CS Holodude for Counter-Strike 1.6
(Note: This is a CS version of my dod_holodude
About the Plugin:
Remember Duke Nukem 3D? Remember the holoduke? For those of you who don't,
a holoduke was an object aquired in the game that allowed Duke Nukem to
project a holographic image of himself. It had a lifespan of around 80
seconds and could be turned on and off as desired. Once activated, the
holoduke would remain in one place holding a BFG and rotated to mimic
Duke's z-axis. This could fool the enemies into attacking the holoduke.
This plugin allows you to throw out a 'Holodude' in Counter-Strike. It reacts
pretty much like the real holoduke. The image projected will take on the
same image as its creator. And the image will be created with a team rifle.
This plugin is strictly for FUN. Please use it in the spirit offered.
Its a pretty elementary plugin. It works by creating a simple non-solid NPC
at the player's position and 'tossing' it outward. Then it gives the NPC an
applicable weapon. After that, its just a matter of monitoring the Holodude
power level. Once the power is gone, or its turned off, its removed.
The Holodude is activated/deactivated with the command: holodude
It would be easiest to bind a key to the command. (Example: bind h holodude)
When activated/deactivated, a sound effect will be played at its point of
origin. This sound effect is the SAME sound effect used in the original DN
game. You can see the amount of power left in your Holodude, by entering
the command: say /holo.
The plugin can be configured for 4 modes of operation (see Commands below).
The default lifespan of a Holodude is 60 seconds. It is affected by gravity
so that if you activate it while in the air, on a ladder, or on a ledge, it
will drop to the ground below. If the Holodude is generated without a solid
'ground' under it, or inside another entity (like a wall or tree), it will
be deemed malfunctioning and deactivated if it doesn't hit solid ground
within 3 seconds. There may be rare situations that can't be detected by the
plugin and the Holodude will simply sink into oblivion while active.
The plugin has an OSD that will continually report the Holodude's power
level while active. Parameters can be adjusted via CVar.
holodude - Activates/Deactivates your Holodude
say /buyholo - Buys a Holodude (default cost is $2000)
say /holo - Reports the current power level of your Holodude
cs_holodude <#|?> Plugin Control Command (access level 'h')
0 - Disables the Holodude plugin
1 - Buy Holodude (default mode)
2 - One Holodude per round
3 - One Holodude per map
4 - Unlimited Holodudes (One at a time)
? - Displays these command parameters
- (Changing the control mode mid-map could produce odd results)
Compile the sma and place the resulting cs_holodude(_H).amxx file in the
Unzip teleport.zip and place the teleport.wav file in the cstrike/sound/misc folder.
Add the line cs_holodude.amxx (or cs_holodude_H.amxx if using the Ham version)
Optionally, place any CVar changes in configs as desired.
cs_holodude_ctrl <0|1|2|3|4> - Controls Plugin Mode (default 1)
cs_holodude_life <##> - Life in Seconds (Range 10 - 100, default 60)
cs_holodude_osd <0|1> - Disable|Enable On-Screen Display (default 1)
cs_holodude_cost <####> - Holodude cost (default 2000)
cs_holodude_fu_ck - <0|1> Enable FUllupdate cheCK (default 1 - N/A on Ham version)
- The name used throughout the plugin is holoduDe, not holoduKe.
- Bots won't be fooled by a Holodude. Damn it!
- There are 2 versions offered. V1.3 (cs_holodude.sma) is for those who haven't updated
to Amxmodx 1.8+ with Hamsandwich. V1.3H (cs_holodude_H.sma) utilizes features in
the Hamsandwich module. This would be preferred as the fullupdate protection is
not required using Ham.
Thanks to KoST's for his post on creating an entity offset from an origin.
All others who posted about generating NPCs
1.3H - HoloDude is 'thrown' from player's position. Rarely malfunctions now.
1.3 - Non HamSandwich version of above
1.2H - Converted functions to HamSandwich (removed fullupdate protection routine)
1.2 - Original release