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[TF2] Randomizer


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Author
Theme97
Senior Member
Join Date: Mar 2009
Plugin ID:
1027
Plugin Version:
1.2
Plugin Category:
Gameplay
Plugin Game:
Team Fortress 2
Plugin Dependencies:
    Servers with this Plugin:
     
    Plugin Description:
    Forces players to play as a random class with random weapons.
    Unapprover:
    Reason for Unapproving:
    Multiple reported issues. Author inactive.
    Old 07-22-2009 , 20:40   [TF2] Randomizer
    Reply With Quote #1


    (image by KelpPlankton)

    Description
    Upon joining the server and upon dying, players are forced to play a certain class with 3 select weapons. Suicide and class changing will not re-roll the class and weapons; only being killed by an enemy will.

    ConVars
    • rnd_version (1.1): Self-explanatory.
    • rnd_enabled (1): Also self-explanatory. This does NOT disable the rnd_fix_* cvars, so if you want to play normally without having to change the CTX files, set this to 0.
    • rnd_destroy_buildings (1): Destroys a Engineer's buildings when he respawns as a different class.
    • rnd_fix_ammo (1): Properly sets ammo gained from ammo packs, dispensers, and dropped weapons.
    • rnd_fix_pyro (1): Slows down Pyro when scoped or spun down.
    • rnd_fix_spy (1): Undisguises Spies when using a non-melee attack. Set to 2 to undisguise on all attacks.
    • rnd_fix_uber (1): Emulates Medigun for non-Medic classes.

    Installation
    Place Randomizer.smx in tf/addons/sourcemod/plugins/
    Place randomizer.games in tf/addons/sourcemod/gamedata/
    Unzip the CTX files so that the .ctx files end up in tf/scripts/playerclasses/
    Keep a backup of your old CTX files! You will need them if you want to stop using Randomizer.

    Notes
    Randomizer does pretty expensive loops in the OnGameFrame() forward, so if your server becomes a little laggy, try disabling some of the rnd_fix_* cvars. If anybody has any suggestions regarding its optimization, I'll be happy to implement them.

    Changelog
    1.2 (08 September 2009)
    - Über effects (with addcond / removecond) should actually work now.
    - Medigun beam should now aim at the recipient's torso.
    - Changed to use randomizer.games for offsets.
    - Added a few error-checks.

    1.1 (31 July 2009)
    - Unified Randomizer and RandomizerFixes.
    - Added several cvars; see above for more info.
    - Fixed the medigun beam being invisible when not a Medic.
    - Fixed gaining ammo from dropped weapons and dispensers.
    - Fixed Pyros being able to move during the pre-round freeze.

    1.0 (22 July 2009)
    - Public release!

    Misc.
    - figure out a way to change max ammo without using CTX files

    Thanks to:
    - Wazz for finding the fixed parameters and offsets
    - Aviram1994 for posting the fixed gamedata and source code
    - EHG for the addcond/removecond stocks
    Attached Files
    File Type: zip CTXfiles.zip (11.2 KB, 7407 views)
    File Type: sp Get Plugin or Get Source (Randomizer.sp - 11437 views - 23.4 KB)
    File Type: txt randomizer.games.txt (232 Bytes, 6338 views)
    __________________
    I now have very little time to work on stuff and my main computer (which is the only one that can run TF2) is not cooperating with me, so don't expect many updates from me anytime soon.

    [ALL] Karaoke
    [TF2] Intel Timer | Crabmod | Randomizer | Stopwatch | Crits 4 All

    Last edited by Theme97; 09-10-2009 at 18:47.
    Theme97 is offline
    Kenny Loggins
    SourceMod Donor
    Join Date: Jun 2008
    Location: Rochester, MN
    Old 07-22-2009 , 21:32   Re: [TF2] Randomizer
    Reply With Quote #2

    LOL this looks like a lot of fun good job!
    __________________

    Server Admin / Leader
    ClanAO.com
    Kenny Loggins is offline
    retsam
    Veteran Member
    Join Date: Aug 2008
    Location: so-cal
    Old 07-22-2009 , 22:34   Re: [TF2] Randomizer
    Reply With Quote #3

    Is this the same one that was being developed? Were you working on this with some other guys? Just curious, cause If this is not it, I know someone else had this in the works heh.

    Definitely cool though. Should be interesting. I wanna see a heavy get stuck using a bat pistol and bow. Or a spy with a minigun (mmm *drools*)

    Last edited by retsam; 07-22-2009 at 22:41.
    retsam is offline
    Theme97
    Senior Member
    Join Date: Mar 2009
    Old 07-23-2009 , 01:16   Re: [TF2] Randomizer
    Reply With Quote #4

    Quote:
    Originally Posted by retsam View Post
    Is this the same one that was being developed? Were you working on this with some other guys? Just curious, cause If this is not it, I know someone else had this in the works heh.
    This is the one that started it all, mentioned on the forums here and here.

    I developed this on my own, though the BSM clan did help me out by giving me a server to host it on.
    Theme97 is offline
    MrSaturn
    SourceMod Donor
    Join Date: Jan 2009
    Old 07-23-2009 , 07:21   Re: [TF2] Randomizer
    Reply With Quote #5

    Whenever I unload this plugin, everyone's ammo is set to 100. I cant go back to a normal game.

    Whats up with thaaaat?
    __________________
    MrSaturn is offline
    Neo Cool Dude
    Member
    Join Date: Apr 2008
    Old 07-23-2009 , 10:25   Re: [TF2] Randomizer
    Reply With Quote #6

    Quote:
    Originally Posted by MrSaturn View Post
    Whenever I unload this plugin, everyone's ammo is set to 100. I cant go back to a normal game.

    Whats up with thaaaat?
    Theme97 if it isn't too much trouble could you add cvars to "To-Do" list?
    Neo Cool Dude is offline
    Theme97
    Senior Member
    Join Date: Mar 2009
    Old 07-23-2009 , 15:13   Re: [TF2] Randomizer
    Reply With Quote #7

    Quote:
    Originally Posted by MrSaturn View Post
    Whenever I unload this plugin, everyone's ammo is set to 100. I cant go back to a normal game.

    Whats up with thaaaat?
    1000, actually.

    If you want to stop playing with Randomizer, you'll also have to go back to the original CTX files and restart the server. I hope you kept a backup of those. I'll edit the first post for clarification.

    Quote:
    Originally Posted by Neo Cool Dude View Post
    Theme97 if it isn't too much trouble could you add cvars to "To-Do" list?
    Sure.
    Theme97 is offline
    Neo Cool Dude
    Member
    Join Date: Apr 2008
    Old 07-24-2009 , 10:26   Re: [TF2] Randomizer
    Reply With Quote #8

    Thanks, can't wait
    Neo Cool Dude is offline
    Jarppa
    New Member
    Join Date: Jul 2009
    Location: Southern Finland
    Old 07-24-2009 , 14:39   Re: [TF2] Randomizer
    Reply With Quote #9

    Great mod, we're (cvx) hosting it at tf2.cvx.fi if anyone wants to test it.

    There seems to be a bug that allows people to move immediately after they spawn on preround time.

    Cvar that blocks using build tool would be nice, (ofc i could use another plugin for that) since destroying sentry guns is quite hard when there might not be any teamwork, ppl get weapons like medigun(!) randomly and some players don't see the übermeter.

    Feature that let's player know killer's weapons after getting killed would be nice.

    Last edited by Jarppa; 07-24-2009 at 16:40. Reason: Added "killer's weapons" feature
    Jarppa is offline
    Spikeectf2
    Member
    Join Date: Apr 2008
    Old 07-24-2009 , 16:39   Re: [TF2] Randomizer
    Reply With Quote #10

    I played it on the server you tested on, works great lots of fun, thanx for releasing it.
    Spikeectf2 is offline
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