Block Bombsite (Update: 25.05.2017)
tested on AMXX 1.8.2+
Deleted for now, see this thread.
for anyone interested, I added the ability to set two new types of blocks to either block bombsite A or B, depending on how many CTs are on the server. Files attached.
It shows a red HUD message on round start when a bombsite is blocked and a message when the player touches the block.
All changes are marked with "// bombsites block edit", so you can search for that comment to edit however you like.
Example for de_dust2.wgz
to block bombsite B
wgz_block_bombsite_b -384.7 1587.0 -59.0 -97 -0 -93 97 0 93
wgz_block_bombsite_b -537.4 1409.9 -63.4 0 -71 -66 0 71 66
wgz_block_bombsite_b -1088.0 -833.0 221.5 0 -194 -97 0 194 97
wgz_block_bombsite_b -1019.5 -637.9 288.6 -66 -0 -30 66 0 30
wgz_block_bombsite_b -253.5 2144.1 -48.4 0 -161 -81 0 161 81
The minimum amount of CTs can be set at the top of the plugin (line 12):
#define MIN_CTS_BOMBSITE 7
The duration (Float
) of the HUD message can be defined on line 13:
#define HUD_BOMBSITE_DURATION 4.0
Add these to walkguard.txt for translation:
WALKGUARD_BLOCK_BOMBSITE_PRINT = Bombsite %s is blocked!
WALKGUARD_BLOCK_BOMBSITE_HUD = Not enough CTs (%d)!^nBombsite %s is blocked
ZONE_MODE_BLOCK_BOMBSITE_A = block bombsite A when not enough CTs
ZONE_MODE_BLOCK_BOMBSITE_B = block bombsite B when not enough CTs
Consider to only use one type of bombsite block (A/B) per map, otherwise it won't work properly (and wouldn't make any sense either).
I don't know if the code is good, but it "works"
. I only made changes I needed, so if anyone wants to edit further or improve it go ahead and let us know. Enjoy.