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Healthkit from dead


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Author
Bacardi
Veteran Member
Join Date: Jan 2010
Location: mom's basement
Plugin ID:
2676
Plugin Version:
0.4
Plugin Category:
Fun Stuff
Plugin Game:
Any
Plugin Dependencies:
    Servers with this Plugin:
     
    Plugin Description:
    Drop health kit from dead player.
    Old 11-21-2011 , 18:48   Healthkit from dead
    Reply With Quote #1

    Drop health kit from dead player.
    (At least works in Counter-Strike:Source, maybe other mods)

    cvars (plugin not generate config file)
    Quote:
    hfd_mode "0"
    // 1 = change model to healthvial
    // 2 = dissolve effect
    // 4 = work suicide
    // 8 = work teamkill
    // 16 = Emit sound only to client
    // 32 = no block for healthkits
    // 64 = Print hint text to player who gain heal
    // min. 0


    hfd_lifetime "20.0"
    //How long healthkit stay. Less than 1.0 second disable
    // min. 0.0


    hfd_maxheal "100"
    // Max heal
    // min. 2.0


    hfd_heal "20"
    // How much healthkit heal player
    // Using random values "min , max"
    // min. 1


    hfd_dissolvetype "0"
    //Change dissolvetype (work better in HL2MP)
    // 0 Energy
    // 1 Heavy electrical
    // 2 Light electrical
    // 3 Core effect

    How hfd_mode works ?
    Simple, if you want use another model (1), dissolve effect (2) and play sound that only picker can hear it (16).
    1 + 2 + 16 = 19
    Set hfd_mode "19"

    modes
    1 = You can change to another healthkit model (looks like flashbang)
    2 = Enable dissolve effect
    4 = Healthkit will drop when player suicide
    8 = Healthkit will drop when teamkill (HL2MP use this when deathmatch "1", if I remember right)
    16 = Picker can hear sound only, not others.
    32 = No block to healthkits, players can walk trough them. (Can't kick kits anymore)
    64 = Print hint text to player who pick healthkit
    128 = Bots can't pick healthkits
    256 = Bots don't drop healthkits

    How hfd_heal works ?
    hfd_heal "20" = healthkit will give +20HP to picker.
    hfd_heal "5 , 20" = will give +?HP between min. and max. randomly.

    Installation
    - This plugin needs SDKHooks extension to get work !!
    - Move healthkit_from_dead.smx your server ...addons/sourcemod/plugins/ -folder

    Compile plugin source code *.sp
    - Required SDKHooks

    For CSGO default medkits from HL2, are packed in zip.


    Credits to
    original plugin by Knagg0 Healthkit On Death
    env_entity_dissolver by altex KnifeFight

    PS. Tell if you get any wierd bug

    UPDATE healthkit_from_dead.smx





    I want another healthkit model, buuhuu! read me!
    To change model, edit plugins source code and compile yourself


    *IMG made by GrO
    Attached Thumbnails
    Click image for larger version

Name:	hfd.gif
Views:	5225
Size:	50.2 KB
ID:	95648   Click image for larger version

Name:	ration.jpg
Views:	10825
Size:	77.9 KB
ID:	95850  
    Attached Files
    File Type: sp Get Plugin or Get Source (healthkit_from_dead.sp - 2839 views - 9.5 KB)
    File Type: zip medkits.zip (306.7 KB, 1281 views)
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    Last edited by Bacardi; 02-17-2016 at 16:26. Reason: ...change web compiler to 1.6
    Bacardi is offline
    KyleS
    SourceMod Plugin Approver
    Join Date: Jul 2009
    Location: Segmentation Fault.
    Old 11-22-2011 , 00:58   Re: Healthkit from dead
    Reply With Quote #2

    Taken from the SDK in regards to your comment.

    PHP Code:
    enum SolidFlags_t
    {
        
    FSOLID_CUSTOMRAYTEST        0x0001,    // Ignore solid type + always call into the entity for ray tests
        
    FSOLID_CUSTOMBOXTEST        0x0002,    // Ignore solid type + always call into the entity for swept box tests
        
    FSOLID_NOT_SOLID            0x0004,    // Are we currently not solid?
        
    FSOLID_TRIGGER                0x0008,    // This is something may be collideable but fires touch functions
                                                // even when it's not collideable (when the FSOLID_NOT_SOLID flag is set)
        
    FSOLID_NOT_STANDABLE        0x0010,    // You can't stand on this
        
    FSOLID_VOLUME_CONTENTS        0x0020,    // Contains volumetric contents (like water)
        
    FSOLID_FORCE_WORLD_ALIGNED    0x0040,    // Forces the collision rep to be world-aligned even if it's SOLID_BSP or SOLID_VPHYSICS
        
    FSOLID_USE_TRIGGER_BOUNDS    0x0080,    // Uses a special trigger bounds separate from the normal OBB
        
    FSOLID_ROOT_PARENT_ALIGNED    0x0100,    // Collisions are defined in root parent's local coordinate space
        
    FSOLID_TRIGGER_TOUCH_DEBRIS    0x0200,    // This trigger will touch debris objects

        
    FSOLID_MAX_BITS    10
    }; 
    KyleS is offline
    Bacardi
    Veteran Member
    Join Date: Jan 2010
    Location: mom's basement
    Old 11-22-2011 , 02:15   Re: Healthkit from dead
    Reply With Quote #3

    thanks Kyles
    Bacardi is offline
    micazoid
    Veteran Member
    Join Date: Oct 2010
    Location: Munich - Germany
    Old 11-22-2011 , 02:16   Re: Healthkit from dead
    Reply With Quote #4

    Nice Work Bacardi. Will test this asap.

    One Question:
    Quote:
    modes
    1 = You can change to another healthkit model (looks like flashbang)
    Since the other Plugin seems to be abandoned, I am asking here:
    Is it possible to set a third model, which will fit more into the WW2 scenario of Day of Defeat:Source, or the western scenario of FoF.

    I am aware, that this is a Modspecific thing, but maybe a cvar for a custom model would be my suggestion for this case.
    I am using the old Plugin and my clients get used to the HalfLife model, but I think, that a Healthpack that fits more into WW2-Style would be nice ^^
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    Bacardi
    Veteran Member
    Join Date: Jan 2010
    Location: mom's basement
    Old 11-22-2011 , 03:00   Re: Healthkit from dead
    Reply With Quote #5

    I'll try add this feature
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    Snake60
    Senior Member
    Join Date: Jul 2008
    Location: Russia, Pskov
    Old 11-22-2011 , 09:59   Re: Healthkit from dead
    Reply With Quote #6

    Good job, man Went test it...
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    TheLaser
    Senior Member
    Join Date: Jan 2008
    Location: USA VA
    Old 11-22-2011 , 23:21   Re: Healthkit from dead
    Reply With Quote #7

    Bacardi,

    Just installed this in my HL2DM win2008 server ...

    appears to work great !!! "GOOD WORK !!"

    will let you know in a few days if any problems come up ,

    and we thank you
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    Powerlord
    AlliedModders Donor
    Join Date: Jun 2008
    Location: Seduce Me!
    Old 11-23-2011 , 15:05   Re: Healthkit from dead
    Reply With Quote #8

    I noticed this is marked as All games. However, it would seem to me that the HL2 medkits would look out of place in TF2.

    TF2 has its own models for health kits: models/items/medkit_medium.mdl and models/items/medkit_small.mdl for the two smallest, although you could be fancy and use the TF Birthday models instead: models/items/medkit_medium_bday.mdl and medkit_small_bday.mdl

    For that matter, TF2 doesn't cap HP at 100, but deal in percents instead (iirc)... 25% of max HP for the small medkit, 50% of max HP for the medium medkit, and 100% of max HP for the large medkit.
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    Last edited by Powerlord; 11-23-2011 at 15:07.
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    TheLaser
    Senior Member
    Join Date: Jan 2008
    Location: USA VA
    Old 11-23-2011 , 17:26   Re: Healthkit from dead
    Reply With Quote #9

    Powerlord,

    I think he had it default to 100 Health for a starting point .. I have it set for 250 and its working fine so its not a cap of 100 .
    Also i have it 100 Health per pickup too
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    micazoid
    Veteran Member
    Join Date: Oct 2010
    Location: Munich - Germany
    Old 11-24-2011 , 03:33   Re: Healthkit from dead
    Reply With Quote #10

    @Powerlord
    Your "Problem" with the models is the same as mine here. And I think a cvar to set custommodels would be the best solution. With this cvar the plugin will stay modindependend.
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