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[TF2] FortWars (v6.52)


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Author
Matheus28
Senior Member
Join Date: Aug 2009
Plugin ID:
2048
Plugin Version:
6.52
Plugin Category:
Gameplay
Plugin Game:
Team Fortress 2
Plugin Dependencies:
    Servers with this Plugin:
    12 
    Plugin Description:
    Build your fort and prepare for the war
    Old 11-02-2010 , 17:16   [TF2] FortWars (v6.52)
    Reply With Quote #1

    TF2 FortWars
    by Matheus28

    Videos
    http://www.youtube.com/watch?v=ntyoyOygRLQ

    http://www.youtube.com/watch?v=gXMfJ98x8U8

    Instructions
    Download the attached zip file and extract it to your "tf" folder.

    Name your server right: It's FortWars, not Fort Wars. Thanks.

    Remember to delete modules you don't want.

    Requires SDKHooks

    Modules
    FortWars supports modules to extend its functionality.
    These are the modules that come enabled by default with FortWars:
    • Fly Mode
    • Menu On Round Restart
    • Support Wall (Prop)
    • Class Unlocks (Unlock)

    These are the modules that come disabled by default with FortWars:
    (They are located in the "addons/sourcemod/plugins/disabled" folder)
    • Health Regeneration (Unlock)
    • Metal Regeneration (Engineer) (Unlock)
    • Health Kit (Prop)

    ConVars
    • fw_sql "1" - Enables or disables SQL
    • fw_maps "1" - FortWars will only work on fw_ maps (Disable it and use in official maps, for teh lulz)
    • fw_props_per_team "400" - Maximum number of props per team
    • fw_props_per_player "70" - Maximum number of props per player
    • fw_props_per_player_admin "70" - Maximum number of props per player if the client has 'a' flag
    • fw_spawn_protection "2.5" - Duration of the spawn protection, 0.0 to disable
    • fw_custom_spawn "0" - Enable custom spawn points
    • fw_stuck_protection "1" - Enable Stuck Protection (Disable if it is lagging your server)
    • fw_props_health_multipler "1.0" - Prop Health Multipler
    • fw_prop_shadows "1" - Props shadows: 0 = Disabled, 1 = Enabled, 2 = Partially enabled (doesn't receive shadows)
    • fw_setup_time "-1" - Overrides the map setup time, -1 to use the map default setup time (If you are going to use this, I recommend 240)
    • fw_no_limit_time "60" - If the time remaining in the setup is less than this, there is no individual prop limit
    • fw_lulz "0" - If enabled, props created will have physics effects applied. (Do it for teh lulz only, it may lag/crash the server)
    • fw_unlock_menu_style "1" Style to use for the Unlocks Menu (0 = Valve; 1 = Radio)
    • fw_money_start "1000" - Amount of money given to a player when he first joins the server
    • fw_money_<something> - Amount of money given to a player when he does something, there are a lot of these cvars to list here.

    These are the cvars from the Class Unlocks plugin.
    Note that disabling these cvars remove the need to buy the unlock, but it doesn't block the class.
    You should not use this if you are using a class limit plugin to block certain classes. (So players don't buy them and end up not being able to use them)
    These cvars are not available for the scout
    • fw_unlock_<class> "1" - Enable the <class> unlock
    • fw_unlock_<class>_price "?" - Price to buy the <class> unlock

    Commands
    • sm_fwhelp - Opens the help menu.
    • sm_fwmenu - Opens the FortWars menu.
    • sm_fwresetspawn - Resets your spawn point
    • sm_fwunstuck - Triggers the unstuck
    • sm_fwgivemoney - Gives a certain money to another player

    Admin Commands
    • sm_fwaddmoney <amount> <player> - Adds this amount of money to the player
    • sm_fwaddtime <amount> - Adds more time to the current setup time
    • sm_fwwipedb - Drops and then recreates the database table, use this if you are updating to a version that changes the database structure. (This command is old, no use for it unless you are updating from a 1.x version)

    Developers
    The include file is very detailed, if you have any question/request post here.

    Mappers
    The plugin automatically insert some nobuild areas around control points, flags and respawn rooms.

    To disallow a team to build, just fire the inputs "SetRedTeamRole" or "SetBlueTeamRole" on the tf_game_rules with "2" as the parameter. (1 = Defenders, 2 = Attackers).
    0 or 1 won't make any difference. (So, if you do not set it, its default is 0, so that team can build).

    To make a nobuild area, create a trigger_multiple with the name "fw_nobuild", and you're done! You cannot parent it to anything, because the plugin only saves the nobuild areas position when the map starts. You cannot enable/disable it.

    To make an arena so players can fight during the setup, create a trigger_multiple with the name "fw_arena" in the arena area, remember to put a func_nobuild too.

    Requests
    If you have an idea, post it
    I will not make anything to allow players to save buildings, it's not funny if you can press 2 keys to build your fort.

    Changelog
    Only major changes are included.
    Quote:
    1.0 - Plugin Released
    2.0 - Unlocks and API
    3.0 - Stuck Protection
    4.0 - Mappers can now control a lot of things about the game mode.
    5.0 - Queries are now threaded, added some money cvars
    6.0 - Not much, added some unlocks and some hud elements
    Attached Files
    File Type: zip fortwars.zip (3.15 MB, 1884 views)

    Last edited by Matheus28; 10-11-2012 at 13:02.
    Matheus28 is offline
    Jusahra
    New Member
    Join Date: Oct 2010
    Old 11-02-2010 , 18:12   Re: [TF2] FortWars
    Reply With Quote #2

    Awesome mod! i have a small question/request. is it possible. that this could be restricted to just one team? by a cvar? Id love to be able to use this as part of a zombie defense mod. im working.been messing with Vphysics and Zombie fortress.but this..is amazing! its basically everything i was trying to write but was failing horribly at.
    Jusahra is offline
    Matheus28
    Senior Member
    Join Date: Aug 2009
    Old 11-02-2010 , 18:16   Re: [TF2] FortWars
    Reply With Quote #3

    Quote:
    Originally Posted by Jusahra View Post
    Awesome mod! i have a small question/request. is it possible. that this could be restricted to just one team? by a cvar? Id love to be able to use this as part of a zombie defense mod. im working.been messing with Vphysics and Zombie fortress.but this..is amazing! its basically everything i was trying to write but was failing horribly at.
    I am busy modifying a lot of parts of the mod, you can search for the CreateProp Function to see how the props are created.

    No need for VPhysics for that, unless you are using prop_physics_override, then it would be interesting.

    EDIT: As of version 4.0, mappers can choose which teams can build.

    Last edited by Matheus28; 11-11-2010 at 17:33.
    Matheus28 is offline
    Thraka
    SourceMod Donor
    Join Date: Aug 2005
    Old 11-02-2010 , 18:46   Re: [TF2] FortWars
    Reply With Quote #4

    This could be turned into a way to construct jailbreak maps for TF2 out of normal maps !! Then someone just needs a jailbreak logic mod 0_0
    Thraka is offline
    Matheus28
    Senior Member
    Join Date: Aug 2009
    Old 11-03-2010 , 00:47   Re: [TF2] FortWars
    Reply With Quote #5

    Added unlocks system

    Last edited by Matheus28; 11-08-2010 at 16:54.
    Matheus28 is offline
    Thraka
    SourceMod Donor
    Join Date: Aug 2005
    Old 11-03-2010 , 12:09   Re: [TF2] FortWars
    Reply With Quote #6

    Yeah but who is going to make the jailbreak mod??
    Thraka is offline
    Pulskraft
    New Member
    Join Date: May 2010
    Old 11-05-2010 , 03:20   Re: [TF2] FortWars
    Reply With Quote #7

    Can you set it.

    When the setup phase begins, the menu appears automatically ?

    Sry for my English ;)
    Pulskraft is offline
    Matheus28
    Senior Member
    Join Date: Aug 2009
    Old 11-05-2010 , 13:36   Re: [TF2] FortWars
    Reply With Quote #8

    Quote:
    Originally Posted by Pulskraft View Post
    Can you set it.

    When the setup phase begins, the menu appears automatically ?

    Sry for my English ;)
    Added one plugin that does that to the zip

    Last edited by Matheus28; 11-08-2010 at 16:54.
    Matheus28 is offline
    Pulskraft
    New Member
    Join Date: May 2010
    Old 11-06-2010 , 18:25   Re: [TF2] FortWars (v2.92)
    Reply With Quote #9

    with the new zip file, now works the menu automatically.
    but you can no longer choose to build.
    there are no objects in the build menu.

    now have the old version on it again ;(
    Pulskraft is offline
    Matheus28
    Senior Member
    Join Date: Aug 2009
    Old 11-06-2010 , 18:53   Re: [TF2] FortWars (v2.92)
    Reply With Quote #10

    Quote:
    Originally Posted by Pulskraft View Post
    with the new zip file, now works the menu automatically.
    but you can no longer choose to build.
    there are no objects in the build menu.

    now have the old version on it again ;(
    I fixed it on the 2.91, the current one is 2.92, it's already fixed, download it again

    Last edited by Matheus28; 11-08-2010 at 16:54.
    Matheus28 is offline
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