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[TF2][PSM][Updater] Revive Markers (v1.7.2, 2015-03-12)


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Author
Wolvan
Senior Member
Join Date: Jul 2014
Location: Tyrol, Austria
Plugin ID:
4280
Plugin Version:
1.7.2
Plugin Category:
Gameplay
Plugin Game:
Team Fortress 2
Plugin Dependencies:
    Servers with this Plugin:
    13 
    Plugin Description:
    Drop a Respawn Marker after death, which a medic can use to respawn you back like in MvM
    Old 07-15-2014 , 06:21   [TF2][PSM][Updater] Revive Markers (v1.7.2, 2015-03-12)
    Reply With Quote #1

    If you guys are running my Plugin on a server, I would love to know the IP and check it!

    REVIVEMARKERS v1.4+ REQUIRES SOURCEMOD 1.6.0 DUE TO SDKHOOKS BUG IN EARLIER VERSIONS

    The Webcompiler won't compile due to me including PermissionsSM, FreakFortress2 and VSH Include files, just download the ReviveMarkers_compiled.smx


    This works well with my other Plugins, MedicMvMShield! and PermissionsSM

    Would love for you guys to add some suggestions I can add to the Plugin, it seems kinda bare to me ^^'

    About
    This Plugin allows you to drop a respawn marker on death in normal Multiplayer. The respawn marker can then be healed by a friendly medic to revive the person that it is bound to.

    Download
    You can always get the most recent version from here. Source can be found on GitHub

    Features
    1.) Easy to use: Just drag the .smx file into your plugins folder and you're set
    2.) Small: Not cluttered with unecessary code
    3.) Works: Die, let yourself be respawned by your friendly neighbourhood medic
    4.) Markers are only visible for Medics of the own team (Configurable)! No other class gets confused.
    5.) Developers can hook into it!
    6.) Integration into other Plugins: VSH/FF2, PermissionsSM and Adminmenu!
    7.) Configurable (ConVars):
    I.) Opt In and Out whenever you want
    II.) Configurable Max Number of Revives
    III.) No Medic, No Revive Marker Drop
    IV.) Disable the Plugin for everyone or Admins only
    V.) Allow only one team to drop Markers
    VI.) Either make Markers visible for all Classes or Medic only

    Commands
    revivemarkers_optin [NAME] - Opt yourself or [NAME] (Admin) into dropping Revive Markers.
    revivemarkers_optout [NAME] - Opt yourself or [NAME] (Admin) out of dropping Revive Markers.

    Permission Nodes [PermissionsSM]
    ReviveMarkers.DropMarker - Give this Permission to Players that should be allowed to drop Markers
    ReviveMarkers.Admin - Allow opting in and out others and also to drop the Marker in Admin-Only Mode

    Override Strings
    You need to enable Override Strings using revivemarkers_use_override_string
    revivemarkers_dropmarker - Give this Permission to Players that should be allowed to drop Markers
    revivemarkers_admin - Allow opting in and out others and also to drop the Marker in Admin-Only Mode

    ConVars
    revivemarkers_no_markers_without_medic (1) - Change if Revive Markers drop when there are no medics in the team.
    revivemarkers_disable (0) - Disable Plugin Functionality
    revivemarkers_admin_only (0) - Allow dropping of revive Markers only for admins
    revivemarkers_drop_for_one_team (0) - 0 - Both Teams drop Markers. 1 - Only RED. 2 - Only BLU.
    revivemarkers_max_revives (0) - Set maximum Number of Revives. 0 to disable.
    revivemarkers_decay_time (0.0) - Set a timer that despawns the Marker before a player respawns, set to 0.0 to disable
    revivemarkers_visible_for_medics (1) - Set Visibility of Respawn Markers for everyone or Medics only
    revivemarkers_show_markers_for_hale (1) - Let the current Saxton Hale see the Revive Markers
    revivemarkers_use_override_string (0) - Use Permission Override String
    revivemarkers_version (1.7.1) - Just an ordinary version ConVar

    Installation instructions
    1.) Download .smx file below and put it in your plugins folder
    2.) Load it with sm plugins load ReviveMarkers or by restarting your server

    Dependencies
    None

    Plugins that use ReviveMarkers
    None

    Bugs
    - Sometimes, when you overheal a target and they die, they will be respawned instantly
    - Plugin in VSH/FF2 works only 1 round
    - Revive Bubbles can be seen by anyone, not just medics
    - Spies with deadringer drop a marker on death

    Planned Features
    - Build a metrics System (+SM Extension) and hook this Plugin into it
    - Make Opt-Out Persist over Server restart and Player reconnect
    - Let Admins opt out other people (Need help with targeting code?)
    - Add Adminmenu Integration
    - External Config File for CVars
    - Integration of FF2/VSH to make markers visible for saxton hale
    - Register Plugin as Library
    - Fix instant revive bug
    - Give ability to make all Teammembers see the Markers
    - Add decay Timer ConVar
    - Add Forward calls and Natives
    - Make it so you can remove the revive notification bubbles
    - Create a ConVar for Admin only Mode
    - Create a ConVar to disable Plugin functionality
    - Create a ConVar for Red/Blu only
    - Fix the drop Marker on deadringer death
    - Create a ConVar to set how often a Player can be revived per round
    - Let users opt out of dropping a Revive Marker
    - Add it so that if no medics are in the own team, there will be no respawn marker dropped
    - Find a way to prevent respawning when Marker is being healed. Help on that appreciated.
    Anything else you guys might wanna see being added?

    For Developers
    Want to hook into my Plugin? Download the Example Plugin and check the Forwards and the revivemarkers.inc if you want to use any of the STILL UNTESTED Natives (I would appreciate if someone could test them for me)
    If you wrote a Plugin, please send me a link, I will link it here in the Post as well

    Special thanks
    - Mitchell for helping me omptimizing my code
    - pheadxdll for showing me the function that overrides the respawn time

    Servers with my Plugin
    The FunForBattle Servers
    Spoiler


    Media
    Spoiler

    If you have any kind of media related to this, I'd love to add it here.

    Changelog
    Spoiler
    Attached Files
    File Type: txt ReviveMarkers Usage.txt (1.2 KB, 831 views)
    File Type: sp Get Plugin or Get Source (ReviveMarkers_Forward_Sample.sp - 858 views - 3.3 KB)
    File Type: inc revivemarkers.inc (1.7 KB, 887 views)
    File Type: smx ReviveMarkers_compiled.smx (21.7 KB, 1388 views)

    Last edited by Wolvan; 03-12-2015 at 16:35. Reason: Updated to 1.7.2
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    lyric
    Veteran Member
    Join Date: Sep 2012
    Old 07-15-2014 , 08:24   Re: [TF2] Revive Markers (v1.0, 2014-07-15)
    Reply With Quote #2

    this is a great way to make the medic in tf2 useful again. nice plugin
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    Wolvan
    Senior Member
    Join Date: Jul 2014
    Location: Tyrol, Austria
    Old 07-15-2014 , 09:33   Re: [TF2] Revive Markers (v1.0, 2014-07-15)
    Reply With Quote #3

    Quote:
    Originally Posted by lyric View Post
    this is a great way to make the medic in tf2 useful again. nice plugin
    Appreciate it! Glad someone likes my plugin. I may or may not be toying around with the idea to also release my Medic Shield Plugin I did if people are interested. Currently it's still exclusive to my server
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    snelvuur
    Veteran Member
    Join Date: Jun 2008
    Location: Netherlands
    Old 07-15-2014 , 12:57   Re: [TF2] Revive Markers (v1.0, 2014-07-15)
    Reply With Quote #4

    I think there was a medic shield out there already, at least i had one where i could press a button and get a shield around me.

    Anyways, nice plugin. Is there a timer on how long a person has the time to revive the player and how long it takes for the medic to revive him?
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    Wolvan
    Senior Member
    Join Date: Jul 2014
    Location: Tyrol, Austria
    Old 07-15-2014 , 13:08   Re: [TF2] Revive Markers (v1.0, 2014-07-15)
    Reply With Quote #5

    Quote:
    Originally Posted by snelvuur View Post
    I think there was a medic shield out there already, at least i had one where i could press a button and get a shield around me.
    There is, yeah, mine was inspired by that one. I added a lot of CVars and Adminmenu integration though, which makes it a lot easier to configure to your likings.

    Quote:
    Originally Posted by snelvuur View Post
    Anyways, nice plugin. Is there a timer on how long a person has the time to revive the player and how long it takes for the medic to revive him?
    Right now, you have as much time to heal the marker as it takes to respawn the target regularly, once he respawns, the marker disappears. I am still looking for a way to prevent respawning when the marker is being healed, I have no idea how I can check for a medic healing a marker though.
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    rswallen
    SourceMod Donor
    Join Date: Jun 2013
    Location: 127.0.0.1
    Old 07-15-2014 , 13:52   Re: [TF2] Revive Markers (v1.0, 2014-07-15)
    Reply With Quote #6

    Quote:
    Originally Posted by Wolvan View Post
    I have no idea how I can check for a medic healing a marker though.
    Check the value of "m_hHealingTarget" on the medigun of said medic?

    Last edited by rswallen; 07-15-2014 at 13:53. Reason: Entprop spelling
    rswallen is offline
    Wolvan
    Senior Member
    Join Date: Jul 2014
    Location: Tyrol, Austria
    Old 07-15-2014 , 13:55   Re: [TF2] Revive Markers (v1.0, 2014-07-15)
    Reply With Quote #7

    Quote:
    Originally Posted by rswallen View Post
    Check the value of "m_hHealingTarget" on the medigun of said medic?
    That definitely sounds like an idea, thanks a lot. Do you by any chance know a way to prevent respawning then?
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    rswallen
    SourceMod Donor
    Join Date: Jun 2013
    Location: 127.0.0.1
    Old 07-15-2014 , 14:11   Re: [TF2] Revive Markers (v1.0, 2014-07-15)
    Reply With Quote #8

    Cleanest way would be to detour a binary function (CTFPlayer::IsReadyToSpawn perhaps)
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    Wolvan
    Senior Member
    Join Date: Jul 2014
    Location: Tyrol, Austria
    Old 07-15-2014 , 14:12   Re: [TF2] Revive Markers (v1.0, 2014-07-15)
    Reply With Quote #9

    Quote:
    Originally Posted by rswallen View Post
    Cleanest way would be to detour a binary function (CTFPlayer::IsReadyToSpawn perhaps)
    I will definitely look into this, thanks a lot for your help!
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    pheadxdll
    AlliedModders Donor
    Join Date: Jun 2008
    Old 07-15-2014 , 14:21   Re: [TF2] Revive Markers (v1.0, 2014-07-15)
    Reply With Quote #10

    I've had the reanimators in Stop that Tank for awhile now and in the war & love update Valve removed a check so medics can heal them without being in MvM and they did the same for the cancel hud for anyone wondering.

    You don't have to use a detour to stop the player from respawning, just use this code whenever you create the entity_revive_marker:
    Code:
    SetEntDataEnt2(client, FindSendPropInfo("CTFPlayer", "m_nForcedSkin")+4, iMarker);
    There are more problems with the shields like the marker bubble showing for everyone on the server and an instant revive bug Valve hasn't fixed. When I release it someone can use my fixes it if it'll help.
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    Last edited by pheadxdll; 07-15-2014 at 14:38.
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