[TF2][PSM][Updater] Revive Markers (v1.7.2, 2015-03-12)
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If you guys are running my Plugin on a server, I would love to know the IP and check it!
REVIVEMARKERS v1.4+ REQUIRES SOURCEMOD 1.6.0 DUE TO SDKHOOKS BUG IN EARLIER VERSIONS The Webcompiler won't compile due to me including PermissionsSM, FreakFortress2 and VSH Include files, just download the ReviveMarkers_compiled.smx This works well with my other Plugins, MedicMvMShield! and PermissionsSM Would love for you guys to add some suggestions I can add to the Plugin, it seems kinda bare to me ^^' About This Plugin allows you to drop a respawn marker on death in normal Multiplayer. The respawn marker can then be healed by a friendly medic to revive the person that it is bound to. Download You can always get the most recent version from here. Source can be found on GitHub Features 1.) Easy to use: Just drag the .smx file into your plugins folder and you're set 2.) Small: Not cluttered with unecessary code 3.) Works: Die, let yourself be respawned by your friendly neighbourhood medic 4.) Markers are only visible for Medics of the own team (Configurable)! No other class gets confused. 5.) Developers can hook into it! 6.) Integration into other Plugins: VSH/FF2, PermissionsSM and Adminmenu! 7.) Configurable (ConVars): I.) Opt In and Out whenever you want II.) Configurable Max Number of Revives III.) No Medic, No Revive Marker Drop IV.) Disable the Plugin for everyone or Admins only V.) Allow only one team to drop Markers VI.) Either make Markers visible for all Classes or Medic only Commands revivemarkers_optin [NAME] - Opt yourself or [NAME] (Admin) into dropping Revive Markers. revivemarkers_optout [NAME] - Opt yourself or [NAME] (Admin) out of dropping Revive Markers. Permission Nodes [PermissionsSM] ReviveMarkers.DropMarker - Give this Permission to Players that should be allowed to drop Markers ReviveMarkers.Admin - Allow opting in and out others and also to drop the Marker in Admin-Only Mode Override Strings You need to enable Override Strings using revivemarkers_use_override_string revivemarkers_dropmarker - Give this Permission to Players that should be allowed to drop Markers revivemarkers_admin - Allow opting in and out others and also to drop the Marker in Admin-Only Mode ConVars revivemarkers_no_markers_without_medic (1) - Change if Revive Markers drop when there are no medics in the team. revivemarkers_disable (0) - Disable Plugin Functionality revivemarkers_admin_only (0) - Allow dropping of revive Markers only for admins revivemarkers_drop_for_one_team (0) - 0 - Both Teams drop Markers. 1 - Only RED. 2 - Only BLU. revivemarkers_max_revives (0) - Set maximum Number of Revives. 0 to disable. revivemarkers_decay_time (0.0) - Set a timer that despawns the Marker before a player respawns, set to 0.0 to disable revivemarkers_visible_for_medics (1) - Set Visibility of Respawn Markers for everyone or Medics only revivemarkers_show_markers_for_hale (1) - Let the current Saxton Hale see the Revive Markers revivemarkers_use_override_string (0) - Use Permission Override String revivemarkers_version (1.7.1) - Just an ordinary version ConVar Installation instructions 1.) Download .smx file below and put it in your plugins folder 2.) Load it with sm plugins load ReviveMarkers or by restarting your server Dependencies None Plugins that use ReviveMarkers None Bugs - - - - Planned Features - Build a metrics System (+SM Extension) and hook this Plugin into it - - - - - - - - - - - - - - - - - - - Anything else you guys might wanna see being added? For Developers Want to hook into my Plugin? Download the Example Plugin and check the Forwards and the revivemarkers.inc if you want to use any of the STILL UNTESTED Natives (I would appreciate if someone could test them for me) If you wrote a Plugin, please send me a link, I will link it here in the Post as well Special thanks - Mitchell for helping me omptimizing my code - pheadxdll for showing me the function that overrides the respawn time Servers with my Plugin The FunForBattle Servers
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If you have any kind of media related to this, I'd love to add it here. Changelog
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Re: [TF2] Revive Markers (v1.0, 2014-07-15)
this is a great way to make the medic in tf2 useful again. nice plugin
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Re: [TF2] Revive Markers (v1.0, 2014-07-15)
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Re: [TF2] Revive Markers (v1.0, 2014-07-15)
I think there was a medic shield out there already, at least i had one where i could press a button and get a shield around me.
Anyways, nice plugin. Is there a timer on how long a person has the time to revive the player and how long it takes for the medic to revive him? |
Re: [TF2] Revive Markers (v1.0, 2014-07-15)
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Re: [TF2] Revive Markers (v1.0, 2014-07-15)
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Re: [TF2] Revive Markers (v1.0, 2014-07-15)
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Re: [TF2] Revive Markers (v1.0, 2014-07-15)
Cleanest way would be to detour a binary function (CTFPlayer::IsReadyToSpawn perhaps)
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Re: [TF2] Revive Markers (v1.0, 2014-07-15)
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Re: [TF2] Revive Markers (v1.0, 2014-07-15)
I've had the reanimators in Stop that Tank for awhile now and in the war & love update Valve removed a check so medics can heal them without being in MvM and they did the same for the cancel hud for anyone wondering.
You don't have to use a detour to stop the player from respawning, just use this code whenever you create the entity_revive_marker: Code:
SetEntDataEnt2(client, FindSendPropInfo("CTFPlayer", "m_nForcedSkin")+4, iMarker); |
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