[CS:S] Anti Team Flash (v1.2.3)
2 Attachment(s)
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Re: Anti Team Flash
Thanks. I'll test it out right now! Wuhoo!
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Re: Anti Team Flash
Works great!!!
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Re: Anti Team Flash
Wow, finally a good anti flash plugin available. Great work, thanks.
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Re: Anti Team Flash
I've tested the plugin on my ded. server and it works, but not for everyone.
I.E. my flashes are not working on my teammate, but his flashes are working for me, as there were no Anti Team Flash Plugin installed. Even, when it worked, the flashed teammate wasn't blinded, but still was stunned, as always. People also were saying, that it worked for them few times and then just stopped. I'm using the latest MM/SM snapshots: mmsource-1.8.4-hg737-windows sourcemod-1.3.5-hg3049-windows EDIT: And I think there should be a CVar, that will limit and allow AntiTeamFlashing for max 35 seconds after RoundStart. Why? Because No Flashes from all of my teammates all of the time may be a BIG Advantage in action for the flashing team (..."You, throw this flashbang next to the enemy and I'll just run after it, cause I won't get flashed anyway."...) and that may be a real problem, when people will just start overusing it. I don't know, if there is a way to make the plugin smart enaugh to detect, if the flashing guy has an enemy in his view and disable ATF functionality, when teammates are flashed along with enemy players, that way all teams will be flashed and none of them will have any advantages in fight. |
Re: Anti Team Flash
I'll look into that bug, I've actually noticed it sometimes glitching on my server as well. Far less than the original, but it's enough to warrant a second look through the code. I'll throw in a cvar to disable functionality after x amount of seconds, since that's rather easy to code up. And as for the other request, it's quite possible but I should get this functioning properly first.
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Re: Anti Team Flash
In the final version it'll be very useful plugin, if You mean to try the advanced method in the future.
BTW Little correction to simplify all of that: Quote:
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Re: Anti Team Flash
Ooh now that one will be difficult, because player_blind fires before flashbang_detonate, you could have 15 Ts blinded and then the last player is a CT, thus having to go back and remove the blind. I suspect it'd be a tad messy and cause flashing issues in-game.
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Re: Anti Team Flash
Alright, new version is up, apologies to those that downloaded it prior. Version 1.0.3 no longer requires SDKHooks (if you wish to use the version which requires SDKHooks, and offers the ability to delete the Flashbang prior to explosion, please contact me via PM). I've swapped the code over to use Weapon_Fire, and am using a different method for storing Teams/Owners so there shouldn't be any breaking anymore.
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Re: Anti Team Flash
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