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[CS:S/CS:GO] GunGame


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altex
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Join Date: May 2009
Location: Russia
Old 12-22-2009 , 03:23   Re: GunGame
Reply With Quote #451

Quote:
Originally Posted by Dirton View Post
Isn't there a way to have a list of all player weapons with their entities and simply remove weapon according to that entities on player death? And accordingly assign new one when player spawns.
LordMarqus has already say it.

Quote:
Originally Posted by Dirton View Post
There were always Buy it, dammit!: Source for that porpoises.
There are two types of answers: direct and correct. Please do not give such answer. The correct way to remove weapons on round start (sounds, entities etc) is the Stripper:Source plugin.
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altex
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Old 12-22-2009 , 03:26   Re: GunGame
Reply With Quote #452

Quote:
Originally Posted by LordMarqus View Post
What about saving some index or ID of weapon entity on actions when this entity changes and then just remove it on player death? It's only my first idea I don't know too much about it now. Oh, I think that all kinds of grenades should be excluded from the process. There are a lot of gg maps where authors put some extra nades and this will remove it.
It's a good idea, i was thinking about it many times before. I'll implement it.
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Old 12-22-2009 , 04:11   Re: GunGame
Reply With Quote #453

Quote:
Originally Posted by altex View Post
LordMarqus has already say it.
There are two types of answers: direct and correct. Please do not give such answer. The correct way to remove weapons on round start (sounds, entities etc) is the Stripper:Source plugin.
If you checked that plugin page, you'd it's created especially for use with GG and to remove weapons on round start. And that exactly what the question was, by the way I use it myself from the very start.
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altex
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Old 12-22-2009 , 04:40   Re: GunGame
Reply With Quote #454

Quote:
Originally Posted by Dirton View Post
If you checked that plugin page, you'd it's created especially for use with GG and to remove weapons on round start. And that exactly what the question was, by the way I use it myself from the very start.
Never mind.
AutoGungame plugin was created expecialy for gg too
You are free to use what you want.
Peace.
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altex
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Old 12-22-2009 , 04:59   Re: GunGame
Reply With Quote #455

Release 1.0.5.1:
* Strip weapons from dead players completely rewritten.
Cpu usage optimization.

* Weapon to index procedure rewritten from keyvalue to trie array.
Cpu usage optimization.
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Dirton
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Old 12-22-2009 , 05:11   Re: GunGame
Reply With Quote #456

No no, you understood me completely wrong, I yours had the same functionality as that plugin (I didn't checked the latest version yet and don‘t know how much is covered there) or even better with some optimizations. I would prefer one plugin instead of two.
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altex
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Old 12-22-2009 , 05:31   Re: GunGame
Reply With Quote #457

Quote:
Originally Posted by Dirton View Post
No no, you understood me completely wrong, I yours had the same functionality as that plugin (I didn't checked the latest version yet and don‘t know how much is covered there) or even better with some optimizations. I would prefer one plugin instead of two.
Actualy i did not include functionality to remove all weapons from the map on map start. "Strip dead players weapons" just strip weapons from dead players only. For example you can drop it and pick up back.

All i wanted to say is that all solutions has weak and strong sides. Why am i thinking stripper:source is better then buyitdamnit (in the aspect of removing weapons on map load). It's easy to complare its pluses and minuses.

For example one of the big reason is that with stripper:source you can remove not only weapons, but every entity you want (for example sounds, props, etc) in a similar way like weapons.

And it is very flexible. All you need is to provide config for the map with settings what to remove from map, what to change, what to add, and it will work after map change. It will do its work just after map is loaded and not on every round start or every player death.

And for example if you want not remove all weapons from particular map, or just remove some types of weapons and other types have to stay (grenades etc) you can just change cfg for stripper for that map. You do not have to recompile plugin.

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Old 12-22-2009 , 05:45   Re: GunGame
Reply With Quote #458

Good point! Could you share your config for stripper source then?
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altex
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Old 12-22-2009 , 05:48   Re: GunGame
Reply With Quote #459

Quote:
Originally Posted by Dirton View Post
Good point! Could you share your config for stripper source then?
path for configs is \cstrike\addons\stripper\maps\
Attached Files
File Type: cfg aim_shotty.cfg (47 Bytes, 101 views)
File Type: cfg dm_atf_dustbox.cfg (89 Bytes, 107 views)
File Type: cfg gg_fy_brickworld_final.cfg (103 Bytes, 110 views)
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Old 12-22-2009 , 06:01   Re: GunGame
Reply With Quote #460

Thanks!
Quote:
filter:
{
"classname" "/.*weapon.*/"
}
Is all I wanted. Added it to global filter.
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