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


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Author
ReFlexPoison
☠☠☠
Join Date: Jul 2011
Location: United States
Plugin ID:
3501
Plugin Version:
2.2
Plugin Category:
General Purpose
Plugin Game:
Team Fortress 2
Plugin Dependencies:
    Servers with this Plugin:
    19 
    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, 744 views)
    File Type: inc ghostmode.inc (703 Bytes, 391 views)
    File Type: sp Get Plugin or Get Source (ghostmode.sp - 395 views - 20.6 KB)
    File Type: smx ghostmode.smx (15.1 KB, 522 views)

    Last edited by ReFlexPoison; 01-06-2014 at 22:54. Reason: 2.2
    ReFlexPoison is offline
    ReFlexPoison
    ☠☠☠
    Join Date: Jul 2011
    Location: United States
    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!
    __________________
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    ReFlexPoison
    ☠☠☠
    Join Date: Jul 2011
    Location: United States
    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.
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    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: United States
    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: United States
    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.
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