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Anti-Stuck


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Author
devicenull
Veteran Member
Join Date: Mar 2004
Location: CT
Plugin ID:
103
Plugin Version:
Plugin Category:
Gameplay
Plugin Game:
Any
Plugin Dependencies:
    Servers with this Plugin:
     
    Plugin Description:
    Provides Anti-Stuck commands
    Old 07-26-2007 , 18:18   Anti-Stuck
    Reply With Quote #1

    This plugin will teleport the client back to a random spawn point whenever they say "!stuck"

    Set "zm_teleportcount" to the maximum number of teleports allowed per round (default: 3)

    Updated:
    Fixed round begin detection
    Allow up to 64 players
    Attached Files
    File Type: sp Get Plugin or Get Source (zm_stuck.sp - 3270 views - 3.2 KB)
    __________________
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    Last edited by devicenull; 08-24-2008 at 01:27.
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    Extreme_One
    Veteran Member
    Join Date: Nov 2006
    Old 07-26-2007 , 18:52   Re: CSS Anti-Stuck
    Reply With Quote #2

    lol interesting idea.

    Seems to me like it'll end up being used more by players to avoid being killed and to maybe/possibly end up behind the opposition at round start ;)
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    DataMatrix
    Senior Member
    Join Date: Aug 2005
    Location: UK, Liverpool
    Old 07-26-2007 , 19:26   Re: CSS Anti-Stuck
    Reply With Quote #3

    You should add a cvar which determines how long it will take to teleport after typing !stuck.

    E.g. A user types !stuck and the cvar is set to 10, so the user waits 10 seconds.
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    SirCole
    Member
    Join Date: Nov 2006
    Old 07-27-2007 , 22:20   Re: CSS Anti-Stuck
    Reply With Quote #4

    Quote:
    Originally Posted by DataMatrix View Post
    You should add a cvar which determines how long it will take to teleport after typing !stuck.

    E.g. A user types !stuck and the cvar is set to 10, so the user waits 10 seconds.
    excellent idea!
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    GriMz
    Senior Member
    Join Date: Jul 2007
    Old 07-28-2007 , 02:45   Re: CSS Anti-Stuck
    Reply With Quote #5

    or figure out how to disable it say 10 seconds into the round would be even better. maybe 15 just for slow typers.
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    Mike Tomasello
    Junior Member
    Join Date: Jul 2007
    Old 07-28-2007 , 07:12   Re: CSS Anti-Stuck
    Reply With Quote #6

    What happens if they get stuck after 10 or 15 seconds into the round?

    Consider that some will have plugins that respawn you, and that players can also get stuck in other positions: awkward places in maps or surrounded by physics props that seem to possess latent psychic abilities to push you away - this can be enough to get you stuck.

    I would have thought in many cases of getting stuck it'd be enough just to be slapped a few times, rather than teleporting away.

    Mike
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    GriMz
    Senior Member
    Join Date: Jul 2007
    Old 07-30-2007 , 15:57   Re: CSS Anti-Stuck
    Reply With Quote #7

    alot of times slapping doesnt work to get players unstuck though, another problem. This if developed correctly would fall under a "Must have" is there a way to detect if the player was in the spawn somewhere and if they weren't then they couldn't use it? or a time limit to using it? i dont want to make the game off balance by allowing it to be used any time from any location, and i dont want to install the anti block as getting blocked sometimes is part of the game.
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    Chaos Llama
    Senior Member
    Join Date: Jul 2006
    Old 08-12-2007 , 02:31   Re: CSS Anti-Stuck
    Reply With Quote #8

    Wasn't this mod originally designed for 'Zombie Master'? Why'd you drop that version?
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    Spearmeat
    Junior Member
    Join Date: Mar 2007
    Old 08-12-2007 , 16:28   Re: CSS Anti-Stuck
    Reply With Quote #9

    That would be cool if saying !stuck would enable you to move like no block. Instead of going back to spawn.

    Last edited by Spearmeat; 06-23-2008 at 11:43.
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    devicenull
    Veteran Member
    Join Date: Mar 2004
    Location: CT
    Old 08-15-2007 , 01:42   Re: CSS Anti-Stuck
    Reply With Quote #10

    Quote:
    Originally Posted by Chaos Llama View Post
    Wasn't this mod originally designed for 'Zombie Master'? Why'd you drop that version?
    Hint: It's the same code.
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