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[CS:S] Anti Team Flash (v1.2.3)


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Author
thetwistedpanda
Good Little Panda
Join Date: Sep 2008
Plugin ID:
1980
Plugin Version:
1.2.3
Plugin Category:
Gameplay
Plugin Game:
Counter-Strike: Source
Plugin Dependencies:
    Servers with this Plugin:
    79 
    Plugin Description:
    Allows several options concerning flashbang's flashes, including teammates, dead players, and spectators.
    Old 10-02-2010 , 01:54   [CS:S] Anti Team Flash (v1.2.3)
    Reply With Quote #1

    Requirements:
    • SDKHooks v2.x or higher
    • Sourcemod v1.3.x or higher
    Description:
    • This plugin creates a queue system (First-In-First-Out) for Flashbang grenades which allows you to prevent them from flashing teammates, their owner, spectators, or dead players.
    ConVars:
    • css_anti_team_flash ~ Enables/disables all features of this plugin.
    • css_anti_team_flash_team ~ If disabled, players will be able to team flash their teammates.
    • css_anti_team_flash_dead ~ If disabled, flashbangs will flash dead players.
    • css_anti_team_flash_spec ~ If disabled, flashbangs will flash spectators.
    • css_anti_team_flash_owner ~ If disabled, flashbangs will flash their owners.
    • css_anti_team_flash_time ~ The number of seconds from round_freeze_end for plugin functionality to end. (0 = Disabled)
    • css_anti_team_flash_none~ If enabled, normal functionality of the plugin stops. Flashbangs will not explode, and will be deleted after sm_anti_team_flash_life seconds.
    • css_anti_team_flash_life~ If enabled and sm_anti_team_flash_none is enabled, this is the lifetime of the flashbang before it is deleted.
    Installation:
    • Place css_anti_team_flash.smx inside of /sourcemod/plugins/
    Attached Files
    File Type: sp Get Plugin or Get Source (css_anti_team_flash.sp - 4008 views - 9.2 KB)
    File Type: smx css_anti_team_flash.smx (6.9 KB, 5291 views)
    __________________

    Last edited by thetwistedpanda; 11-18-2011 at 16:13.
    thetwistedpanda is offline
    P4rD0nM3
    Veteran Member
    Join Date: Feb 2006
    Old 10-03-2010 , 01:22   Re: Anti Team Flash
    Reply With Quote #2

    Thanks. I'll test it out right now! Wuhoo!
    P4rD0nM3 is offline
    P4rD0nM3
    Veteran Member
    Join Date: Feb 2006
    Old 10-03-2010 , 01:29   Re: Anti Team Flash
    Reply With Quote #3

    Works great!!!
    P4rD0nM3 is offline
    GrO
    Veteran Member
    Join Date: Jun 2010
    Location: Poland
    Old 10-03-2010 , 04:38   Re: Anti Team Flash
    Reply With Quote #4

    Wow, finally a good anti flash plugin available. Great work, thanks.
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    GrO
    Veteran Member
    Join Date: Jun 2010
    Location: Poland
    Old 10-04-2010 , 08:41   Re: Anti Team Flash
    Reply With Quote #5

    I've tested the plugin on my ded. server and it works, but not for everyone.

    I.E. my flashes are not working on my teammate, but his flashes are working for me, as there were no Anti Team Flash Plugin installed. Even, when it worked, the flashed teammate wasn't blinded, but still was stunned, as always.

    People also were saying, that it worked for them few times and then just stopped.

    I'm using the latest MM/SM snapshots:

    mmsource-1.8.4-hg737-windows
    sourcemod-1.3.5-hg3049-windows


    EDIT:
    And I think there should be a CVar, that will limit and allow AntiTeamFlashing for max 35 seconds after RoundStart. Why? Because No Flashes from all of my teammates all of the time may be a BIG Advantage in action for the flashing team (..."You, throw this flashbang next to the enemy and I'll just run after it, cause I won't get flashed anyway."...) and that may be a real problem, when people will just start overusing it.

    I don't know, if there is a way to make the plugin smart enaugh to detect, if the flashing guy has an enemy in his view and disable ATF functionality, when teammates are flashed along with enemy players, that way all teams will be flashed and none of them will have any advantages in fight.
    __________________

    Last edited by GrO; 10-04-2010 at 09:07.
    GrO is offline
    thetwistedpanda
    Good Little Panda
    Join Date: Sep 2008
    Old 10-04-2010 , 10:43   Re: Anti Team Flash
    Reply With Quote #6

    I'll look into that bug, I've actually noticed it sometimes glitching on my server as well. Far less than the original, but it's enough to warrant a second look through the code. I'll throw in a cvar to disable functionality after x amount of seconds, since that's rather easy to code up. And as for the other request, it's quite possible but I should get this functioning properly first.
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    GrO
    Veteran Member
    Join Date: Jun 2010
    Location: Poland
    Old 10-04-2010 , 11:02   Re: Anti Team Flash
    Reply With Quote #7

    In the final version it'll be very useful plugin, if You mean to try the advanced method in the future.

    BTW Little correction to simplify all of that:

    Quote:
    Originally Posted by GrO View Post
    I don't know, if there is a way to make the plugin smart enaugh to detect, if teammates are flashed along with enemy players, that way all teams will be flashed and none of them will have any advantages in fight.
    __________________
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    thetwistedpanda
    Good Little Panda
    Join Date: Sep 2008
    Old 10-04-2010 , 12:00   Re: Anti Team Flash
    Reply With Quote #8

    Ooh now that one will be difficult, because player_blind fires before flashbang_detonate, you could have 15 Ts blinded and then the last player is a CT, thus having to go back and remove the blind. I suspect it'd be a tad messy and cause flashing issues in-game.

    Quote:
    Originally Posted by Gro
    but still was stunned
    By stunned do you mean the sound? If so, there's nothing that can be done about it as far as I've found, the only way to stop the sound is to delete the flashbang before it flashes anyone.
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    thetwistedpanda
    Good Little Panda
    Join Date: Sep 2008
    Old 10-04-2010 , 13:15   Re: Anti Team Flash
    Reply With Quote #9

    Alright, new version is up, apologies to those that downloaded it prior. Version 1.0.3 no longer requires SDKHooks (if you wish to use the version which requires SDKHooks, and offers the ability to delete the Flashbang prior to explosion, please contact me via PM). I've swapped the code over to use Weapon_Fire, and am using a different method for storing Teams/Owners so there shouldn't be any breaking anymore.
    __________________
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    GrO
    Veteran Member
    Join Date: Jun 2010
    Location: Poland
    Old 10-04-2010 , 15:55   Re: Anti Team Flash
    Reply With Quote #10

    Quote:
    Originally Posted by thetwistedpanda View Post
    Ooh now that one will be difficult, because player_blind fires before flashbang_detonate, you could have 15 Ts blinded and then the last player is a CT, thus having to go back and remove the blind. I suspect it'd be a tad messy and cause flashing issues in-game.
    I see.

    Quote:
    Originally Posted by thetwistedpanda View Post
    By stunned do you mean the sound?
    Yup.
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