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[REQ][TF2] Disallow moving buildings


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rocketnine
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Join Date: Mar 2013
Old 05-09-2014 , 01:29   [REQ][TF2] Disallow moving buildings
Reply With Quote #1

I would really appreciate a plugin to disallow engineers from picking up any of their buildings and re-deploying them. It would help my vanilla TF2 server to be more accurate.
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WildCard65
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Join Date: Aug 2013
Location: Canada
Old 05-09-2014 , 11:21   Re: [REQ][TF2] Disallow moving buildings
Reply With Quote #2

use tf2 items and make every wrench have the same attribute as the eureka effect(one to not pickup buildings)
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Powerlord
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Old 05-09-2014 , 11:25   Re: [REQ][TF2] Disallow moving buildings
Reply With Quote #3

I haven't tested it, but this should work. This plugin requires the TF2Items extension.

...and I wonder what ever happened to the vanilla plugin I was working on, I seem to have lost it and had to write this from scratch.

Edit: These attachements missed the Gunslinger, see the attachments in my next post.
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Last edited by Powerlord; 05-09-2014 at 12:01.
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WildCard65
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Old 05-09-2014 , 11:48   Re: [REQ][TF2] Disallow moving buildings
Reply With Quote #4

Quote:
Originally Posted by Powerlord View Post
I haven't tested it, but this should work. This plugin requires the TF2Items extension.

...and I wonder what ever happened to the vanilla plugin I was working on, I seem to have lost it and had to write this from scratch.
Being nitpicky about your code there PowerLord but GunSlingers would outright pass getting the attribute as their class name is: tf_weapon_robotarm(somewhere along that line)
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Powerlord
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Old 05-09-2014 , 12:00   Re: [REQ][TF2] Disallow moving buildings
Reply With Quote #5

Quote:
Originally Posted by WildCard65 View Post
Being nitpicky about your code there PowerLord but GunSlingers would outright pass getting the attribute as their class name is: tf_weapon_robotarm(somewhere along that line)
I could lie and say "well, he did say vanilla server, so they'll only be using the stock wrench!" but in reality I forgot the Gunslinger has its own class. And this is despite me going to the Item Definition Indexes wiki page to look up the Eureka Effect index.

This new version should handle Gunslingers as well.
Attached Files
File Type: smx tf2_blockbuildingpickup.smx (3.5 KB, 88 views)
File Type: sp Get Plugin or Get Source (tf2_blockbuildingpickup.sp - 106 views - 3.1 KB)
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Last edited by Powerlord; 05-09-2014 at 12:01.
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rocketnine
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Join Date: Mar 2013
Old 05-09-2014 , 18:15   Re: [REQ][TF2] Disallow moving buildings
Reply With Quote #6

Thanks! Sadly, the tNoUnlocksPls plugin seems to have broken and the the developer is no longer working on it. Is there a working alternative? I found a few similar plugins but they are also abandoned.

Edit: I just read your reply in the plugin thread. So this is unavoidable when restricting wrenches? Blast.

Last edited by rocketnine; 05-09-2014 at 18:16.
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MasterOfTheXP
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Join Date: Aug 2011
Location: Cloudbank
Old 05-10-2014 , 13:55   Re: [REQ][TF2] Disallow moving buildings
Reply With Quote #7

You could maybe make any unlockable wrenches (except the Gunslinger) look like the Wrench in the viewmodel by using tf_wearable_vm like Custom Weapons does, and then strip their attributes. It'd be a bit hacky, but it should work fairly well...except I believe the Jag has slightly different viewmodel animations, and the Eureka Effect's taunt would still teleport the user (I think) so it would have to be blocked completely.

I can throw this together in a little bit, if you'd like.
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Last edited by MasterOfTheXP; 05-10-2014 at 13:56.
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