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SharkMod


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Plugin Info:     Modification:   ALL        Category:   Admin Commands        Approver:   Zenith77 (34)
edeloa
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Join Date: Mar 2007
Location: Redwood City, Ca
Old 01-05-2008 , 22:48   SharkMod
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SHARKMOD Version 0.3

Note: Many of the things on the to-do list are already in the works. I figured I'd release what I have now so those that requested this mod could have a working plugin immediately.


DESCRIPTION:
After enabling this plugin, all but one randomely chosen player will be moved to the CT team. All players are locked to their team. The lone terrorist(the "shark") will have increased speed, noclip, increased HP, but not be able to use anything other than a knife.

The shark's objective is to kill the CTs. If a CT manages to kill the shark, that player will become to new shark next round. If the shark manages to stay alive for several consequtive rounds (admin-configurable), a new shark will be randomely chosen.

An admin may also manually select the next shark through a menu.


REQUIREMENTS
AMXX 1.70+
Fun module
Fakemeta module


CVARS:
sharkmod_maxhealth <#> -- The shark's initial health. (default: 255)
sharkmod_speed <#> -- Speed at which the shark travels (default: 640) Note: normal knife speed is 320 and is capped at 1000
sharkmod_maxrounds <#> -- Max consecutive rounds a player can be the shark (default: 3)
sharkmod_timer <#> -- Time after enabling that sharkmod begins (default: 10)
sharkmod_custommodel <0/1> -- 1 to use your custom model, 0 otherwise (default: 0)


COMMANDS:
amx_shark <0/1> -- 1 to enable sharkmod, 0 to disable
amx_sharkmenu -- Manually select the shark for the next round


CUSTOM MODELS:
If you want to use a custom model, the default target the plugin uses is:"models/player/shark/shark.mdl"
Note: I couldn't find a shark-like model, I used "Jason" from Friday the 13th, because it looked cool . If you find a model you think works well, let me know .


TO DO / IDEAS:
Make it work with other games
Emit shark sounds from shark when +use button is pressed.
Add more options to menu.
Allow multiple sharks.
Leave spectators out of the game.
Health changes according to number of opponents
Make shark's attacks stronger.


CREDIT:
bmann_420 - For posting working team-locking code to build from
purple_pixie - For his post on FM_Touch forwarding

Attached Files
File Type: sma Get Plugin or Get Source (sharkmod.sma - 3799 views - 11.0 KB)
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Last edited by edeloa; 01-06-2008 at 00:23. Reason: Updated SMA
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chris
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Join Date: Mar 2007
Location: America
Old 01-05-2008 , 23:18   Re: SharkMod
Reply With Quote #2

Sounds fun, I'll try it out now. For the custom model is it run through Half-Life?
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kp_uparrow
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Join Date: Jun 2006
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Old 01-05-2008 , 23:22   Re: SharkMod
Reply With Quote #3

is this juggernaut or popcorn?
and ill bet the server will svc_bad when over 16 players when you set models
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TBoZ
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Join Date: Dec 2007
Old 01-05-2008 , 23:40   Re: SharkMod
Reply With Quote #4

L 01/05/2008 - 237:21: [AMXX] Displaying debug trace (plugin "sharkmod.amxx")
L 01/05/2008 - 237:21: [AMXX] Run time error 10: native error (native "get_pcvar_num")
L 01/05/2008 - 237:21: [AMXX] [0] 22759.attach::plugin_precache (line 125)
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edeloa
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Join Date: Mar 2007
Location: Redwood City, Ca
Old 01-06-2008 , 00:23   Re: SharkMod
Reply With Quote #5

Quote:
Originally Posted by TBoZ View Post
L 01/05/2008 - 237:21: [AMXX] Displaying debug trace (plugin "sharkmod.amxx")
L 01/05/2008 - 237:21: [AMXX] Run time error 10: native error (native "get_pcvar_num")
L 01/05/2008 - 237:21: [AMXX] [0] 22759.attach::plugin_precache (line 125)
Don't know how I could have possibly missed that. Thanks for catching that ... SMA has been updated.
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edeloa
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Join Date: Mar 2007
Location: Redwood City, Ca
Old 01-06-2008 , 00:33   Re: SharkMod
Reply With Quote #6

Quote:
Originally Posted by kp_uparrow View Post
is this juggernaut or popcorn?
and ill bet the server will svc_bad when over 16 players when you set models
It's not juggernaut, but after looking at popcorn, it does share a similar 1-vs-all concept. You'll find it extremely different though.
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Last edited by edeloa; 01-06-2008 at 00:35.
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vittu
SuperHero Moderator
Join Date: Oct 2004
Location: L.A. County, CA
Old 01-06-2008 , 02:09   Re: SharkMod
Reply With Quote #7

http://forums.alliedmods.net/attachm...4&d=1138066509
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mahooo60
Senior Member
Join Date: Apr 2005
Old 01-06-2008 , 02:17   Re: SharkMod
Reply With Quote #8

ahhhh i am tired to see those plugins which does the same.only the plugname is different.example:hidn&seek is the same mod.1will be choosen,only knife,next round the killer will be choosen as blabla..!LOL

Last edited by mahooo60; 01-06-2008 at 02:23.
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Bojangles
Senior Member
Join Date: Sep 2007
Location: Over there
Old 01-06-2008 , 04:44   Re: SharkMod
Reply With Quote #9

Thank you edeloa for making this. I will test it out as soon as I can. I will come back with feed back.


Quick question and this might be answered later but... So this works like a mod. It is on or off. Not like amx_noclip where it sets it to a single entity. It sets it to the whole server?
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Bojangles
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Join Date: Sep 2007
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Old 01-06-2008 , 04:50   Re: SharkMod
Reply With Quote #10

Quote:
Originally Posted by vittu View Post


If we could get whatever that model is and shrink it down that would look pretty sweet in my opinion.


As for the sound... I will look around see what I can find.
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