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Tripmines


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L. Duke
Veteran Member
Join Date: Apr 2005
Location: Walla Walla
Old 07-09-2008 , 12:20   Re: Tripmines
Reply With Quote #201

As long as it's working I probably won't be adding anything else.
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1695
Senior Member
Join Date: Jan 2006
Old 07-09-2008 , 15:45   Re: Tripmines
Reply With Quote #202

Okay 'bout adding features... But about correcting props jumping all over the map ?
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1695
Senior Member
Join Date: Jan 2006
Old 07-11-2008 , 11:24   Re: Tripmines
Reply With Quote #203

So, does anyone figured why the props where jumping ? And most of all, how to fix it ?

I think it happens since mines where set to debris no ? Could somebody fix it ? It would make the plugin usable...
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MrBlip
Junior Member
Join Date: Jul 2008
Old 07-11-2008 , 11:48   Re: Tripmines
Reply With Quote #204

The 'jumping props' comes from there being too many tripmines. (20-30 seems to do it). The only way you can fix it is to restart the server.
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Muridias
Member
Join Date: Feb 2008
Old 07-12-2008 , 19:56   Re: Tripmines
Reply With Quote #205

L. Duke our server edit your plugin for our server liking for TF2.

Our version has
*Prevention of teammates from triggering the tripmines
*Added cvars on how many each class can carry
*Prevention method from allowing spies to plant tripmines while cloaked.
Attached Files
File Type: smx tripmines.smx (7.5 KB, 146 views)
File Type: sp Get Plugin or Get Source (tripmines.sp - 595 views - 11.8 KB)

Last edited by Muridias; 07-12-2008 at 20:31.
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Cooltad
Veteran Member
Join Date: Apr 2008
Old 07-13-2008 , 15:46   Re: Tripmines
Reply With Quote #206

Quote:
Originally Posted by Muridias View Post
L. Duke our server edit your plugin for our server liking for TF2.

Our version has
*Prevention of teammates from triggering the tripmines
*Added cvars on how many each class can carry
*Prevention method from allowing spies to plant tripmines while cloaked.
Crashed my server when I used the sm_tripmines command.
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riuthamus
Member
Join Date: Nov 2007
Old 07-14-2008 , 02:28   Re: Tripmines
Reply With Quote #207

Make sure your using the most recent snapshot.!!
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naris
AlliedModders Donor
Join Date: Dec 2006
Old 07-19-2008 , 10:34   Re: Tripmines
Reply With Quote #208

L.Duke, What is this code for?

Code:
public OnEventShutdown(){
    UnhookEvent("player_death", PlayerDeath);
    UnhookEvent("player_spawn",PlayerSpawn);
}
I have not found any mention of an OnEventShutdown() forward in the SourceMod documentation.
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Cooltad
Veteran Member
Join Date: Apr 2008
Old 07-19-2008 , 11:16   Re: Tripmines
Reply With Quote #209

Quote:
Originally Posted by naris View Post
L.Duke, What is this code for?

Code:
public OnEventShutdown(){
    UnhookEvent("player_death", PlayerDeath);
    UnhookEvent("player_spawn",PlayerSpawn);
}
I have not found any mention of an OnEventShutdown() forward in the SourceMod documentation.
Chances are the documentation hasn't been updated in a while
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L. Duke
Veteran Member
Join Date: Apr 2005
Location: Walla Walla
Old 07-19-2008 , 14:32   Re: Tripmines
Reply With Quote #210

That's probably not getting called and should be changed to OnPluginEnd
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