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[TF2] Teleporter Trap Suppression 0.2 (10/01)


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Author
Jindo
SourceMod Donor
Join Date: May 2009
Location: England, UK
Plugin ID:
1389
Plugin Version:
0.2
Plugin Category:
Gameplay
Plugin Game:
Team Fortress 2
Plugin Dependencies:
    Servers with this Plugin:
    2 
    Plugin Description:
    Destroys newly built teleporters that are too close to another.
    Old 01-07-2010 , 12:31   [TF2] Teleporter Trap Suppression 0.2 (10/01)
    Reply With Quote #1

    Teleporter Trap Suppression v0.2

    Description:

    This is a simple plugin that prevents teleporter traps from being built; the moment a teleporter is built a check is run to see if it is built (very) near any other teleporters, if it is then it is destroyed.

    CVars:

    tts_enable 1 - Enable the plugin.
    tts_radius 30.0 - Radius around the teleporter to check for others.
    tts_punishmin 0 - Non-zero sets a minimum amount of offenses before punishing the player.
    tts_punishtype 0 - 0 = Disable building as Engineer, 1 = Kick, 2 = Ban
    tts_message "You have been punished for building teleporter traps." - Message to display to offenders, this is also used in Kick/Ban messages (I recommend changing it to something shorter if you decide to go with one of those punishments.)
    tts_bantime 10 - If tts_punishtype is 2, this specifies the time (in minutes) that a player is banned for (0 = permanant)

    The base radius is effectively too small for teleporters next to each other to be destroyed but teleporters above each other (e.g. on a staircase) will be destroyed.

    ---

    Version History:

    0.1:

    • Public Release.
    0.2:

    • Punishment feature added.
    • Improved checks for teleporter traps.

    ---

    To Do:

    • Some form of tracking to log culprits.
    • Have the plugin generate a config file for the cvars.
    ---

    For those who don't know, the teleporter trap exploit involving trapping your teammates in teleporters by building an exit followed by an entrance slightly above it, this can be achieved on most ramps and staircases in pretty much any map.

    Tested on SM 1.3/MM 1.8, the web compiler will compile the source for 1.2, so if anyone has problems getting this to work then let me know and I'll attach zipped 1.3 compiled plugin.
    Attached Files
    File Type: sp Get Plugin or Get Source (teletrapfix.sp - 716 views - 6.1 KB)
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    Last edited by Jindo; 01-10-2010 at 10:07.
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    Kilandor
    Member
    Join Date: Sep 2009
    Old 01-07-2010 , 13:35   Re: [TF2] Teleporter Trap Suppression 0.1 (07/01)
    Reply With Quote #2

    Nice idea, yes that can be very annoying. Why not add options to auto kick/ban as well. For people who try to continue to do it.
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    noodleboy347
    SourceMod Donor
    Join Date: Mar 2009
    Old 01-07-2010 , 22:11   Re: [TF2] Teleporter Trap Suppression 0.1 (07/01)
    Reply With Quote #3

    Yeah, needs a punishment level cvar. But good to know that we're all fixing the things Valve has failed to do.
    noodleboy347 is offline
    DontWannaName
    Veteran Member
    Join Date: Jun 2007
    Location: VALVe Land, WA
    Old 01-08-2010 , 19:08   Re: [TF2] Teleporter Trap Suppression 0.1 (07/01)
    Reply With Quote #4

    What about building an entrance near your exit so you can get up to a ledge. You could build the entrance at spawn but some people dont do that. Is there a way to do this so it knows where spawn is and limit it to an area around spawns?
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    DarthNinja
    SourceMod Plugin Approver
    Join Date: Mar 2009
    Location: PreThinkHook()
    Old 01-08-2010 , 23:15   Re: [TF2] Teleporter Trap Suppression 0.1 (07/01)
    Reply With Quote #5

    Very nice, I don't see this much, but I can see it might be a problem on certain types of servers
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    Jindo
    SourceMod Donor
    Join Date: May 2009
    Location: England, UK
    Old 01-09-2010 , 04:14   Re: [TF2] Teleporter Trap Suppression 0.1 (07/01)
    Reply With Quote #6

    Quote:
    Originally Posted by DontWannaName View Post
    What about building an entrance near your exit so you can get up to a ledge. You could build the entrance at spawn but some people dont do that. Is there a way to do this so it knows where spawn is and limit it to an area around spawns?
    The default radius check is 30.0, players can easily jump this. If a ledge requires an exit to reach it then the chances are it won't be destroyed for being too close to the entrance.
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    Jindo is offline
    Jindo
    SourceMod Donor
    Join Date: May 2009
    Location: England, UK
    Old 01-10-2010 , 09:43   Re: [TF2] Teleporter Trap Suppression 0.2 (10/01)
    Reply With Quote #7

    Updated to 0.2, the changes include:

    • Punishment feature added (see cvars on first post).
    • Improved checks for teleporter traps.
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    Antithasys
    Moderator
    Join Date: Apr 2008
    Old 01-10-2010 , 16:50   Re: [TF2] Teleporter Trap Suppression 0.2 (10/01)
    Reply With Quote #8

    This is very subjective and could result in a lot of false positives. The only thing you do is measure the distance... not really analyzing if they are reverse or goto invalid areas.
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    drwhooo
    Member
    Join Date: Dec 2009
    Old 01-10-2010 , 17:51   Re: [TF2] Teleporter Trap Suppression 0.2 (10/01)
    Reply With Quote #9

    While this has the right intent in mind... I know some engies (including me) who build TPs near their sentries and in odd places (like on stairs) to bait/hinder spies.

    /2cents
    drwhooo is offline
    Jindo
    SourceMod Donor
    Join Date: May 2009
    Location: England, UK
    Old 01-11-2010 , 16:29   Re: [TF2] Teleporter Trap Suppression 0.2 (10/01)
    Reply With Quote #10

    From what I've tested with the default radius cvar, teleporters next to each other won't get destroyed unless one is on top of the other; if they're next to each other on the stair-case, ie side by side, you should be fine since the radius check is so small.

    I'll see what I can do about better improving this to check for more than just distance (or check for something entirely different to distance), in the mean time I only posted this because it successfully prevented teleporter traps.

    Having said this, I do understand where both of you are coming from, there is a risk of it inaccurately destroying teleporters but testing has shown me so far no problems.

    If you have suggestions for how I could more accurately check for teleporter traps then I am more than happy to implement them.
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    Last edited by Jindo; 01-11-2010 at 16:40.
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