Raised This Month: $12 Target: $400
 3% 

[TF2] Auto Pumpkins (Automatic Pumpkin Spawner) [v2.2.2]


Post New Thread Reply   
 
Thread Tools Display Modes
Author
DarthNinja
SourceMod Plugin Approver
Join Date: Mar 2009
Location: PreThinkHook()
Plugin ID:
2025
Plugin Version:
2.2.2
Plugin Category:
Gameplay
Plugin Game:
Team Fortress 2
Plugin Dependencies:
    Servers with this Plugin:
    72 
    Plugin Description:
    Spawns pumpkins from saved locations at the start of every round! Make any map like Harvest!
    Old 10-24-2010 , 04:56   [TF2] Auto Pumpkins (Automatic Pumpkin Spawner) [v2.2.2]
    Reply With Quote #1

    [TF2] Auto Pumpkins
    Version 2.2.2


    Description:
    Spawn and save pumpkin locations! They will be restored at the start of each round just like Harvest.

    Pumpkin locations are saved per-map, so don't worry about pumpkins on dustbowl showing up in 2fort.

    Commands:
    sm_spawnpumpkin - Spawns a pumpkin and saves it's location to the database. Pumpkin spawns where you stand.
    sm_deletepumpkin - Disables the pumpkin you're looking at in the database.
    Cvars:
    sm_pumpkin_version - Plugin Version
    sm_pumpkin_respawntime "20" - How fast pumpkins respawn. -1 = pumpkins only respawn at round start.

    Install Instructions:
    1. Place AutoPumpkins.smx into your addons/sourcemod/plugins/ folder.
    2. Update your database.cfg file:
      Code:
      "autopumpkins"
      {
          "driver" "mysql"
          "host" "webserver IP"
          "database" "database name"
          "user" "database username"
          "pass" "database username password"
          //"timeout" "0"
          "port" "3306"
      }


    Notes:
    Command's access level is ROOT.
    Have your servers share a database to sync pumpkins across multiple servers.

    When first spawning a pumpkin, it will be non-solid to prevent you getting stuck. When they are spawned at the start of the round they will be solid as normal.

    Plugin requires SDKHooks and as such will not compile on the forums!
    Use the pre-compiled .smx or compile it yourself locally!

    Version History:
    • V1.0.0
      • Initial Release
    • V1.1.1
      • Plugin now escapes map filenames before inserting them into the database.
      • Pumpkins now spawn with a random rotation so they don't always point "north".
    • V2.0.0
      • Minor code cleanup
      • Plugin now uses a threaded SQL connection
      • Pumpkins now respawn after they explode (cvar sm_pumpkin_respawntime)
      • Plugin now requires SDKHooks!
    • V2.0.1
      • Fixed a typo in a log message.
    • V2.0.2
      • sm_pumpkin_respawntime -1 now works as intended.
    • V2.2.2
      • A little more code cleanup
      • Updated a sql query left from before v2.0 that was not threaded to be threaded (Plugin is now fully threaded).

    Total downloads prior to 2/7/2012 : 587
    Attached Files
    File Type: sp Get Plugin or Get Source (AutoPumpkins.sp - 830 views - 7.6 KB)
    File Type: smx AutoPumpkins.smx (7.2 KB, 999 views)
    __________________

    Last edited by DarthNinja; 02-10-2012 at 23:56.
    DarthNinja is offline
    DarthNinja
    SourceMod Plugin Approver
    Join Date: Mar 2009
    Location: PreThinkHook()
    Old 10-24-2010 , 05:24   Re: [TF2] Auto Pumpkins (Autonomous Pumpkin Spawner)
    Reply With Quote #2

    ~Reserved~
    __________________
    DarthNinja is offline
    cybersquare420
    Veteran Member
    Join Date: Nov 2008
    Old 10-24-2010 , 10:25   Re: [TF2] Auto Pumpkins (Autonomous Pumpkin Spawner)
    Reply With Quote #3

    nice!

    works perfectly so far! one small suggestion: a respawn timer for the pumpkins so that they come back after a while if the map runs long... maybe 1 minute... or 90 seconds... could even be a cvar so admins could set the delay to whatever they want... just a thought...
    plugin is very nice as it sits though. thank you for this!
    __________________

    Last edited by cybersquare420; 10-24-2010 at 12:57.
    cybersquare420 is offline
    DarthNinja
    SourceMod Plugin Approver
    Join Date: Mar 2009
    Location: PreThinkHook()
    Old 10-24-2010 , 15:29   Re: [TF2] Auto Pumpkins (Autonomous Pumpkin Spawner)
    Reply With Quote #4

    Quote:
    Originally Posted by cybersquare420 View Post
    nice!

    works perfectly so far! one small suggestion: a respawn timer for the pumpkins so that they come back after a while if the map runs long... maybe 1 minute... or 90 seconds... could even be a cvar so admins could set the delay to whatever they want... just a thought...
    plugin is very nice as it sits though. thank you for this!
    I could do that, except then you'd end up with massive numbers of pumpkins in some areas if they aren't blown up.
    __________________
    DarthNinja is offline
    cybersquare420
    Veteran Member
    Join Date: Nov 2008
    Old 10-24-2010 , 17:05   Re: [TF2] Auto Pumpkins (Autonomous Pumpkin Spawner)
    Reply With Quote #5

    thats not really what i was getting at... i dont want them to keep spawning... just respawn after a bit if they are blown up... much like a health kit respawns after a while if you pick it up...
    __________________
    cybersquare420 is offline
    DarthNinja
    SourceMod Plugin Approver
    Join Date: Mar 2009
    Location: PreThinkHook()
    Old 10-25-2010 , 01:08   Re: [TF2] Auto Pumpkins (Autonomous Pumpkin Spawner)
    Reply With Quote #6

    Quote:
    Originally Posted by cybersquare420 View Post
    thats not really what i was getting at... i dont want them to keep spawning... just respawn after a bit if they are blown up... much like a health kit respawns after a while if you pick it up...
    Sorry I wasn't more clear; there's no (easy) way to tell which pumpkin was blown up and where its located.
    I may see about it when my replacement GPU arrives. (My current one just died).
    __________________
    DarthNinja is offline
    cybersquare420
    Veteran Member
    Join Date: Nov 2008
    Old 10-25-2010 , 09:27   Re: [TF2] Auto Pumpkins (Autonomous Pumpkin Spawner)
    Reply With Quote #7

    Quote:
    Originally Posted by DarthNinja View Post
    Sorry I wasn't more clear; there's no (easy) way to tell which pumpkin was blown up and where its located.
    I may see about it when my replacement GPU arrives. (My current one just died).

    ahhh... ok... i see what you are saying. they dont really have an index of any kind to keep track of... no matter, was a small thing anyhow... still a very fun addition... lots of positive feedback from my regulars... nice to have some harvest events on regular maps.

    thanx again for this!
    __________________
    cybersquare420 is offline
    Leonardo
    Veteran Member
    Join Date: Feb 2010
    Location: 90's
    Old 10-25-2010 , 06:54   Re: [TF2] Auto Pumpkins (Autonomous Pumpkin Spawner)
    Reply With Quote #8

    halloween on 2fort. hell yea
    __________________
    Leonardo is offline
    mikeym9
    Member
    Join Date: Feb 2009
    Old 10-26-2010 , 22:23   Re: [TF2] Auto Pumpkins (Autonomous Pumpkin Spawner)
    Reply With Quote #9

    Does it work with other mods than TF2?
    TF2 content is installed

    Last edited by mikeym9; 10-26-2010 at 22:28.
    mikeym9 is offline
    Leonardo
    Veteran Member
    Join Date: Feb 2010
    Location: 90's
    Old 10-27-2010 , 05:01   Re: [TF2] Auto Pumpkins (Autonomous Pumpkin Spawner)
    Reply With Quote #10

    if mod have tf_pumpkin_bomb entity, so then it will work. in another ways - no.
    __________________
    Leonardo is offline
    Reply


    Thread Tools
    Display Modes

    Posting Rules
    You may not post new threads
    You may not post replies
    You may not post attachments
    You may not edit your posts

    BB code is On
    Smilies are On
    [IMG] code is On
    HTML code is Off

    Forum Jump


    All times are GMT -4. The time now is 00:57.


    Powered by vBulletin®
    Copyright ©2000 - 2024, vBulletin Solutions, Inc.
    Theme made by Freecode