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FF2 Plugin [Block drop item]


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Sadao
Member
Join Date: Jul 2017
Old 08-07-2018 , 14:24   Plugin [Block drop item]
Reply With Quote #1

Hey, so players has recently or old found a exploit where they can drop an power up or

anything thats dropable and have the effect until the end of the round, so we decided to prevent that

with an ability.

[ff2_blockdropitem]
Code:
	"abilityX"
	{
		"name" "blockdropitem"
		"arg1" "You were kicked because no one likes exploiters..."
		"plugin_name"    "ff2_blockdropitem"
	}
Info:

1-As you can see it also kicks the player if the attempted to do it, you can change arg1 to customize the kick reason.
2-Removing arg1 will not kick the player and will just attempt to block the player from dropping it.


Credits goes to:-
Naydef for creating this amazing plugin that prevents the exploiters.

Thanks!(Download)

Last edited by Sadao; 08-07-2018 at 14:36.
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AnubisTF2
Senior Member
Join Date: Oct 2015
Old 08-07-2018 , 14:36   Re: Plugin [Block drop item]
Reply With Quote #2

why doesn't the plugin writer just post the plugin
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Naydef
Senior Member
Join Date: Dec 2015
Location: Doom Town, Nevada
Old 08-07-2018 , 14:38   Re: Plugin [Block drop item]
Reply With Quote #3

Quote:
Originally Posted by AnubisTF2 View Post
why doesn't the plugin writer just post the plugin
because he was lazy...
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Sadao
Member
Join Date: Jul 2017
Old 08-07-2018 , 14:42   Re: Plugin [Block drop item]
Reply With Quote #4

Quote:
Originally Posted by AnubisTF2 View Post
why doesn't the plugin writer just post the plugin
He has too many abilities on his sleeve, he just lazy indeed. ;)
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kking117
Junior Member
Join Date: Jan 2017
Location: Australia
Old 08-14-2019 , 22:34   Re: Plugin [Block drop item]
Reply With Quote #5

I was going to make my own plugin that does this but I think it would make more sense to request these two additions:

1. Delete respawn room entities before the "arena_round_start" occurs.

Reason:
Powerups automatically drop when touching respawn rooms, I've seen a boss drop their powerup on vsh_2fortdesk because of this. This shouldn't even need to check if a boss has the ability, the game mode is arena so respawn rooms are unnecessary (which is why most vsh maps lack these).

2. If a player is carrying the Reflect powerup make them immune to the custom damage type TF_CUSTOM_RUNE_REFLECT.

Reason:
Since mannpower was designed to never have more than 1 of each power up it means this was likely overlooked by TF2 Team. You can test this yourself but if two players have the Reflect powerup it will cause an infinite loop crashing the server if either one happen to hurt the other. This may seem pointless at first since it's likely you've never seen it happen, but it should be done anyway considering that Batfoxkid has now started making boss vs boss possible.
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Batfoxkid
Senior Member
Join Date: Nov 2018
Location: ''On the map''
Old 08-14-2019 , 23:04   Re: Plugin [Block drop item]
Reply With Quote #6

Quote:
Originally Posted by kking117 View Post
I was going to make my own plugin that does this but I think it would make more sense to request these two additions:

1. Delete respawn room entities before the "arena_round_start" occurs.

Reason:
Powerups automatically drop when touching respawn rooms, I've seen a boss drop their powerup on vsh_2fortdesk because of this. This shouldn't even need to check if a boss has the ability, the game mode is arena so respawn rooms are unnecessary (which is why most vsh maps lack these).

2. If a player is carrying the Reflect powerup make them immune to the custom damage type TF_CUSTOM_RUNE_REFLECT.

Reason:
Since mannpower was designed to never have more than 1 of each power up it means this was likely overlooked by TF2 Team. You can test this yourself but if two players have the Reflect powerup it will cause an infinite loop crashing the server if either one happen to hurt the other. This may seem pointless at first since it's likely you've never seen it happen, but it should be done anyway considering that Batfoxkid has now started making boss vs boss possible.
Speak of the devil, I was just reworking the plugin to remove powerups upon dropping/spawning
Code:
#define POWERUP "item_powerup_rune"
float OFF_THE_MAP[3] = {16383.0, 16383.0, -16383.0};

public void OnEntityCreated(int entity, const char[] classname)
{
	if(Enabled && !StrContains(classname, POWERUP))
		SDKHook(entity, SDKHook_Spawn, KillOnSpawn); 
}

public Action KillOnSpawn(int entity)
{
	if(Enabled && IsValidEdict(entity) && entity>MaxClients)
	{
		TeleportEntity(entity, OFF_THE_MAP, NULL_VECTOR, NULL_VECTOR);
		AcceptEntityInput(entity, "Kill");
	}
}
I haven't actually tested this yet though.
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Last edited by Batfoxkid; 08-14-2019 at 23:05. Reason: #define POWERUP
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