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[Fixed] minor/common Exploits


  
 
 
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jtp10181
Veteran Member
Join Date: May 2004
Location: Madison, WI
Old 09-02-2004 , 17:00  
#11

Quote:
Originally Posted by TicoMeElmo
I dont care if they do it not like your gonna die or anything only thing i care about is the resurrection bug how when they do spec player then i ban them from server
already been fixed......

and I added a new feature for the nxt rls that disables dropping while alive. this feature can be disabled by a cvar.
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Prowler
Senior Member
Join Date: Nov 2004
Old 09-02-2004 , 22:13  
#12

thats prolly the easiest way of doing it i think only problem i see is players not dieing but wanting to change a hero
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Chivas2973
Veteran Member
Join Date: Mar 2004
Location: Wisconsin
Old 09-02-2004 , 22:16  
#13

they could change but it wont take effect till next round with option C as it were
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vittu
SuperHero Moderator
Join Date: Oct 2004
Location: L.A. County, CA
Old 09-03-2004 , 00:38  
#14

option C would probably break existing code reason why jtp did what he did... besides if you really want to drop a hero that bad just die or go in spectate and rejoin the game afterward... i don't see this as an issue as long as people arent dropping powers during the round to regain health and other powers...




Quote:
Originally Posted by TicoMeElmo
I dont care if they do it not like your gonna die or anything only thing i care about is the resurrection bug how when they do spec player then i ban them from server
thats been fixed get the newest zues... http://forums.alliedmods.net/showthr...t=30759&page=2
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jtp10181
Veteran Member
Join Date: May 2004
Location: Madison, WI
Old 09-03-2004 , 18:16  
#15

the first issue is fixed in the next release.... the second one can be fixed by adjusting the cooldown time for cyclops which was in the past not being used correctly but the current version it does actually work right.
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Prowler
Senior Member
Join Date: Nov 2004
Old 09-03-2004 , 23:38  
#16

Thanks when i told people that "one hit cyc was an exploit" they got all shitty at me telling me it was part of the game...

if it was then cyclops would do 200 damage and 10 shots

so if i keep it on 0.20 will it force a delay so using a mouse scroll won't work? what about binding 2 buttons to cyclops (that works too) fires twice as fast.

anyway, thanks for the dropping fix, also i was wondering if adding this code to batman might help at all

Code:
// Got to take away health from batman that lost his powers...
  if ( !hasPowers && is_user_connected(id) ) {
    shRemHealthPower(id)
    client_cmd(0,"drop weapon_m4a1")
    client_cmd(0,"drop weapon_awp")
    client_cmd(0,"drop weapon_mp5navy")
    client_cmd(0,"drop weapon_sg552")
    client_cmd(0,"drop weapon_xm1014")
    client_cmd(0,"drop weapon_deagle")
I havent tested it myself, but i saw this code in some other amx plugins when i was wanting to force drop guns for my latest hero, if it would work then it could also be added to batman.

also i found engclient_cmd not sure what the differnce is between the two commands, but perhaps trying either of them.

im sure you have a better idea than me anyway, just thought i'd post it
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jtp10181
Veteran Member
Join Date: May 2004
Location: Madison, WI
Old 09-04-2004 , 10:54  
#17

i have already done something like that to batman for the next rls
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jtp10181
Veteran Member
Join Date: May 2004
Location: Madison, WI
Old 09-04-2004 , 16:47  
#18

Just wanted to let you know that I took another look at cyclops and realized that he was not properly using the cooldown timer i implimented a few versions ago. For the next release he will use it correctly and he has some other tweaks.
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