AlliedModders

AlliedModders (https://forums.alliedmods.net/index.php)
-   Approved Plugins (https://forums.alliedmods.net/forumdisplay.php?f=8)
-   -   DOD Style Reinforcements (https://forums.alliedmods.net/showthread.php?t=25439)

Emp` 03-13-2006 22:22

DOD Style Reinforcements
 
1 Attachment(s)
This basically adds DOD styled reinforcements to CS.

When your team has a dead player, a countdown will start. When the countdown reaches 0, then all the dead players on your team will be revived.

CVARS
Code:

sv_DSR                        //Turns DSR on(1) and off(0)
 sv_DSRmode                //Scenario specific reinforcements(1) and all map reinforcements(0)
                                        //cs_ - only cts get reinforcements
                                        //de_ - both teams get reinforcements
                                        //as_ - only ts get reinforcements
                                        //other - both teams get reinforcements
 sv_DSRtime                //Time it takes to start to send reinforcements

Tested on CS 1.6

Credits to Suicid3 for the suggestions

Xanimos 03-13-2006 22:34

I have some suggestions.

1) Instead of storing for each player if they are dead and then in the get_players for loop checking against that. Just use the flags of get_players to only get dead players. (You can also get just one team for the loop if you wanted to with the get_players() flags)
2) Take the get_cvar_num() out of the get_players for loop. Store it as a variable and use it that way. (Also look into use get_pcvar_num() it works much faster)
3) For your team message use the flags for get_players to only get a certain team
4) Shouldn't
Code:
    if(get_cvar_num("sv_DSRmode")==0)     {         g_allowDSR[1] = true         g_allowDSR[2] = true        }
be
Code:
    if(get_cvar_num("sv_DSRmode")==0)     {         g_allowDSR[1] = false         g_allowDSR[2] = false        }
5) Thats it for now.

Emp` 03-13-2006 23:04

1) done
2) done i think (allowing people with 1.60 to use this because not everyone has converted to 1.70)
3) done
4) no, if it is 0 then you want both teams to get reinforcements on all maps
5) oh darn...

Xanimos 03-13-2006 23:41

Ok another little suggestion for effecieintcy.
Example of code (appears more than once)
Code:
    for ( new i = 0; i < pnum; i++ )     {         new id = players[i], team = get_user_team(id)
instead of having new vars in each iteration of the for loop use
Code:
    new id , team     for ( new i = 0; i < pnum; i++ )     {         id = players[i]         team = get_user_team(id)

[EDIT] Other than that just going to wait for user response before approving.

Pop 03-16-2006 15:21

Players skins will remain after respawn.. Respawning inside of themselves? Eh, not easy to explain, but causing major lag, and it's unappealing.

palehorse 03-16-2006 17:42

yea, thats wish that was fixed.

also it seems to countdown replacements when there is noone dead.

other than that I love it and it would immediately go on my server for about 1/2 the maps.

Hope this one gets fixed up asap.

Thanks.

bmxer4lyfe 03-16-2006 17:48

Screenshot:

http://i7.photobucket.com/albums/y28...nforcement.jpg

Thats about after 10 minutes of play.

Pop 03-16-2006 18:25

Quote:

Originally Posted by bmxer4lyfe
Screenshot:

http://i7.photobucket.com/albums/y28...nforcement.jpg

Thats about after 10 minutes of play.

Exactly what it's doing.

Emp, next time test your simple plugins before sumbitting them. I rather not waste my time.

pendragon 03-16-2006 19:29

Emp, you seem to have a REALLY good idea here, something that might completely make CS a bit more bearable for some people all over again.
Don't let Pop's comment get to you - although hes sorta right, you should test first, but still at least ur trying and getting stuff done. Please don't give up and see about getting that spawn problem fixed.

Emp` 03-16-2006 19:58

Re: DOD Style Reinforcements
 
Quote:

Originally Posted by Emp`
Tested on CS 1.6

i actually have had this on my server for a couple weeks btw.

never had that big of a problem, when i used it, there would be only about 1 fake player in the spawn per round.

i have no idea how to fix this, anyone want to tell me? ill see if T(+)rget's new way will fix it.

too da loo - heh...


All times are GMT -4. The time now is 15:00.

Powered by vBulletin®
Copyright ©2000 - 2024, vBulletin Solutions, Inc.