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FF2 [Plugin] RPS 4 Points


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93SHADoW
AlliedModders Donor
Join Date: Jul 2014
Location: Houston, TX
Old 06-20-2015 , 21:58   [Plugin] RPS 4 Points
Reply With Quote #1

Tired of RPS being useless against same-team players?

With RPS 4 Points, teammates (or minions) can RPS for queue points, provided they have the minimum queue points required to gamble.

  • Convars
    • rps4points_version - Version Number
    • rps4points_slay_boss - OPTIONAL: Should boss be slayed if boss loses to RPS? (default: 0)
      • 1: Slay boss
      • 0: Normal RPS damage
    • rps4points_updater - OPTIONAL: Autoupdate? (requires updater) (default: 0)
      • 1: Enable updater support
      • 0: Disable updater support
    • rps4points_points - Minimum amount of points needed to "gamble". Also points awarded to winner and removed from loser (default: 10).

Many thanks to Wliu for helping me check for errors on translations file & Super_burrito22 for helping me test this plugin. This should work for any FF2 version.
Attached Files
File Type: smx rps4points.smx (12.3 KB, 464 views)
File Type: sp Get Plugin or Get Source (rps4points.sp - 424 views - 5.2 KB)
File Type: txt rps4points.phrases.txt (189 Bytes, 472 views)
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Last edited by 93SHADoW; 09-17-2015 at 15:07.
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sarysa
Senior Member
Join Date: Mar 2014
Old 06-22-2015 , 14:00   Re: [Plugin] RPS 4 Points
Reply With Quote #2

Pretty cool. You should consider having the winner ping the client so they get credit. If you don't want to pass a variable package (forgot what it's called) to the timer you could use bitwise to pass it. i.e. ((killer<<16) | victim) Just a call to SDKHooks_TakeDamage() is enough to give the RPS winner kill credit. (if the killer is still valid)

Or do they get credit already due to the 3.1 timer?
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Last edited by sarysa; 06-22-2015 at 14:01.
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93SHADoW
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Join Date: Jul 2014
Location: Houston, TX
Old 06-22-2015 , 14:20   Re: [Plugin] RPS 4 Points
Reply With Quote #3

Quote:
Originally Posted by sarysa View Post
Pretty cool. You should consider having the winner ping the client so they get credit. If you don't want to pass a variable package (forgot what it's called) to the timer you could use bitwise to pass it. i.e. ((killer<<16) | victim) Just a call to SDKHooks_TakeDamage() is enough to give the RPS winner kill credit. (if the killer is still valid)

Or do they get credit already due to the 3.1 timer?
The credit for the kill comes from this:

Code:
	if(IsBoss(client) && RPSLoser[client] && GetConVarBool(cvarKillBoss))
	{
		event.SetInt("attacker", GetClientUserId(RPSWinner));
	}
The 3.1 timer was to allow the RPS losing animations to play before slaying the boss (i was originally using SDKHooks_TakeDamage originally but that didn't work for some odd reason).
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Last edited by 93SHADoW; 06-22-2015 at 14:22.
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MaloModo
Veteran Member
Join Date: Aug 2008
Old 06-24-2015 , 10:49   Re: [Plugin] RPS 4 Points
Reply With Quote #4

@shadow9 Cheers for this mate! Much needed and welcomed.
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93SHADoW
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Join Date: Jul 2014
Location: Houston, TX
Old 09-17-2015 , 15:11   Re: [Plugin] RPS 4 Points
Reply With Quote #5

Plugin should continue to work fine on FF2 v2.0 (it's release date being around the same time as Half-Life 2: Episode 3's release)

Just a changelog:

v1.1:
  • Now uses SDKHooks_TakeDamage to perform the boss slay
  • Due to the above, player damage is counted for the RPS kill.
  • Thanks to Deathreus for helping me test.

Have a good day.
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Last edited by 93SHADoW; 09-17-2015 at 15:13.
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Wliu
Veteran Member
Join Date: Apr 2013
Old 09-17-2015 , 20:12   Re: [Plugin] RPS 4 Points
Reply With Quote #6

Quote:
Originally Posted by SHADoW NiNE TR3S View Post
Plugin should continue to work fine on FF2 v2.0 (it's release date being around the same time as Half-Life 2: Episode 3's release)

Just a changelog:

v1.1:
  • Now uses SDKHooks_TakeDamage to perform the boss slay
  • Due to the above, player damage is counted for the RPS kill.
  • Thanks to Deathreus for helping me test.

Have a good day.
I'm aiming more for it to coincide with the release of HL3 .
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