Pyrogineer
Allows the Homewrecker, Maul, and Neon Annihilator, to repair and give upgrade metal to friendly buildings.
Pyrogineers will start the round with 200 metal and can gain metal from ammo packs and dispensers just like an Engineer can, they can infinitely repair buildings for no metal cost and can grant upgrade metal to them too, however, they cannot make a building level up, they can only bring it up to 199 upgrade metal at which point an engineer must hit it for it to level up.
Some other details:
They cannot grant bullets and rockets to sentries.
They cannot increase building construction speed.
They cannot upgrade teleporters.
mainly because I couldn't figure out a way to grant both the entrance and exit of a teleporter metal at the same time.
This uses an unconventional method of targeting the building and sometimes you can hear a ding but no health or upgrade will be granted, just make sure you're looking directly at it.
Cvars:
pyrogineer_healthonhit: how much health to give a building per hit. Default: 50.
pyrogineer_upgradeonhit: how much upgrade to give a building per hit. Default: 25.
pyrogineer_metalmult: how much to multiply the Pyrogineers metal pool, the default pool is 100. Default: 2.0. (Note: ammo pick ups grant metal on a max metal pool percentage basis, adjust carefully).
Installation:
Place pyrogineer.smx in
addons\sourcemod\plugins
Place pyrogineer.sp in
addons\sourcemod\scripting
Changelog:
- 1.0.0-Initial Release
- 1.0.1-Added Entity Check
- 1.0.2-Uses TraceRays instead of GetClientAimTarget, so hit detection will be a bit better. A typo fixed in one of the sound names, and MetalMult Cvar change will happen instantly instead of on map change.