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[TF2] Auto Pumpkins (Automatic Pumpkin Spawner) [v2.2.2]


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badwolf
Senior Member
Join Date: Apr 2010
Old 10-27-2010 , 12:21   Re: [TF2] Auto Pumpkins (Autonomous Pumpkin Spawner)
Reply With Quote #11

Please do one for snowmen.
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Snaggle
AlliedModders Donor
Join Date: Jul 2010
Location: England
Old 10-27-2010 , 19:14   Re: [TF2] Auto Pumpkins (Autonomous Pumpkin Spawner)
Reply With Quote #12

@DarthNinja. You said it would be hard to tell which ones have been exploded or not in order to make them respawn. Could it not be possible to have the plugin delete ALL of them and then respawn them all again really quickly? That way it respawns the blown up ones without creating duplicates of the ones not exploded.
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alinayg
Senior Member
Join Date: Apr 2009
Location: USA, RI
Old 10-29-2010 , 01:09   Re: [TF2] Auto Pumpkins (Autonomous Pumpkin Spawner)
Reply With Quote #13

Quote:
Originally Posted by Snaggle View Post
@DarthNinja. You said it would be hard to tell which ones have been exploded or not in order to make them respawn. Could it not be possible to have the plugin delete ALL of them and then respawn them all again really quickly? That way it respawns the blown up ones without creating duplicates of the ones not exploded.
I don't think it's impossible, just hard.
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badwolf
Senior Member
Join Date: Apr 2010
Old 10-30-2010 , 08:20   Re: [TF2] Auto Pumpkins (Autonomous Pumpkin Spawner)
Reply With Quote #14

Seems to me you should be able to put entity references in an array and iterate through them every 30 seconds or so... doing something. Either checking if they exploded (still exist?) or despawning them and respawing them.
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DarthNinja
SourceMod Plugin Approver
Join Date: Mar 2009
Location: PreThinkHook()
Old 10-30-2010 , 21:48   Re: [TF2] Auto Pumpkins (Autonomous Pumpkin Spawner)
Reply With Quote #15

Quote:
Originally Posted by badwolf View Post
Seems to me you should be able to put entity references in an array and iterate through them every 30 seconds or so... doing something. Either checking if they exploded (still exist?) or despawning them and respawing them.
I'll probably do some combo of caching the locations and ent indexes and looping every X sec.
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PteJack
Junior Member
Join Date: Apr 2010
Location: Canada
Old 11-18-2010 , 19:42   Re: [TF2] Auto Pumpkins (Autonomous Pumpkin Spawner)
Reply With Quote #16

Maybe have them all blow up after (cvar x seconds/minutes/hours/???), then respawn. Be interesting to see the Pumpkin deaths show up on the screen. Also could set to 0 if you want to spawn them manually??

Just a suggestion.

Pte Jack
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Skyrider
AMX Mod X Beta Tester
Join Date: May 2005
Location: Netherlands
Old 11-19-2010 , 21:13   Re: [TF2] Auto Pumpkins (Autonomous Pumpkin Spawner)
Reply With Quote #17

Would be great if they would respawn after xx seconds or xx minutes after they have been destroyed.
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psychonic

BAFFLED
Join Date: May 2008
Old 11-19-2010 , 21:42   Re: [TF2] Auto Pumpkins (Autonomous Pumpkin Spawner)
Reply With Quote #18

@DarthNinja

You should escape all values before inserting them into the db, even mapname. (quotes are valid chars in filenames).

Also, as round start happens more than once per map, you might want to add some logic so that it only spawns them on the first round start of a map. Should also add arena_round_start so that it works on maps with arena logic as well.
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viktorgk
Member
Join Date: Oct 2010
Old 12-12-2010 , 12:40   Re: [TF2] Auto Pumpkins (Autonomous Pumpkin Spawner)
Reply With Quote #19

is there a way to spawn healkits and ammopacks on saved locations?
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HellsCook
Junior Member
Join Date: Dec 2010
Old 12-21-2010 , 03:44   Re: [TF2] Auto Pumpkins (Autonomous Pumpkin Spawner)
Reply With Quote #20

Is there a way to choose which way the pumpkins are oriented? Like maybe spawn the bomb facing in front of the player who seeds them? Pumpkins are neat, but they all face the same direction.
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