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SM Time Warp


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Author
EvgenKo423
Member
Join Date: Apr 2011
Location: Russia
Plugin ID:
2312
Plugin Version:
1.5
Plugin Category:
Gameplay
Plugin Game:
Counter-Strike: Source
Plugin Dependencies:
    Servers with this Plugin:
    1 
    Plugin Description:
    Slows down time at the different events.
    Old 04-18-2011 , 09:12   SM Time Warp
    Reply With Quote #1


    SM Time Warp v1.5


    This plugin can slow down time at the next events:
    - Headshot kills
    - Combo kills
    - Grenade and knife kills
    - Bomb explosions
    - Round buy time (alternative freezetime)
    - Some of the valve's achievements
    - When the last player in a team has been killed

    Features:
    * Headshot series: you can set headshot count needed to activate time warp
    * Kill series: you can set combo count needed to activate time warp
    * Two working modes:
    • Event mode. In this mode time warp activates at simple events (like HS).
    • Skill mode. In a Skill mode each player has it's own probability of activating time warp. At the start you have a very little chance to activate time warp, but with each kill you gain mojo (and with each death you loose it).
    * (De)Activation sounds: when time warp will be (de)activated, sound will be played
    * Bullet trails: you will see them when time warp will be activated
    * Activation control: you can include/exclude bots from activating time warp
    * Mojo statistics: you can check your rank in a top list of players' mojo

    CVARs:
    All CVARs and their descriptions are stored in a configuration file: .../cstrike/cfg/sourcemod/sm_timewarp.cfg.
    To check up the version of plugin you're using, type "tw_version" into your console.

    Languages:
    • English
    • Russian
    Installation:
    Just unpack sm_timewarp.zip into the .../cstrike/ folder.


    Warning:
    This plugin enables "sv_cheats" at the period of slowdown (just couple of seconds), so use it warily. I had fixed the "impulse 101" cheat, but I'm thinking it is not the one.


    Changelog:
    1.5:
    - Totally optimized!
    - Added activation when the last player in a team has been killed
    - Added an activation sound for all players (besides the sounds for killer and victim) and a deactivation sound
    - Bullet trails now can have a different colors. Look at the config file for more information...
    - Added mojo statistics (a lot of thanks to Dr. McKay for the information)
    - Screen overlays has been redrawn to be smoother; changed the text on an overlay, which is shown at the round start
    - Translation strings are merged into a single file
    - Major bug fix

    1.4:
    - Added activation at some of the valve's achievements (not any of the game achievements because of uses "sv_cheats" )
    - If min or max mojo is reached (in a Skill mode), it will be "min" or "max" word shown to you in a chat instead of mojo percent you just gain (or loose)
    - Minor bug fixes
    - Improved translation to English

    1.3:
    - Added activation control. You can change activation mode by means of the tw_bot_mode CVAR

    1.2:
    - Added bullet trails

    1.1:
    - Fixed knife hit bugs
    - Now Round Buy Time slowdown is controlled by it's own CVAR - "tw_buy_period"
    - Improved translation to English
    - Optimization and minor bug fix

    1.0: First release
    Attached Files
    File Type: zip sm_timewarp.zip (357.4 KB, 920 views)
    __________________
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    Last edited by EvgenKo423; 05-04-2013 at 09:29. Reason: Updated to v1.5; some bug fixes
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    databomb
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    Join Date: Jun 2009
    Location: california
    Old 04-18-2011 , 09:21   Re: SM Time Warp
    Reply With Quote #2

    Why are you turning sv_cheats on for this? It's unnecessary.
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    EvgenKo423
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    Join Date: Apr 2011
    Location: Russia
    Old 04-18-2011 , 09:29   Re: SM Time Warp
    Reply With Quote #3

    I will be happy if host_timescale works without sv_cheats, but it isn't.

    Last edited by EvgenKo423; 04-18-2011 at 09:46.
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    databomb
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    Location: california
    Old 04-18-2011 , 10:35   Re: SM Time Warp
    Reply With Quote #4

    ClientCommand r_screenoverlay
    and
    host_timescale work on my server fine without sv_cheats 1.

    If host_timescale gives you problems then turn off the cheats flag manually

    SetConVarFlags(HandleToTimeScale, GetConVarFlags(HandleToTimeScale) & ~FCVAR_CHEAT)

    but again, I don't believe it's flagged as a cheat.
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    EvgenKo423
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    Location: Russia
    Old 04-18-2011 , 11:02   Re: SM Time Warp
    Reply With Quote #5

    databomb, I tried to do this earlier and tried now. It didn't work.
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    databomb
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    Old 04-18-2011 , 11:17   Re: SM Time Warp
    Reply With Quote #6

    That doesn't even make sense. You're only turning cheats on to do the r_screenoverlay command and then turning it back off. r_screenoverlay is a cheat for the client but not from the server. Unless you have a listen server then I'm not sure what the problem is.

    PHP Code:
    ActivateSlow(activatorFloat:periodFloat:timescalebool:isBomb=false)
    {
        
    ServerCommand("host_timescale %f"timescale);
        
    SetConVarInt(CheatCVAR1);
        for (new 
    1<= MaxClientsi++)
            if (
    IsValidClient(i) && !IsFakeClient(i))
                if (
    activator == 0)
                    
    ClientCommand(i,"r_screenoverlay timewarp/slowdown2");
                else
                {
                    new 
    sound GetConVarInt(tw_sound);
                    
    ClientCommand(i,"r_screenoverlay timewarp/slowdown1");
                    if ((
    sound == && != activator) || (sound && isBomb))
                        
    EmitSoundToClient(i"timewarp/warp.mp3");
                }
        
    CreateTimer(periodNormTime);

    This is what you should do if you insist it's a cheat:
    1. Make a global handle, gHandle
    2. gHandle = FindConVar("host_timescale")
    3. SetConVarFlags(gHandle, GetConVarflags(gHandle) & ~FCVAR_CHEAT)
    4. SetConVarFloat(gHandle, newValue)
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    Rocknrolla
    Member
    Join Date: Jun 2010
    Old 04-18-2011 , 12:37   Re: SM Time Warp
    Reply With Quote #7

    Is this a rework of bullettime? If so are you gonna implement bullet trails and bullet time style on-off sounds?
    Just asking as I and my community have been waiting for someone to support a plugin of this kind.
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    EvgenKo423
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    Join Date: Apr 2011
    Location: Russia
    Old 04-18-2011 , 15:43   Re: SM Time Warp
    Reply With Quote #8

    databomb, I have a dedicated server. And I'm sure it is cheat! If you don't sure, change my plugin and see it the eyes.
    Rocknrolla, Yes, it is. I will try to implement trails, but I woun't change sounds.

    Last edited by EvgenKo423; 04-18-2011 at 15:46.
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    EvgenKo423
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    Old 04-22-2011 , 10:10   Re: SM Time Warp
    Reply With Quote #9

    I have tried to implement bullet trails but I cann't get position where weapon shoots from.
    If someone knows how to get this, please PM me. Weapon_ShootPosition offset returns the eye position .
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    Rocknrolla
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    Old 04-22-2011 , 10:48   Re: SM Time Warp
    Reply With Quote #10

    Have you checked Vogelz's code on his bullettime plugin that used to run bullet trails?

    http://forums.alliedmods.net/showthr...ht=Bullet+time
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    Last edited by Rocknrolla; 04-22-2011 at 11:02. Reason: Add link
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