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[TF2] Fire Arrows (0.2)


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retsam
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Join Date: Aug 2008
Location: so-cal
Old 08-11-2010 , 15:59   Re: [TF2] Fire Arrows (0.1)
Reply With Quote #11

Thats very odd but, I dont see how that could be my plugin doing it. Anyways, I just did some quick tests and I didnt have any problems. : /

All it does is make a projectile arrow on fire, I dont see why that would cause any problems with the sniper rifle. Are you sure its this plugin causing it?
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Last edited by retsam; 08-11-2010 at 16:05.
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PieOnEar
Member
Join Date: Jul 2010
Old 08-14-2010 , 09:44   Re: [TF2] Fire Arrows (0.1)
Reply With Quote #12

Ignore that error, it was the damn Multicore Rendering doing the crashing...
VAAAALLLVVVVE...........
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PieOnEar
Member
Join Date: Jul 2010
Old 08-16-2010 , 10:12   Re: [TF2] Fire Arrows (0.1)
Reply With Quote #13

Hey retsam
sm_firearrows_adminonly 1
sm_firearrows_adminflag a
I have root and my arrows are not ignited when I set these CVars
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FaTony
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Join Date: Aug 2008
Old 08-16-2010 , 10:26   Re: [TF2] Fire Arrows (0.1)
Reply With Quote #14

Looks like a bug, have you tried sm_firearrows_adminflag z?
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retsam
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Join Date: Aug 2008
Location: so-cal
Old 08-16-2010 , 14:24   Re: [TF2] Fire Arrows (0.1)
Reply With Quote #15

Ya its cause you have the flag set to "a", that is not "z". It goes by specific flag set by cvar. I guess I probably forgot to add a root check.

Updated v0.2:

- Added root flag check.
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Last edited by retsam; 08-16-2010 at 14:36.
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DarthNinja
SourceMod Plugin Approver
Join Date: Mar 2009
Location: PreThinkHook()
Old 09-03-2010 , 01:06   Re: [TF2] Fire Arrows (0.1)
Reply With Quote #16

-Snip-
I've updated and moved my version of the plugin here
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Last edited by DarthNinja; 02-17-2011 at 02:58.
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retsam
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Join Date: Aug 2008
Location: so-cal
Old 09-03-2010 , 01:24   Re: [TF2] Fire Arrows (0.2)
Reply With Quote #17

Coo. Nice edits.

Quote:
By the way retsam;
I'm not sure why you're checking if a player is an admin OnClientPostAdminCheck(), but doing so means that a player will have to reconnect for the plugin to recognize him as an admin.
Well, just because thats how I like to do it in all my plugins. Also because 80% of the plugins around do it that way. A while back I decided if one forces you to reconnect, might as well do it for all so its consistent. Its also more efficient to check a bool rather than checking adminflag bits over and over again. Most of the time, they dont change. But yes, the drawback is they have to reconnect.

This is all of course assuming they had admin flag given to them while they were on the server, and the server also refreshed the admin cache for all admins during this time as well. Thats the only way you would notice the issue.
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Last edited by retsam; 09-03-2010 at 01:35.
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DarthNinja
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Join Date: Mar 2009
Location: PreThinkHook()
Old 09-03-2010 , 09:39   Re: [TF2] Fire Arrows (0.2)
Reply With Quote #18

Quote:
Originally Posted by retsam View Post
Coo. Nice edits.

Well, just because thats how I like to do it in all my plugins. Also because 80% of the plugins around do it that way. A while back I decided if one forces you to reconnect, might as well do it for all so its consistent. Its also more efficient to check a bool rather than checking adminflag bits over and over again. Most of the time, they dont change. But yes, the drawback is they have to reconnect.

This is all of course assuming they had admin flag given to them while they were on the server, and the server also refreshed the admin cache for all admins during this time as well. Thats the only way you would notice the issue.
True true.

Also, I think I may have added a bug or 2 with those edits, I'm going to take a look at it later when I'm more awake.
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Last edited by DarthNinja; 09-03-2010 at 09:44.
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DarthNinja
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Join Date: Mar 2009
Location: PreThinkHook()
Old 09-04-2010 , 01:19   Re: [TF2] Fire Arrows (0.2)
Reply With Quote #19

Quote:
Originally Posted by DarthNinja View Post
True true.

Also, I think I may have added a bug or 2 with those edits, I'm going to take a look at it later when I'm more awake.
I updated my post, I noticed that I was returning inside a loop, that's fixed now.
Also I added an optional command var: sm_firearrows <target> [1/0] so you can manually specify on or off.


-EDIT:
I made a little change, it seems there is a bug where players spawn with fire arrows (no idea why), so I hooked the change team event to disable that player's fire arrows.

I'll prolly post a new version in a little bit that allows you to give a player X number of fire arrows.
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Last edited by DarthNinja; 09-04-2010 at 07:10.
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DarthNinja
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Join Date: Mar 2009
Location: PreThinkHook()
Old 09-06-2010 , 00:51   Re: [TF2] Fire Arrows (0.2)
Reply With Quote #20

Epic triple post!

I posted a little update that allows you to give a player X number of fire arrows.
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