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[TF2] The Hidden Mod Redux (02.04.2018)


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Author
luki1412
Veteran Member
Join Date: Oct 2008
Location: OnPluginStart()
Plugin ID:
5259
Plugin Version:
1.23
Plugin Category:
General Purpose
Plugin Game:
Team Fortress 2
Plugin Dependencies:
    Servers with this Plugin:
    7 
    Plugin Description:
    The Hidden:Source-like mod for TF2
    Old 06-23-2016 , 11:06   [TF2] The Hidden Mod Redux (02.04.2018)
    Reply With Quote #1

    The Hidden Mod Redux

    Originally created by Matheus28 - link
    Then modified and improved by atomic-penguin(Eric G. Wolfe) and Daniel Murray - link

    Now redux by me, luki1412. I didn't want the mod to die, but the last version had a lot of problems. The main one being - crash when giving player a knife. EquipPlayerWeapon is the cause. I didn't want to use TF2Items just so I can replace 1 weapon for 1 person. I couldnt find a way to fix this but I did at last. TF2 Items is not required. I used to love this mod so Im bringing it back.



    Description:
    Never heard of this mod before? Its a The Hidden:Source-like mod for TF2. Basically a variant of One person vs Everyone else(like vs saxton hale). On the red team you have players(called team IRIS) with no special abilities but you have the quantity. On the blue team you have The Hidden. Its a permanently cloaked spy, only revealed when attacking or using his abilities. The objective is pretty simple - kill the hidden before he kills you.

    What's different from the version by atomic-penguin and Daniel Murray?


    Cvars:
    This plugin autocreates a config file, you can use to change cvars(in cfg/sourcemod). If I add new cvars, you have to remove this file so it gets recreated with the new cvars, or add them in yourself.
    PHP Code:
    //version cvar - do not edit
    sm_thehidden_version

    // Enables/disables the hidden mod redux
    sm_thehidden_enabled "1"

    // enables disables taunts- players cant taunt
    sm_thehidden_allowtaunts "1"

    //if taunts are enabled, blocks damage from them
    sm_thehidden_allowtauntdamage "0" 

    // Allow/disallow upgrading dispensers.
    sm_thehidden_allowdispenserupgrade "1"

    // Allow/disallow sentries
    sm_thehidden_allowsentries "0"

    // Set whether heavies are allowed to use their primary weapons
    sm_thehidden_allowheavyprimaries "0"

    // Set whether pyros are allowed to use their primary weapons
    sm_thehidden_allowpyroprimaries "0"

    // Allow/disallow razorbacks for snipers
    sm_thehidden_allowrazorback "0"

    // Allow/disallow upgrading teleporters.
    sm_thehidden_allowteleporterupgrade "1"

    // Delay of the cluster bomb detonation.
    sm_thehidden_bombdetonationdelay "1.8"

    // Amount of bomb clusters(bomblets) inside a cluster bomb.
    sm_thehidden_bombletcount "10"

    // Magnitude of a bomblet.
    sm_thehidden_bombletmagnitude "50"

    // Parameter(spread velocity) for a randomized direction, bomblets are going to use.
    sm_thehidden_bombletspreadvel "60.0"

    // Cluster bomb throw speed.
    sm_thehidden_bombthrowspeed "2000"

    // Cluster bomb cooldown.
    sm_thehidden_bombtime "20.0"

    // Should the bomb ignore the hidden?
    sm_thehidden_bombignoreuser "0"

    // Amount of hp used for calculating the Hidden's starting/max hp.
    sm_thehidden_hpbase "300"

    // Amount of hp the Hidden gets back after he kills a player. This value changes based on victim's class.
    sm_thehidden_hpincreaseperkill "50"

    // This amount of hp, multiplied by the number of players, plus the base hp, equals The Hidden's hp.
    sm_thehidden_hpincreaseperplayer "70"

    // The Hidden's stamina.
    sm_thehidden_stamina "20.0"

    // Time til the Hidden dies without killing.
    sm_thehidden_starvationtime "100.0"

    // How much time the Hidden is visible for, after throwing the cluster bomb.
    sm_thehidden_visiblebomb "1.5"

    // How much time the Hidden is visible for, after taking weapon damage.
    sm_thehidden_visibledamage "0.5"

    // How much time the Hidden is visible for, when splashed with jarate, mad milk, or bonked.
    sm_thehidden_visiblejarate "1.0"

    // How much time the Hidden is visible for, when dashing.
    sm_thehidden_visiblepounce "0.25"

    // Set whether red should turn into ghosts after death
    sm_thehidden_ghosts "0"

    // Forces bots to be snipers
    sm_thehidden_forcebotsclass "1" 
    Some of the cvars(mainly cooldown cvars) above wont take effect until the next round starts, because it would break the functionality of the mod. If it is a time period cvar, its not in seconds but in server ticks (0.01 is one tick). Default values should be fine for most servers.

    Commands:
    PHP Code:
    sm_nexthidden <player//console command that forces the player specified to be the next hidden, regardless of who wins the round. Cant select a player that isnt on RED/BLU
    /nexthidden <player//chat command, does the same thing as sm_nexthidden
    sm_hiddenhelp // the help menu
    /hiddenhelp // the help menu 
    Installation:
    It was tested and made for sourcemod 1.8 so I recommend to compile it yourself, because the webcompiler uses 1.7. Might still work on 1.7, but I havent tested it on 1.7. This mod only works on arena maps, so you might want to set your server's starting map to an arena map.
    SteamTools is needed only for changing the game in server browser. This plugin autogenerates a config file on load, in tf/cfg/sourcemod.

    Installing the plugin without SteamTools:


    Installing the plugin with SteamTools(thread link):


    How to compile the plugin yourself:


    Credits:
    - Matheus28 - for creating the original mod
    - atomic-penguin(Eric G. Wolfe) and Daniel Murray - for updating the mod
    - the person who created the cluster bomb code - sorry I forgot who that was, its been a while
    - creators of SMLIB - I borrowed a couple of functions
    - everyone who helped me test it or provided help with the code
    - asherkin for SteamTools
    - Dr. McKay for morecolors

    Changelog:


    Github - https://github.com/luki1412/thehiddenmod
    Attached Files
    File Type: txt the.hidden.mod.redux.txt (166 Bytes, 176 views)
    File Type: sp Get Plugin or Get Source (TheHiddenModRedux.sp - 123 views - 61.2 KB)
    File Type: smx TheHiddenModRedux.smx (41.4 KB, 132 views)
    File Type: txt the.hidden.mod.redux.phrases.txt (5.3 KB, 132 views)
    __________________

    Last edited by luki1412; 04-02-2018 at 16:46. Reason: Updated
    luki1412 is offline
    luki1412
    Veteran Member
    Join Date: Oct 2008
    Location: OnPluginStart()
    Old 06-23-2016 , 11:06   Re: [TF2] The Hidden Mod Redux
    Reply With Quote #2

    Recommended changes:
    The plugin wont change these settings but you should consider modifying them:
    tf_forced_holiday 2 - halloween mode allows you to show halloween hats, but also shows a soul coming to you when you kill someone. That is bad because it would reveal the hidden's position.
    mp_forcecamera 0 - allows you to spectate anyone, including the hidden. People could reveal his position to others.
    tf_weapon_criticals 1 - random crits should be off because crits do a lot of damage but you might wanna bump the hiddens hp and leave them on. its on you.
    sv_alltalk 1 - you should decide whether you want this on or off.
    tf_arena_preround_time 10 - it's the pre-round time, before the gates open and you cant change your class after the time has passed. default is 10s. max is 15s. I use 15s. Not enforced by the mod.

    You should disable any team balancing plugins so they dont break the mod.
    Dont run this mod on dev versions of Sourcemod. They usually break it.

    If you want the Hidden to look like someone/something else, use a plugin like this.

    This is a tf2 mod and it is breaking Valve Quickplay rules! Set tf_server_identity_disable_quickplay to 1 if you decide to use this mod!

    To do list:
    - add a translation file
    - block taunt damage
    - get rid of pointless deaths and frags
    - add ghosts
    - add help menu
    - fix superjump
    - hidden preference
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    Last edited by luki1412; 04-02-2018 at 16:48.
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    Surf3rDud3
    Member
    Join Date: Jun 2010
    Location: Debary, Fl
    Old 07-03-2016 , 19:08   Re: [TF2] The Hidden Mod Redux (26.06.2016)
    Reply With Quote #3

    Is this a complete rewrite or can i use this with the previous hidden mod? We have a multimod server just wondering how much would need to be reconfigured.
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    luki1412
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    Join Date: Oct 2008
    Location: OnPluginStart()
    Old 07-04-2016 , 07:17   Re: [TF2] The Hidden Mod Redux (26.06.2016)
    Reply With Quote #4

    Quote:
    Originally Posted by Surf3rDud3 View Post
    Is this a complete rewrite or can i use this with the previous hidden mod? We have a multimod server just wondering how much would need to be reconfigured.
    Not a complete rewrite but a lot has been changed. Dont think you can use it with the previous version. The previous versions of this mod crash the server. You cant run it without a fix. Besides, the previous version has a lot of bugs, like players joining the blue team. I fixed majority of the bugs present in the previous versions. Plus, I changed a lot of stuff, including the code (changes are mentioned in the first post).
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    marlonsw
    Senior Member
    Join Date: Apr 2013
    Old 07-19-2016 , 20:40   Re: [TF2] The Hidden Mod Redux (13.07.2016)
    Reply With Quote #5

    to leave this plugin usable, put an option to activate or deactivate the plugin.

    I will use this plugin on a multimod server and keep forcing the plugin to disable with unload commands is bad, not to give conflict between the other plugins.
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    marlonsw
    Senior Member
    Join Date: Apr 2013
    Old 07-19-2016 , 20:41   Re: [TF2] The Hidden Mod Redux (13.07.2016)
    Reply With Quote #6

    I will test this plugin in mass weekend, then I will indicate some plugins that you can rewrite or fix them to the community of mods
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    luki1412
    Veteran Member
    Join Date: Oct 2008
    Location: OnPluginStart()
    Old 07-20-2016 , 15:14   Re: [TF2] The Hidden Mod Redux (13.07.2016)
    Reply With Quote #7

    Quote:
    Originally Posted by marlonsw View Post
    to leave this plugin usable, put an option to activate or deactivate the plugin.

    I will use this plugin on a multimod server and keep forcing the plugin to disable with unload commands is bad, not to give conflict between the other plugins.
    You can disable the plugin with sm_thehidden_enabled 0 .
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    Svens
    New Member
    Join Date: Aug 2016
    Old 08-12-2016 , 15:05   Re: [TF2] The Hidden Mod Redux (09.08.2016)
    Reply With Quote #8

    plugin doesnt compile
    please fix i really want to play this with my friends on my server
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    luki1412
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    Join Date: Oct 2008
    Location: OnPluginStart()
    Old 08-12-2016 , 15:46   Re: [TF2] The Hidden Mod Redux (09.08.2016)
    Reply With Quote #9

    Quote:
    Originally Posted by Svens View Post
    plugin doesnt compile
    please fix i really want to play this with my friends on my server
    It does. I have to try and compile the plugin before posting it here, because it cant have warnings/errors when its here. Just tested and it compiles fine on the latest stable version of Sourcemod. Dont use dev version, because it wont work well on dev versions of Sourcemod.

    It wont compile here. I mentioned it above. Added a compiled version, because the online compiler doesnt work.
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    Last edited by luki1412; 08-12-2016 at 15:55.
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    Svens
    New Member
    Join Date: Aug 2016
    Old 08-12-2016 , 16:13   Re: [TF2] The Hidden Mod Redux (09.08.2016)
    Reply With Quote #10

    where do i download it, i press get plugin and i get
    Plugin failed to compile! Please try contacting the author.

    edit: im new at alliedmods so sorry if i do something wrong


    Last edited by Svens; 08-12-2016 at 16:13.
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