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[TF2] Simple Ghost


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Author
Pelipoika
Veteran Member
Join Date: May 2012
Location: Inside
Plugin ID:
4186
Plugin Version:
1.0
Plugin Category:
Fun Stuff
Plugin Game:
Team Fortress 2
Plugin Dependencies:
    Servers with this Plugin:
     
    Plugin Description:
    Allows you to spawn a simple_bot & ghost hybrid
    Old 05-06-2014 , 15:47   [TF2] Simple Ghost
    Reply With Quote #1

    TF2 Simple Ghost



    What is it?
    It's an unused entity called simple_bot that i made to mimic the TF2 ghost as best as i could


    Can i configure it in any way?
    Of cource you can! BUT BE NOTED THE GHOST WILL NOT MOVE IF YOUR MAP DOESN'T HAVE A .NAV MESH!

    Commands:

    sm_simpleghost : Spawns a simple_ghost on top of you [Default acces: ROOT]
    sm_killghost : Kills all the simple_ghosts on the map [Default acces: ROOT]

    Cvars:
    sm_ghost_minvistime (default: 5.0) Minimum duration to stay visible
    sm_ghost_maxvistime (default: 10.0) Maximum duration to stay visible

    sm_ghost_mininvistime (default: 60.0) Minimum duration to stay invisible
    sm_ghost_maxinvistime (default: 120.0) Maximum duration to stay invisible

    sm_ghost_stunduration (default: 5.0) Duration of the 'BOO!' condition on client
    sm_ghost_checkdelay (default: 0.1) How often to check for nearby clients to Spook
    sm_ghost_checkdistance (default: 240.0) How far away to stun clients

    Changelog:
    1.0 Initial Release
    1.1 Fixed unescessary looping
    1.2 Fixed removing other simple_bots than the ones that were spawned by this plugin
    1.3 Sentries should no longer target the ghost

    Credits to Leonardo for some of the code i use in this plugin
    Attached Files
    File Type: sp Get Plugin or Get Source (simple_ghost.sp - 403 views - 11.8 KB)
    __________________

    Last edited by Pelipoika; 07-07-2014 at 18:26.
    Pelipoika is online now
    Mitchell
    ~lick~
    Join Date: Mar 2010
    Location: noitacoL:
    Old 05-06-2014 , 15:56   Re: [TF2] Simple Ghost
    Reply With Quote #2

    Command_KillBot would kill any simple_bots in the map. Could cause issues.

    Also the ghost think is quite redundant.
    You have a think for each ghost, but within that think instead of finding every one around the 1 ghost and scare the players it find everyone around all of the simple_bots and scares them.

    so if there was 5 active ghosts (visible) and 32 active players all alive and playing it would do:
    FindByClassname 5 time per think
    and would check the distance away from a ghost and a player 5*32 times, that's alot of unneeded math.

    If my math is right anyways..
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    Last edited by Mitchell; 05-06-2014 at 15:58.
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    Pelipoika
    Veteran Member
    Join Date: May 2012
    Location: Inside
    Old 05-06-2014 , 15:58   Re: [TF2] Simple Ghost
    Reply With Quote #3

    Quote:
    Originally Posted by Mitchell View Post
    Command_KillBot would kill any simple_bots in the map. Could cause issues.

    Also the ghost think is quite redundant.
    You have a think for each ghost, but within that think instead of finding every one around the 1 ghost and scare the players it find everyone around all of the simple_bots and scares them.

    so if there was 5 active ghosts (visible) and 32 active players all alive and playing it would do:
    FindByClassname 5 time per think
    and would check the distance away from a ghost and a player 5*32 times, that's alot of unneeded math.

    If my math is right anyways..
    Oh man im such a derp, i will fix that asap
    __________________
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    Pelipoika
    Veteran Member
    Join Date: May 2012
    Location: Inside
    Old 05-06-2014 , 16:03   Re: [TF2] Simple Ghost
    Reply With Quote #4

    Quote:
    Originally Posted by Mitchell View Post
    Command_KillBot would kill any simple_bots in the map. Could cause issues.

    Also the ghost think is quite redundant.
    You have a think for each ghost, but within that think instead of finding every one around the 1 ghost and scare the players it find everyone around all of the simple_bots and scares them.

    so if there was 5 active ghosts (visible) and 32 active players all alive and playing it would do:
    FindByClassname 5 time per think
    and would check the distance away from a ghost and a player 5*32 times, that's alot of unneeded math.

    If my math is right anyways..
    Fixed the too many loops thing.
    Not so sure about how to fix not removing other simple_bot's
    __________________
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    Mitchell
    ~lick~
    Join Date: Mar 2010
    Location: noitacoL:
    Old 05-06-2014 , 16:45   Re: [TF2] Simple Ghost
    Reply With Quote #5

    Quote:
    Originally Posted by Pelipoika View Post
    Fixed the too many loops thing.
    Not so sure about how to fix not removing other simple_bot's
    You could use ADT Arrays,

    I THINK THIS WOULD WORK:
    or another simple, but still cost the same amount of processing time just change the class name after the entity is created:
    PHP Code:
            new Ghost CreateEntityByName("simple_bot"); 
            if(
    Ghost || Ghost 2048
            {
                
    DispatchKeyValue(Ghost"classname""ghost_ent");
                
    DispatchSpawn(Ghost); 
                
    SetEntProp(GhostProp_Data"m_takedamage"01);
                
    SetEntProp(GhostProp_Send"m_CollisionGroup"2);
                
    TeleportEntity(GhostposNULL_VECTORNULL_VECTOR); 
                
    AttachParticle(Ghost"ghost_appearation"_5.0);
                
    SetEntityModel(Ghost"models/props_halloween/ghost.mdl");
                
    g_bInvisible[Ghost] = false;
                
    CreateTimer(GetRandomFloat(g_flCvarMinVisibleg_flCvarMaxVisible), Timer_ToggleInvisEntIndexToEntRef(Ghost));
                
    SDKHook(GhostSDKHook_TouchGhostThink); 
            } 
    and change all the FindByClassname functions to search for "ghost_ent"

    ADT Example would be:
    PHP Code:
    new Handle:hGhosts;
    //To Create:
    //USE ON PLUGIN START:
    hGhosts CreateArray();

    //Delete Index:
    new entity EntRefToEntIndex(GetArrayCell(hGhostsINDEX_HERE));
    if(
    IsValidEntity(entity))
    {
        
    AcceptEntityInput(entity"Kill");
    }

    //Delete All: (Since all entities are deleted when the round restarts just clear the array)
        
    new entity = -1;
        for(new 
    0GetArraySize(hGhosts); i++)
        {
            
    entity EntRefToEntIndex(GetArrayCell(hGhostsi));
            if(
    IsValidEntity(entity))
            {
                
    AcceptEntityInput(entity"Kill");
            }
        }
        
    ClearArray(hGhosts);

    //Find an entity in the array: (probably wont use it.)
    FindValueInArray(hGhosts,  EntIndexToEntRef(Entity));

    //Clear Array:
    ClearArray(hGhosts);

    //To add (push) to the ADT:
    PushArrayCell(hGhostsEntIndexToEntRef(Ghost)); 
    i may or may not have screwed up on something within that. You dont need to convert the entity back into a reference if you dont want to.
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    Last edited by Mitchell; 05-06-2014 at 16:47.
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    SoulSharD
    Member
    Join Date: Oct 2013
    Location: United Kingdom
    Old 07-07-2014 , 17:55   Re: [TF2] Simple Ghost
    Reply With Quote #6

    Hmm, the sentries appear to be able to attack the ghosts, both RED and BLU sentries.

    Wouldn't it be worth adding FL_NOTARGET flag onto the ghosts? Just an idea, perhaps make it a CVAR or something.
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    Pelipoika
    Veteran Member
    Join Date: May 2012
    Location: Inside
    Old 07-07-2014 , 18:27   Re: [TF2] Simple Ghost
    Reply With Quote #7

    Quote:
    Originally Posted by SoulSharD View Post
    Hmm, the sentries appear to be able to attack the ghosts, both RED and BLU sentries.

    Wouldn't it be worth adding FL_NOTARGET flag onto the ghosts? Just an idea, perhaps make it a CVAR or something.
    Done, didn't test it tho
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