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[TF2] Doomsday Nuke


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PC Gamer
Veteran Member
Join Date: Mar 2014
Old 07-17-2014 , 19:12   Re: [TF2] Doomsday Nuke
Reply With Quote #11

Pelipoika, just wanted to say thanks for the plugin. It works great!
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WarriorDan007
Senior Member
Join Date: Apr 2014
Location: United States
Old 07-18-2014 , 00:51   Re: [TF2] Doomsday Nuke
Reply With Quote #12

Pelipoika, Just wanted to say, awesome plugin! Really fun to use every now and then, especially for herding players away from a specific area, or just to use the nukes as fireworks and have fun with it!

Suggestion though: Is it possible, in addition to the existing nuke effect, to add a giant ring of fire, similar to the flames from Heavy's Hue Long Heater minigun, on the ground where the nuke struck, which appears at the time of the nuke blast, and goes away maybe 10 seconds after the smoke clears? Just an idea.
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killjoy64
AlliedModders Donor
Join Date: Apr 2012
Location: 81.773644,-46.933594
Old 07-21-2014 , 13:23   Re: [TF2] Doomsday Nuke
Reply With Quote #13

Great plugin,
Is it possible to have a cooldown timer(wait x seconds after using command to use it again) for certain flags, like root does not need a cooldown, but the generic flag does.
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ddhoward
Veteran Member
Join Date: May 2012
Location: California
Old 07-21-2014 , 13:39   Re: [TF2] Doomsday Nuke
Reply With Quote #14

Quote:
Originally Posted by killjoy64 View Post
Great plugin,
Is it possible to have a cooldown timer(wait x seconds after using command to use it again) for certain flags, like root does not need a cooldown, but the generic flag does.
See my signature.
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killjoy64
AlliedModders Donor
Join Date: Apr 2012
Location: 81.773644,-46.933594
Old 07-21-2014 , 18:32   Re: [TF2] Doomsday Nuke
Reply With Quote #15

Quote:
Originally Posted by ddhoward View Post
See my signature.
Perfect! thank you
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Mr.Orion
Senior Member
Join Date: Apr 2012
Location: In my microwave.
Old 08-30-2014 , 08:46   Re: [TF2] Doomsday Nuke
Reply With Quote #16

Well, since I was in need of more options, I modified it a lil' to add 3 news cvar :
Code:
    sm_nuke_damage "9999999.0"
    sm_nuke_radius "1200.0"
    sm_nuke_radiation_radius "1200.0"
These are the default values.
So, here's the modified one.
Attached Files
File Type: sp Get Plugin or Get Source (nuke.sp - 488 views - 9.9 KB)

Last edited by asherkin; 03-26-2017 at 05:47. Reason: Removed compiled binary.
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ldooks
Junior Member
Join Date: Jan 2014
Old 05-30-2016 , 00:42   Re: [TF2] Doomsday Nuke
Reply With Quote #17

could this be generalized to be used in other games?
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asherkin
SourceMod Developer
Join Date: Aug 2009
Location: OnGameFrame()
Old 03-26-2017 , 05:46   Re: [TF2] Doomsday Nuke
Reply With Quote #18

Quote:
Originally Posted by abrandnewday View Post
Fails to compile for some reason.

EDIT: Fails to compile because the forum compiler STILL doesn't know that SDKHooks is a default part of SourceMod now.
The author specifies the compiler version in the plugin info block when posting, this thread was still set to compile using 1.5 (from when the plugin was first released) - which obviously doesn't support the transitional syntax released in 1.7 (which the plugin was updated to use). I have now changed it and it compiles just fine.
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404UserNotFound
BANNED
Join Date: Dec 2011
Old 03-26-2017 , 11:20   Re: [TF2] Doomsday Nuke
Reply With Quote #19

Ah, that 'splains it.
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PC Gamer
Veteran Member
Join Date: Mar 2014
Old 11-11-2019 , 21:53   Re: [TF2] Doomsday Nuke
Reply With Quote #20

Recently started getting this error spammed in logs when used with SM 1.10 build 6453.

Plugin still works but just spams the error log with a few hundred entries when you use it. Can you fix it?

Code:
L 11/11/2019 - 11:09:07: [SM] Exception reported: Invalid data pack type (got 2 / expected 1).
L 11/11/2019 - 11:09:07: [SM] Blaming: nuke.smx
L 11/11/2019 - 11:09:07: [SM] Call stack trace:
L 11/11/2019 - 11:09:07: [SM]   [0] DataPack.ReadCell
L 11/11/2019 - 11:09:07: [SM]   [1] Line 152, nuke.sp::Timer_PerformRadiation
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