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Laser/TripMine Entity


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+ARUKARI-
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Join Date: Jul 2004
Location: Japan
Old 04-11-2020 , 00:52   Re: Laser/TripMine Entity v3.2 (25.03.2020)
Reply With Quote #601

v3.4 Released.
Release Note:
  • Add Claymore mode.
  • Add Admin Command.
  • Add Cvars.
    • amx_ltm_mine_broken
    • amx_ltm_realistic_detail
    • amx_ltm_laser_width
    • more claymore cvar.
  • Add Show mine health on HUD
  • Split sources and refactored.
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Last edited by +ARUKARI-; 04-11-2020 at 05:25.
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Old 04-12-2020 , 03:13   Re: Laser/TripMine Entity v3.2 (25.03.2020)
Reply With Quote #602

Have you tried 3.4?
Here put a test version of laser penetration.
(need 3.4 include files.)

In this version, "1 = once dmg" of "amx_ltm_laser_damage_mode" does not work.
Attached Files
File Type: sma Get Plugin or Get Source (lasermine_penetration.sma - 234 views - 62.4 KB)
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Last edited by +ARUKARI-; 04-12-2020 at 03:19.
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rian18
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Join Date: Apr 2020
Old 04-13-2020 , 14:22   Re: Laser/TripMine Entity v3.2 (25.03.2020)
Reply With Quote #603

Hi there.
Impressive you updated this old plugin. Good job. Working well.
But if you plant it on the wall and you're to near you get stuck. Is it normal or do I need an unstuck plugin?
Using AMX 1.10.0.5392.
Thanks!

edit: I just read the issue with stuck. Sorry

Last edited by rian18; 04-14-2020 at 02:29.
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Old 04-14-2020 , 04:02   Re: Laser/TripMine Entity v3.2 (25.03.2020)
Reply With Quote #604

Quote:
Originally Posted by rian18 View Post
Hi there.
Impressive you updated this old plugin. Good job. Working well.
But if you plant it on the wall and you're to near you get stuck. Is it normal or do I need an unstuck plugin?
Using AMX 1.10.0.5392.
Thanks!

edit: I just read the issue with stuck. Sorry
v3.5 release.
Temporary fix it issue.
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ZaX
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Join Date: Jan 2015
Old 04-14-2020 , 10:00   Re: Laser/TripMine Entity v3.2 (25.03.2020)
Reply With Quote #605

Hello,
Im not sure if you meant to do that, but everytime your lasermines health goes down and about to die, you can remove it and plant it again, the health will be as set in the cvar. Not when was removed, so thats kinda like a bug.
If that was meant to, can you add a cvar to disable it?
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Old 04-14-2020 , 19:20   Re: Laser/TripMine Entity v3.2 (25.03.2020)
Reply With Quote #606

Quote:
Originally Posted by ZaX View Post
Hello,
Im not sure if you meant to do that, but everytime your lasermines health goes down and about to die, you can remove it and plant it again, the health will be as set in the cvar. Not when was removed, so thats kinda like a bug.
If that was meant to, can you add a cvar to disable it?
How about making damaged Lasermine uncollectible?
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ZaX
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Join Date: Jan 2015
Old 04-14-2020 , 20:51   Re: Laser/TripMine Entity v3.2 (25.03.2020)
Reply With Quote #607

I dont think thats a good idea, sometimes people want to switch the lasermine position to be somewhere else like when they go to a new spot
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Old 04-14-2020 , 21:30   Re: Laser/TripMine Entity v3.2 (25.03.2020)
Reply With Quote #608

Quote:
Originally Posted by ZaX View Post
I dont think thats a good idea, sometimes people want to switch the lasermine position to be somewhere else like when they go to a new spot
How about uncollectible in 30% health less than?
(it's out spark or smoke effect.)

I don't want to increase cvar if possible.

Edit1: Oh no, After all, Cvar will be added to "30%"
Edit2: I forgot, Set amx_ltm_allow_pickup "0" to stop remove.
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Last edited by +ARUKARI-; 04-15-2020 at 00:15.
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ZaX
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Join Date: Jan 2015
Old 04-15-2020 , 01:50   Re: Laser/TripMine Entity v3.2 (25.03.2020)
Reply With Quote #609

That will prevent the pickup, but still as I told you some players might want to change their positions and so they have to remove their lasermines
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Old 04-15-2020 , 01:55   Re: Laser/TripMine Entity v3.2 (25.03.2020)
Reply With Quote #610

Keep health and recycle?
20/300 health remove. => deploy 20/300.

This takes time.
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