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-   -   [TF2] PortalMod Gun + Cube v1.0 11/11/2015 (https://forums.alliedmods.net/showthread.php?t=237940)

Erreur 500 04-01-2014 04:09

[TF2] PortalMod Gun + Cube v1.0 11/11/2015
 
12 Attachment(s)


Last Change (11/11/2015): Show log, Change : .sp and .smx !




DESCRIPTIONS

What is the Portalgun ? The portalgun is a weapon create for the Portal game. It creates portals on wall which permit you to be teleported on the other portal. You keep the same velocity.


More Information :
Code:

                        CAN                                                        |                                        CAN'T
                                                                                |
- Create portal on any plane wall.                                                |        - Not allow to create portal in spawn room.
- Mustn't wait the bullet end before shoot a new bullet.                        |        - TF2 isn't Portal, it's impossible to use func_monitor (Can't see through a portal)
- If your map is close with player clip, there isn't portal outside.                |        - There is a velocity restriction (max = 1000).
- If player stuck, portal are destroyed.                                        |        - You can't pass through a portal like in Portal.
- If player stuck, player is TP in front the first portal.                        |        - You can't spawn a portal on func_door.
- Portal can be destroyed by projectile (portalgun_breakable)                        |        - You can't spawn portals on prop_dynamic and prop_physics (portalgun_prop).
- Portal can be destroyed when player dies (portalgun_per_life)                        |
- All player can receive the PortalGun                                                |







HOW DOES IT WORKS?

Player Command:
HTML Code:

!portalgun        // Drop portalgun
Admin Command (root):
HTML Code:

portalmod_reset                // Force to reset the mod
CVARS
HTML Code:

portalgun_breakable        <0 or 1> (def: 1)        // Portal can be destroyed by projectiles
portalgun_health        <int>        (def: 500)        // Portal health
portalgun_enable        <0 or 1> (def: 1)        // Enable - disable the plugin
portalgun_per_life        <0 or 1> (def: 1)        // Destroy player portal when he dies
portalgun_only_mine        <0 or 1> (def: 0)        // Players can only use their portals
portalgun_flag        <a or c  or d or e or f or g or h or i or l or m or n or o or p or q or r or s or t> (def: a) // Flag without restriction (b and z are yet include)
portalgun_prop        <0 or 1> (def: 0)        // Can spawn portal on prop_dynamic and prop_physics?
portalgun_wall        <0.0 to 1.0> (def: 1.0)        // Pourcentage (1.0 to 0.1) to check if the wall is plane. (0.0 = no check)

portalgun_scout                <0 or 1> (def: 1)        // Can scout receive the portalgun?
portalgun_sniper        <0 or 1> (def: 0)        // Can sniper receive the portalgun?
portalgun_soldier        <0 or 1> (def: 0)        // Can soldier receive the portalgun?
portalgun_demoman        <0 or 1> (def: 0)        // Can demomanreceive the portalgun?
portalgun_medic                <0 or 1> (def: 0)        // Can medic receive the portalgun?
portalgun_heavy                <0 or 1> (def: 0)        // Can heavy receive the portalgun?
portalgun_pyro                <0 or 1> (def: 0)        // Can pyro receive the portalgun?
portalgun_spy                <0 or 1> (def: 0)        // Can spy receive the portalgun?
portalgun_engineer        <0 or 1> (def: 0)        // Can engineer receive the portalgun?
portalgun_game_desc    <0 or 1> (def: 1)        // Change your game description (need steamTools)


By using CVARs, you will allow players to receive the portalgun if their are in specific class or with flag.
Maps and my plugin are not perfect, and some time you can be stuck at the portal exit. Some of stuck position can be unstuck by my plugin !stuck. For the other stuck position I'm working on it to find a way.



How to install ?

portalmod_gun.smx in tf\addons\sourcemod\plugins
portalmod_gun.sp in tf\addons\sourcemod\scripting


Decompress, copy and paste materials-models-sounds files in your server.

Need to work :
morecolors.inc
Tf2 Items (the last snapshot)

Optional :
Stuck (highly recommended)
SteamTools




KNOW ISSUES

I need your feedback to fix the issues.
Issue(s) : None !


LOGS
Spoiler

Erreur 500 04-01-2014 04:11

Re: [TF2] PortalMod (beta) v0.61
 
3 Attachment(s)
PortalMod Cube


http://erreur500.comuv.com/plugins/p...cube/Blue2.jpghttp://erreur500.comuv.com/plugins/p...ed%20Blue2.jpghttp://erreur500.comuv.com/plugins/p...%20Yellow2.jpghttp://erreur500.comuv.com/plugins/p...Companion2.jpghttp://erreur500.comuv.com/plugins/p...cube/Disk2.jpg
http://erreur500.comuv.com/plugins/p...20Stripes2.jpghttp://erreur500.comuv.com/plugins/p...ube/Green2.jpghttp://erreur500.comuv.com/plugins/p...ube/Peace2.jpghttp://erreur500.comuv.com/plugins/p...20Stripes2.jpg
http://erreur500.comuv.com/plugins/p.../cube/Red2.jpghttp://erreur500.comuv.com/plugins/p.../cube/Sky2.jpghttp://erreur500.comuv.com/plugins/p.../cube/USA2.jpg
http://erreur500.comuv.com/plugins/p...ube/White2.jpghttp://erreur500.comuv.com/plugins/p...Companion2.jpg
http://erreur500.comuv.com/plugins/p...be/Yellow2.jpg




Description:

This plugin will allow you to spawn a portal companion cube with a choice of 15 skins !
For that, you just have to use the command : !portalcube

You can restrict the command by portalcube_flag



CVars:


HTML Code:

portalcube_enable<0 or 1> (def: 1)        // Enable - disable the plugin
portalcube_flag        <a or c  or d or e or f or g or h or i or l or m or n or o or p or q or r or s or t> (def: -1) // Flag without restriction (b and z are yet include)



How to install ?

portalmod_cube.smx in tf\addons\sourcemod\plugins
portalmod_cube.sp in tf\addons\sourcemod\scripting


Decompress, copy and paste materials-models files in your server.

Snaggle 04-01-2014 05:17

Re: [TF2] PortalMod (beta) v0.61
 
Do you have screenshots or videos of the mod in action? O_o

This look fairly interesting.

Graffiti 04-01-2014 06:20

Re: [TF2] PortalMod (beta) v0.61
 
Give me IP server with PortalMod :)

Oshizu 04-01-2014 14:26

Re: [TF2] PortalMod (beta) v0.61
 
2/10 Picture is Civilian Pose
Spoiler

Tony.exe 04-01-2014 14:29

Re: [TF2] PortalMod (beta) v0.61
 
Great mod! Trying it out on my trade server and found some bugs(maybe?).

*Only select people are able to go through it, don't know who or how (Friend had to rejoin in order to use the portal he was not able to go through before)
*Portals can only be used one at a time else it will teleport the second person that jumps in at the same time to the opposite location of where the exit portal is facing.
*Some class or some people are not able to use the gun. Had problems with giving people the gun and they couldn't use it instead they would have a glitched smg on their arm and it fires that instead.
*Can only be used on certain walls


Hope that helps! Keep it up!

Erreur 500 04-01-2014 14:58

Re: [TF2] PortalMod (beta) v0.61
 
I did not think to post some screenshots, I will do it.

Quote:

Originally Posted by Tony.exe (Post 2118903)
Great mod! Trying it out on my trade server and found some bugs(maybe?).

*Only select people are able to go through it, don't know who or how (Friend had to rejoin in order to use the portal he was not able to go through before)
*Portals can only be used one at a time else it will teleport the second person that jumps in at the same time to the opposite location of where the exit portal is facing.
*Some class or some people are not able to use the gun. Had problems with giving people the gun and they couldn't use it instead they would have a glitched smg on their arm and it fires that instead.
*Can only be used on certain walls

Thank for your feedback. I wasn't able to try portalmod on a multiplayer server so your first and second bug are possibles. Else all class can use it, but you must have a secondary item enabled, and you can create portal on any plane wall.

An other issue I find, my function which fix stuck teleported player cannot handle all cases. I will update it.

Mitchell 04-01-2014 15:05

Re: [TF2] PortalMod (beta) v0.61
 
ew, there is some major improvements needed in the coding. so many unneeded variables.

Drixevel 04-01-2014 17:47

Re: [TF2] PortalMod (beta) v0.61
 
Code:

        for(new i=0; i<2; i++)
                for(new j=0; j<2; j++)
                        if(PortalEnt[i][j] == victim)
                        {
                                Team = i;
                                Type = j;
                        }

Most of the code can be done way better but good job on the start of it.

friagram 04-02-2014 00:47

Re: [TF2] PortalMod (beta) v0.61
 
Unsafe entity handling, hardcoded limits...
You should add tracehulls.. And maths


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