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[ANY] L Duke's Tripmines: Reborn 1.0


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404UserNotFound
BANNED
Join Date: Dec 2011
Plugin ID:
5357
Plugin Version:
1.0
Plugin Category:
Fun Stuff
Plugin Game:
Any
Plugin Dependencies:
    Servers with this Plugin:
    1 
    Plugin Description:
    Just a little thing I did in about 5 minutes
    Old 09-20-2016 , 00:54   [ANY] L Duke's Tripmines: Reborn 1.0
    Reply With Quote #1


    L Duke's Tripmines: Reborn

    About L Duke's Tripmines: Reborn:
    This was just something I did because I felt like it. It was a really easy fix. Just changed the entity from prop_physics_override to prop_dynamic_override (so it would actually stick to walls), change the way the beam is generated so it doesn't share the same "ent" variable name as the model, and converted 99% of the source code to new syntax (convars haven't been converted to new syntax yet)

    I'll eventually update this thing further with additional features and some game detection (because it uses Hint text and that could screw up for games that don't have Hint text) and other fun stuff.

    Need proof it's working? Check out these images:
    http://i.imgur.com/cM61XXb.jpg
    http://i.imgur.com/PA7NUsu.jpg


    Commands:
    There's only one command in this plugin, sm_tripmine. It's a publicly accessible command, and you have to be right up against and facing a wall/floor/ceiling in order to place a tripmine.

    You can override access to the command via your "admin_overrides.cfg" file. Just add in "sm_tripmine" "flag". Just replace the "flag" bit with whatever flag you want to restrict it to, i.e. "z" or "b".


    Convars:
    • sm_tripmines2016_version - Standard version convar. Do not touch!
    • sm_tripmines_allowed - Number of tripmines to spawn with?
      • Default: 3
    • sm_tripmines_activate_time - Time before the trip beam is activated?
      • Default: 2.0
    • sm_tripmines_model - Model to use for the tripmine?
      • Default: "models/props_lab/tpplug.mdl"
    • sm_tripmines_restrictedteam - Which team should be restricted from getting tripmines?
      • Default: 0
      • Usage: This is based off the team number. 0 is Spectator (not that Specs can place tripmines anyway), 1 is RED, 2 is BLU (that's usually the case).


    Installation Instructions:
    1. Download the plugin (available via Github)
    2. Extract the plugin to your server.
    3. rcon sm plugins load tripmines2016
    4. ???
    5. Profit!


    Known Bugs:
    This should work on just about every game...I think. I tested it in TF2 and that's all I've tested it in.

    Hint Text may cause issues with some games but as I said above, I plan to update this plugin significantly and add some proper engine detection to handle the Hint Text situation


    Version History:
    Version History



    Credits:
    L. Duke - Created the original Tripmines plugin.


    Problems? Suggestions?
    There shouldn't be any errors or bugs in this plugin, but if you do happen to find any, please let me know on this thread and I'll try my best to correct the issues! And as well, if you have any suggestions for ways to rework my code, or suggestions of new things to add, let me know!


    Attached Files
    File Type: sp Get Plugin or Get Source (tripmines2016.sp - 999 views - 8.1 KB)
    File Type: smx tripmines2016.smx (9.4 KB, 387 views)

    Last edited by 404UserNotFound; 08-01-2019 at 16:50.
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    B_CANSIN
    Senior Member
    Join Date: Aug 2011
    Location: B_CANSIN's SERVERS
    Old 09-21-2016 , 15:14   Re: L Duke's Tripmines: Reborn 1.0
    Reply With Quote #2

    Yay I found that plunig I downlaoded but not worked so after years nice to see this yay.
    B_CANSIN is offline
    xines
    Veteran Member
    Join Date: Aug 2013
    Location: Denmark
    Old 09-21-2016 , 15:35   Re: L Duke's Tripmines: Reborn 1.0
    Reply With Quote #3

    Cool release! Tho i see a bit optimization that could be done, nothing to be worried about tho, feel free to pm, and i'll point out few things to help you when doing further good releases like this

    Also was wondering if you knew this edit of L Duke's tripmines existed since 2012: https://forums.alliedmods.net/showthread.php?t=201305
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    404UserNotFound
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    Join Date: Dec 2011
    Old 09-21-2016 , 16:23   Re: L Duke's Tripmines: Reborn 1.0
    Reply With Quote #4

    Quote:
    Originally Posted by xines View Post
    Cool release! Tho i see a bit optimization that could be done, nothing to be worried about tho, feel free to pm, and i'll point out few things to help you when doing further good releases like this
    Yeah, there is a lot that could be done to the plugin. I just wanted to get a base working version of the original out there. I'll also be contacting you once I begin work on updating this plugin.


    Quote:
    Originally Posted by xines View Post
    Also was wondering if you knew this edit of L Duke's tripmines existed since 2012: https://forums.alliedmods.net/showthread.php?t=201305
    I did not know about that edit, but I'll definitely check it out.
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    MaloModo
    Veteran Member
    Join Date: Aug 2008
    Old 09-23-2016 , 14:22   Re: L Duke's Tripmines: Reborn 1.0
    Reply With Quote #5

    Would it be possible to add different "effects" when the mine is tripped? Like, perhaps, stun or turn into a cute duck?
    MaloModo is offline
    404UserNotFound
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    Join Date: Dec 2011
    Old 09-23-2016 , 19:20   Re: L Duke's Tripmines: Reborn 1.0
    Reply With Quote #6

    Quote:
    Originally Posted by MaloModo View Post
    Would it be possible to add different "effects" when the mine is tripped? Like, perhaps, stun or turn into a cute duck?
    Very possible. I've written this down as a possible future addition.
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    SnapDragon
    Member
    Join Date: Feb 2015
    Location: Under the bridge close t
    Old 09-24-2016 , 08:19   Re: [ANY] L Duke's Tripmines: Reborn 1.0
    Reply With Quote #7

    Could you add somekind of shoot to destroy or defuse function?
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    kawa
    New Member
    Join Date: Jan 2017
    Old 01-23-2017 , 03:58   Re: [ANY] L Duke's Tripmines: Reborn 1.0
    Reply With Quote #8

    It even work on left 4 dead 2 ! great job !

    But if you could do something for the model (red ERROR) that would be flawless !

    Oh and maybe add a convart for the damage.
    kawa is offline
    404UserNotFound
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    Old 01-23-2017 , 14:37   Re: [ANY] L Duke's Tripmines: Reborn 1.0
    Reply With Quote #9

    EDIT: Ok so it seems you didn't see the ConVars spoiler. I should unspoiler those. There is a model changing convar, hooray!

    I just checked the source code and I noticed there was already the model convar.

    sm_tripmines_model "models/props_lab/tpplug.mdl" is the default

    Last edited by 404UserNotFound; 03-31-2019 at 19:33. Reason: Edited so I don't sound like a giant dickhead
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    kawa
    New Member
    Join Date: Jan 2017
    Old 01-24-2017 , 16:46   Re: [ANY] L Duke's Tripmines: Reborn 1.0
    Reply With Quote #10

    ok i'll find a model that would work. ;)

    EDIT : whatever model i try (any prop_physic or any prop_dynamic or even the default model) it doesn't work (red error again)


    help please .

    Last edited by kawa; 01-25-2017 at 16:09.
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