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Author
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SourceMod Developer
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Plugin ID:
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983
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Plugin Version:
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1.2.0
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Plugin Category:
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Fun Stuff
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Plugin Game:
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Team Fortress 2
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Plugin Dependencies:
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Servers with this Plugin:
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Plugin Description:
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Enables gameplay using only melee weapons
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Unapprover:
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Reason for Unapproving:
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broken; pending fix
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07-07-2009
, 04:29
[TF2] Melee Only
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#1
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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).
Last edited by bl4nk; 08-08-2009 at 15:49.
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