Quote:
Originally Posted by BrutalGoerge
1. Be able to change the respawn timer for both teams on all maps. I want to be able to kill that stupid spawn > 20sec by making it so the maximum respawn is 15 seconds. sm_cvar mp_respawnwavetime DOES NOT WORK ON ALL MAPS, SO DONT TRY TO TELL ME IT DOES, OR I WILL BREAK STUFF
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You can use TFTrue-LITE and set tftrue_respawn_max to 15 and tftrue_respawn_static 1 to achieve this. My plugin does not use source mod stuff so I cant help you make your own =/
See
http://www.mrlwork.com/source/tftrue.html for full documentation
Quote:
Originally Posted by BrutalGoerge
2. Be able to change the chances of getting a crit. So we can maybe have fun days on my server with 100% crits, and maybe with 0% crits.
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With the lite version you can turn crits on or off, with the full version you can set them to 100%, however the full version will change your game desc.
Quote:
Originally Posted by BrutalGoerge
3. Scramble teams w.o restarting the game. If red has 2 and blu has 0 points, I want that score to still be the same after the scramble.
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TFTrue doesnt do this. ;p
Quote:
Originally Posted by BrutalGoerge
I know there are addons that can do some of these things, but I would rather they be sourcemod plugins just to minimize conflicts, and not have it report the game running as TFTrue instead of Team Fortress.
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If you use the LITE version it does not change your game desc, and the only limitation on the lite version is the non-100% crits. Also tftrue will not interfere with source mod. Sourcemod does its own thing, and tftrue does things completely different. It is not dependent on any game data or locations, it just scans the server code for the right place and replaces 4 bytes of code. Not even noticeable to a higher level binary like sourcemod. There is no hooking or anything either.
If you want to know how I change crits in my plugin, you can search the forum for a post I made a month ago in response to this same subject =p
As I am sure you already know it is not as simple as editing a boolean member in the player class.
EDIT:
Actually, I take that back, tftrue does hook one function. But its not really a hook, I think a better word would be detour, or redirect. There is a call to randomFloat in the damage calculation function. TFTrue replaces the address of that one randomFloat call with the address of my random function in my plugin. This is my random function:
Code:
static float myStaticNum;
void random()
{
return myStaticNum;
}
All joking aside, that is my random function :p It is the super powerhouse ultimate function that achieves static damage.