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Tripmines


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PieOnEar
Member
Join Date: Jul 2010
Old 10-02-2010 , 13:50   Re: Tripmines
Reply With Quote #501

Does this plugin still work for TF2? I'm not going to test it on TF2 because last time I tried it Demo grenades and stickies no longer collide with anything

I'll go and test this on L4D2
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geNesis177
Member
Join Date: Jun 2010
Old 10-03-2010 , 02:39   Re: Tripmines
Reply With Quote #502

when u'll fix this plugin in about crashing server physics?
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PieOnEar
Member
Join Date: Jul 2010
Old 10-03-2010 , 05:59   Re: Tripmines
Reply With Quote #503

Crashes L4D2 as soon as somebody puts down a mine
Also, L. Duke doesn't seem to be active anymore
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naris
AlliedModders Donor
Join Date: Dec 2006
Old 10-03-2010 , 20:01   Re: Tripmines
Reply With Quote #504

Quote:
Originally Posted by PieOnEar View Post
Does this plugin still work for TF2? I'm not going to test it on TF2 because last time I tried it Demo grenades and stickies no longer collide with anything

I'll go and test this on L4D2
Yes, the version I posted post #422 works for TF2.

I have also just updated it to handle spurious deaths due to the new fish weapon and other API changes from the latest TF2 update.
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naris
AlliedModders Donor
Join Date: Dec 2006
Old 10-03-2010 , 20:04   Re: Tripmines
Reply With Quote #505

Quote:
Originally Posted by geNesis177 View Post
when u'll fix this plugin in about crashing server physics?
I "fixed" crashing server physics a long time ago. This plugin is stable as long as the servers doesn't run out of entities. However, if enough tripmines are placed, especially on complex maps, then the server might crash.

The plugin does impose a limit on how many entities it creates, however when the server runs low on available entities, it will tend to be unstable. There is nothing that can be done about that. Especially if there are other plugins on the server that also consume entities.
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scopesp
Senior Member
Join Date: Jan 2009
Location: Munich
Old 10-09-2010 , 10:44   Re: Tripmines
Reply With Quote #506

my tf2 serv crashes after the last update when place tripmines any one with same prob ?

thanks
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bouncer
Veteran Member
Join Date: Apr 2009
Old 10-11-2010 , 16:39   Re: Tripmines
Reply With Quote #507

Could it be added so that only those with custom flag O can use it and so that if a friendly passes through it, it doesn't blow up?
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rautamiekka
Veteran Member
Join Date: Jan 2009
Location: Finland
Old 10-12-2010 , 09:28   Re: Tripmines
Reply With Quote #508

Quote:
Originally Posted by bouncer View Post
Could it be added so that only those with custom flag O can use it and so that if a friendly passes through it, it doesn't blow up?
The first post says it's not possible for the mine to detect friendlies due to the laser being controlled by the game's IO. Read the first post !
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DarthNinja
SourceMod Plugin Approver
Join Date: Mar 2009
Location: PreThinkHook()
Old 10-18-2010 , 02:48   Re: Tripmines
Reply With Quote #509

Quote:
Originally Posted by rautamiekka View Post
The first post says it's not possible for the mine to detect friendlies due to the laser being controlled by the game's IO. Read the first post !
Uh...
It's been done.
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bouncer
Veteran Member
Join Date: Apr 2009
Old 10-18-2010 , 15:54   Re: Tripmines
Reply With Quote #510

Yeah it's been done over here....
https://forums.alliedmods.net/showthread.php?t=134402
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