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[TF2] Jump Mode


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The JCS
AlliedModders Donor
Join Date: Jan 2007
Location: Brazil
Old 09-03-2008 , 17:45   Re: [TF2] Jump Mode
Reply With Quote #21

Version 1.4 ( 3/09/09 )
  • Added the keywords to recognize jump maps
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wylecoyote
Junior Member
Join Date: Sep 2008
Old 09-03-2008 , 18:52   Re: [TF2] Jump Mode
Reply With Quote #22

any chance of adding a function to increase attack speeds so like if norm was 100 we could make them say 300 an so on would be fun with autoheal an ressuply on
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Dominator
Senior Member
Join Date: Mar 2008
Old 09-04-2008 , 09:43   Re: [TF2] Jump Mode
Reply With Quote #23

*edit* Exclude this message unless you plan on making it work for 1.0.3

Also tried to compile with it with 1.0.3 and it cant read NextMap

But i Know you need 1.1

Code:
[SM] Unable to load plugin "jumpmode.smx": Native "GetNextMap" was not found.
using 1.0.3 and:

Last edited by Dominator; 09-04-2008 at 09:47.
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teleporno
Junior Member
Join Date: Mar 2008
Location: London
Old 09-07-2008 , 17:34   Re: [TF2] Jump Mode
Reply With Quote #24

Hi,

Would it be possible to port this to CSS with some aditional features?

Quote:
Originally Posted by thread in plugin requests
Basically a perfect plugin would be a port of this. - http://addons.eventscripts.com/addons/view/checkpoint

If a direct port is too much work or not possible then this is what is actually needed.

Able to save an individual teleport location, saved with !save and able to teleport to them with !cp or similar. (Possibly up to 10 teleport locations each, able to switch between them with !back and !fwd, and also possibly a clear checkpoints command)

Individual toggleable noblock command which defaults to noblock - !block/!noblock

Hp regeneration, able to bring players hp back to 100 when any damage is taken.

Also if a vote could occur at the end of the mp_timelimit whether to go to the next map in the cycle or extend for 10 mins.
I was looking in to doing it myself, but im not a coder and i have no experience with sourcepawn,

Thanks for your time.

Last edited by teleporno; 09-07-2008 at 17:47.
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The JCS
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Join Date: Jan 2007
Location: Brazil
Old 09-07-2008 , 19:46   Re: [TF2] Jump Mode
Reply With Quote #25

Sorry, I have never tried to code to CS:S and I don't have plans to do that. CS:S uses the Source engine and TF2 uses the Source 2007, but it's being ported to the new engine. When it happens, I'll try to do that, but not yet...
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Chris-_-
SourceMod Donor
Join Date: Oct 2008
Old 02-01-2009 , 11:26   Re: [TF2] Jump Mode
Reply With Quote #26

Plugin works like a charm, but i would like to know how i can remove the message that pops up all the time:

[JM] Jump Mode is enabled! Say !jm_help to see the available commands

It's just annoying tbh.
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The JCS
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Join Date: Jan 2007
Location: Brazil
Old 02-01-2009 , 12:37   Re: [TF2] Jump Mode
Reply With Quote #27

You can edit the plugin, replacing these lines (258, 259 and 260):

PHP Code:
if(g_fLocation[client][0] == 0.0)
                
PrintToChat(client"\x04[JM]\x01 Jump Mode is enabled! Say \x03!jm_help\x01 to see the available commands");
        else if (
GetConVarBool(g_hAutoTeleport) && GetConVarBool(g_hTeleport)) 
With:

PHP Code:
if (GetConVarBool(g_hAutoTeleport) && GetConVarBool(g_hTeleport)) 
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Chris-_-
SourceMod Donor
Join Date: Oct 2008
Old 02-01-2009 , 12:54   Re: [TF2] Jump Mode
Reply With Quote #28

Cheers for that, also i tried making Round Triggers executing some cvars on sudden death, but that didn't really work out (autorespawn to 0 and crits to 0)

Because when sudden death starts and autorespawn is on the round never ends lol
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Mr. Happy
Junior Member
Join Date: Feb 2008
Old 04-20-2009 , 11:14   Re: [TF2] Jump Mode
Reply With Quote #29

By making this mod you have destroyed the entire concept of jump maps.The whole point is that the map maker sets up a variety of obstacles which you must get around. A huge proportion of those obstacles are completely nullified by your mod.You've made all existing maps ten times easier, and made me not want to finish my maps: how can i make a creative jump if people are just going to cheat through it? Yes, there are still some jumps you haven't circumvented, but the majority have been. With this mod on we might as well as be jumping in an empty box. I'm suprised it doesn't just give everyone noclip.It wouldn't be a big deal if not every single jump server was running this, but they are. Congratulations, you have single handedly ruined a fun gametype. At least make an env_global setting that the mod recognizes that maps can turn the mode off with.
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captainAngry
Member
Join Date: Feb 2009
Old 05-02-2009 , 19:02   Re: [TF2] Jump Mode
Reply With Quote #30

To Mr. Happy: This isn't even true. I run this plugin on my server and the only part we use that effects game play is the save_loc and teleport commands. While this does make it easier, you still have to do all the jumps yourself and beat all the challenges on your own, but it removes a bit of the frustration of falling all the way to the bottom or dying.

To the author: I am not sure exactly when it happened (could have been after a recent update) but I have discovered that when I have your plugin installed on the server it breaks the medic gun. With the plugin installed, my server instantly crashes whenever a medic tries to heal someone.

It doesn't even seem to have to be in use. Even on when jump mode is disabled, the same thing happens. I have done a lot of testing and the plugin is definitely what is causing the problem.

Unfortunately my error logs don't have anything useful for me to give you. Any chance you might know what's wrong and would be able to fix it? My members are missing your plugin as it is essential to jump maps that only have a playable area for one team.

Last edited by captainAngry; 05-02-2009 at 19:08.
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