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[TF2] Friendly Mode (v. 16.0112)


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Dr_Knuckles
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Join Date: Mar 2005
Location: SW Florida
Old 11-16-2014 , 17:46   Re: [TF2] Friendly Mode (v. 14.0612.0)
Reply With Quote #361

Sorry if this has been mentioned already, but here's a bug. Let's say im a medic and healing someone. I get uber and hit the uber and then !friendly, the person I was healing gets infinite uber and doesnt even need to be healed. They only lose the uber if someone else heals them.
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ddhoward
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Join Date: May 2012
Location: California
Old 11-16-2014 , 20:56   Re: [TF2] Friendly Mode (v. 14.0612.0)
Reply With Quote #362

I think the Game data needs updating. I'll fix it shortly.
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ddhoward
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Join Date: May 2012
Location: California
Old 11-20-2014 , 01:38   Re: [TF2] Friendly Mode (v. 14.0612.0)
Reply With Quote #363

Uploading new version 14.1119. It is attached to this post, has been pushed to the server that Updater downloads from, and will soon replace the version in the first post in this thread. Changes include:
  • Added the Self-Aware Beauty Mark and the Mutated Milk to the default list of blocked weapons

  • Fixed an error involving any map/plugin that made a sapper's sapping sound without an actual sapper being placed on an actual building.

  • Updated the gamedata

  • Fixed a little boo-boo in DEFAULTS_friendly.cfg


Please let me know if you run into any issues. Please also consider installing Updater if you haven't already!


If you like what you see here, please consider donating~
Attached Files
File Type: smx friendly.smx (58.9 KB, 145 views)
File Type: sp Get Plugin or Get Source (friendly.sp - 162 views - 141.8 KB)
File Type: txt friendly.txt (143 Bytes, 188 views)
File Type: cfg DEFAULTS_friendly.cfg (22.2 KB, 168 views)
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hannes96
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Join Date: May 2013
Location: Germany
Old 11-23-2014 , 09:01   Re: [TF2] Friendly Mode (v. 14.1119)
Reply With Quote #364

I get a lot of this error after the update. How to fix that?
Code:
[SM] Native "GetEntPropString" reported: Entity 7 (7) is invalid
[SM] Displaying call stack trace for plugin "friendly.smx":
[SM]   [0]  Line 737, F:\sourcemod\include\entity.inc::GetEntityClassname()
[SM]   [1]  Line 2419, friendly.sp::Hook_NormalSound()
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JelloPuddingJones
New Member
Join Date: Dec 2014
Old 12-28-2014 , 00:02   Re: [TF2] Friendly Mode (v. 14.1119)
Reply With Quote #365

Me and a friend of mine have been trying to start up a server with some plugins, and we have found that when we enable friendly mode in spawn, the doors do not recognize us and therefore do not open for us (keeping us locked in spawn for eternity). We've looked over the code at least a hundred times. Are we going blind or could this be a potential bug?
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Snaggle
AlliedModders Donor
Join Date: Jul 2010
Location: England
Old 12-28-2014 , 07:01   Re: [TF2] Friendly Mode (v. 14.1119)
Reply With Quote #366

Quote:
Originally Posted by JelloPuddingJones View Post
Me and a friend of mine have been trying to start up a server with some plugins, and we have found that when we enable friendly mode in spawn, the doors do not recognize us and therefore do not open for us (keeping us locked in spawn for eternity). We've looked over the code at least a hundred times. Are we going blind or could this be a potential bug?
Quote:
sm_friendly_noblock 2 : (0/1/2/3) Sets the collision group of Friendly players. Please note that a high setting on this cvar can have adverse affects on Friendly players on certain maps. For example, a setting of 2 or 3 will prevent a player from being pushed (such as by elevators), and a setting of 3 will have Friendly players completely unable to use map triggers (such as conveyor belts, supply cabinets, teleporters built into the map, etc.) With this cvar, more than any other on this plugin, you must carefully think about and choose the option that is best for your map/server.
0 : Friendly players have the same collision as normal. (m_collisiongroup 5)
1 : Friendly players cannot block players or certain projectiles. (m_collisiongroup 2)
2 : Friendly players cannot block players, certain projectiles, bullets. (m_collisiongroup 10)
3 : Friendly players cannot block anything. (m_collisiongroup 1)
If the door opens via a trigger (they usually do), then that might be the cause.

Last edited by Snaggle; 12-28-2014 at 07:02.
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Dr_Knuckles
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Join Date: Mar 2005
Location: SW Florida
Old 12-31-2014 , 15:07   Re: [TF2] Friendly Mode (v. 14.1119)
Reply With Quote #367

The infinite uber exploit is beyond irritating.
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ddhoward
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Join Date: May 2012
Location: California
Old 12-31-2014 , 18:31   Re: [TF2] Friendly Mode (v. 14.1119)
Reply With Quote #368

Quote:
Originally Posted by Dr_Knuckles View Post
The infinite uber exploit is beyond irritating.
I'm working on a way to easily auto-update the game data without actually updating the whole plugin.

Also, I usually cheat and steal the gamedata data from the [TF2] Melee Only plugin but he has changed how that plugin works. I'll take a look and see if his method of resetting a weapon is better.

In the meantime, you can configure the plugin to slay players before enabling Friendly Mode on them.
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Chdata
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Join Date: Aug 2012
Location: Computer Chair, Illinois
Old 01-01-2015 , 01:20   Re: [TF2] Friendly Mode (v. 14.1119)
Reply With Quote #369

Reset weapons and uber...
TF2_RegeneratePlayer
SetEntPropFloat(medigun, Prop_Send, "m_flChargeLevel", 0.0); // 0.0 - 1.0

Well, if you call Regenerate that'll be reset anyway. If you want to reset without calling regenerate, you'd want to make it weapon specific afaik, if you don't want to use gamedata. It'd basically be like advanced infinite ammo at that point.
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Last edited by Chdata; 01-01-2015 at 01:54.
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ddhoward
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Join Date: May 2012
Location: California
Old 01-01-2015 , 01:53   Re: [TF2] Friendly Mode (v. 14.1119)
Reply With Quote #370

Quote:
Originally Posted by Chdata View Post
Reset weapons and uber...
TF2_RegeneratePlayer
SetEntPropFloat(medigun, Prop_Send, "m_flChargeLevel", 0.0); // 0.0 - 1.0
That does not address the issue in question.

EDIT: actually it might work depending on the timing
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Last edited by ddhoward; 01-01-2015 at 01:58.
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