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[TF2] Scout-a-Pult v1.0


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Author
SadScrub
Member
Join Date: May 2014
Plugin ID:
4249
Plugin Version:
1.0
Plugin Category:
Fun Stuff
Plugin Game:
Team Fortress 2
Plugin Dependencies:
    Servers with this Plugin:
     
    Plugin Description:
    Sends teammates flying with the Home Run taunt
    Old 06-22-2014 , 16:13   [TF2] Scout-a-Pult v1.0
    Reply With Quote #1

    Hello. I've had this idea for a while, but it required me to at least learn the basics of SourcePawn, so here it is - my first plugin.

    It works the following way:

    - Use the "sm_scoutapult" command as you would any SM command (including !scoutapult and such)
    - Any Scout with either The Sandman or The Atomizer can initiate the taunt. Where he will be looking will determine the velocity vector.
    - Any teammate standing nearby and looking in general direction of the initiating Scout can 'approve' by taunting. He will then be sent flying based on the velocity multipliers provided (or using defaults).

    A pitch limiter is also implemented, to prevent 'useless' successfull taunts - where a person just moves a couple hammer units on the ground and stops (though crouching still has some issues with this).

    ConVars:

    Quote:
    sm_scoutapult_enabled (0/1) - Enables or disables the plugin
    sm_scoutapult_fwd - Forward velocity multiplier
    sm_scoutapult_right - Right velocity multiplier
    sm_scoutapult_up - Up velocity multiplier
    sm_scoutapult_wait - Wait time (maximum amount of time a Scout can spend waiting for someone to initialize the taunt)
    What I'm currently working on:

    Quote:
    - Looking into implementing a CVar that allows Scouts to perform the taunt with any melee equipped
    - Calibrating default velocity multipliers
    Change log:

    Spoiler


    Credits:
    StrikerMan780 for fixing a WHOLE bunch of bugs I've missed and/or didn't pay enough attention to!

    Any feedback would be greatly appreciated!
    Attached Files
    File Type: sp Get Plugin or Get Source (scoutapult.sp - 563 views - 10.6 KB)

    Last edited by SadScrub; 08-10-2014 at 07:35.
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    robotortoise
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    Join Date: Nov 2013
    Location: Somewhere in the US
    Old 07-01-2014 , 22:46   Re: [TF2] Scout-a-Pult v0.19
    Reply With Quote #2

    Looks interesting. Can I see a video?
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    SadScrub
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    Join Date: May 2014
    Old 07-06-2014 , 13:58   Re: [TF2] Scout-a-Pult v0.19
    Reply With Quote #3

    Took me quite a long time to make, since I'm pretty bad at video related things, but here it is (not posting in #1 because it's just a test run):

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    robotortoise
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    Old 07-06-2014 , 18:26   Re: [TF2] Scout-a-Pult v0.19
    Reply With Quote #4

    Okay, that's pretty awesome. A description doesn't do it justice.

    I'll test it out on my server!
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    Sreaper
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    Join Date: Nov 2009
    Location: Source SDK
    Old 07-08-2014 , 19:09   Re: [TF2] Scout-a-Pult v0.19
    Reply With Quote #5

    You forgot to list the command in the OP. And all this plugin seems to do is stun my character with the bonk animation.
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    Last edited by Sreaper; 07-08-2014 at 19:12.
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    SadScrub
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    Old 07-09-2014 , 10:30   Re: [TF2] Scout-a-Pult v0.19
    Reply With Quote #6

    Quote:
    Originally Posted by Sreaper View Post
    You forgot to list the command in the OP. And all this plugin seems to do is stun my character with the bonk animation.
    Thanks! I've filled out my 'Cvar' field, but I'm not sure this changed anything (at least on my side). So, for the time being, I also added the command into the "How to Use" section of my OP.

    Regarding the plugin issue, is the 2nd player receiving any error messages? If, for example, your distance or eye levels aren't adequate, the error will be displayed only to him (those are all in the Taunt_Confirm function).

    P.S.: This may have been a bad idea, come to think of it. I'll add the error displays during confirmation to both parties.
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    StrikerMan780
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    Location: Canada
    Old 08-09-2014 , 23:46   Re: [TF2] Scout-a-Pult v0.191
    Reply With Quote #7

    Here's a new version that allows confirming the scoutapult directly by taunting in front of the initiator. I removed the requirement to be directly looking at each other to confirm it. The distance check has been tweaked to be slightly farther, and it now uses an angle check to determine whether or not you're in a 45 degree cone in front of the initiator.

    However, the cooldown period has been removed due it being very buggy.

    This makes the whole plugin a lot easier to use and work with.

    EDIT 1: First Submission of Changes
    EDIT 2: Bug Fixes
    EDIT 3: Fixed some more bugs, such as the vectors not being updated on plugin reload if CVars were changed previously.
    Attached Files
    File Type: sp Get Plugin or Get Source (scoutapult.sp - 302 views - 10.6 KB)
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    Last edited by StrikerMan780; 08-10-2014 at 02:08.
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    Old 08-10-2014 , 06:03   Re: [TF2] Scout-a-Pult v0.191
    Reply With Quote #8

    Submitted some updates to the plugin above as I discovered some more issues after testing. Should be all good now. (Just making a new post to notify anyone who downloaded it before that they need to update.)
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    Last edited by StrikerMan780; 08-10-2014 at 06:04.
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    SadScrub
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    Old 08-10-2014 , 07:29   Re: [TF2] Scout-a-Pult v1.0
    Reply With Quote #9

    I'm studying your fixes to my code, it's quite amazing! Updated my first post to include your updated version, as well as tested it on my server just in case.

    The reason I created a cooldown timer in the first place was to prevent the main command spam while already taunting (that was an issue when I first started coding it). But now that the 2nd party is also taunting, that has been fixed. Strange that it's buggy though, it has been working fine for me...
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    Last edited by SadScrub; 08-10-2014 at 07:31.
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    Old 08-10-2014 , 18:45   Re: [TF2] Scout-a-Pult v1.0
    Reply With Quote #10

    Thanks! Glad to be of help.

    About the Cooldown, I had some instances where it still thought the user was in cooldown mode even after finishing for reasons unknown, so that's why I stripped it.

    There's also an occasional bug I've encountered that I haven't been able to figure out, but apparently some clients do not get launched while others do. This has been exceedingly rare, however. I think I *might* have fixed it somewhere along the way of making that release I posted above though. If you ever encounter the issue, let me know.

    Also, like the new velocity multipliers I've chosen as defaults? I tried to get it so it's as close to the crosshair as possible.
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    Last edited by StrikerMan780; 08-10-2014 at 18:52.
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