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[TF2] Cow Launcher


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Author
NameUser
Senior Member
Join Date: Apr 2012
Location: Bay Area, California
Plugin ID:
2991
Plugin Version:
0.1
Plugin Category:
General Purpose
Plugin Game:
Team Fortress 2
Plugin Dependencies:
    Servers with this Plugin:
     
    Plugin Description:
    Turns rockets into cows
    Old 06-06-2012 , 15:35   [TF2] Cow Launcher
    Reply With Quote #1

    Credits:
    NameUser (Editing code as such)
    Hitman Sparky (Idea)
    Tylerst (Original Code)


    As you can see, there is a cow. That cow replaces rockets.

    Description: It replaces all rockets with cows. Not much to say about this.
    Cvars: None

    Version: sm_cowlauncher_version

    More info: My server is running this plugin, and ALL my other plugins which I whipped up in my spare time.
    IP = 173.255.252.49:27015



    ToDo:
    • Rewrite with SDKHooks (Priority: Not so important)
    • Replace rocket launching sound with a custom one (Priority: Important)
    • Get plugin approved (Priority: Extremely important)
    Attached Files
    File Type: sp Get Plugin or Get Source (cowlauncher.sp - 1063 views - 985 Bytes)
    File Type: smx cowlauncher.smx (2.7 KB, 526 views)
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    Last edited by NameUser; 06-09-2012 at 18:05.
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    thediode
    Junior Member
    Join Date: Apr 2012
    Old 06-06-2012 , 15:39   Re: [TF2] Cow Launcher
    Reply With Quote #2

    Hahaha, now all you have to do is change all the killicons on the rocket launchers to the one found here
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    NameUser
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    Join Date: Apr 2012
    Location: Bay Area, California
    Old 06-06-2012 , 15:55   Re: [TF2] Cow Launcher
    Reply With Quote #3

    Quote:
    Originally Posted by thediode View Post
    Hahaha, now all you have to do is change all the killicons on the rocket launchers to the one found here
    Yeah, I'll do that in a later update.
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    thediode
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    Old 06-06-2012 , 16:12   Re: [TF2] Cow Launcher
    Reply With Quote #4

    Quote:
    Originally Posted by NameUser View Post
    Yeah, I'll do that in a later update.
    Modify scripts/mod_textures.txt, I recommend using keyvalues so you can do so right from the mod.
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    xomp
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    Old 06-06-2012 , 18:05   Re: [TF2] Cow Launcher
    Reply With Quote #5

    OnGameFrame, isn't that like.. bad or something?
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    NameUser
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    Location: Bay Area, California
    Old 06-06-2012 , 18:11   Re: [TF2] Cow Launcher
    Reply With Quote #6

    Quote:
    Originally Posted by xomp View Post
    OnGameFrame, isn't that like.. bad or something?
    Huh? What's so bad about OnGameframe?
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    Last edited by NameUser; 06-06-2012 at 18:12.
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    xomp
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    Old 06-06-2012 , 20:33   Re: [TF2] Cow Launcher
    Reply With Quote #7

    Quote:
    Originally Posted by NameUser View Post
    Huh? What's so bad about OnGameframe?
    That's what I'm asking. From other plugin threads I've seen here the moment someone makes mention of OnGameFrame then the upper echelon of SM usually ring in with a smug comment about how it's terrible and how you should feel terrible for using it.

    I use a plugin similar to this that uses SDK hooks and I'd love to break away from that horrible mess if I can.

    EDIT: If you could make it so users with certain flags can toggle this on/off it would be pretty crescent fresh.

    Last edited by xomp; 06-06-2012 at 20:42.
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    Powerlord
    AlliedModders Donor
    Join Date: Jun 2008
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    Old 06-06-2012 , 21:08   Re: [TF2] Cow Launcher
    Reply With Quote #8

    Quote:
    Originally Posted by xomp View Post
    That's what I'm asking. From other plugin threads I've seen here the moment someone makes mention of OnGameFrame then the upper echelon of SM usually ring in with a smug comment about how it's terrible and how you should feel terrible for using it.

    I use a plugin similar to this that uses SDK hooks and I'd love to break away from that horrible mess if I can.

    EDIT: If you could make it so users with certain flags can toggle this on/off it would be pretty crescent fresh.
    OnGameFrame runs 66 times a second in OrangeBox games.

    Whereas SDKHooks adds OnEntityCreated which gives you the classname of the entity about to be spawned, and you can add an SDKHook SpawnPost hook and change its model there instead.

    For that matter, wasn't there a plugin just recently that allowed you to change any projectile to any model?
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    Last edited by Powerlord; 06-06-2012 at 21:09.
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    NameUser
    Senior Member
    Join Date: Apr 2012
    Location: Bay Area, California
    Old 06-06-2012 , 22:03   Re: [TF2] Cow Launcher
    Reply With Quote #9

    Quote:
    Originally Posted by xomp View Post
    EDIT: If you could make it so users with certain flags can toggle this on/off it would be pretty crescent fresh.
    I'm working on it now.

    EDIT: I'm trying to make it toggleable for admin flag slay, but the compiler's saying that the function I have should return a value. I suck at coding. :L
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    Last edited by NameUser; 06-06-2012 at 22:13.
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    deltadude
    SourceMod Donor
    Join Date: Mar 2010
    Old 06-06-2012 , 22:29   Re: [TF2] Cow Launcher
    Reply With Quote #10

    Need something like demoman shooting beer bottles ^^
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