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Tripmines


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DJ Tsunami
DJ Post Spammer
Join Date: Feb 2008
Location: The Netherlands
Old 05-17-2008 , 08:34   Re: Tripmines
Reply With Quote #111

@timtuple: source models.gcf, root\hl2\models\props_lab\powerbox03a.mdl
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timtulpe
Junior Member
Join Date: Jan 2006
Location: Germany
Old 05-17-2008 , 11:25   Re: Tripmines
Reply With Quote #112

Ok ... found it.


But please tell me what I have to do to get normal coloured powerboxes instead of a pink powerbox!?!?

Now I only use this in my server.cfg:

sm_tripmines_model "models/props_lab/powerbox03a.mdl"
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octo-dhd
Member
Join Date: Jan 2008
Location: Southern California
Old 05-18-2008 , 16:01   Re: Tripmines
Reply With Quote #113

You can destroy these in tf2 with the soldiers, but I was unable to kill them as any other class (I did not test as demo). what could cause "OnHealthChanged" to not happen when shot?
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rhinokio
Junior Member
Join Date: May 2008
Old 05-21-2008 , 09:40   Re: Tripmines
Reply With Quote #114

yes, i noticed in tf2 these would only exploder if shot with explosive rounds, can that be fixed? or perhaps make them sapable!!
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Unrealomega
Member
Join Date: May 2008
Old 05-23-2008 , 18:42   Re: Tripmines
Reply With Quote #115

I really like this mod, but there has been some things that my server has noticed that's rather annoying. The fact that spies are able to put these tripmines down allows them to easily take out engineer's buildings without any trouble; prevention of spies usage would be nice. Also, the blast radius can be quite large, a cvar that can change the blast radius/damage would be great. Otherwise, this is a very nice addition to any server.
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Nail
BANNED
Join Date: May 2008
Location: PetrovЪ GradЪ
Old 05-31-2008 , 10:16   Re: Tripmines
Reply With Quote #116

At me on a server 40 slots. When on a server the person simultaneously is a lot of shoot - there is a failure in Tripmines and all prop subjects (cases, sofas) start to fly and jump aside from walls as balls. fix please this to a bug.
Thanks.
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naris
AlliedModders Donor
Join Date: Dec 2006
Old 05-31-2008 , 18:20   Re: Tripmines
Reply With Quote #117

Quote:
Originally Posted by Unrealomega View Post
The fact that spies are able to put these tripmines down allows them to easily take out engineer's buildings without any trouble; prevention of spies usage would be nice. Also, the blast radius can be quite large, a cvar that can change the blast radius/damage would be great.
I modified the tripmine plugin to prevent cloaked spies form using them. Also a disguised spy that plants one will get undisguised (like they do if they shoot or stab).

I made the explosion radius and explosion damage cvars.

I also added code to make the tripmines explode when the planter dies (controlled by a cvar that defaults to on).

Here is the plugin:
Attached Files
File Type: sp Get Plugin or Get Source (tripmines.sp - 159 views - 12.6 KB)
File Type: inc tf2_player.inc (3.0 KB, 160 views)
File Type: inc gametype.inc (980 Bytes, 157 views)
File Type: smx tripmines.smx (8.5 KB, 177 views)
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crazychicken
Senior Member
Join Date: Mar 2008
Old 05-31-2008 , 19:48   Re: Tripmines
Reply With Quote #118

where do the inc files go?
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naris
AlliedModders Donor
Join Date: Dec 2006
Old 05-31-2008 , 21:01   Re: Tripmines
Reply With Quote #119

Quote:
Originally Posted by crazychicken View Post
where do the inc files go?
Either the include directory or the same directory as the .sp file. I have them in the include directory.
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crazychicken
Senior Member
Join Date: Mar 2008
Old 05-31-2008 , 22:03   Re: Tripmines
Reply With Quote #120

thx naris

also thx for this plugin, awesome work


bullets should be able to detonate the mines otherwise yevery1 will go demo or soldier
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Last edited by crazychicken; 05-31-2008 at 23:21.
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