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DMG Doors


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Plugin Info:     Modification:   ALL        Category:   Fun Stuff        Approver:   VEN (29)
ian.cammarata
Member
Join Date: May 2007
Location: U.S.
Old 06-03-2007 , 19:27   DMG Doors
Reply With Quote #1

DMG Doors v0.1

Description:
When enabled this plugin adds damage to sliding doors, or sliding and hinged doors. The amount of damage dealt is also configurable. The main purpose for the writing of the plugin was to prevent message flooding caused by players getting stuck in a door, which sometimes results in all nearby players getting dropped from the server, but it's also just kinda fun.

If you would like to try out this plugin you can find a list of servers running it at the following link:
http://www.game-monitor.com/search.p...&type=variable

Cvars (First value is default):
dmgdoors < 2 (all doors) | 0 (disabled) | 1 (only sliding doors) >
dmgdoors_dmg < 9999 | ... > : How much damage the doors will do.

Notes:
Changes to cvars only take affect after a map change.
Attached Files
File Type: sma Get Plugin or Get Source (dmgdoors.sma - 2224 views - 2.2 KB)
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Last edited by ian.cammarata; 06-21-2007 at 20:40.
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ali_zkz
Member
Join Date: Jan 2006
Old 06-05-2007 , 11:52   Re: DMG Doors
Reply With Quote #2

it looks good
maybe someone can aprove it~~
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ExKiLL
Senior Member
Join Date: Nov 2005
Location: Germany
Old 06-05-2007 , 15:33   Re: DMG Doors
Reply With Quote #3

gj !

nice idea
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VEN
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Join Date: Jan 2005
Old 06-11-2007 , 09:56   Re: DMG Doors
Reply With Quote #4

You better use http://wiki.amxmodx.org/index.php/AM...#CVAR_Pointers
Also you techical method isn't really suitable. So on maps where the last spawned entity are func_door / func_door_rotating that entity will not be processed (dmg keyvalue).

Last edited by VEN; 06-11-2007 at 10:01.
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ian.cammarata
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Join Date: May 2007
Location: U.S.
Old 06-11-2007 , 19:53   Re: DMG Doors
Reply With Quote #5

Quote:
Originally Posted by VEN View Post
Well this code only gets executed while the map is loading, so I figured it would be better not to optimize it for speed, and save a few bytes of memory.

Quote:
Originally Posted by VEN View Post
Also you techical method isn't really suitable. So on maps where the last spawned entity are func_door / func_door_rotating that entity will not be processed (dmg keyvalue)
Good point, although it would probably only come up in a fraction of 1% of maps, but I'll fix it.
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VEN
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Join Date: Jan 2005
Old 06-12-2007 , 02:26   Re: DMG Doors
Reply With Quote #6

Quote:
Well this code only gets executed while the map is loading, so I figured it would be better not to optimize it for speed, and save a few bytes of memory.
Actually it would be better to optimize it with PCVars because your keyvalue forward is called numerous times on map start.
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