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TF2 Firemines


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Cooltad
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Join Date: Apr 2008
Old 06-12-2008 , 18:28   Re: TF2 Firemines
Reply With Quote #31

Hm, what do you think its related to then? Critical Hit modifier? Maybe, as its only Client Side.
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Cooltad
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Old 06-18-2008 , 01:56   Re: TF2 Firemines
Reply With Quote #32

Can you please release the new version?
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Neo Cool Dude
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Join Date: Apr 2008
Old 06-18-2008 , 09:42   Re: TF2 Firemines
Reply With Quote #33

In the Pyro update the alt-fire key is being used for a new special ability please switch yours to another key or weapon.
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[NATO]Hunter
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Join Date: Jul 2006
Location: Germany, NRW, Oberhausen
Old 06-25-2008 , 10:32   Re: TF2 Firemines
Reply With Quote #34

Yeah, I know. I will probably make it only usable for the new flamethrower, because that one does not have an alternative fire yet.

I am working on this, again.
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[NATO]Hunter
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Old 06-25-2008 , 10:47   Re: TF2 Firemines
Reply With Quote #35

Version 1.0.1 - 25.06.2008
- Added new variable: sm_firemines_type 1 - Explosion type of Firemines (0 = normal explosion | 1 = fire explosion)
- As you can see above: Mines can now set players on fire.
- Hopefully fixed kill assignment.

I couldn't check for the new flamethrower. For now it will still use the alt-fire of any flamethrower. The main purpose of this release is to test the "burning" and "kill assignment"!
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Cooltad
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Old 06-25-2008 , 11:02   Re: TF2 Firemines
Reply With Quote #36

Quote:
Originally Posted by [NATO]Hunter View Post
Version 1.0.1 - 25.06.2008
- Added new variable: sm_firemines_type 1 - Explosion type of Firemines (0 = normal explosion | 1 = fire explosion)
- As you can see above: Mines can now set players on fire.
- Hopefully fixed kill assignment.

I couldn't check for the new flamethrower. For now it will still use the alt-fire of any flamethrower. The main purpose of this release is to test the "burning" and "kill assignment"!
I fixed that by changing the alt fire part of your code to make it so when the user uses +use they lay down mines. If you change that part, then you can fire using +use even on the new flamethrower. =]
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[NATO]Hunter
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Join Date: Jul 2006
Location: Germany, NRW, Oberhausen
Old 06-25-2008 , 11:27   Re: TF2 Firemines
Reply With Quote #37

Cool, I will add that later. Please re-download the plugin. I mixed up the variables here:
TF2_IgnitePlayer(i, g_FireminesOwner[caller])
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Cooltad
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Join Date: Apr 2008
Old 06-25-2008 , 12:53   Re: TF2 Firemines
Reply With Quote #38

You need to replace the ATTACK2 part with USE, not +USE.

I'm pretty sure if you set it to FIRE, and someone binds +FIRE it will work well..

Edit 2: Nevermind, you'd need to set +fire as a possible bind for it to work.

Last edited by Cooltad; 06-25-2008 at 12:56.
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Neo Cool Dude
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Old 07-02-2008 , 17:41   Re: TF2 Firemines
Reply With Quote #39

mine says that the plugin <failed>
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Cooltad
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Join Date: Apr 2008
Old 07-02-2008 , 17:51   Re: TF2 Firemines
Reply With Quote #40

You need a 1.1 snapshot and the newest version of this plugin, get source and then go into scripting and compile the sp file.

Also, use this version, I edited it to fix some screw-ups that happened because of the Pyro update as you can't right-click anymore for the mines as that would conflict with things.

I disabled using right-click to do it, and I made it so when you bind +fire to any key it will lay a mine, or if you type into console +fire.

I hope it was ok for me to edit it.

Edit: And Hunter, the burning works but it makes it do more damage than intended and the kill assignment is still sometimes off. 75% of the time it will show you killing them while 25% of the time it will show them killing themselves but this is most likely due to a sort of time-out with prop_physics.
Attached Files
File Type: sp Get Plugin or Get Source (firemines.sp - 271 views - 14.3 KB)
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Last edited by Cooltad; 07-02-2008 at 18:00.
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