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[TF2] Deathrun Redux - Updated 2015-02-15


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Author
ClassicGuzzi
Veteran Member
Join Date: Oct 2013
Location: Argentina
Plugin ID:
4415
Plugin Version:
0.2.1
Plugin Category:
Gameplay
Plugin Game:
Team Fortress 2
Plugin Dependencies:
    Servers with this Plugin:
    4 
    Plugin Description:
    An updated version of the Oshizu's deathrun plugin!
    Old 11-13-2014 , 22:12   [TF2] Deathrun Redux - Updated 2015-02-15
    Reply With Quote #1

    Deathrun Reduxfor TF2

    Description
    A rewrite on the Oshizu's deathrun plugin.
    I wanted a plugin that really restricts the weapons (I hate those people with the Ullapool caber/eureka/atomizer).
    Also I love playing as any class without being in disadvantage!

    Features
    • Now everything is in a config file (sourcemod/data/deathrun/deathrun.cfg)
    • You can select the speed for each team and every class has the same number of jumps(1)!
    • Restrict to melee and replace every weapon you want with the default one or an all-class.
    • You can disable fall-damage.
    • Activate outlines on the runners and the death based on how many runners are alive!
    • You can change the fall-damage on/off, the speed and the outline config per map too! (sourcemod/data/deathrun/maps/mapname.cfg)
    • Added sounds! "RoundStart" "OnDeath" "OnKill" (with a delay) and "LastAlive"
    • Players don't push them self with each other.
    • No one can be death twice (until everybody was death at last one time).
    • If you don't want to be death, you can use !drtoggle (you will be asked the first time you join anyways).
    • You can block commands like kill/explode and build.
    • The plugin detects if the current map is a deathrun one.

    Configurations
    Spoiler


    Changelog
    Spoiler


    Installation instructions
    deathrun_redux.smx goes on tf/addons/sourcemod/plugins/
    deathrun.cfg goes on tf/addons/sourcemod/data/deathrun/
    A per-map config can be used on tf/addons/sourcemod/data/deathrun/maps/mapname.cfg
    (for now you only can change the speed, outline and fall-damage configs there).

    You need the tf2items extension, the steamtools extension and the TF2attributes plugin, to use deathrun redux.

    Credit
    Oshizu for his dr plugin!

    Note: I'll keep updating this plugin with whatever request comes up and also I'll keep improving it's code.
    Note 2: The configs/sourcecode/compiled plguins are in the .zip archive, if you want to check the source on GitHub here is it.
    Sorry for my bad English and my code.
    Attached Files
    File Type: zip deathrun_redux_0.2.1.zip (37.5 KB, 4942 views)

    Last edited by ClassicGuzzi; 03-20-2015 at 20:39.
    ClassicGuzzi is offline
    Trosty
    Member
    Join Date: Oct 2011
    Location: Romania
    Old 11-14-2014 , 07:46   Re: [TF2] Deathrun Redux
    Reply With Quote #2

    I'm glad to see a rewrite of Deathrun plugin with new features and bug fixes. Good luck with this and i wish you will continue to improve this plugin.
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    dotexe
    Senior Member
    Join Date: Aug 2013
    Old 11-14-2014 , 20:18   Re: [TF2] Deathrun Redux
    Reply With Quote #3

    This plugin is still broken. None of the features are working. Melee only doesn't work, Blu rotation doesn't work, etc.
    dotexe is offline
    ClassicGuzzi
    Veteran Member
    Join Date: Oct 2013
    Location: Argentina
    Old 11-14-2014 , 21:24   Re: [TF2] Deathrun Redux
    Reply With Quote #4

    Quote:
    Originally Posted by dotexe View Post
    This plugin is still broken. None of the features are working. Melee only doesn't work, Blu rotation doesn't work, etc.
    It's working fine for me, do you have tf2items installed in your server? is the plugin running?
    Do a "sm plugins info deathrun_redux" and show me what it says.

    Edit:
    I'm working on a new version with others all-class weapons and I'm also trying to block the suicide without luck:
    Quote:
    //Added this on plugin start
    AddCommandListener(OnPlayerSuicide, "kill");
    AddCommandListener(OnPlayerSuicide, "explode");

    //And then this:
    public Action:OnPlayerSuicide(client, const String:command[], args)
    {
    if(g_Enabled && g_isDRmap)
    return Plugin_Handled;
    return Plugin_Continue;
    }
    (Both bool variables are true because everything else works and I tried with only the return Plugin_Handled)
    As soon as I get this working I'll release a new version!

    Last edited by ClassicGuzzi; 11-14-2014 at 22:22.
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    Sigara
    Member
    Join Date: Apr 2014
    Old 11-14-2014 , 23:41   Re: [TF2] Deathrun Redux
    Reply With Quote #5

    I was going to say but kind of forgot,you should really say tf2items extension and not just tf2 extension in the installation instructions.
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    Last edited by Sigara; 11-14-2014 at 23:43.
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    ClassicGuzzi
    Veteran Member
    Join Date: Oct 2013
    Location: Argentina
    Old 11-14-2014 , 23:43   Re: [TF2] Deathrun Redux
    Reply With Quote #6

    Quote:
    Originally Posted by Sigara View Post
    I was going to say but kind of forgot,you should really say tf2items extension and not just tf2 extension in theinstallation instructions.
    Wow you're right, sorry haha. I added a link to the thread too!
    ClassicGuzzi is offline
    Drixevel
    AlliedModders Donor
    Join Date: Sep 2009
    Location: Somewhere headbangin'
    Old 11-15-2014 , 03:50   Re: [TF2] Deathrun Redux
    Reply With Quote #7

    Few things:

    In the plugin, you have the ConVar variables set on map starts & on plugin starts. You could just run those lines on configs executed.

    Code:
    public OnConfigsExecuted()
    {
    	dr_queue_def= GetConVarInt(dr_queue);
    	dr_unbalance_def = GetConVarInt(dr_unbalance);
    	dr_autobalance_def = GetConVarInt(dr_autobalance);
    	dr_firstblood_def = GetConVarInt(dr_firstblood);
    	dr_scrambleauto_def = GetConVarInt(dr_scrambleauto);
    	dr_airdash_def = GetConVarInt(dr_airdash);
    	dr_push_def = GetConVarInt(dr_push);
    }
    ---

    Might be good coding practice to pass client userIDs instead of client indexes.

    Code:
    CreateTimer(0.2, RespawnRebalanced, GetClientUserId(client));
    
    //In Timer
    new client = GetClientOfUserId(data);
    Won't effect the plugin's code currently but It's just good practice. You can also try client serials as well.

    ---
    This...
    Code:
    		decl String:nick[64]; 
    		GetClientName(new_death,nick,sizeof(nick));
    		CPrintToChatAll("{black}[GS-DR]{gold}%s {DEFAULT}is the Death", nick);
    can be this...
    Code:
    CPrintToChatAll("{black}[GS-DR]{gold}%N {DEFAULT}is the Death", new_death);
    Nice job on the plugin friend.
    Drixevel is offline
    ClassicGuzzi
    Veteran Member
    Join Date: Oct 2013
    Location: Argentina
    Old 11-15-2014 , 13:44   Re: [TF2] Deathrun Redux | Updated 15-11-2012
    Reply With Quote #8

    Thanks for all the help r3dw3r3w0lf, I just posted a new version! ^^
    ClassicGuzzi is offline
    ClassicGuzzi
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    Join Date: Oct 2013
    Location: Argentina
    Old 11-22-2014 , 16:20   Re: [TF2] Deathrun Redux | Updated 22-11-2012
    Reply With Quote #9

    A little update:
    2014-11-22
    *Fixed the cvars staying in the dr's values in a not-dr map.
    *Now the cvars reset on plugin end.
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    Dr. Greg House
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    Old 11-22-2014 , 16:38   Re: [TF2] Deathrun Redux | Updated 22-11-2012
    Reply With Quote #10

    That date seems wrong.
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