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[TF2]Air Fortress


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Author
svaugrasn
Junior Member
Join Date: Jun 2013
Plugin ID:
3840
Plugin Version:
1.0.0
Plugin Category:
Gameplay
Plugin Game:
Team Fortress 2
Plugin Dependencies:
    Servers with this Plugin:
     
    Plugin Description:
    Old 08-19-2013 , 13:23   [TF2]Air Fortress
    Reply With Quote #1

    Description
    air battle gamemode.
    Compatible with arena / vsh maps.



    Installation
    Extract/install Air_Fortress_1_0_0.zip to the correct folders.


    Requires
    • SDKHooks
    • TF2Items
    • SteamTools


    Changelog
    Code:
    2013-08-20 (v1.0.0)
    * Initial release.

    Recommendation maps
    • arena_watchtower
    • arena_badlands
    • arena_granary
    • arena_nucleus
    • vsh_reservoir_v2
    • vsh_riverwood_v2
    • vsh_top_arena_v1
    Attached Files
    File Type: zip Air_Fortress_1_0_0.zip (113.7 KB, 365 views)
    File Type: sp Get Plugin or Get Source (airfortress.sp - 175 views - 9.0 KB)
    svaugrasn is offline
    captaindeterprimary
    AlliedModders Donor
    Join Date: Sep 2012
    Old 08-19-2013 , 15:01   Re: [TF2]Air Fortress
    Reply With Quote #2

    So pretty much "The floor is lava".
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    Last edited by ; Today at 08:20 AM. Reason: Get rid of s

    Last edited by captaindeterprimary; 08-19-2013 at 15:01.
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    friagram
    Veteran Member
    Join Date: Sep 2012
    Location: Silicon Valley
    Old 08-20-2013 , 12:09   Re: [TF2]Air Fortress
    Reply With Quote #3

    10s bit long to remove them particles, also spawning all of those point hurts.. Point hurt is very unreliable, why not just use sdkhooks, you have the include but it does not look like you are using it.

    Also, dont use removeedict, use acceptentityinput(entity, "kill") unless you absolutely need it removed on that frame. You should also use ent refs for killing the entities in timers, its faster and safer.

    In your client loop, you dont need isvalidedict and isclientconnected, if they have an entity, they are already in game, and are also connected. You can just use isclientingame.

    Cvar changes should be made in onconfigsexecuted also as they will reset or change at some point most likely.

    May be a good idea to check if the weapon returned from tf2items is valid before equipping it, though it almost always will be.

    Runcmd fires 33-66 times a second generaly, so try to do as little as possible in there. If they arn't pushng buttons, you dont need to do anything, and thus not declare any vars

    You chck if on ground, then if nit in ground, you can just do else, because bith cannot be true.

    Ongameframe yu can do your decl outside the loop, as its gonna get used a lot, this fires 66 times a second
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    Last edited by friagram; 08-20-2013 at 12:23.
    friagram is offline
    BBG_Theory
    Veteran Member
    Join Date: Oct 2010
    Location: NC USA
    Old 08-20-2013 , 18:23   Re: [TF2]Air Fortress
    Reply With Quote #4

    ok, interesting concept. My first thought was that there needs to be a delay before taking on ground damage so everyone can get out of spawn. with a map like top arena, it was not a problem too much but with other maps that you are locked in spawn room with a closed door, you loose a lot of health as the doors open. So either a delay on taking low altitude damage, or much reduced damage at first, or something... thanks for the new gamemode though... seems fun... I think


    Code:
     if(clientflags & FL_ONGROUND)
     {
      if(g_flg == 1){
       if(IsPlayerAlive(client)){
        SetHudTextParams(-1.0, 0.7, 5.0, 255, 0, 0, 20);
        ShowHudText(client, -1, ">> Low altitude warning <<");
        AttachParticle(client, "fluidSmokeExpl_ring_mvm");
        DoDamage(client, client, 25);
        vecVelocity[2] = 500.0;
        TeleportEntity(client, NULL_VECTOR, NULL_VECTOR, vecVelocity);
        EmitSoundToAll("misc/aw/warn.mp3", client);
       }
      }
     }
    I assume we can just lower the 25 on

    DoDamage(client, client, 25);

    to something lower .. 10 maybe or 5 ?

    I think a "get out of spawn" delay would be the best idea

    Last edited by BBG_Theory; 08-20-2013 at 18:49.
    BBG_Theory is offline
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