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[TF2] Presents! (v0.5.1, fixed major bug)


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FoxMulder
Senior Member
Join Date: Jan 2009
Location: Orlando, FL
Old 08-10-2010 , 09:26   Re: [TF2] Presents! (v0.5.1, fixed major bug)
Reply With Quote #71

Quote:
Originally Posted by Thononain View Post
Traffic cone effect is not working on my server, why? i tried 5.0.1 and then changed to 4.0, still not working.. any tips for fixing that?

-i can notice cone shadow but that cone is not visible
Valve broke this several months ago.
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DarthNinja
SourceMod Plugin Approver
Join Date: Mar 2009
Location: PreThinkHook()
Old 08-11-2010 , 00:54   Re: [TF2] Presents! (v0.5.1, fixed major bug)
Reply With Quote #72

Quote:
Originally Posted by FoxMulder View Post
Valve broke this several months ago.
//Player attachments

No parenting models to clients for YOU!
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DeathMaster
AlliedModders Donor
Join Date: Mar 2009
Old 08-11-2010 , 09:06   Re: [TF2] Presents! (v0.5.1, fixed major bug)
Reply With Quote #73

Quote:
Originally Posted by DarthNinja View Post
//Player attachments

No parenting models to clients for YOU!
There is a way to do it because prophunt still works... But other then that I still run this plugin and it runs fine. I use FoxMulders edits from a few posts back.
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FoxMulder
Senior Member
Join Date: Jan 2009
Location: Orlando, FL
Old 08-11-2010 , 15:09   Re: [TF2] Presents! (v0.5.1, fixed major bug)
Reply With Quote #74

Course I can parent stuff to players but I don't want to use Voogru's extension just for this...
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DeathMaster
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Join Date: Mar 2009
Old 08-11-2010 , 19:43   Re: [TF2] Presents! (v0.5.1, fixed major bug)
Reply With Quote #75

Quote:
Originally Posted by FoxMulder View Post
Course I can parent stuff to players but I don't want to use Voogru's extension just for this...
Of course not, the cone isnt really worth it. I was just pointing out the fact that it is still possible.

How about giving the mini sentry a little more ammo however?
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FoxMulder
Senior Member
Join Date: Jan 2009
Location: Orlando, FL
Old 08-11-2010 , 21:50   Re: [TF2] Presents! (v0.5.1, fixed major bug)
Reply With Quote #76

  • Changed sentry ammo amount from 8 to 100, as they only last such a short time
Attached Files
File Type: smx presents.smx (32.9 KB, 111 views)
File Type: sp Get Plugin or Get Source (presents.sp - 249 views - 85.0 KB)
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DarthNinja
SourceMod Plugin Approver
Join Date: Mar 2009
Location: PreThinkHook()
Old 08-11-2010 , 22:38   Re: [TF2] Presents! (v0.5.1, fixed major bug)
Reply With Quote #77

Quote:
Originally Posted by FoxMulder View Post
Course I can parent stuff to players but I don't want to use Voogru's extension just for this...
Yeah I'm having to deal with that for a plugin I'm writing.
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DeathMaster
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Join Date: Mar 2009
Old 08-12-2010 , 09:30   Re: [TF2] Presents! (v0.5.1, fixed major bug)
Reply With Quote #78

Quote:
Originally Posted by FoxMulder View Post
  • Changed sentry ammo amount from 8 to 100, as they only last such a short time

Thanks for that update ill be putting it on asap
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danmon
Member
Join Date: Oct 2010
Old 11-29-2010 , 17:18   Re: [TF2] Presents! (v0.5.1, fixed major bug)
Reply With Quote #79

lets say you wanted the teleporter effect from the plugin and didnt want to have to get the whole presents plugin, how would you grab the effect from the plugin ? I think it has something to do with this part of the plugin but i am not sure how to make it into a new plugin
Quote:
/* EffectTeleport()
**
** Effect: Teleport.
** ------------------------------------------------------------------------- */
public EffectTeleport(client)
{
clientEffect[client] = EFFECT_TELEPORT;
clientEffectTimer[client][0] = INVALID_HANDLE;
clientEffectTimer[client][1] = CreateTimer(1.0, Timer_TeleportWarp, client);

GetClientAbsOrigin(client, clientPos[client][0]);

CreateParticle("teleported_blue", 2.0, client);
CreateParticle("teleported_red", 2.0, client);

EmitSoundClient(SOUND_TELEPORT, client);
}

/* Timer_TeleportWarp()
**
** Timer for Teleport effect.
** ------------------------------------------------------------------------- */
public Action:Timer_TeleportWarp(Handle:timer, any:client)
{
clientEffect[client] = NO_EFFECT;
clientEffectTimer[client][0] = INVALID_HANDLE;
clientEffectTimer[client][1] = INVALID_HANDLE;

if (client && IsClientInGame(client) && !IsClientInKickQueue(client)) {
// TODO: Make it so you don't warp to presents?
// Nah...
new String:class[6][32] = { "item_ammopack_small",
"item_ammopack_medium",
"item_ammopack_full",
"item_healthkit_small",
"item_healthkit_medium",
"item_healthkit_full" };
new e = -1, ei = 0, ci = 0;
new ent[128], Float:pos[3];

do {
while ((e = FindEntityByClassname(e, class[ci])) != -1) {
if (IsValidEntity(e)) {
ent[ei++] = e;
}
}
} while ((ci = (ci + 1) % 6));

if (ei > 0) {
GetEntPropVector(ent[GetRandomInt(0, 100) % ei], Prop_Send, "m_vecOrigin", pos);
TeleportEntity(client, pos, NULL_VECTOR, NULL_VECTOR);

CreateParticle("teleportedin_blue", 2.0, client, ATTACH_NORMAL);
CreateParticle("teleportedin_red", 2.0, client, ATTACH_NORMAL);

CreateParticle("teleporter_red_charged", 10.0, client, NO_ATTACH, 0.0, 0.0, -16.0);
CreateParticle("teleporter_blue_charged", 10.0, client, NO_ATTACH, 0.0, 0.0, -16.0);

GetClientAbsOrigin(client, clientPos[client][1]);

EmitSoundClient(SOUND_TELEPORT_END, client);
clientEffectTimer[client][1] = CreateTimer(10.0, Timer_TeleportStuck, client);
}

ShowEffectWornOff(client, EFFECT_TELEPORT);
}
}

/* Timer_TeleportStuck()
**
** Timer for Teleport effect.
** ------------------------------------------------------------------------- */
public Action:Timer_TeleportStuck(Handle:timer, any:client)
{
clientEffectTimer[client][1] = INVALID_HANDLE;

if (client && IsClientInGame(client) && !IsClientInKickQueue(client)) {
new Float:pos[3];

GetClientAbsOrigin(client, pos);

if (FloatAbs(clientPos[client][1][0] - pos[0]) + FloatAbs(clientPos[client][1][1] - pos[1]) + FloatAbs(clientPos[client][1][2] - pos[2]) < 50.0) {
// Stuck? Teleport back
clientEffectTimer[client][1] = CreateTimer(1.0, Timer_TeleportBack, client);

CreateParticle("teleported_blue", 2.0, client);
CreateParticle("teleported_red", 2.0, client);

EmitSoundClient(SOUND_TELEPORT, client);
}
}
}

/* Timer_TeleportBack()
**
** Timer for Teleport effect.
** ------------------------------------------------------------------------- */
public Action:Timer_TeleportBack(Handle:timer, any:client)
{
clientEffectTimer[client][1] = INVALID_HANDLE;

if (client && IsClientInGame(client) && !IsClientInKickQueue(client)) {
TeleportEntity(client, clientPos[client][0], NULL_VECTOR, NULL_VECTOR);

CreateParticle("teleported_blue", 2.0, client);
CreateParticle("teleported_red", 2.0, client);

EmitSoundClient(SOUND_TELEPORT_END, client);
}
}

Last edited by danmon; 11-29-2010 at 17:43.
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RavensBro
Veteran Member
Join Date: Sep 2009
Location: Wisonsin USA
Old 12-03-2010 , 11:19   Re: [TF2] Presents! (v0.5.1, fixed major bug)
Reply With Quote #80

L 12/02/2010 - 21:072: [SM] Displaying call stack trace for plugin "presents.smx":
L 12/02/2010 - 21:072: [SM] [0] Line 1447, presents.sp::Timer_Dance()
L 12/02/2010 - 21:072: [SM] Native "FakeClientCommand" reported: Client index 0 is invalid
L 12/02/2010 - 21:072: [SM] Displaying call stack trace for plugin "presents.smx":
L 12/02/2010 - 21:072: [SM] [0] Line 1447, presents.sp::Timer_Dance()
L 12/02/2010 - 21:072: [SM] Native "IsClientConnected" reported: Client index 0 is invalid
L 12/02/2010 - 21:072: [SM] Displaying call stack trace for plugin "presents.smx":
L 12/02/2010 - 21:072: [SM] [0] Line 1463, presents.sp::Timer_DanceFever()
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