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-   -   WalkGuard - no camping/climbing/bug using - V1.3.2 (https://forums.alliedmods.net/showthread.php?t=55245)

Neon123 08-15-2016 02:10

Re: WalkGuard - no camping/climbing/bug using - V1.3.2
 
is possible to add a push entity zone for this plugin ? pev_velocity & pev_impulse

Asim0 09-06-2016 18:39

Re: WalkGuard - no camping/climbing/bug using - V1.3.2
 
sorry to bump, but if any of you guys using this plugin did implement the spawn zone (the one which gets you spawned (aka teleported to spawn) when you get into it) i would be very happy if you could share the .sma

Cheers!

LegacyCode 04-15-2017 01:10

Re: WalkGuard - no camping/climbing/bug using - V1.3.2
 
Quote:

Originally Posted by alencore (Post 1590627)
I think this one was fixed by some russian clans
so try this...
http://killing.clan.su/load/0-0-0-279-20

Been using this plugin all day using the blocks as invincible brushes to make stairs (can't make the bots to use the lifts properly) and
another layer on cs_crossfire (the hldm map - the greatest map afaic!) map LoL!!!

FYI: This version isn't any different from the original one, so just get the original one instead from the first post.

OciXCrom 04-15-2017 09:58

Re: WalkGuard - no camping/climbing/bug using - V1.3.2
 
FYI you're replying to a 6 years old post.

LegacyCode 04-22-2017 22:27

Re: WalkGuard - no camping/climbing/bug using - V1.3.2
 
Quote:

Originally Posted by OciXCrom (Post 2512407)
FYI you're replying to a 6 years old post.

So you think people don't use the search function? The last post wasn't 6 years ago, calm your tits.

OciXCrom 04-23-2017 07:53

Re: WalkGuard - no camping/climbing/bug using - V1.3.2
 
Then go ahead and find all unanswered questions from 10 years ago and post a reply to every single one of them, since people probably spent the past 10 years searching for an answer.

LegacyCode 04-25-2017 03:19

Re: WalkGuard - no camping/climbing/bug using - V1.3.2
 
Quote:

Originally Posted by OciXCrom (Post 2514508)
Then go ahead and find all unanswered questions from 10 years ago and post a reply to every single one of them, since people probably spent the past 10 years searching for an answer.

I came here using the search function and just pointed something out, you are just pushing your post count at this point.

chaves 05-04-2017 20:45

Re: WalkGuard - no camping/climbing/bug using - V1.3.2
 
http://prntscr.com/f492ym

I can not compile in the amx 1.8.3 dev 4753 version, does anyone know what might be happening?

wickedd 05-04-2017 21:35

Re: WalkGuard - no camping/climbing/bug using - V1.3.2
 
1 Attachment(s)
Try this one.

LegacyCode 05-21-2017 05:02

Re: WalkGuard - no camping/climbing/bug using - V1.3.2
 
Block Bombsite (Update: 25.05.2017)
tested on AMXX 1.8.2+
Deleted for now, see this thread.

http://i.imgur.com/q8mNXJm.jpg

Hello,

for anyone interested, I added the ability to set two new types of blocks to either block bombsite A or B, depending on how many CTs are on the server. Files attached.

It shows a red HUD message on round start when a bombsite is blocked and a message when the player touches the block.

All changes are marked with "// bombsites block edit", so you can search for that comment to edit however you like.

Example for de_dust2.wgz to block bombsite B:
Code:

wgz_block_bombsite_b -384.7 1587.0 -59.0 -97 -0 -93 97 0 93
wgz_block_bombsite_b -537.4 1409.9 -63.4 0 -71 -66 0 71 66
wgz_block_bombsite_b -1088.0 -833.0 221.5 0 -194 -97 0 194 97
wgz_block_bombsite_b -1019.5 -637.9 288.6 -66 -0 -30 66 0 30
wgz_block_bombsite_b -253.5 2144.1 -48.4 0 -161 -81 0 161 81

The minimum amount of CTs can be set at the top of the plugin (line 12):
Code:

#define MIN_CTS_BOMBSITE 7
The duration (Float) of the HUD message can be defined on line 13:
Code:

#define HUD_BOMBSITE_DURATION 4.0
Add these to walkguard.txt for translation:
Code:

WALKGUARD_BLOCK_BOMBSITE_PRINT = Bombsite %s is blocked!
WALKGUARD_BLOCK_BOMBSITE_HUD = Not enough CTs (%d)!^nBombsite %s is blocked

ZONE_MODE_BLOCK_BOMBSITE_A = block bombsite A when not enough CTs
ZONE_MODE_BLOCK_BOMBSITE_B = block bombsite B when not enough CTs

Consider to only use one type of bombsite block (A/B) per map, otherwise it won't work properly (and wouldn't make any sense either).

I don't know if the code is good, but it "works". I only made changes I needed, so if anyone wants to edit further or improve it go ahead and let us know. Enjoy.

- LegacyCode


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