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[TF2] Explosive Arrows (1.3.1) [6/27/2013]


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RavensBro
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Join Date: Sep 2009
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Old 01-13-2013 , 16:25   Re: [TF2] Explosive Arrows (1.2.1) [1/4/2013]
Reply With Quote #31

playpoints?
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Chaosxk
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Old 01-13-2013 , 17:29   Re: [TF2] Explosive Arrows (1.2.1) [1/4/2013]
Reply With Quote #32

Yes i did the same thing i did on playpoints since no one reported about any problems with the arrows.
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Old 02-04-2013 , 08:39   Re: [TF2] Explosive Arrows (1.2.1) [1/4/2013]
Reply With Quote #33

Quote:
Plugin failed to compile! Please try contacting the author.
why can't i download explosivearrows.smx?
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Chaosxk
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Old 02-04-2013 , 12:18   Re: [TF2] Explosive Arrows (1.2.1) [1/4/2013]
Reply With Quote #34

Oh...Sh*t. I uploaded the wrong .smx file.

Updated.
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Old 02-04-2013 , 16:46   Re: [TF2] Explosive Arrows (1.2.1) [1/4/2013]
Reply With Quote #35

ok ty...

disabled sm_arrows_join "2" ???

Quote:
// Should explosive arrows be on when joined? Off = 0 Public = 1 Admins = 2
// -
// Default: "0"
// Minimum: "0.000000"
// Maximum: "2.000000"
sm_arrows_join "2"
how can i enable it for donator/admin on join?
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ph
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Join Date: Mar 2006
Old 06-21-2013 , 20:00   Re: [TF2] Explosive Arrows (1.2.1) [1/4/2013]
Reply With Quote #36

Quote:
sm_arrows_join "2"
- does not work properly.

It give explosive arrows to everyone, even though I specifically stated "admin" only under option 2.

How can this be fixed? Even the medic syringe gun has explosive darts.
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Chaosxk
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Location: Westeros
Old 06-22-2013 , 17:20   Re: [TF2] Explosive Arrows (1.3) [6/22/2013]
Reply With Quote #37

Here's an update.

Quote:
1.3 -
- Rewrote most of the plugin
- No longer uses timers
- Readded/Fixed admin join, admins repected by the convar sm_arrows_flag will get explosive arrows on join
- Added sm_arrows_flag which is used to associate with sm_arrowsme and sm_arrows_join commands
- Added sm_arrows_type to specify which arrow can have explosives
- Added tf2 only check
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FlaminSarge
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Join Date: Jul 2010
Old 06-26-2013 , 02:19   Re: [TF2] Explosive Arrows (1.3) [6/22/2013]
Reply With Quote #38

Quote:
Originally Posted by Chaosxk View Post
- Have not figured out a way to detect a moving arrow on a player if i wanted a 10 second delay in explosion.
I *think* I've gotten this working, I'll test it and attach it if it works.

I also felt this was relevant.

EDIT: Looks like it works. I was kinda annoyed that this used the generic command and cvar names of "arrows", so I changed them all to "explarrows", and I would suggest you do that as well (though you may have to keep the version cvar the same name as it is currently for AM's tracking system, or you could ask somebody to fix it once you make the change).

I removed the admin flag cvar and turned it into the "sm_explarrows_join_access" command override. In the same way, sm_explarrowsme can also use command overrides, as can sm_explarrows.

General cleanup, as well.

The way the explosion delay works is it keeps track of what it's hit. If it's a player, it'll save the player's position and the position of the arrow on impact. If the player dies at any time during the timer, their death position is saved. When it comes time to explode, if the player has died the explosion will occur where their body last was. If the player hasn't died, the explosion will occur where the arrow hit them relative to where they were when the arrow hit them, but at their new position.

Crossbow bolts + long delays = walking teammate time-bombs.

I also noticed that your check in OnEntityCreated didn't check classname at all when the type cvar was set to 0. This was resulting in random explosions around the map (as long as the entity being touched had a client owner with arrows on, so sometimes melee did this). Fixed that.
Attached Files
File Type: sp Get Plugin or Get Source (explosivearrows.sp - 288 views - 8.1 KB)
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Last edited by FlaminSarge; 06-26-2013 at 03:24.
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Chaosxk
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Old 06-26-2013 , 18:45   Re: [TF2] Explosive Arrows (1.3) [6/22/2013]
Reply With Quote #39

Nice, i'll have to test this somewhere around tomorrow. If it's all good then i'll reup the O.P.

Quote:
Originally Posted by FlaminSarge View Post
I also noticed that your check in OnEntityCreated didn't check classname at all when the type cvar was set to 0. This was resulting in random explosions around the map (as long as the entity being touched had a client owner with arrows on, so sometimes melee did this). Fixed that.
Whops.
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Last edited by Chaosxk; 06-26-2013 at 18:46.
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Marverlous
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Join Date: May 2013
Old 06-27-2013 , 01:30   Re: [TF2] Explosive Arrows (1.3) [6/22/2013]
Reply With Quote #40

is it normal to have all syringe gun's needle exploding? how do i turn that off, it causing a lot of lag.
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