[TF2] Deathmatch Spawn Plugin (v2.1.0.0, 29/06/12)
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Deathmatch Spawn Plugin v2.1.0.0
This is a plugin I developed through the need for random spawn points for my other plugin, Nightfire Assassination. As soon as I work on disabling the relevant logic for whatever mode of map Assassination may start up on, I'll distribute this plugin with it. Download: See attachments at the bottom of this post. To install from the zip file, which contains the dialogue text, the plugin and some sample spawn files, extract the contents to your orangebox/tf folder, keeping the file structure intact. Any bugs you find, let me know. If the server crashes, a crash dump or error log file would be helpful. What does it do? If a spawn file is present for the current map, the plugin will move any players that spawn to the spawn points specified in the spawns file, to allow for deathmatch-style spawning. Admins with the appropriate level of authority (those who have config access) can edit the spawn files for maps through this plugin. What does it not do? This plugin only handles player spawning; it will not modify the game mode the map is running (apart from allowing access to former enemy spawn rooms, if you so choose). It is the responsibility of other plugins to disable control points and other such map logic if they wish. Future Plans
ConVars and commands: dmspawn_enabled will toggle the enabled state of deathmatch respawns. dmspawn_spawn_radius is the radius around the spawn points within which enemy clients and buildings will be destroyed if a client spawns there. Note that this is a *cheap* checking method in that the radius still takes effect through walls and objects. Default radius is 24 units. dmspawn_spawn_markers will toggle the display of particle effects at active spawn points. Useful when using the spawn editing commands (see below). dmspawn_resupply_enabled, _respawn_enabled and respawn_visualizers_enabled will toggle the enabled state of resupply lockers, respawn rooms and respawn visualizers (the no entry signs) respectively. dmspawn_door_fix will cause all doors in the map to be re-opened once a second (the same way as this works in Vs Saxton Hale) if set to 1. This is to prevent players being able to camp in their team's original spawn room. dmspawn_add will add a spawn point at your current position. Passing "red" as an argument will create the spawn for red; anything else (or no argument at all) will create the spawn for blue. dmspawn_remove will remove the spawn you are standing nearest to if no argument is specified; if a number is specified (see dmspawn_dump), the spawn point with the specified number will be removed. If "all" is specified, all spawn points will be removed. dmspawn_save saves all the current spawn points to a file in scripts/dmspawn. Your spawn points will not be saved until you execute this command. dmspawn_reload will reload the spawn points from the map's file. Useful if you want to revert immediately to a previous save after making unwanted changes. dmspawn_dump will dump all spawn point info to the console. By default all spawn points present in the map will be dumped, but min and max arguments can be specified. For example, dmspawn_dump 5 10 will output information about spawn points 5 to 10. The max value can go higher than the amount of spawn points that are currently present in the map. How to Edit Spawn Files In the zip file attached to this post I have included some default spawn files for 2Fort, Junction and the following KOTH maps: Badlands, Harvest Event, Lakeside, Nucleus, Sawmill and Viaduct. If you wish to create spawn files for other maps, follow these steps:
Changelog Code:
2.1.0.0 - 29/06/12 v1.0.0.1 - http://www.mediafire.com/?m8cabc4d29r2eb1 |
Re: [TF2] Deathmatch Spawn Plugin (v1.1.0.1, 31/08/11)
Updated the previous post with version 1.1.0.1.
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Re: [TF2] Deathmatch Spawn Plugin (v1.1.0.1, 31/08/11)
works well with the nightfire plugin :)
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Re: [TF2] Deathmatch Spawn Plugin (v1.1.0.1, 31/08/11)
PHP Code:
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Re: [TF2] Deathmatch Spawn Plugin (v1.1.0.1, 31/08/11)
Ah, that'll be a bad choice of function on my part. I'll fix that as soon as I'm home and free.
EDIT: Updated. |
Re: [TF2] Deathmatch Spawn Plugin (v1.1.0.1, 31/08/11)
EDIT: Fixed my problems.
The only real problem I have with this plugin is that it randomlt crashes after a while,and then you lose your progress(saving and switching map gets annoying after a while on large maps)`. Maybe it's the lagg (I get a high ping cause of all the snipers I guess) ED_Alloc:No free edicts. Really nice plugin btw :D |
Re: [TF2] Deathmatch Spawn Plugin (v1.1.0.1, 31/08/11)
That's...weird. I'll look into it.
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Re: [TF2] Deathmatch Spawn Plugin (v1.1.0.1, 31/08/11)
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It's still strange,it's not like I have 1000 spawnpoints. |
Re: [TF2] Deathmatch Spawn Plugin (v1.1.0.1, 31/08/11)
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The spawn point limit I set in the code is 64, though that's arbitrary and independent of the entity limit in source (and is also far lower, which suggests entities might be being created by the plugin but not killed again afterwards).
What I've done for now is put together a quick hotfix which contains the basic functionality only (to function with any spawn point files you currently have) while I work on re-implementing the more complex stuff which has potential to go wrong, like creating and modifying the files themselves. The untested file is attached to the bottom of this post (though it's simple and should work), and I'm about to start up a temporary local server to test it properly. |
Re: [TF2] Deathmatch Spawn Plugin (v1.1.0.1, 31/08/11)
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But I don't really understand what you changed in it anyway xP |
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