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[TF2] Auto Pumpkins (Automatic Pumpkin Spawner) [v2.2.2]


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Ginxeng
Senior Member
Join Date: Nov 2009
Location: Timber Doodle
Old 04-05-2011 , 00:57   Re: [TF2] Auto Pumpkins (Autonomous Pumpkin Spawner)
Reply With Quote #31

Quote:
Originally Posted by natex2012 View Post
hi. do you need a website for this too work?.
I believe you do, although DarthNinja should post requirement for his plugin.
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cybersquare420
Veteran Member
Join Date: Nov 2008
Old 04-05-2011 , 08:14   Re: [TF2] Auto Pumpkins (Autonomous Pumpkin Spawner)
Reply With Quote #32

Quote:
Originally Posted by natex2012 View Post
hi. do you need a website for this too work?.
no, but you DO need a MySQL server.
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PAL-18
AlliedModders Donor
Join Date: Jul 2010
Old 04-10-2011 , 14:08   Re: [TF2] Auto Pumpkins (Autonomous Pumpkin Spawner)
Reply With Quote #33

Is it possible to use SQLite as the database?
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DarthNinja
SourceMod Plugin Approver
Join Date: Mar 2009
Location: PreThinkHook()
Old 04-10-2011 , 19:53   Re: [TF2] Auto Pumpkins (Autonomous Pumpkin Spawner)
Reply With Quote #34

Quote:
Originally Posted by PAL-18 View Post
Is it possible to use SQLite as the database?
You can try it, but I'm not currently supporting SQLite.
When I next update this I'll see about making sure it works with SQLite.
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cybersquare420
Veteran Member
Join Date: Nov 2008
Old 04-16-2011 , 19:10   Re: [TF2] Auto Pumpkins (Autonomous Pumpkin Spawner)
Reply With Quote #35

would be cool to see an expansion of this plugin's functionality to include other entities... like maybe a menu of choices rather than just a pumpkin... health and ammo packs, gifts, etc... just an idea...
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DarthNinja
SourceMod Plugin Approver
Join Date: Mar 2009
Location: PreThinkHook()
Old 05-10-2011 , 20:31   Re: [TF2] Auto Pumpkins (Autonomous Pumpkin Spawner) [v1.1.1]
Reply With Quote #36

Quick little update:
Quote:
  • V1.1.1
    • Plugin now escapes map filenames before inserting them into the database.
    • Pumpkins now spawn with a random rotation so they don't always point "north".
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Thraka
AlliedModders Donor
Join Date: Aug 2005
Old 05-31-2011 , 12:31   Re: [TF2] Auto Pumpkins (Autonomous Pumpkin Spawner) [v1.1.1]
Reply With Quote #37

Nice to ssee this updated after so long.

When someone creates a pumpkin, it's spawned right under the person correct? If so, why don't you get the direction the player is facing and have that recorded along with the position? This way ppl can set the direction.

Also, would SDKHooks2 help with detecting when the pumpkin is killed? I believe you can hook the entity delete or something close to that. Then you can trigger a timer to create the pumpkin.
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desynced
Member
Join Date: Feb 2010
Old 07-19-2011 , 20:17   Re: [TF2] Auto Pumpkins (Autonomous Pumpkin Spawner) [v1.1.1]
Reply With Quote #38

There's no way to make the pumpkins respawn after so much time after being destroyed is there?
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DarthNinja
SourceMod Plugin Approver
Join Date: Mar 2009
Location: PreThinkHook()
Old 07-22-2011 , 05:44   Re: [TF2] Auto Pumpkins (Autonomous Pumpkin Spawner) [v1.1.1]
Reply With Quote #39

Quote:
Originally Posted by desynced View Post
There's no way to make the pumpkins respawn after so much time after being destroyed is there?
There are some ways, but nothing really appealing code-wise.
However since this is the most requested feature at the moment, I'll look into it a bit more.
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Horsedick
AlliedModders Donor
Join Date: Sep 2011
Old 10-21-2011 , 11:49   Re: [TF2] Auto Pumpkins (Autonomous Pumpkin Spawner) [v1.1.1]
Reply With Quote #40

Quote:
Originally Posted by DarthNinja View Post
There are some ways, but nothing really appealing code-wise.
However since this is the most requested feature at the moment, I'll look into it a bit more.

any update to this? I just added it for fun on my trade server but as it is they don't respawn when exploded and since the map runs 24/7 well you get the idea.
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