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-   -   Break Message and Grenades detector (https://forums.alliedmods.net/showthread.php?t=347113)

CT_Spawn 04-02-2024 09:58

Break Message and Grenades detector
 
2 Attachment(s)
Break Message and Grenades detector

Description:
  • This plugin is inspired by Raheem. This plugin will print a message in the chat if the player breaks anything on the map. The print is done and appears only to the admin or even to all players depending on the options in the cvar. This may be useful in some cases for administrators to find out who is violating the rules. This program is also useful in zombie escape servers.
  • The new thing here is that previous plugins did not show the player break messages that occur by throwing grenades.
Cvars:
  • ct_break_message_type 1 0 = Disabled | 1 = Admins only see | 2 =All player see
  • ct_break_message_bomb_only 0 0 =All message type appear by weapon or grenades | 1 = Only grenades breaking message appear
Installation & Instructions:
  • Let's start learning how to install this plugin, So let's first start with what is the Requirements for this plugin?
    Simply install it like any plugin.
  1. Installing ReAPI Module:
    • Ok very easy also just follow these steps. First download Latest Re-API, Ok after Un-ZIP it
    • He will add files into this folders, here addons/amxmodx/modules and here addons/amxmodx/scripting/*
    • Ok after that there is only one thing you need to do. Go to addons\amxmodx\configs folder and open modules.ini and then come at the end of the file and write: reapi and then close and save.
    • addons\amxmodx\configs\modules.ini
      Code:

      ;regex
      ;nvault
      ;cstrike
      ;csx
      ;hamsandwich
      reapi

  2. plugin Installation:
    • (Same as when you install plugin copy ".amxx" file into plugins folder and go to plugins.ini and write it's name, also you need to define the module to run).
Screenshots:
https://i.imgur.com/i3Df3tH.png

https://i.imgur.com/uLV1UbA.png

Snake. 04-02-2024 11:22

Re: Break Message and Grenades detector
 
I don't think this is more useful than default one. If you want to upgrade this plugin, i have some ideas: Adding ability to create different say messages for different entities or entity classes. So, players will exactly know which entity exactly or what kind of entity is broken. For example in zombie escape:

Player x has broken a bridge
Player x has broken the bridge in the base

CT_Spawn 04-02-2024 15:19

Re: Break Message and Grenades detector
 
Quote:

Originally Posted by Snake. (Post 2820490)
I don't think this is more useful than default one. If you want to upgrade this plugin, i have some ideas: Adding ability to create different say messages for different entities or entity classes. So, players will exactly know which entity exactly or what kind of entity is broken. For example in zombie escape:

Player x has broken a bridge
Player x has broken the bridge in the base


Okay, I understand, I will look into this idea + thanks.


DJEarthQuake 04-06-2024 05:59

Re: Break Message and Grenades detector
 
Why is RE needed to make this work? Why not print the classname with pev_classname, of what was broken?

KerwinSweet2003 04-06-2024 06:55

Re: Break Message and Grenades detector
 
Remove the .amxx which you attached, it is not allowed.

CT_Spawn 04-06-2024 13:59

Re: Break Message and Grenades detector
 
Quote:

Originally Posted by DJEarthQuake (Post 2820621)
Why is RE needed to make this work? Why not print the classname with pev_classname, of what was broken?

Pawn is very stupid and has no documentation like any natural language

That's why you've modified pre-existing code, without any additional suffering

CT_Spawn 04-06-2024 14:00

Re: Break Message and Grenades detector
 
Quote:

Originally Posted by KerwinSweet2003 (Post 2820627)
Remove the .amxx which you attached, it is not allowed.

But theirs doesn't work because I used external libraries

HamletEagle 04-07-2024 08:26

Re: Break Message and Grenades detector
 
Quote:

Originally Posted by CT_Spawn (Post 2820641)
But theirs doesn't work because I used external libraries

Please remove the .amxx file, you are not allowed to upload compiled plugins. If a plugin is using custom include files, the user will have to compile locally.

Also, it may be a good idea to link to the official reapi download page instead of uploading a copy here.

mlibre 04-07-2024 17:17

Re: Break Message and Grenades detector
 
look at that back door :grrr:

DJEarthQuake 04-10-2024 07:29

Re: Break Message and Grenades detector
 
Quote:

Originally Posted by CT_Spawn (Post 2820640)
Pawn is very stupid and has no documentation like any natural language

That's why you've modified pre-existing code, without any additional suffering

What @Snake. said I basically reiterated. Pawn is on GitHub. There is a manual. There are many TUTS here to look at how to do something. There are many scripts not in TUT/SNIPPET to look at to learn from. There is a Scripting Help section to boot. When making plugins for RE exclusively, it closes many doors. Meaning not everybody uses RE.

Quote:

Originally Posted by joropito (Post 2546839)
In fact, Valve already said that reverse eng it's an infringement but who knows... A lot of plugins, modules and tools here have been done by reverse eng.

https://forums.alliedmods.net/showpo...8&postcount=57

Quote:

Hello Sam,

Valve isn't able to offer the GoldSrc source code to the public under open source or other licenses. We aren't going to give you permission to do this project.

You are violating the Steam Subscriber Agreement by reverse engineering the code. You are also violating rights of Id Software and other licensors that are embodied in GoldSrc.

Please confirm back to me in email that you have removed the reverse engineered code from GitHub, and have ceased reverse engineering the code.

-Mike

CT_Spawn 04-11-2024 13:36

Re: Break Message and Grenades detector
 
Quote:

Originally Posted by Snake. (Post 2820490)
I don't think this is more useful than default one. If you want to upgrade this plugin, i have some ideas: Adding ability to create different say messages for different entities or entity classes. So, players will exactly know which entity exactly or what kind of entity is broken. For example in zombie escape:

Player x has broken a bridge
Player x has broken the bridge in the base

What you requested is here

https://forums.alliedmods.net/showthread.php?t=347152

.

CT_Spawn 04-11-2024 13:40

Re: Break Message and Grenades detector
 
Quote:

Originally Posted by DJEarthQuake (Post 2820755)
What @Snake. said I basically reiterated. Pawn is on GitHub. There is a manual. There are many TUTS here to look at how to do something. There are many scripts not in TUT/SNIPPET to look at to learn from. There is a Scripting Help section to boot. When making plugins for RE exclusively, it closes many doors. Meaning not everybody uses RE.

Brother, I am not empty for these things
You can take an idea from the code and simply recycle it

DJEarthQuake 04-12-2024 09:37

Re: Break Message and Grenades detector
 
Thank you. I was more less offering to guide how to print everything that is broken as opposed to just generic, something is broken if you wanted or needed.

CT_Spawn 04-12-2024 19:16

Re: Break Message and Grenades detector
 
Quote:

Originally Posted by DJEarthQuake (Post 2820856)
Thank you. I was more less offering to guide how to print everything that is broken as opposed to just generic, something is broken if you wanted or needed.

I did

https://forums.alliedmods.net/showthread.php?t=347152

I have the smart version without reapi
But don't post it

But a question
How did you know that I responded to you? Does the notification system work here?

DJEarthQuake 04-13-2024 04:44

Re: Break Message and Grenades detector
 
The notification system does work here. One must be subscribed to thread to get notice, which by default I am not set-up to do that automatically from merely replying to thread per personal preference. Instead of arbitrate name of ent that is broken on admin end, I recommend just using classname, targetname, anything other than that due to convenience. People want the computer to do the stuff for them, not the other way around. Also using preprocessor directives one can make one backwards compatible version to accommodate everybody, instead of dual threads. Simply pev_classname broken ent and print.

CT_Spawn 04-13-2024 09:50

Re: Break Message and Grenades detector
 
Quote:

Originally Posted by DJEarthQuake (Post 2820893)
The notification system does work here. One must be subscribed to thread to get notice, which by default I am not set-up to do that automatically from merely replying to thread per personal preference. Instead of arbitrate name of ent that is broken on admin end, I recommend just using classname, targetname, anything other than that due to convenience. People want the computer to do the stuff for them, not the other way around. Also using preprocessor directives one can make one backwards compatible version to accommodate everybody, instead of dual threads. Simply pev_classname broken ent and print.

Listen, brother, pev_classname
Do not give us the name of the thing that broke, but rather give us func_breakable
And we basically know that func_breakable
We don't get a new result here

I created a solution, which is to save the names in a json file

Check the link
https://forums.alliedmods.net/showthread.php?t=347152


CT_Spawn 04-13-2024 09:53

Re: Break Message and Grenades detector
 
Quote:

Originally Posted by DJEarthQuake (Post 2820893)
The notification system does work here. One must be subscribed to thread to get notice, which by default I am not set-up to do that automatically from merely replying to thread per personal preference. Instead of arbitrate name of ent that is broken on admin end, I recommend just using classname, targetname, anything other than that due to convenience. People want the computer to do the stuff for them, not the other way around. Also using preprocessor directives one can make one backwards compatible version to accommodate everybody, instead of dual threads. Simply pev_classname broken ent and print.

Now I realize you are a model maker, haha

The important thing is that I think I misunderstood you and you misunderstood me too. I think I understood that you are talking about reducing libraries. Good.
I have a version with few libraries and it works with engine and not fakemeta

I can convert it to fakemeta as well, but I will not publish it publicly

HamletEagle 04-14-2024 08:21

Re: Break Message and Grenades detector
 
In most cases, it doesn't matter if you use a few or more libraries. Use whatever you need to get the job done, simple. Don't overcomplicate it.

Similarly, in most cases it doesn't matter if you use a engine or fakemeta, so use whatever you are more comfortable with or whatever is easier. There are a few exceptions, but in general, it does not matter.

Converting a plugin to use all fakemeta or all engine does not result in any gain, it is a waste of time.

CT_Spawn 04-14-2024 11:23

Re: Break Message and Grenades detector
 
Quote:

Originally Posted by HamletEagle (Post 2820940)
In most cases, it doesn't matter if you use a few or more libraries. Use whatever you need to get the job done, simple. Don't overcomplicate it.

Similarly, in most cases it doesn't matter if you use a engine or fakemeta, so use whatever you are more comfortable with or whatever is easier. There are a few exceptions, but in general, it does not matter.

Converting a plugin to use all fakemeta or all engine does not result in any gain, it is a waste of time.

Yes, it doesn't matter, but he was the one who suggested it
The important thing is that I accomplished + reducing libraries is beneficial for efficient work performance and speed

DJEarthQuake 04-18-2024 10:24

Re: Break Message and Grenades detector
 
Quote:

Originally Posted by CT_Spawn (Post 2820818)
Brother, I am not empty for these things
You can take an idea from the code and simply recycle it

I have already made this and better years ago. Rather other way around. Not just the idea. The code. It's too simple to post here. It is against the rules I hope you know to post what looks like any other scripter's first code and posting more less same thing across more than 1 thread like you have done here.

eg: Sticky: Plugins, quantity, quality (Multi-page thread 1 2)
Johnny got his gun

Rules:

[All Plugins]
Do not post plugins that already exist or have been written already.

Reason 2: As stated above, we have a lot of plugins. There really is no need to have badly written plugins around. Too many people that just learned scripting just too often post the first script they ever wrote.
If the original author requests that it be put under their control or removed, their request will be honored.

Do not post compiled files (.amxx). When the source is uploaded, the forum generates two links: Get Source - Get Plugin. If your plugin has custom include files which must be compiled locally, contact a plugin approver or moderator to compile it and post it for you.

Do not post plugins "just for the sake of it". eg. A fulfilled request may have been useful for one or a few people, but that does not necessarily mean that it has a place in the Approved section. Please take the time to expand your knowledge and produce some quality work.


Quote:

Originally Posted by CT_Spawn (Post 2820907)
Now I realize you are a model maker, haha

The important thing is that I think I misunderstood you and you misunderstood me too. I think I understood that you are talking about reducing libraries. Good.
I have a version with few libraries and it works with engine and not fakemeta

I can convert it to fakemeta as well, but I will not publish it publicly

I've never been a model maker. Started modding Ultima III in 1982. More stock libs often means less code in the end.

Quote:

Originally Posted by CT_Spawn (Post 2820869)
I did

https://forums.alliedmods.net/showthread.php?t=347152

I have the smart version without reapi
But don't post it

But a question
How did you know that I responded to you? Does the notification system work here?

1 thread and 1 snippet can accomplish this. One does not need RE or not to be specific or not.

Furthermore.
The more one adds, the more it takes away. 2 threads, 2 versions, 2 hlds versions as well, plus unnecessary custom libraries. 1 prints the message specifically, other says broke something. This is becoming increasingly convoluted. This whole thing can be accomplished with 1 tiny function/thread and do a lot more including break things that normally aren't like doors. Few maps have anything breakable. The ones that do we know what was broken. DOD maps often announce what is broken specifically already. CS does not have many things that break. I added a function from one of my grenade plugins into scripts like flying crowbar/knife/wrench. Now doors and walls can be taken down. This is not near as fun as that, too much stuff to read and config. People just want to play and have the scripts do the work automatically not admin slaving to make them work. Expected Zombie and Jailbreak maps to be more specific using descriptive targetnames on what is broken since evidently the maps and game plays are centered around these things.

What is more interesting here is why the rules don't apply to you but instead to everybody else?


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