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Tripmines


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imported_Anth0ny
Senior Member
Join Date: Jan 2005
Location: Saturn
Old 06-02-2008 , 02:39   Re: Tripmines
Reply With Quote #121

10x naris! awesome work!
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teh_l33tz0r
Member
Join Date: Jun 2008
Old 06-02-2008 , 04:34   Re: Tripmines
Reply With Quote #122

This is awesome! However, is it possible to change the damage done of the mine? cause i use this on a zombie server.
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teh_l33tz0r
Member
Join Date: Jun 2008
Old 06-02-2008 , 10:18   Re: Tripmines
Reply With Quote #123

Also what would be cool is that since on ct's can plant mines; ct's can't break the sensor (activate the mine) only zombies.

Let me know
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Lapoxickle
Junior Member
Join Date: May 2008
Old 06-02-2008 , 10:24   Re: Tripmines
Reply With Quote #124

have to do a hard reset after a few hours ( 6 - 8 ) because it makes all the weapons/ammo disappear on my ZPS Server

teh_L33tz0r you can change the damage by either editing the source or use the version naris changed

if you choose to edit the source this is the line you need to change

DispatchKeyValue(ent, "ExplodeDamage", "400");

change the 400 to what ever number you wish

Last edited by Lapoxickle; 06-02-2008 at 10:27.
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teh_l33tz0r
Member
Join Date: Jun 2008
Old 06-02-2008 , 12:52   Re: Tripmines
Reply With Quote #125

Ok, how do I edit the source? I have no experience whatsoever with sourcemod plugins haha I only just figured out how to install them :S

*EDIT* ok you have to download the source file and edit it in notepad lol....how do i convert the source file to a sourcemod plugin?

*EDIT EDIT* lol ok you have to compile it hahaha done it!! thanks a bunch! Any ideas on the "other team can only trigger it" idea?

Last edited by teh_l33tz0r; 06-02-2008 at 13:17.
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L. Duke
Veteran Member
Join Date: Apr 2005
Location: Walla Walla
Old 06-02-2008 , 15:20   Re: Tripmines
Reply With Quote #126

Quote:
Originally Posted by teh_l33tz0r View Post
*EDIT EDIT* lol ok you have to compile it hahaha done it!! thanks a bunch! Any ideas on the "other team can only trigger it" idea?
I'd have to look at how an env_beam gets tripped. It might be possible (no promises) to also spawn a filter_team entity and reference that as the filter. I'm guessing those only work with trigger_* entities though.
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teh_l33tz0r
Member
Join Date: Jun 2008
Old 06-02-2008 , 23:48   Re: Tripmines
Reply With Quote #127

Ah ok sweet, yea a filter sounds right not sure how you would do it though...I'll check back once in awhile and see if you've found a way to do it
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teh_l33tz0r
Member
Join Date: Jun 2008
Old 06-04-2008 , 00:48   Re: Tripmines
Reply With Quote #128

Would this filter also stop your team from shooting ur mines too?
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Lapoxickle
Junior Member
Join Date: May 2008
Old 06-04-2008 , 06:21   Re: Tripmines
Reply With Quote #129

you just have to delete a line or two of code to stop people being able to shoot them, but it also stops other mines from detonating them too

DispatchKeyValue(ent, "OnHealthChanged", tmp);
and/or
SetEntProp(ent, Prop_Data, "m_takedamage", 2);

i believe, feel free to correct me if im wrong.
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teh_l33tz0r
Member
Join Date: Jun 2008
Old 06-04-2008 , 09:33   Re: Tripmines
Reply With Quote #130

Hmmm, i like other mines blowing them up but I hate other people shooting my mines or triggering them when they're on my team lol
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