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PUBNite: BattleRoyale MOD - FINAL VERSION RELEASED!!!


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DJEarthQuake
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Join Date: Jan 2014
Location: Astral planes
Old 05-06-2019 , 21:27   Re: PUBNITE - BattleRoyale (PUBG + FORTNITE) - [NEW VERSION RELEASED]
Reply With Quote #391

Quote:
Originally Posted by EFFx View Post
There are no crashing issues after days of tests.
Well that's refreshing. Is it because you throw your gear over the cliff on accident? Joking. This is a fun mod.

Quote:
Originally Posted by EFFx View Post
it does avoid the warning 'client_disconnect is marked as deprecated'.
Clever.

@OciXCrom I haven't checked other thread yet. Thank you for chiming in again.
Wouldn't this work?

Code:
#if AMXX_VERSION_NUM < 183 #include <dhudmessage> #define client_disconnected  client_disconnect #define DMG_GRENADE                     (1<<24)     // Counter-Strike only - Hit by HE grenade #endif
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DJEarthQuake
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Old 05-06-2019 , 23:51   Re: PUBNITE - BattleRoyale (PUBG + FORTNITE) - [NEW VERSION RELEASED]
Reply With Quote #392

EFFx your DMG_BLAST pick was good. DMG_SONIC sounds like impulse grenade to me as did makers of TFC by redefining as DMG_CONCUSS. (1 << 24) strikes me as Molotov as it causes players to burn.

Couple minor things around the download area.
  1. Some of your files have modified dates years in the future.
  2. The Download button I think should download all also instead of open an image of the button.
Code:
/*** * *   Copyright (c) 1996-2002, Valve LLC. All rights reserved. *    *   This product contains software technology licensed from Id *   Software, Inc. ("Id Technology").  Id Technology (c) 1996 Id Software, Inc. *   All Rights Reserved. * *   Use, distribution, and modification of this source code and/or resulting *   object code is restricted to non-commercial enhancements to products from *   Valve LLC.  All other use, distribution, or modification is prohibited *   without written permission from Valve LLC. * ****/ #define DMG_IMAGE_LIFE    2 // seconds that image is up #define DMG_IMAGE_POISON    0 #define DMG_IMAGE_ACID    1 #define DMG_IMAGE_COLD    2 #define DMG_IMAGE_DROWN  3 #define DMG_IMAGE_BURN    4 #define DMG_IMAGE_NERVE  5 #define DMG_IMAGE_RAD      6 #define DMG_IMAGE_SHOCK  7 //tf defines #define DMG_IMAGE_CALTROP   8 #define DMG_IMAGE_TRANQ  9 #define DMG_IMAGE_CONCUSS   10 #define DMG_IMAGE_HALLUC    11 #define NUM_DMG_TYPES      12 // instant damage #define DMG_GENERIC   0            // generic damage was done #define DMG_CRUSH         (1 << 0)   // crushed by falling or moving object #define DMG_BULLET      (1 << 1)  // shot #define DMG_SLASH         (1 << 2)   // cut, clawed, stabbed #define DMG_BURN            (1 << 3)    // heat burned #define DMG_FREEZE      (1 << 4)  // frozen #define DMG_FALL            (1 << 5)    // fell too far #define DMG_BLAST         (1 << 6)   // explosive blast damage #define DMG_CLUB            (1 << 7)    // crowbar, punch, headbutt #define DMG_SHOCK         (1 << 8)   // electric shock #define DMG_SONIC         (1 << 9)   // sound pulse shockwave #define DMG_ENERGYBEAM    (1 << 10) // laser or other high energy beam #define DMG_NEVERGIB        (1 << 12)   // with this bit OR'd in, no damage type will be able to gib victims upon death #define DMG_ALWAYSGIB      (1 << 13)  // with this bit OR'd in, any damage type can be made to gib victims upon death. // time-based damage //mask off TF-specific stuff too #define DMG_TIMEBASED      (~(0xff003fff))    // mask for time-based damage #define DMG_DROWN         (1 << 14)  // Drowning #define DMG_FIRSTTIMEBASED  DMG_DROWN #define DMG_PARALYZE        (1 << 15)   // slows affected creature down #define DMG_NERVEGAS        (1 << 16)   // nerve toxins, very bad #define DMG_POISON      (1 << 17) // blood poisioning #define DMG_RADIATION      (1 << 18)  // radiation exposure #define DMG_DROWNRECOVER    (1 << 19)   // drowning recovery #define DMG_ACID            (1 << 20)   // toxic chemicals or acid burns #define DMG_SLOWBURN        (1 << 21)   // in an oven #define DMG_SLOWFREEZE    (1 << 22) // in a subzero freezer #define DMG_MORTAR      (1 << 23) // Hit by air raid (done to distinguish grenade from mortar) //TF ADDITIONS #define DMG_IGNITE      (1 << 24) // Players hit by this begin to burn #define DMG_RADIUS_MAX    (1 << 25) // Radius damage with this flag doesn't decrease over distance #define DMG_RADIUS_QUAKE    (1 << 26)   // Radius damage is done like Quake. 1/2 damage at 1/2 radius. #define DMG_IGNOREARMOR  (1 << 27)    // Damage ignores target's armor #define DMG_AIMED         (1 << 28)   // Does Hit location damage #define DMG_WALLPIERCING    (1 << 29)   // Blast Damages ents through walls #define DMG_CALTROP    (1<<30) #define DMG_HALLUC        (1<<31) // TF Healing Additions for TakeHealth #define DMG_IGNORE_MAXHEALTH    DMG_IGNITE // TF Redefines since we never use the originals #define DMG_NAIL                DMG_SLASH #define DMG_NOT_SELF            DMG_FREEZE #define DMG_TRANQ            DMG_MORTAR #define DMG_CONCUSS    DMG_SONIC
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semenbiysk
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Old 05-07-2019 , 03:51   Re: PUBNITE - BattleRoyale (PUBG + FORTNITE) - [NEW VERSION RELEASED]
Reply With Quote #393

Quote:
Originally Posted by EFFx View Post
There are no crashing issues after days of tests.
About the client_disconnected define, it does avoid the warning 'client_disconnect is marked as deprecated'.
Mod does not start the server. Missing v_hook2.mdl file
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EFFx
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Join Date: Feb 2016
Location: São Paulo, Brasil
Old 05-07-2019 , 07:06   Re: PUBNITE - BattleRoyale (PUBG + FORTNITE) - [NEW VERSION RELEASED]
Reply With Quote #394

As I said, I've updated the download link of the PUBNite_Resources, try downloading it again.

Earthquake, I'll see about that since its not that relevant, anyway thank you.
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Last edited by EFFx; 05-07-2019 at 07:07.
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semenbiysk
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Old 05-07-2019 , 09:00   Re: PUBNITE - BattleRoyale (PUBG + FORTNITE) - [NEW VERSION RELEASED]
Reply With Quote #395

Quote:
Originally Posted by EFFx View Post
As I said, I've updated the download link of the PUBNite_Resources, try downloading it again.

Earthquake, I'll see about that since its not that relevant, anyway thank you.
You unfortunately did not update anything
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EFFx
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Location: São Paulo, Brasil
Old 05-07-2019 , 12:14   Re: PUBNITE - BattleRoyale (PUBG + FORTNITE) - [NEW VERSION RELEASED]
Reply With Quote #396

Oh, I meant PUBNite_Plugins, ma bed.

Edit:

I've made this new round sound pack for you guys with pure brazilian music art.
Attached Files
File Type: zip RoundSound Pack v1.1.zip (2.17 MB, 83 views)
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Last edited by EFFx; 05-07-2019 at 19:28.
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semenbiysk
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Old 05-08-2019 , 00:26   Re: PUBNITE - BattleRoyale (PUBG + FORTNITE) - [NEW VERSION RELEASED]
Reply With Quote #397

Quote:
Originally Posted by EFFx View Post
Oh, I meant PUBNite_Plugins, ma bed.

Edit:

I've made this new round sound pack for you guys with pure brazilian music art.
Well, everything seems to be fine, the mod is working correctly, I have not found any glitches, global flaws. I do not understand why these sounds are needed and how to install them?
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EFFx
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Join Date: Feb 2016
Location: São Paulo, Brasil
Old 05-08-2019 , 13:32   Re: PUBNITE - BattleRoyale (PUBG + FORTNITE) - [NEW VERSION RELEASED]
Reply With Quote #398

As I said, it's just a pack, you can use if you want to. Just install them on your server and rename winsound to roundsound in every line at pubnite_winsounds.ini file.

winsound1 = roundsound1
winsound2 = roundsound2
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Last edited by EFFx; 05-08-2019 at 13:33.
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SomeOneBaD.
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Join Date: May 2019
Old 05-18-2019 , 03:40   Not Sure :/
Reply With Quote #399

Sorry, but I just can't create spawn points/plane rutes... I'm trying to do that, like, 2 days and i read whole changelog to see what's the command... Can you, PLEASE, write commands/instruction how to create weapon points, zone and plane...
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EFFx
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Join Date: Feb 2016
Location: São Paulo, Brasil
Old 05-18-2019 , 18:42   Re: PUBNITE - BattleRoyale (PUBG + FORTNITE) - [NEW VERSION RELEASED]
Reply With Quote #400

Use pubnite_weapons_origins for register where you want weapons/items to be spawned.
Use pubnite_chest_origins for register where you want the chests to be spawned.
Use pubnite_plane_origins (I changed it to pubnite_transporter_origins) for register where the plane will spawn and where it'll go (I recommend set_user_noclip for you fly around the map or even sv_gravity 0).
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