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[TF2] Melee Only


  
 
 
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Author
bl4nk
SourceMod Developer
Join Date: Jul 2007
Plugin ID:
983
Plugin Version:
1.2.0
Plugin Category:
Fun Stuff
Plugin Game:
Team Fortress 2
Plugin Dependencies:
    Servers with this Plugin:
     
    Plugin Description:
    Enables gameplay using only melee weapons
    Unapprover:
    Reason for Unapproving:
    broken; pending fix
    Old 07-07-2009 , 04:29   [TF2] Melee Only
    Reply With Quote #1

    Melee Only
    by bl4nk

    CVars:
    sm_meleeonly_enable "0" - Enable/Disable melee only.
    sm_meleeonly_spykit "1" - Allow spies to use their disguise kit when melee only is enabled
    sm_meleeonly_engytools "1" - Allow engineers to use their tools when melee only is enabled
    sm_meleeonly_noncombat "1" - Allow non-combat related items (bonk, medigun, kritzkrieg, jarate)

    Commands:
    sm_meleeonly - Toggles melee only (requires the slay [f] flag).

    Requirements:
    SourceMod 1.3 or later.

    Installation:
    Download the plugin and place it in your ~/tf/addons/sourcemod/plugins/ folder.
    Download the translation files and place it in your ~/tf/addons/sourcemod/translations/ folder.

    Manually load the plugin, change the map, or restart the server for the plugin to be loaded.
    Configure the cvars listed above in the ~/tf/cfg/sourcemod/plugin.meleeonly.cfg file to customize the plugin to your liking.

    To Do:
    • Fix resupply locker bug.
    • Fix spies being able to use "lastdisguise" when they shouldn't be able to.
    • Fix engineers ability to quickly press buttons to be able to build something.
    • Command/cvar to disable resupply lockers.

    Changelog:
    • 1.0.1
      • If melee only is enabled through map change, it's disabled at the start of the new map.
    • 1.0.2
      • Added the sm_meleeonly_noncombat cvar.
      • Enabling sm_meleeonly_engytools will allow spies to use their sappers (if enough people request, I can make this controllable by a cvar).
    • 1.1.0
      • Revamped admin menu; you can now configure all of the cvars inside the new menu.
      • Fixed the non-combat weapons being unusable when they should be.
      • Temporarily disabled the jarate from the non-combat weapon list as it exposes a bug
      • Updated the translation file to include some new menu-related phrases.
    • 1.1.1
      • Engineer buildings are destroyed when melee only is enabled and the engytools cvar is set to 0.
      • Engineer buildings are destroyed if the engytools is set to 0 when melee only is already enabled.
      • Initial spy disguise remove stuff added (still not functioning until the bug listed above is fixed).
    • 1.2.0
      • Fixed heavies not being able to use their sandwich when the noncombat cvar was set to 1.
      • Re-enabled the use of the jarate for noncombat weapons.
      • Added a new cvar to control whether or not melee-only is enabled (sm_meleeonly_enable). This makes it so when an admin uses the sm_meleeonly command, it will change the value of the cvar, which will then enable/disable melee only.
      • Disguised spies will have their disguises removed when the spykit cvar is disabled.
      • Added some command blocks to prevent players from disguising/building when not allowed to (there are still some loopholes to fix for this).
    Attached Files
    File Type: sp Get Plugin or Get Source (meleeonly.sp - 2695 views - 13.2 KB)
    File Type: txt meleeonly.phrases.txt (757 Bytes, 1119 views)

    Last edited by bl4nk; 08-08-2009 at 15:49.
    bl4nk is offline
     



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