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[TF2] Super Zombie Fortress: Addons


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danne2
AlliedModders Donor
Join Date: Jul 2011
Location: Unoriginal computer joke
Old 09-09-2013 , 17:12   Re: [TF2] Super Zombie Fortress: Addons
Reply With Quote #11

Quote:
Originally Posted by Mecha the Slag View Post
Please correct the name.

I can see this uses snippets of code from my private plugin of SZF 2.0+, and that is very disheartening. I hope you let the person who provided you access to my private plugin know that they will not receive any updates in the future.
The publicly released version of SZF had the majority of the code needed to pick weapons and canisters up in it already, just not in use. My friend finished it and re-added the features in a day.
https://forums.alliedmods.net/showthread.php?p=1467101
Line 4385 of the SP

Some of the code is line for line
SZF_weapons.sp
Code:
stock GetEntityModel(iEntity, String:strModel[], iMaxSize, String:strPropName[] = "m_nModelIndex")
{
	//m_iWorldModelIndex
	new iIndex = GetEntProp(iEntity, Prop_Send, strPropName);
	GetModelPath(iIndex, strModel, iMaxSize);
}
SZF 1.05
Code:
GetEntityModel(iEntity, String:strModel[], iMaxSize, String:strPropName[] = "m_nModelIndex")
{
    //m_iWorldModelIndex
    new iIndex = GetEntProp(iEntity, Prop_Send, strPropName);
    GetModelPath(iIndex, strModel, iMaxSize);
}
And a more complex example:
szf_weapons.sp
Code:
stock GetClientPointVisible(iClient) {
	decl Float:vOrigin[3], Float:vAngles[3], Float:vEndOrigin[3];
	GetClientEyePosition(iClient, vOrigin);
	GetClientEyeAngles(iClient, vAngles);
	
	new Handle:hTrace = INVALID_HANDLE;
	hTrace = TR_TraceRayFilterEx(vOrigin, vAngles, MASK_ALL, RayType_Infinite, TraceDontHitEntity, iClient);
	TR_GetEndPosition(vEndOrigin, hTrace);
	
	new iReturn = -1;
	new iHit = TR_GetEntityIndex(hTrace);
	
	if (TR_DidHit(hTrace) && iHit != iClient && GetVectorDistance(vOrigin, vEndOrigin) / 50.0 <= 2.0)
	{
		iReturn = iHit;
	}
	CloseHandle(hTrace);
	
	return iReturn;
}


SZF 1.05
Code:
stock GetClientPointVisible(iClient) {
    decl Float:vOrigin[3], Float:vAngles[3], Float:vEndOrigin[3];
    GetClientEyePosition(iClient, vOrigin);
    GetClientEyeAngles(iClient, vAngles);
    
    new Handle:hTrace = INVALID_HANDLE;
    hTrace = TR_TraceRayFilterEx(vOrigin, vAngles, MASK_ALL, RayType_Infinite, TraceDontHitEntity, iClient);
    TR_GetEndPosition(vEndOrigin, hTrace);
    
    new iReturn = -1;
    new iHit = TR_GetEntityIndex(hTrace);
    
    if (TR_DidHit(hTrace) && iHit != iClient && GetVectorDistance(vOrigin, vEndOrigin) / 50.0 <= 2.0)
    {
        iReturn = iHit;
    }
    CloseHandle(hTrace);
    
    return iReturn;
}

Exact same code. It just wasn't utilized in 1.05. It's not "private to 2.0".

Last edited by danne2; 09-09-2013 at 17:21.
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Oshizu
Veteran Member
Join Date: Nov 2012
Location: Warsaw
Old 09-09-2013 , 17:13   Re: [TF2] Super Zombie Fortress: Addons
Reply With Quote #12

Quote:
Originally Posted by Mecha the Slag View Post
Please correct the name.

I can see this uses snippets of code from my private plugin of SZF 2.0+, and that is very disheartening. I hope you let the person who provided you access to my private plugin know that they will not receive any updates in the future.
Oh sorry about that
Didn't remembered your name correctly
I should've checked it before posting

Also: Those features were already in public version of SZF
Just unused

Quote:
Originally Posted by ReFlexPoison View Post
How does someone receive another's private plugin and NOT be able to call it theirs? They own the file, they can do what they wish right? I've never seen anyone else even run SZF rather than intox. Does it really matter if someone got "snippets" of code for non-profit software?

~~~~

End initial response.

~Oshizu

Are there anymore features that have ever been created that you know of. I'm glad features to a released plugins aren't ALL being withheld.
Not really sure what you mean ???
But i can just guess
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Last edited by Oshizu; 09-09-2013 at 17:14.
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Mecha the Slag
Veteran Member
Join Date: Jun 2009
Location: Denmark
Old 09-09-2013 , 17:20   Re: [TF2] Super Zombie Fortress: Addons
Reply With Quote #13

I would also kindly request that our fastDL service is removed from the first post, it is not meant to be used anywhere else but in-game.
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VoiDeD
AlliedModders Donor
Join Date: Mar 2009
Location: Illinois, USA
Old 09-09-2013 , 21:01   Re: [TF2] Super Zombie Fortress: Addons
Reply With Quote #14

Quote:
Originally Posted by Mecha the Slag View Post
I would also kindly request that our fastDL service is removed from the first post, it is not meant to be used anywhere else but in-game.
You'll probably want to contact google too.
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asherkin
SourceMod Developer
Join Date: Aug 2009
Location: OnGameFrame()
Old 09-09-2013 , 21:03   Re: [TF2] Super Zombie Fortress: Addons
Reply With Quote #15

Quote:
Originally Posted by Mecha the Slag View Post
I would also kindly request that our fastDL service is removed from the first post, it is not meant to be used anywhere else but in-game.
Done.
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doroemon
Senior Member
Join Date: Dec 2009
Location: TF2 AFK Server
Old 11-29-2013 , 13:47   Re: [TF2] Super Zombie Fortress: Addons
Reply With Quote #16

Quote:
Originally Posted by Oshizu View Post
Plugin General Info:

Description:
- Picking Up Weapons by Call Medic! (E Button)
- Picking Up Canisters by Right Clicking (Attack 2)
- Automatic Detection if szf_ maps
- Stripping players out of weapons
- And many more coming soon

Credits:
- Mecha The Slag (Super Zombie Fortress Gamemode)

Addons:

Super Zombie Fortress Weapons Pickup v2.0.1:

Description:
- Picking Up Weapons by Call Medic! (E Button)
- Displays msgs for picking up stuff (With Translations)
- Players spawn without weapons
- If you find any weapon that can't be picked up on szf maps
- Tell me, i'il add it to whitelist

Cvars n' Commands:
- sm_szf_pickup_cooldown | DEFAULT 15.0 | Cooldown between each weapon pickup for player |
- sm_szf_pickup_remove | Default 1 | Remove Weapons On Pickup or not |

Installation:
- Put szf_weapons.smx in plugins folder
- Put szfweps.phrases.txt in translations folder
- Load Plugin / Change / Restart Map

Changelog:
Code:
2.0.1 - Added Cooldown cvar for cooldown between picking up weapons
Added new translation for cooldown when trying to pickup weapon
Added cvar for removing weapons on pickup
 
 
2.0 - First Public Release
--------------------------

Picking Up Canisters v1.0:
Not Yet Finished

Description:
- On szf_ maps that include canisters
- Player presses right mouse button *attack2*
- He picks up canister and places it on checkpoint (fuel point)


Maps:

Maps Supporting Addons:
- Those maps can be found on GameBanana or downloaded while joining to Slag Gaming or Teyla Games Super Zombie Fortress servers
- They start with szf_
- Maps supporting canisters are unknown / barely known to me
- Not sure which are which
- I know only one currently: szf_atrium_a5
Hello everyone!
I have use this plugin in my server,
and want to open Super Zombie Fortress,
I have download Super Zombie Fortress 1.05,
also have updated Gamedata,and install this plugin...

When I using szf_isaac_v1_7 to test,
...only have the Syringe Gun on the ground to pick it up....

my Sourcemod is 1.5.3-dev+3953
Metamod:Source is 1.10.1-dev
Please Help me!!!
doroemon is offline
Research
SourceMod Donor
Join Date: Nov 2011
Old 02-05-2014 , 04:18   Re: [TF2] Super Zombie Fortress: Addons
Reply With Quote #17

errorlog not have error but all player can't pickup weapon
anyone have version 2.0.0?
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404UserNotFound
BANNED
Join Date: Dec 2011
Old 02-05-2014 , 23:27   Re: [TF2] Super Zombie Fortress: Addons
Reply With Quote #18

I'm surprised the Super Zombie Fortress plugin (apparently) still works, especially since Mecha doesn't seem to update any of his plugins anymore. His focus seems to be that game that he's making, A Plugin That Doesn't Work Hat In Time

Last edited by 404UserNotFound; 02-05-2014 at 23:29.
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KnoXviLLe
Senior Member
Join Date: Nov 2011
Old 03-12-2014 , 12:40   Re: [TF2] Super Zombie Fortress: Addons
Reply With Quote #19

not work another map
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Last edited by KnoXviLLe; 03-12-2014 at 16:32.
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Sigara
Member
Join Date: Apr 2014
Old 06-26-2014 , 23:24   Re: [TF2] Super Zombie Fortress: Addons
Reply With Quote #20

18 <Failed> "[TF2] Super Zombie Fortress Weapons" (2.0.1) by Oshizu / Sena
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