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TF2 Remote Control Sentry Guns


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Author
twistedeuphoria
Veteran Member
Join Date: Jul 2004
Plugin ID:
959
Plugin Version:
0.1
Plugin Category:
Fun Stuff
Plugin Game:
Team Fortress 2
Plugin Dependencies:
    Servers with this Plugin:
     
    Plugin Description:
    Remotely control your sentry gun
    Old 06-26-2009 , 21:45   TF2 Remote Control Sentry Guns
    Reply With Quote #1

    Please go here for updates - http://forums.alliedmods.net/showthread.php?p=866626

    Sentry guns that just sit there not ever moving are soooo boring. So what if they shoot a guy or two that runs by? What you really want are some sentries that move! Using this plugin you can move your sentry about remotely from the comfort of your spawn or wherever you are! Your sentry can even jump now! As its moving it still fires automatically.

    Requires SourceMod 1.3

    Commands:
    sm_remote_on - Start remotely controlling your sentry
    sm_remote_off - Stop remotely controlling your sentry

    Cvar:
    sm_remote_sentries_enable <0|1> - Enable or disable remote sentries

    Here have a video:
    http://www.youtube.com/watch?v=wY2gqvAEys0
    Attached Files
    File Type: sp Get Plugin or Get Source (remotesentries.sp - 5381 views - 5.2 KB)
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    Last edited by twistedeuphoria; 07-07-2009 at 13:52.
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    teame06
    i have a hat
    Join Date: Feb 2005
    Location: Hat City
    Old 06-26-2009 , 21:46   Re: TF2 Remote Control Sentry Guns
    Reply With Quote #2

    hawt!
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    retsam
    Veteran Member
    Join Date: Aug 2008
    Location: so-cal
    Old 06-26-2009 , 21:58   Re: TF2 Remote Control Sentry Guns
    Reply With Quote #3

    Doesnt work for me. SM 1.2.1.

    These errors pop up when you try to turn it on. Are you getting the player class correctly? It looks like its related to that.

    18:57:19: [SM] Native "GetEntProp" reported: Property "m_iClass" not found (entity 0/worldspawn)
    L 06/26/2009 - 18:57:19: [SM] Displaying call stack trace for plugin "remotesentries.smx":
    L 06/26/2009 - 18:57:19: [SM] [0] Line 94, C:\Game_Servers\TF2_SERVER\orangebox\tf\addon s\sourcemod\scripting\include\tf2_stocks.inc: :TF2_GetPlayerClass()
    L 06/26/2009 - 18:57:19: [SM] [1] Line 139, remotesentries.sp::remoteon()

    Last edited by retsam; 06-26-2009 at 22:04.
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    twistedeuphoria
    Veteran Member
    Join Date: Jul 2004
    Old 06-26-2009 , 22:01   Re: TF2 Remote Control Sentry Guns
    Reply With Quote #4

    You can't use the command as the server. Oh and I'm using the TF2_GetPlayerClass stock.
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    Last edited by twistedeuphoria; 06-26-2009 at 22:03.
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    retsam
    Veteran Member
    Join Date: Aug 2008
    Location: so-cal
    Old 06-26-2009 , 22:05   Re: TF2 Remote Control Sentry Guns
    Reply With Quote #5

    Oh. I had tried it both ways. weird.

    EDIT: Ok nm its working now. Im not sure what changed.


    How do you operate the thing? It doesnt seem to follow any of my actions. I just dissapear? I get a bunch of these in server console, does that help at all?

    Bogus pmove player movetype 3 on (1) 0=cl 1=sv
    Bogus pmove player movetype 3 on (1) 0=cl 1=sv
    Bogus pmove player movetype 3 on (1) 0=cl 1=sv
    Bogus pmove player movetype 3 on (1) 0=cl 1=sv


    IS this something that requires sm 1.3? You should probably make note of that if it does.

    Last edited by retsam; 06-26-2009 at 22:13.
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    twistedeuphoria
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    Join Date: Jul 2004
    Old 06-26-2009 , 22:20   Re: TF2 Remote Control Sentry Guns
    Reply With Quote #6

    Yeah that could be it, I was using 1.3. I was hoping that wasn't the issue. Would you mind trying with 1.3 if you could?
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    pheadxdll
    AlliedModders Donor
    Join Date: Jun 2008
    Old 06-26-2009 , 23:00   Re: TF2 Remote Control Sentry Guns
    Reply With Quote #7

    Works on 1.3. Pretty good work.

    I just wish it was a little less jerky and a little less expensive to run.
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    naris
    AlliedModders Donor
    Join Date: Dec 2006
    Old 07-01-2009 , 12:11   Re: TF2 Remote Control Sentry Guns
    Reply With Quote #8

    Quote:
    Originally Posted by twistedeuphoria View Post
    Yeah that could be it, I was using 1.3. I was hoping that wasn't the issue. Would you mind trying with 1.3 if you could?
    The problem isn't 1.2 or 1.3 -- it's that you really need to check the sentry entity every time to ensure that it's still the same sentry before you try to move it remove it or use it in any way. Sentries have a tendency get blown up and go away.

    Once that happens, the entity slot becomes available and something else might get spawned in that slot, which would be be a valid entity -- but NOT the one you think it is, and modifying or removing it can then cause problems or even server crashes.

    I ALWAYS check the classname and owner of any buildable objects that I manipulate in any plugin to ensure it's the same one I was using and not something else. For other entites I manipulate, such as props or whatever, I check as many things as I can to ensure it's the same entity.
    naris is offline
    Sexual Harassment Panda
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    Location: San Diego, CA
    Old 07-01-2009 , 17:43   Re: TF2 Remote Control Sentry Guns
    Reply With Quote #9

    A few things:
    A) Is there a way to make it less resource intensive
    B)I have suggestions for features
    1)Variable speed based on level) make level 1's go faster than people, level 2's as fast as people, and level 3's slower than people
    2)make 3 commands, one to spawn a level 1 sentry, one for level 2, and one for level 3, and make it so when it's spawned they're controlling it
    3)enable a system similar to Roll The Dice so that there is a "Cooldown time" for the command (players must wait a configurable time before they use the command again, and only x ammount of players can use it at a time
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    Last edited by Sexual Harassment Panda; 07-01-2009 at 18:29.
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    CnB|Omega
    Junior Member
    Join Date: Feb 2009
    Old 07-01-2009 , 18:42   Re: TF2 Remote Control Sentry Guns
    Reply With Quote #10

    Quote:
    Originally Posted by Sexual Harassment Panda View Post
    A few things:
    A) Is there a way to make it less resource intensive
    B)I have suggestions for features
    1)Variable speed based on level) make level 1's go faster than people, level 2's as fast as people, and level 3's slower than people
    This is possible. Ive already modded his plugin extensively for use on our own servers, added movement speed variables, as well as added the ability to move/control dispensers and tele entrances/exits.

    As for making it less resource intensive, the cause is the fact that its executing fuctions on every single game frame, which just eats up resources. If there was a way to get rid of this, it wouldnt be so bad. As an added benefit, in order to actually do this, it would require making the object actually move on its own, rather than just get teleported around, like it is now.

    A concern I have is the fact that it creates an info_observer_point every time you begin controlling an object, and (as far as I can see in the code) never removes the entity. Having a lot of entities can also cause minor lag, though having a huge number can cause a sizable amount.

    Anyways, I give you credit for creating a very cool idea of a plugin, allowing buildings to move around, but your execution is rather crude.

    Edit : I would suggest looking at the Zgrabber plugin for how it moves entities. Its much less resource intensive. Also, try attaching the info_observer_point to the entity, rather than just teleporting it to follow, in addition to removing the entity when they stop controling.

    Last edited by CnB|Omega; 07-01-2009 at 18:49.
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