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Fail Spawn Protector + Team Limiter


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HamletEagle
AMX Mod X Plugin Approver
Join Date: Sep 2013
Location: Romania
Old 12-05-2015 , 08:29   Re: Fail Spawn Protector v1.0
Reply With Quote #21

What is the difference between yours and https://forums.alliedmods.net/showthread.php?t=114857 ? Also tell me where is your code ? I only see code from xpaw, VEN and Arkshine.
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JusTGo
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Join Date: Mar 2013
Old 12-05-2015 , 10:38   Re: Fail Spawn Protector v1.0
Reply With Quote #22

Quote:
Originally Posted by HamletEagle View Post
What is the difference between yours and https://forums.alliedmods.net/showthread.php?t=114857 ? Also tell me where is your code ? I only see code from xpaw, VEN and Arkshine.
i have tested xpaw plugin and people get stuck in each other when they spawn.
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HamletEagle
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Old 12-05-2015 , 10:49   Re: Fail Spawn Protector v1.0
Reply With Quote #23

Quote:
Originally Posted by JusTGo View Post
i have tested xpaw plugin and people get stuck in each other when they spawn.
Can you confirm that this one is working correctly ?
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Phant
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Join Date: Sep 2009
Location: New Jersey
Old 12-05-2015 , 12:28   Re: Fail Spawn Protector v1.0
Reply With Quote #24

Awesome plugin, not seen it before.
Just tested right now on special map with 32 spawnpoints at identical origin:

And its works. Works better than Bad Spawns Preventer by xPaw.

Current plugin:


Bad Spawns Preventer:

Notice on shadow in center. There is many alive bots at same origin (stucked).

PS:
Both plugins can't spawn more players than existed spawnpoints inside map (if map have 1 CT and 1 T spawnpoints, then game can spawn only 1 CT and 1 T Players). So, would be nice to "crack" (bypass) this limit (optional cvar).
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JusTGo
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Join Date: Mar 2013
Old 12-05-2015 , 12:43   Re: Fail Spawn Protector v1.0
Reply With Quote #25

Quote:
Originally Posted by HamletEagle View Post
Can you confirm that this one is working correctly ?
yes you can check phant proove players get stuck on each other in expaw plugin will test this soon

Quote:
Originally Posted by Phant View Post
Awesome plugin, not seen it before.
Just tested right now on special map with 32 spawnpoints at identical origin:

And its works. Works better than Bad Spawns Preventer by xPaw.

Current plugin:


Bad Spawns Preventer:

Notice on shadow in center. There is many alive bots at same origin (stucked).

PS:
Both plugins can't spawn more players than existed spawnpoints inside map (if map have 1 CT and 1 T spawnpoints, then game can spawn only 1 CT and 1 T Players). So, would be nice to "crack" (bypass) this limit (optional cvar).
phant no one get stuck with zmd version right ?
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Last edited by JusTGo; 12-05-2015 at 12:57.
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Phant
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Location: New Jersey
Old 12-05-2015 , 22:04   Re: Fail Spawn Protector v1.0
Reply With Quote #26

Quote:
phant no one get stuck with zmd version right ?
Right.
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zmd94
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Join Date: Nov 2013
Location: Malaysia (9w2zow).
Old 12-05-2015 , 22:12   Re: Fail Spawn Protector v1.0
Reply With Quote #27

You are right, Phant. Thank you for testing the code.

HamletEagle, my code is the whole code that consist of xPaw, VEN and Arkshine codes. I combine all of their code into one working and better code.

Last edited by zmd94; 12-05-2015 at 22:13.
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HamletEagle
AMX Mod X Plugin Approver
Join Date: Sep 2013
Location: Romania
Old 12-06-2015 , 04:54   Re: Fail Spawn Protector v1.0
Reply With Quote #28

1.I would like you to be consistent while coding(keep the same naming technique). For example, on some variables you use HN(g_,i,f, etc) and at some you don't(originF).
2.I also don't think g_bHamHookEnabled is really needed, you can simply Enable the hook at SpawnPre and Disable it in SpawnPost.
3.Also try to understand what you are taking from others. In is_player_trap you do:
PHP Code:
engfunc(EngFunc_TraceHulloriginForiginF0, (pev(idpev_flags) & FL_DUCKING) ? HULL_HEAD HULL_HUMANid0
But you have a PlayerHullSize define, so use it.

Apart of that, code looks ok. I'll wait for you to fix at least 2 and 3, then I'll approve it.
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Last edited by HamletEagle; 12-06-2015 at 04:55.
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Phant
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Join Date: Sep 2009
Location: New Jersey
Old 12-06-2015 , 05:27   Re: Fail Spawn Protector v1.0
Reply With Quote #29

Quote:
PS:
Both plugins can't spawn more players than existed spawnpoints inside map (if map have 1 CT and 1 T spawnpoints, then game can spawn only 1 CT and 1 T Players). So, would be nice to "crack" (bypass) this limit (optional cvar).
Alternative solution:
Count info_player_start entities in plugin_precache() and if total count < 16, then copy last (or randomly founded) info_player_start entity at same position X times (up to 16). Ofcourse same for info_player_deathmatch.
With this all players can play on ANY map without spawnpoints editing .

What do you think? Make it optional (fs_extra_spawns 1/0).
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zmd94
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Join Date: Nov 2013
Location: Malaysia (9w2zow).
Old 12-06-2015 , 05:53   Re: Fail Spawn Protector v1.1
Reply With Quote #30

New Update!
Code:
v1.1
- [FIXED] Remove unnecessary bool.
- [FIXED] Using existing defined code.
- [FIXED] Variable naming.
Phant, nice idea. Will fiqure out the correct and best way to do it. ;)
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