Quote:
Originally Posted by Mr. Zero
It shouldn't really be bugged. The core is very basic. Get origin, compare to map size, teleport if too close to the edge.
Through if you used it on servers with more than 8 players you would probably experience lag. A lot of it.
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Was bugged when I tried it. It would somehow always teleport the charger and the victim back if the charge was from a high bulding, such as the ones in the no mercy campaign.
Quote:
Originally Posted by Mr. Zero
No, they still haven't fixed that.
For example, easy mode to test it:
Code:
+attack;wait 1;+attack2;wait 2;-attack;-attack2
That will do the rock punch exploit when playing as tank.
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Had no idea it was a script based exploit. And now you made it official
Not sure if this works but I extracted the code from zack if it is of any use.
PHP Code:
#include <sourcemod>
#include <sdktools>
public Action:OnPlayerRunCmd(client, &buttons, &impulse, Float:vel[3], Float:angles[3], &weapon)
{
if (!IsClientInGame(client)) return Plugin_Continue;
if (IsFakeClient(client)) return Plugin_Continue;
if (GetClientTeam(client)!=3) return Plugin_Continue;
if (!IsPlayerAlive(client)) return Plugin_Continue;
if (GetEntProp(client, Prop_Send, "m_zombieClass") != 8) return Plugin_Continue;
if (buttons & IN_ATTACK && buttons & IN_ATTACK2)
{
//LogMessage("Blocked double attack input from tank");
buttons ^= IN_ATTACK2; // Block attack 2
}
return Plugin_Continue;
}