Raised This Month: $12 Target: $400
 3% 

[TF2] Ghost Mode Redux (v2.2 - 1/6/14)


Post New Thread Reply   
 
Thread Tools Display Modes
Author
ReFlexPoison
☠☠☠
Join Date: Jul 2011
Location: ☠☠☠
Plugin ID:
3501
Plugin Version:
2.2
Plugin Category:
General Purpose
Plugin Game:
Team Fortress 2
Plugin Dependencies:
    Servers with this Plugin:
    5 
    Plugin Description:
    Fly around as a ghost after death
    Old 01-31-2013 , 00:20   [TF2] Ghost Mode Redux (v2.2 - 1/6/14)
    Reply With Quote #1

    Ghost Mode Redux

    Description:
    Fly around as a ghost after death. I've been interested in this mod ever since FlaminSarge released his version. Added features include
    • Ghost model
    • Config menu
    • Invisible to alive players

    Control Variables:
    • sm_ghostmode_enabled (default: 1) Enable/Disable Plugin (0 = Disabled 1 = Enabled 2 = Arena Only)
    • sm_ghostmode_teleporting (default: 2) Enable/Disable teleporting (0 = Disabled 1 = Random target 2 = Random team target)
    • sm_ghostmode_flying (default: 1) Enable/Disable flying
    • sm_ghostmode_model (default: models/props_halloween/ghost.mdl) Model to use for ghosts
    • sm_ghostmode_wearables (default: 0) Enable/Disable wearables on ghosts
    Commands:
    • sm_ghost (Open ghost config)
    Version Log:
    • Version 2.2
      • Fixed collisions not being reset on spawn
        • Note: If your server runs different default player collision groups or solid flags you will need to recompile the plugin using the correct flags found in the DEFINES section of the source...
    • Version 2.1
      • Fixed errors when trying to open settings menu
    • Version 2.02
      • Improved netprop changes on player spawn
      • Fixed bug where player's model wouldn't be reset after changing sm_ghostmode_model convar
      • Fixed bug where player wearables would float in the location of the player's death
      • Fixed issue where not all dead or spawning players would see ghosts
    • Version 2.01
      • Fixed server crashing (Hopefully)
      • Removed particles convar
    • Version 2.0
      • Added native for other plugin to determine if a player is currently a ghost
        • GhostMode_IsPlayerGhost
      • Now properly sets ghost speed
      • Fixed bug where other plugins would force the player model while a ghost into something else
    • Version 1.8
      • Added convar to specify ghost model
      • Added convar to enable/disable wearables
      • Added convar to enable/disable particle effects from ghosts (Some models have these)
      • Made all ghosts the same speed
    • Version 1.7
      • Now uses custom model that supports hats and miscs
      • Fixed ghost velocity increasing when strafing (Thanks to VoiDeD)
      • Ghosts gravity is now cut in half
      • Now changes teams accordingly when selecting a team as a ghost
        • Hopefully fixes respawn bug
      • Added cooldown (4 seconds) for teleporting
      • Players may now fly while holding their IN_JUMP key
    • Version 1.6
      • Removed cycle targeting
      • Sound hook now only blocks footstep and weapon attack sounds
      • No longer removes weapons, however blocks ghosts from using them
      • Removed all the "ghosty" from the plugin and translations
    • Version 1.5
      • Added random targeting, cycling, random team targeting and team cycling for teleporting
      • Other small fix ups thanks to FlaminSarge
    • Version 1.4
      • New config menu for players to change their settings
      • Now automatically applies ghost to new players
      • Ghosts will now appear when the round ends
    • Version 1.3
      • No longer requires SendProxy
      • Fixed third person bugs
      • Added sm_ghost command
    • Version 1.2
      • Fixed players glowing after death
      • Fixed model bugs
    • Version 1.11
      • Fixed issue with The Dead Ringer
    • Version 1.1
      • Added teleporting
    • Version 1.0
      • Initial release
    Installation:
    • ghostmode.smx to sourcemod\plugins
    • ghostmode.phrases.txt to sourcemod\translations
    • Extract other files to their designated directories
    Special Thanks:Other Plugins:My Plugins
    intox Gaming
    Attached Files
    File Type: txt ghostmode.phrases.txt (660 Bytes, 1379 views)
    File Type: inc ghostmode.inc (703 Bytes, 971 views)
    File Type: sp Get Plugin or Get Source (ghostmode.sp - 1097 views - 20.6 KB)
    File Type: smx ghostmode.smx (15.1 KB, 933 views)

    Last edited by ReFlexPoison; 01-06-2014 at 22:54. Reason: 2.2
    ReFlexPoison is offline
    ReFlexPoison
    ☠☠☠
    Join Date: Jul 2011
    Location: ☠☠☠
    Old 01-31-2013 , 00:21   Re: [TF2] Ghosty Mode
    Reply With Quote #2

    > Reserved

    MUN SUX
    .|.
    .|.
    \ /

    Last edited by ReFlexPoison; 08-01-2013 at 16:59.
    ReFlexPoison is offline
    MUN
    Senior Member
    Join Date: Jan 2012
    Location: Cali
    Old 01-31-2013 , 00:22   Re: [TF2] Ghosty Mode
    Reply With Quote #3

    * Reserved

    Quote:
    Originally Posted by ReFlexPoison View Post
    * Reserved

    MUN SUX
    .|.
    .|.
    \ /
    Q_Q
    __________________

    Last edited by MUN; 01-31-2013 at 00:24.
    MUN is offline
    Chaosxk
    Veteran Member
    Join Date: Aug 2010
    Location: Westeros
    Old 01-31-2013 , 00:24   Re: [TF2] Ghosty Mode
    Reply With Quote #4

    Nice, looks good and neat!
    __________________
    Chaosxk is offline
    ReFlexPoison
    ☠☠☠
    Join Date: Jul 2011
    Location: ☠☠☠
    Old 01-31-2013 , 18:05   Re: [TF2] Ghosty Mode
    Reply With Quote #5

    Updated to 1.1

    Changes:
    > Added teleporting
    > Added AutoExecConfig()

    Last edited by ReFlexPoison; 07-12-2013 at 18:26.
    ReFlexPoison is offline
    jasonfrog
    Senior Member
    Join Date: Mar 2008
    Old 02-01-2013 , 08:56   Re: [TF2] Ghosty Mode
    Reply With Quote #6

    Fantastic!

    Thoughts on a way to maintain the behaviour of an engineers teleporters and dispensers remaining on the map after his death. Currently they are getting destroyed after the engineer is respawned as a ghost.

    Would you considering adding a client preference menu so that players can select if they get ghostified after death? This could form a solution to the above, by giving players that are playing engineers the choice.
    jasonfrog is offline
    ReFlexPoison
    ☠☠☠
    Join Date: Jul 2011
    Location: ☠☠☠
    Old 02-01-2013 , 10:48   Re: [TF2] Ghosty Mode
    Reply With Quote #7

    Quote:
    Originally Posted by jasonfrog View Post
    Fantastic!

    Thoughts on a way to maintain the behaviour of an engineers teleporters and dispensers remaining on the map after his death. Currently they are getting destroyed after the engineer is respawned as a ghost.

    Would you considering adding a client preference menu so that players can select if they get ghostified after death? This could form a solution to the above, by giving players that are playing engineers the choice.
    I'll look into it.
    ReFlexPoison is offline
    Fearts
    ferts of daeth
    Join Date: Oct 2008
    Old 02-01-2013 , 11:30   Re: [TF2] Ghosty Mode
    Reply With Quote #8

    Seen this on Saxton Hell servers for some time now and Voided wouldn't share with me.

    Thanks for releasing it.
    __________________

    Last edited by Fearts; 02-01-2013 at 11:30.
    Fearts is offline
    jasonfrog
    Senior Member
    Join Date: Mar 2008
    Old 02-01-2013 , 12:31   Re: [TF2] Ghosty Mode
    Reply With Quote #9

    I think you need to add the following in public Action:OnPlayerDeath(Handle:hEvent, String:strName[], bool:bDontBroadcast), other wise a DR spy will become a ghost on their first feigned death.

    PHP Code:
        new bool:FakeDeath GetEventBool(hEvent"feign_death");
        if (
    FakeDeath)
            return 
    Plugin_Continue
    jasonfrog is offline
    ReFlexPoison
    ☠☠☠
    Join Date: Jul 2011
    Location: ☠☠☠
    Old 02-01-2013 , 18:11   Re: [TF2] Ghosty Mode
    Reply With Quote #10

    Quote:
    Originally Posted by jasonfrog View Post
    I think you need to add the following in public Action:OnPlayerDeath(Handle:hEvent, String:strName[], bool:bDontBroadcast), other wise a DR spy will become a ghost on their first feigned death.

    PHP Code:
        new bool:FakeDeath GetEventBool(hEvent"feign_death");
        if (
    FakeDeath)
            return 
    Plugin_Continue
    I released 1.1.1 which fixed this issue.

    I don't believe I will be able to fix Engineer buildings being destroyed once you become a ghost.
    ReFlexPoison is offline
    Reply


    Thread Tools
    Display Modes

    Posting Rules
    You may not post new threads
    You may not post replies
    You may not post attachments
    You may not edit your posts

    BB code is On
    Smilies are On
    [IMG] code is On
    HTML code is Off

    Forum Jump


    All times are GMT -4. The time now is 13:50.


    Powered by vBulletin®
    Copyright ©2000 - 2024, vBulletin Solutions, Inc.
    Theme made by Freecode