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Tripmines


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Molli
SourceMod Donor
Join Date: Aug 2007
Location: Finland
Old 03-25-2009 , 04:38   Re: Tripmines
Reply With Quote #281

Quote:
Originally Posted by naris View Post
I have modified the tripmine plugin so that it no longer screws up physics (demomen's nades and things) on our servers. It keeps track of all the tripmine and beam entittes and ensures that both the tripmine and the beam get removed. It also check's to ensure that it does not remove or alter any entities that it didn't create.

This version also has:
code to check which mod it is running on to enable/disable certain features
TF2 code to check for cloaked and/or disguised spys.
TF2 code to specifiy number of nades for each class
Counter-Strike code to allow purchasing tripmines
Team Specific setting to allow only enemies to trip and/or shoot the tiripmines
A setting to ignite anyone in range when the tripmine goes off (napalm mod)
TF2 code to use TF2_IgnitePlayer and to NOT ignite ubered players.
code to remove tripmines if the owner dies before they activate.
A setting to specify if the tripmines should be remove or exploded if the owner dies
Added a native interface to allow another plugin to control the tripmines

Update:
Removed logging code
Removed extraenous code
Add FCVAR_DONTRECORD to the version cvar so it's NOT written to the config.
Where that INC file have to put?
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scopesp
Senior Member
Join Date: Jan 2009
Location: Munich
Old 03-25-2009 , 08:37   Re: Tripmines
Reply With Quote #282

works fine now with tf2 ;)

thxxxxx
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naris
AlliedModders Donor
Join Date: Dec 2006
Old 03-25-2009 , 13:18   Re: Tripmines
Reply With Quote #283

Quote:
Originally Posted by Molli View Post
Where that INC file have to put?
You don't need the .inc file unless you want to write another plugin to call this one.

Servers don't ever need the .sp or .inc files to run plugins. They usually only need the .smx and any gamedata(.txt), translation(.txt), configuration (.cfg) and perhaps data files, that is, if other files are provided.
naris is offline
scopesp
Senior Member
Join Date: Jan 2009
Location: Munich
Old 03-26-2009 , 11:15   Re: Tripmines
Reply With Quote #284

mhhh and again stickys and another things are bugged after drop 100 mines
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Darude
Junior Member
Join Date: Mar 2009
Old 03-28-2009 , 03:33   Re: Tripmines
Reply With Quote #285

Could anyone modify the code for Zombie panic: Source so it wouldn't do the physics mess up after a long period of time? like the guy who posted up Tf2 Tripmine fix for it. I would really appreciate it thank you!


~Darude
Darude is offline
retsam
Veteran Member
Join Date: Aug 2008
Location: so-cal
Old 03-29-2009 , 16:05   Re: Tripmines
Reply With Quote #286

I was looking to load this on a server of ours and after poking around with it, I think it needs two things for tf2.

It needs to not blow up when teammates walk infront of the lasers and also it needs to be allowed to be destroyed by shotguns. Even tf2 nades dont blow them up. The only classes that can currently destroy them are demos and soldiers. Thats way too limited.

It would be great if someone were able to add those 2 things. Teammates not triggering explosion and allow shotguns to remove them.
retsam is offline
octo-dhd
Member
Join Date: Jan 2008
Location: Southern California
Old 03-30-2009 , 05:02   Re: Tripmines
Reply With Quote #287

Quote:
Originally Posted by retsam View Post
I was looking to load this on a server of ours and after poking around with it, I think it needs two things for tf2.

It needs to not blow up when teammates walk infront of the lasers and also it needs to be allowed to be destroyed by shotguns. Even tf2 nades dont blow them up. The only classes that can currently destroy them are demos and soldiers. Thats way too limited.

It would be great if someone were able to add those 2 things. Teammates not triggering explosion and allow shotguns to remove them.
I had modified naris's older version of this plugin to explode with normal gunfire, but I can't seem to get the new one to do it, I'll try again tomorrow. Unfortunately I don't remember what I changed, I thought all I changed was "m_CollisionGroup" to 2, but this didn't seem to change the behavior anymore.
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naris
AlliedModders Donor
Join Date: Dec 2006
Old 03-31-2009 , 00:15   Re: Tripmines
Reply With Quote #288

Quote:
Originally Posted by retsam View Post
It needs to not blow up when teammates walk infront of the lasers
They don't blow up when a teammate walks through the beam if sm_tripmines_teamspecific is set to 1, which is the default value.
naris is offline
Darude
Junior Member
Join Date: Mar 2009
Old 03-31-2009 , 15:35   Re: Tripmines
Reply With Quote #289

naris could you modify that for ZombiePanic:Source.

Cause I tried your TF2 but it's incompatable with that orangebxo game.
Darude is offline
naris
AlliedModders Donor
Join Date: Dec 2006
Old 03-31-2009 , 17:25   Re: Tripmines
Reply With Quote #290

Quote:
Originally Posted by Darude View Post
naris could you modify that for ZombiePanic:Source.
Unfortunately, I don't have ZombiePanic:Source, or access to a ZombiePanic:Source server, or time...
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