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SpawnProtection


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tuty
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Join Date: Jul 2008
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Old 04-16-2010 , 11:13   Re: SpawnProtection
Reply With Quote #11

Quote:
Originally Posted by xPaw View Post
Finally someone made it without using godmode. Bad way of hooking player spawn tho.

why is bad that native? bailopan use in his csdm protection same but with fakemeta set_pev( index, pev_takedamage, DAMAGE_* );

and i wanted to post a new supercool spawnprotection.... but now is 2 plugins so i wont do it.. ^^
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Last edited by tuty; 04-16-2010 at 11:15.
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xPaw
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Old 04-16-2010 , 11:17   Re: SpawnProtection
Reply With Quote #12

Quote:
Originally Posted by tuty View Post
why is bad that native? bailopan use in his csdm protection same but with fakemeta set_pev( index, pev_takedamage, DAMAGE_* );

and i wanted to post a new supercool spawnprotection.... but now is 2 plugins so i wont do it.. ^^
It won't block players die from non-players, for example trigger_hurt.
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tuty
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Old 04-16-2010 , 11:18   Re: SpawnProtection
Reply With Quote #13

lol, i should work on that in my new plugin (:
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xPaw
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Old 04-16-2010 , 11:19   Re: SpawnProtection
Reply With Quote #14

This is done actually wrong. For example: 1 player spawns, enables forward, 40 seconds passed and forward is disabled, any player has respawn when forward is off, and the fwd is on, now no one can kill anyone. There should be bool like g_bProtected[ id ], and not disable the forward if anyone is protected.
- - -
Your effects can be done like this:
Code:
set_hudmessage(255, 1, 1, -1.0, -1.0, clamp( get_pcvar_num( CvarSPEffect ), 0, 3 ), 6.0, get_pcvar_float( CvarSPTime ), 0.1, 0.2, -1)
Why show the message all the time? First seconds or countdown should be better.

use switch for iTeam or even you could do like, g_iColors[ iTeam ], so its defined colors at top of plugin, use cs_get_user_team by the way.
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Last edited by xPaw; 04-16-2010 at 11:22.
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kanatzu
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Old 04-16-2010 , 11:25   Re: SpawnProtection
Reply With Quote #15

Quote:
Originally Posted by a.aqua View Post
Ok, np.

#Version 1.2
#Changelog:
  • Added cvar sp_msgeffect for effect of hud message
  • Hook player spawn changed to ham method
Better. Thanks, downloaded!
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a.aqua
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Join Date: Jul 2009
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Old 04-16-2010 , 11:39   Re: SpawnProtection
Reply With Quote #16

Quote:
Originally Posted by xPaw View Post
This is done actually wrong. For example: 1 player spawns, enables forward, 40 seconds passed and forward is disabled, any player has respawn when forward is off, and the fwd is on, now no one can kill anyone. There should be bool like g_bProtected[ id ], and not disable the forward if anyone is protected.
- - -
Your effects can be done like this:
Code:
set_hudmessage(255, 1, 1, -1.0, -1.0, clamp( get_pcvar_num( CvarSPEffect ), 0, 3 ), 6.0, get_pcvar_float( CvarSPTime ), 0.1, 0.2, -1)
Why show the message all the time? First seconds or countdown should be better.

use switch for iTeam or even you could do like, g_iColors[ iTeam ], so its defined colors at top of plugin, use cs_get_user_team by the way.
Напиши на русском, если не затруднит -__-

Say russian please..
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tuty
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Old 04-16-2010 , 12:08   Re: SpawnProtection
Reply With Quote #17

Quote:
Originally Posted by a.aqua View Post
Напиши на русском, если не затруднит -__-

Say russian please..

google translator rocks. so i just LOL
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a.aqua
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Old 04-16-2010 , 12:17   Re: SpawnProtection
Reply With Quote #18

Quote:
Originally Posted by tuty View Post
google translator rocks. so i just LOL
But translate is...
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YamiKaitou
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Old 04-16-2010 , 12:59   Re: SpawnProtection
Reply With Quote #19

Quote:
Originally Posted by a.aqua View Post
But translate is...
And this is an English forum, so all posts outside of the ML section should be made in English, otherwise people will yell at you
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a.aqua
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Old 04-16-2010 , 16:08   Re: SpawnProtection
Reply With Quote #20

#Version 1.4
#Changelog:
  • Optimize && clean code, fixes probable bugs
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