Three things we miss
If anyone knows where to find these for CSS pls let me know!
1. a good map manager. We were using bugblatter's map manager which gives nominations and tracks less-played maps to suggest them. I hear something about a deagle amxmod plugin is similar. Need something for CSS. 2. grenade enhance. we used an old plugin requiring adminmod/logd that gives anyone damaged by a grenade a shove (slap, I think). Adds a lot to grenades when people are in precarious spots on a cliff or such and you can try to knock them off. 3. damage slowdown. damaged players shouldn't move at full speed. we had a plugin to mod this and we miss it! We really enjoy the PTB plugin. Had been using it in CS16 and the recent CSS port works great! E. |
Re: Three things we miss
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player_hurt.cfg: Code:
// EventScripts v0.5.5Anyway, just my $.02. Take a look at EventScripts in my forum if you're interested: http://forums.alliedmods.net/showthread.php?t=37471 -Mattie |
Re: Three things we miss
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Also, Code:
if (event_var(weapon) == "hegrenade") { ma_slap event_var(userid) }Code:
if (event_var(weapon) == "hegrenade") { ma_slap event_var(userid) } else { ma_ban event_var(userid) }Code:
include_once("Mani.php"); |
Re: Three things we miss
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Technically, the primary reason it's like that is because I want a very clearly identifiable token that's both unlikely to be in traditional cfg files and is rather readable by humans. If I start going with operators like == then programmers expect "!=" which is non-intuitive to everyday admins. As is "<>". (Even the double equals is a little random when you think about it in that context.) "notequalto" is a good bit better, though it is very "English" and I have to live with that for now. If you understand logic well enough, it's not difficult to construct elses or whatever else you wish from the simple console commands I provide. If you're not a programmer, though, I don't want people to get lost in all the in-line constructs. "if" by itself is pushing that envelope, but I couldn't come up with a more readable conditional synax that I could cleanly parse (with Valve's tokenizing) on a single line. Else's, of course, are easy for the time-being: Code:
if (event_var(weapon) equalto "hegrenade") then barRegardless, you have good suggestions. Why don't you post them over in my forum where some of my regular users can chime in on what they prefer? If enough people like the idea of making things more script-like, I'll consider it. For now, though, the whole idea of EventScripts is to avoid being a scripting language and try to be a little more like creating "extended' config files. Thanks for your suggestions, -Mattie |
Yea, I would like to see a real scriping language used. Such as PHP, as that is an on the fly language with no compilation necessary for it to be ran. But the same is true with Small, you do not need to compile it to be ran. Small as an interpreted language runs very slowly tho, compilation would be the best way to go. So PHP would seem to rain supreme as a strictly interpreted language in this.
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-Mattie |
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Zend is horrible :/
I recommend lua - easy as fuck to impliment. Or even javascript, if it's only gonna be js you can do full oop implimentations painfully easily. As for slapping, remember that's in a random damn direction - retarded. Gotta punch away from gren |
Re: Three things we miss
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"uber_ban" {/X |
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