurrect.smx to the sourcemod/plugins directory. 2. Copy resurrect.phrases.txt to the sourcemod/translations directory. old downloads: 86 |
Re: [TF2] Resurrection - Respawn in Arena Mode
This looks awesome!
Can you make a cvar to automatically start a vote each arena map whether to use this mode or normal arena mode please? |
Re: [TF2] Resurrection - Respawn in Arena Mode
Haven't had a chance to try this yet and I'm currently at work, but...
A few suggestions/considerations: Has interaction with weapons that clear the Marked For Death been taken into account? That is... GRU, Equalizer, and Escape Plan. How does this interact with players hit by the Fan O'War? Does it shorten their Marked for Death status to resurrect_time_mfd if they step on then off the point? I was going to mention round timers, but it appears you've already taken that into account. Personally, I use SendConVarValue with tf_arena_round_time instead of setting it to a high value, but as long as the correct timer is showing, I guess it doesn't matter. Incidentally, this plugin may be a good candidate for using the new EmitGameSound functions / PrecacheScriptSound added in SM 1.6.1. Unfortunately, Valve didn't make resurrect sounds with a rndwave so I'm not sure how it decides which one to play. |
Re: [TF2] Resurrection - Respawn in Arena Mode
@rob sure, that's a good idea
@powerlord
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Re: [TF2] Resurrection - Respawn in Arena Mode
Quote:
3. They're done individually in game_sounds_vo.txt. "spy_mvm_resurrect01", "spy_mvm_resurrect02", etc... except pyro. Which is why I wondered why they didn't have something like "spy_mvm_resurrect" with a rndwave like most other sounds do. Since they don't, it'd have to be done manually anyway. *shrug* |
Re: [TF2] Resurrection - Respawn in Arena Mode
New version 0.3!
Code:
0. Fixed the capture HUD showing incorrect progress on certain maps |
Re: [TF2] Resurrection - Respawn in Arena Mode
In the .inc file, you should replace REQUIRE_PLUGINS with the more correct REQUIRE_PLUGIN. Furthermore, you should add this to the file:
PHP Code:
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Re: [TF2] Resurrection - Respawn in Arena Mode
Thanks for catching that, I've made the fixes for the natives and re-uploaded the plugin.
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Re: [TF2] Resurrection - Respawn in Arena Mode
Quote:
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Re: [TF2] Resurrection - Respawn in Arena Mode
That only happens if the resurrect_enabled cvar is set to 0 when the map starts/first round begins. So by default, the first round will be resurrection mode.
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