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Tf2: Credit plugin


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Happy DODs player
AlliedModders Donor
Join Date: Sep 2009
Old 08-31-2012 , 15:13   Tf2: Credit plugin
Reply With Quote #1

Hi Guys,

Is there a public Credit plugin around for Tf2, or has somebody one who wants to share.?

If not no problem.
Happy DODs player is offline
Leonardo
Veteran Member
Join Date: Feb 2010
Location: 90's
Old 08-31-2012 , 23:28   Re: Tf2: Credit plugin
Reply With Quote #2

credit? like credits for mvm? or like a REPUTATION/KARMA?

Last edited by Leonardo; 08-31-2012 at 23:28.
Leonardo is offline
Happy DODs player
AlliedModders Donor
Join Date: Sep 2009
Old 09-01-2012 , 06:05   Re: Tf2: Credit plugin
Reply With Quote #3

When people play on your server they earn Credits, by time, kills, rounds.

And when they reach a surten level they can buy something, like Round end immunity or another little perk.
Happy DODs player is offline
FaTony
Veteran Member
Join Date: Aug 2008
Old 09-01-2012 , 08:04   Re: Tf2: Credit plugin
Reply With Quote #4

This is something I was having fun with on my server. Currently crashes, not sure why... Ah, offsets changed, whatever. You can start from here and code whatever you want. It runs on top of [ANY] Money system.

Bits of sp file:
PHP Code:
public OnPluginStart()
{
    
Money_Init();
    
ItemMarket_Init();
}

public 
OnConfigsExecuted()
{
    if (
IsBuyMenuReady())
    {
        
OnBuyMenuReady();
    }
}

public 
OnBuyMenuReady()
{
    
ItemMarket_Load();

Money.inc
PHP Code:
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Money system
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

// player_death
new Handle:ftz_reward_kill INVALID_HANDLE;
new 
Handle:ftz_reward_domination INVALID_HANDLE;
new 
Handle:ftz_reward_revenge INVALID_HANDLE;
new 
Handle:ftz_reward_assist INVALID_HANDLE;
new 
Handle:ftz_reward_assist_domination INVALID_HANDLE;
new 
Handle:ftz_reward_assist_revenge INVALID_HANDLE;

// object_destroyed
new Handle:ftz_reward_destroy_sentry INVALID_HANDLE;
new 
Handle:ftz_reward_destroy_dispenser INVALID_HANDLE;
new 
Handle:ftz_reward_destroy_teleport INVALID_HANDLE;
new 
Handle:ftz_reward_destroy_sapper INVALID_HANDLE;
new 
Handle:ftz_reward_destroy2_sentry INVALID_HANDLE;
new 
Handle:ftz_reward_destroy2_dispenser INVALID_HANDLE;
new 
Handle:ftz_reward_destroy2_teleport INVALID_HANDLE;
new 
Handle:ftz_reward_destroy2_sapper INVALID_HANDLE;
new 
Handle:ftz_reward_destroy_building INVALID_HANDLE;

// ctf_flag_captured
new Handle:ftz_reward_flag_cap INVALID_HANDLE;
new 
Handle:ftz_reward_flag_cap_mult INVALID_HANDLE;

// player_builtobject
new Handle:ftz_reward_build_sentry INVALID_HANDLE;
new 
Handle:ftz_reward_build_dispenser INVALID_HANDLE;
new 
Handle:ftz_reward_build_teleport INVALID_HANDLE;
new 
Handle:ftz_reward_build_sapper INVALID_HANDLE;

Money_Init()
{
    
ftz_reward_kill CreateConVar("ftz_reward_kill""200""The reward for killing an enemy."_true0.0false0.0);
    
ftz_reward_domination CreateConVar("ftz_reward_domination""3""The reward multiplier for dominated kill."_true0.0false0.0);
    
ftz_reward_revenge CreateConVar("ftz_reward_revenge""2""The reward multiplier for revenge kill."_true0.0false0.0);
    
ftz_reward_assist CreateConVar("ftz_reward_assist""1""The reward multiplier for assisted kill."_true0.0false0.0);
    
ftz_reward_assist_domination CreateConVar("ftz_reward_assist_domination""3""The reward multiplier for assisted dominated kill."_true0.0false0.0);
    
ftz_reward_assist_revenge CreateConVar("ftz_reward_assist_revenge""2""The reward multiplier for assisted revenge kill."_true0.0false0.0);
    
ftz_reward_destroy_sentry CreateConVar("ftz_reward_destroy_sentry""1.5""The reward multiplier for sentry destruction."_true0.0false0.0);
    
ftz_reward_destroy_dispenser CreateConVar("ftz_reward_destroy_dispenser""0.7""The reward multiplier for dispenser destruction."_true0.0false0.0);
    
ftz_reward_destroy_teleport CreateConVar("ftz_reward_destroy_teleport""0.5""The reward multiplier for teleporter destruction."_true0.0false0.0);
    
ftz_reward_destroy_sapper CreateConVar("ftz_reward_destroy_sapper""1.25""The reward multiplier for sapper destruction."_true0.0false0.0);
    
ftz_reward_destroy2_sentry CreateConVar("ftz_reward_destroy2_sentry""1.5""The reward multiplier for assisted sentry destruction."_true0.0false0.0);
    
ftz_reward_destroy2_dispenser CreateConVar("ftz_reward_destroy2_dispenser""0.7""The reward multiplier for assisted dispenser destruction."_true0.0false0.0);
    
ftz_reward_destroy2_teleport CreateConVar("ftz_reward_destroy2_teleport""0.5""The reward multiplier for assisted teleporter destruction."_true0.0false0.0);
    
ftz_reward_destroy2_sapper CreateConVar("ftz_reward_destroy2_sapper""1.25""The reward multiplier for assisted sapper destruction."_true0.0false0.0);
    
ftz_reward_destroy_building CreateConVar("ftz_reward_destroy_building""2""The reward multiplier for building object destruction."_true0.0false0.0);
    
ftz_reward_flag_cap CreateConVar("ftz_reward_flag_cap""300""The reward for 1st flag capture."_true0.0false0.0);
    
ftz_reward_flag_cap_mult CreateConVar("ftz_reward_flag_cap_mult""1""The reward multiplier for consequent flag captures."_true0.0false0.0);
    
ftz_reward_build_sentry CreateConVar("ftz_reward_build_sentry""65""The reward for building a sentry."_true0.0false0.0);
    
ftz_reward_build_dispenser CreateConVar("ftz_reward_build_dispenser""50""The reward for building dispenser."_true0.0false0.0);
    
ftz_reward_build_teleport CreateConVar("ftz_reward_build_teleport""62""The reward for building teleporter entrance."_true0.0false0.0);
    
ftz_reward_build_sapper CreateConVar("ftz_reward_build_sapper""100""The reward for building a sapper."_true0.0false0.0);
}

Money_EventPlayerDeath(const client, const attacker, const assister, const death_flags)
{
    new 
basereward GetConVarInt(ftz_reward_kill);
    new 
finalreward;
    
decl String:specialkillprint[32];
    
specialkillprint[0] = '\0';
    if ((
attacker == client) || (attacker == 0) || (!IsClientInGame(attacker)))
    {
        return;
    }
    
finalreward basereward;
    if (
death_flags TF_DEATHFLAG_KILLERDOMINATION)
    {
        
finalreward RoundToNearest(float(basereward) * GetConVarFloat(ftz_reward_domination));
        
specialkillprint "dominated "
    
}
    if (
death_flags TF_DEATHFLAG_KILLERREVENGE)
    {
        
finalreward RoundToNearest(float(basereward) * GetConVarFloat(ftz_reward_revenge));
        
specialkillprint "revenge "
    
}
    
Logging_PrintToAdmin(2"Base reward: %d, final reward: %d"baserewardfinalreward);
    if (!
AddClientMoney(attacker finalreward))
    {
        
Logging_PrintToAdmin(0"Unable to add money");
    }
    else
    {
        
PrintToChat(attacker"[fTz] You have earned $%d by %skilling an enemy."finalrewardspecialkillprint);
    }
    if (
assister == 0)
    {
        return;
    }
    
finalreward RoundToNearest(float(basereward) * GetConVarFloat(ftz_reward_assist));
    if (
death_flags TF_DEATHFLAG_ASSISTERDOMINATION)
    {
        
finalreward RoundToNearest(float(basereward) * GetConVarFloat(ftz_reward_assist_domination));
        
specialkillprint "dominated "
    
}
    if (
death_flags TF_DEATHFLAG_ASSISTERREVENGE)
    {
        
finalreward RoundToNearest(float(basereward) * GetConVarFloat(ftz_reward_assist_revenge));
        
specialkillprint "revenge "
    
}
    
Logging_PrintToAdmin(2"Assister base reward: %d, final reward: %d"baserewardfinalreward);
    if (!
AddClientMoney(assisterfinalreward))
    {
        
Logging_PrintToAdmin(0"Unable to add money");
        return;
    }
    
PrintToChat(assister"[fTz] You have earned $%d by assisted %skilling an enemy."finalrewardspecialkillprint);
}

Money_EventObjectDestroyed(const client, const attacker, const assister, const String:userweapon[64], const Object:objecttype, const bool:was_building)
{
    if (
attacker == client)
    {
        return;
    }
    new 
Handle:rewardconvar;
    new 
basereward;
    new 
finalreward;
    
decl String:weaponprintname[64];
    
decl String:objectprint[64];
    if (
was_building)
    {
        
finalreward RoundToNearest(float(basereward) * GetConVarFloat(ftz_reward_destroy_building));
        
objectprint "building"
    
}
    else
    {
        
finalreward basereward;
    }
    if (!
GetTrieString(ItemPrintNameTrieuserweaponweaponprintname64))
    {
        
weaponprintname userweapon;
    }
    switch (
objecttype)
    {
        case 
OBJECT_DISPENSER:
        {
            
finalreward RoundToNearest(float(finalreward) * GetConVarFloat(ftz_reward_destroy_dispenser));
            
Format(objectprint64"%s dispenser"objectprint);
        }
        case 
OBJECT_TELEPORTER:
        {
            
finalreward RoundToNearest(float(finalreward) * GetConVarFloat(ftz_reward_destroy_teleport));
            
Format(objectprint64"%s teleporter"objectprint);
        }
        case 
OBJECT_SENTRYGUN:
        {
            
finalreward RoundToNearest(float(finalreward) * GetConVarFloat(ftz_reward_destroy_sentry));
            
Format(objectprint64"%s sentry"objectprint);
        }
        case 
OBJECT_ATTACHMENT_SAPPER:
        {
            
finalreward RoundToNearest(float(finalreward) * GetConVarFloat(ftz_reward_destroy_sapper));
            
Format(objectprint64"%s sapper"objectprint);
        }
    }
    
Logging_PrintToAdmin(2"Base reward: %d, final reward: %d"baserewardfinalreward);
    if (
AddClientMoney(attackerfinalreward))
    {
        
PrintToChat(attacker"[fTz] You have earned $%d by destroying an enemy %s with %s."finalrewardobjectprintweaponprintname);
    }
    if (
assister == 0)
    {
        return;
    }
    switch (
objecttype)
    {
        case 
OBJECT_DISPENSER:{finalreward RoundToNearest(float(finalreward) * GetConVarFloat(ftz_reward_destroy2_dispenser));}
        case 
OBJECT_TELEPORTER:{finalreward RoundToNearest(float(finalreward) * GetConVarFloat(ftz_reward_destroy2_teleport));}
        case 
OBJECT_SENTRYGUN:{finalreward RoundToNearest(float(finalreward) * GetConVarFloat(ftz_reward_destroy2_sentry));}
        case 
OBJECT_ATTACHMENT_SAPPER:{finalreward RoundToNearest(float(finalreward) * GetConVarFloat(ftz_reward_destroy2_sapper));}
    }
    
Logging_PrintToAdmin(2"Assister base reward: %d, final reward: %d"baserewardfinalreward);
    if (!
AddClientMoney(assisterfinalreward))
    {
        return;
    }
    
PrintToChat(assister"[fTz] You have earned $%d by assister destroying an enemy's %s with %s."finalrewardobjectprintweaponprintname);
}

Money_EventCTFFlagCaptured(const Team:team, const score)
{
    new 
reward;
    new 
scoremod100;
    new 
scoremod10;
    
decl String:teamname[4];
    
decl String:capprint[8];
    switch (
team)
    {
        case 
TEAM_RED:{teamname "RED";}
        case 
TEAM_BLU:{teamname "BLU";}
    }
    
reward RoundToNearest(float(GetConVarInt(ftz_reward_flag_cap)) * float(score) * GetConVarFloat(ftz_reward_flag_cap_mult));
    
scoremod100 score 100;
    
scoremod10 score 10;
    switch (
scoremod10)
    {
        case 
1:
        {
            if (
scoremod100 != 11)
            {
                
Format(capprint8"%dst"score);
            }
            else
            {
                
Format(capprint8"%dth"score);
            }
        }
        case 
2:
        {
            if (
scoremod100 != 12)
            {
                
Format(capprint8"%dnd"score);
            }
            else
            {
                
Format(capprint8"%dth"score);
            }
        }
        case 
3:
        {
            if (
scoremod100 != 13)
            {
                
Format(capprint8"%drd"score);
            }
            else
            {
                
Format(capprint8"%dth"score);
            }
        }
        default:
        {
            
Format(capprint8"%dth"score);
        }
    }
    
PrintToChatAll("[fTz] %s have earned $%d by capturing an enemy intelligence for the %s time."teamnamerewardcapprint);
    for (new 
i=1i<=MaxClientsi++)
    {
        if ((
IsClientInGame(i)) && (PlayerTeam[i]==team))
        {
            if (
AddClientMoney(ireward))
            {
                
PrintToChat(i"[fTz] You have earned $%d."reward);
            }
        }
    }
}

Money_EventPlayerBuiltobject(const client, const Object:object)
{
    new 
reward;
    
decl String:objectprint[32];
    switch (object)
    {
        case 
OBJECT_DISPENSER:
        {
            
reward GetConVarInt(ftz_reward_build_dispenser);
            
objectprint "dispenser";
        }
        case 
OBJECT_TELEPORTER:
        {
            
reward GetConVarInt(ftz_reward_build_teleport);
            
objectprint "teleporter";
        }
        case 
OBJECT_SENTRYGUN:
        {
            
reward GetConVarInt(ftz_reward_build_sentry);
            
objectprint "a sentry";
        }
        case 
OBJECT_ATTACHMENT_SAPPER:
        {
            
reward GetConVarInt(ftz_reward_build_sapper);
            
objectprint "a sapper";
        }
    }
    if (!
AddClientMoney(clientreward))
    {
        return;
    }
    
PrintToChat(client"[fTz] You have earned $%d by building %s."rewardobjectprint);
}

Money_EventPlayerSpawn(const client, const Team:team)
{
    if (
team == TEAM_NONE)
    {
        return;
    }
    new 
money GetClientMoney(client);
    
PrintToChat(client"[fTz] Your money: $%d."money);

itemmarket.inc
PHP Code:
////////////////////////////////////////////////////////////////////////////////
// Item market
////////////////////////////////////////////////////////////////////////////////

#define ITEM_NAME_SIZE 32
#define ITEM_ALIAS_SIZE 32
#define ITEM_PRICE_CVAR_NAME_SIZE 32
#define NUM_ITEMS 38

enum Item
{
    
String:itemname[ITEM_NAME_SIZE],
    
String:itemalias[ITEM_ALIAS_SIZE],
    
String:itemparentalias[ITEM_ALIAS_SIZE],
    
String:pricecvarname[ITEM_PRICE_CVAR_NAME_SIZE],
    
Handle:pricecvar
};

static 
ItemBuffer[NUM_ITEMS][Item];
static 
ItemBufferSize 0;

ItemMarket_Init()
{
    
ItemMarket_CreateItem("Scattergun""tf_weapon_scattergun""scout""ftz_price_scattergun""500""The price of a scattergun");
    
ItemMarket_CreateItem("Pistol""tf_weapon_pistol_scout""scout""ftz_price_pistol_scout""150""The price of a Scout's pistol");
    
ItemMarket_CreateItem("Bat""tf_weapon_bat""scout""ftz_price_bat""120""The price of a bat");
    
ItemMarket_CreateItem("Rocket launcher""tf_weapon_rocketlauncher""soldier""ftz_price_rocketlauncher""1500""The price of a rocket launcher");
    
ItemMarket_CreateItem("Shotgun""tf_weapon_shotgun_soldier""soldier""ftz_price_shotgun_soldier""500""The price of a Soldier's shotgun");
    
ItemMarket_CreateItem("Shovel""tf_weapon_shovel""soldier""ftz_price_shovel""100""The price of a shovel");
    
ItemMarket_CreateItem("Flamethrower""tf_weapon_flamethrower""pyro""ftz_price_flamethrower""800""The price of a flamethrower");
    
ItemMarket_CreateItem("Shotgun""tf_weapon_shotgun_pyro""pyro""ftz_price_shotgun_pyro""500""The price of a Pyro's shotgun");
    
ItemMarket_CreateItem("Fire axe""tf_weapon_fireaxe""pyro""ftz_price_fireaxe""100""The price of a fire axe");
    
ItemMarket_CreateItem("Grenade launcher""tf_weapon_grenadelauncher""demoman""ftz_price_grenadelauncher""1100""The price of a grenade launcher");
    
ItemMarket_CreateItem("Sticky bomb launcher""tf_weapon_pipebomblauncher""demoman""ftz_price_pipebomblauncher""1300""The price of a sticky bomb launcher");
    
ItemMarket_CreateItem("Bottle""tf_weapon_bottle""demoman""ftz_price_bottle""100""The price of a bottle");
    
ItemMarket_CreateItem("Minigun""tf_weapon_minigun""heavy""ftz_price_minigun""1000""The price of a minigun");
    
ItemMarket_CreateItem("Shotgun""tf_weapon_shotgun_hwg""heavy""ftz_price_shotgun_hwg""500""The price of a Heavy's shotgun");
    
ItemMarket_CreateItem("Fists""tf_weapon_fists""heavy""ftz_price_fists""100""The price of fists");
    
ItemMarket_CreateItem("Shotgun""tf_weapon_shotgun_primary""engineer""ftz_price_shotgun_primary""500""The price of an Engineer's shotgun");
    
ItemMarket_CreateItem("Pistol""tf_weapon_pistol""engineer""ftz_price_pistol""150""The price of an Engineer's pistol");
    
ItemMarket_CreateItem("Wrench""tf_weapon_wrench""engineer""ftz_price_wrench""100""The price of a wrench");
    
ItemMarket_CreateItem("Build PDA""tf_weapon_pda_engineer_build""engineer""ftz_price_pda_engineer_build""100""The price of a Build PDA");
    
ItemMarket_CreateItem("Destroy PDA""tf_weapon_pda_engineer_destroy""engineer""ftz_price_pda_engineer_destroy""100""The price of a Destroy PDA");
    
ItemMarket_CreateItem("Builder""tf_weapon_builder""engineer""ftz_price_builder""100""The price of a builder");
    
ItemMarket_CreateItem("Syringe gun""tf_weapon_syringegun_medic""medic""ftz_price_syringegun_medic""400""The price of a syringe gun");
    
ItemMarket_CreateItem("Medigun""tf_weapon_medigun""medic""ftz_price_medigun""800""The price of a medigun");
    
ItemMarket_CreateItem("Bonesaw""tf_weapon_bonesaw""medic""ftz_price_bonesaw""100""The price of a bonesaw");
    
ItemMarket_CreateItem("Sniper rifle""tf_weapon_sniperrifle""sniper""ftz_price_sniperrifle""1200""The price of a sniper rifle");
    
ItemMarket_CreateItem("SMG""tf_weapon_smg""sniper""ftz_price_smg""300""The price of a SMG");
    
ItemMarket_CreateItem("Kukri""tf_weapon_club""sniper""ftz_price_club""100""The price of a kukri");
    
ItemMarket_CreateItem("Revolver""tf_weapon_revolver""spy""ftz_price_revolver""150""The price of a revolver");
    
ItemMarket_CreateItem("Knife""tf_weapon_knife""spy""ftz_price_knife""300""The price of a knife");
    
ItemMarket_CreateItem("PDA""tf_weapon_pda_spy""spy""ftz_price_pda_spy""100""The price of a Spy PDA");
    
ItemMarket_CreateItem("Invisibility""tf_weapon_invis""spy""ftz_price_invis""100""The price of a invisibility");
    
ItemMarket_CreateItem("Small healthkit""item_healthkit_small""other""ftz_price_healthkit_small""100""The price of a small healthkit");
    
ItemMarket_CreateItem("Medium healthkit""item_healthkit_medium""other""ftz_price_healthkit_medium""200""The price of a medium healthkit");
    
ItemMarket_CreateItem("Full healthkit""item_healthkit_full""other""ftz_price_healthkit_full""400""The price of a full healthkit");
    
ItemMarket_CreateItem("Small ammopack""item_ammopack_small""other""ftz_price_ammopack_small""100""The price of a small ammopack");
    
ItemMarket_CreateItem("Medium ammopack""item_ammopack_medium""other""ftz_price_ammopack_medium""200""The price of a medium ammopack");
    
ItemMarket_CreateItem("Full ammopack""item_ammopack_full""other""ftz_price_ammopack_full""400""The price of a full ammopack");
    
ItemMarket_CreateItem("Intelligence""item_teamflag""other""ftz_price_teamflag""10000""The price of an intelligence");
}

ItemMarket_Load()
{
    
CreateBuyMenuSubMenu("Scout""scout");
    
CreateBuyMenuSubMenu("Soldier""soldier");
    
CreateBuyMenuSubMenu("Pyro""pyro");
    
CreateBuyMenuSubMenu("Demoman""demoman");
    
CreateBuyMenuSubMenu("Heavy""heavy");
    
CreateBuyMenuSubMenu("Engineer""engineer");
    
CreateBuyMenuSubMenu("Medic""medic");
    
CreateBuyMenuSubMenu("Sniper""sniper");
    
CreateBuyMenuSubMenu("Spy""spy");
    
CreateBuyMenuSubMenu("Other""other");
    for (new 
031i++)
    {
        
AddBuyMenuItem(ItemBuffer[i][itemname], ItemBuffer[i][itemalias], GetConVarInt(ItemBuffer[i][pricecvar]), OnClientBuyWeaponItemBuffer[i][itemparentalias]);
    }
    for (new 
31NUM_ITEMSi++)
    {
        
AddBuyMenuItem(ItemBuffer[i][itemname], ItemBuffer[i][itemalias], GetConVarInt(ItemBuffer[i][pricecvar]), OnClientBuyItemItemBuffer[i][itemparentalias]);
    }
}

static 
ItemMarket_CreateItem(const String:name[], const String:alias[], const String:parentalias[], const String:cvarname[], const String:price[], const String:description[])
{
    
strcopy(ItemBuffer[ItemBufferSize][itemname], ITEM_NAME_SIZEname);
    
strcopy(ItemBuffer[ItemBufferSize][itemalias], ITEM_ALIAS_SIZEalias);
    
strcopy(ItemBuffer[ItemBufferSize][itemparentalias], ITEM_ALIAS_SIZEparentalias);
    
strcopy(ItemBuffer[ItemBufferSize][pricecvarname], ITEM_PRICE_CVAR_NAME_SIZEcvarname);
    
ItemBuffer[ItemBufferSize][pricecvar] = CreateConVar(cvarnamepricedescriptionFCVAR_PRINTABLEONLYtrue);
    
HookConVarChange(ItemBuffer[ItemBufferSize][pricecvar], PriceChange);
    
ItemBufferSize++;
}

public 
PriceChange(Handle:cvar, const String:oldVal[], const String:newVal[])
{
    
decl String:cvarname[ITEM_PRICE_CVAR_NAME_SIZE];
    
GetConVarName(cvarcvarnameITEM_PRICE_CVAR_NAME_SIZE); 
    for (new 
0NUM_ITEMSi++)
    {
        if (
strcmp(ItemBuffer[i][pricecvarname], cvarname) == 0)
        {
            
ChangeBuyMenuItemPrice(ItemBuffer[i][itemalias], GetConVarInt(ItemBuffer[i][pricecvar]));
        }
    }
}

public 
bool:OnClientBuyWeapon(const client, const String:classname[])
{
    new 
entity SDKCall(GiveWeaponSDKCallclientclassname0);
    
//new entity = SDKCall(GiveWeaponSDKCall, client, classname, 0, 0);
    
SDKCall(EquipWeaponSDKCallcliententity);
    return 
true;
}

public 
bool:OnClientBuyItem(const client, const String:classname[])
{
    new 
entity CreateEntityByName(classname, -1);
    if (
entity == -1)
    {
        return 
false;
    }
    
decl Float:entcoords[3];
    
GetClientAbsOrigin(cliententcoords);
    
DispatchSpawn(entity)
    
TeleportEntity(entityentcoordsNULL_VECTORNULL_VECTOR);
    return 
true;

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Last edited by FaTony; 09-01-2012 at 08:04.
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Happy DODs player
AlliedModders Donor
Join Date: Sep 2009
Old 09-05-2012 , 09:59   Re: Tf2: Credit plugin
Reply With Quote #5

Fatony,

Thanks for your effort.

Only problem is i am not ably to create it further becos of my knowledge about these scripts, adding stuff etc.
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FaTony
Veteran Member
Join Date: Aug 2008
Old 09-05-2012 , 11:18   Re: Tf2: Credit plugin
Reply With Quote #6

Quote:
Originally Posted by Happy DODs player View Post
Fatony,

Thanks for your effort.

Only problem is i am not ably to create it further becos of my knowledge about these scripts, adding stuff etc.
Sorry, this was mostly coded back in 2008 just for fun on my server. Then I've stripped game independent stuff from it, polished it and released as a separate plugin. I may polish and release TF2 specific code but I have a lot of other things to do. Maybe next year.

EDIT: This just struck me. All Source games have GivePlayerItem function. That means I can create game independent item market plugin and then read game specific items from say a txt file. That moves an ETA a few months forward.
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Last edited by FaTony; 09-05-2012 at 12:22.
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