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Laser/TripMine Entity


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Kros
Junior Member
Join Date: May 2020
Old 05-13-2020 , 23:21   Re: Laser/TripMine Entity
Reply With Quote #631

Quote:
Originally Posted by +ARUKARI- View Post
3.10 Released.
Use AutoExecConfig.
Adjusting deploy logic to relax stuck.
god


error explode laser

Code:
L 05/14/2020 - 00:12:20: [CSTRIKE] Player out of range (14)
L 05/14/2020 - 00:12:20: [AMXX] Displaying debug trace (plugin "deluxe_lasermine.amxx", version "3.10")
L 05/14/2020 - 00:12:20: [AMXX] Run time error 10: native error (native "cs_get_user_team")
L 05/14/2020 - 00:12:20: [AMXX]    [0] deluxe_lasermine.sma::is_valid_takedamage (line 534)
L 05/14/2020 - 00:12:20: [AMXX]    [1] lasermine_util.inc::lm_create_explosion_damage (line 342)
L 05/14/2020 - 00:12:20: [AMXX]    [2] deluxe_lasermine.sma::LaserThink (line 1351)
L 05/14/2020 - 00:12:20: [AMXX]    [3] deluxe_lasermine.sma::LaserThink (line 1345)
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+ARUKARI-
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Join Date: Jul 2004
Location: Japan
Old 05-13-2020 , 23:30   Re: Laser/TripMine Entity
Reply With Quote #632

try this.
Attached Files
File Type: sma Get Plugin or Get Source (lasermine.sma - 248 views - 71.3 KB)
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Kros
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Join Date: May 2020
Old 05-14-2020 , 22:59   Re: Laser/TripMine Entity
Reply With Quote #633

PHP Code:
#define ENT_SOUND8                    "debris/bustglass1.wav"
#define ENT_SOUND9                    "debris/bustglass2.wav" 
precache but you don't use it


I'm sorry for my English. I speak more spanish
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+ARUKARI-
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Location: Japan
Old 05-14-2020 , 23:13   Re: Laser/TripMine Entity
Reply With Quote #634

These two are the default sounds that occur when you damage Lasermine.
I am using it because a Warning has occurred in the past.

https://forums.alliedmods.net/showpo...&postcount=150
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Old 05-20-2020 , 01:23   Re: Laser/TripMine Entity
Reply With Quote #635

VERSION3.11 Alpha Test
Can be compiled with 1.8.2, but required cromchat.inc (by OciXCrom) and can not use Recycle logic.
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rian18
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Join Date: Apr 2020
Old 05-22-2020 , 14:53   Re: Laser/TripMine Entity
Reply With Quote #636

Just tested latest 3.11a.
Works fine. No more stuck, very smooth. Sadly my Sentries now killing the mines lol
Good job.
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MAJESTIC_SZ
Senior Member
Join Date: Mar 2020
Location: Portugal
Old 06-20-2020 , 23:26   Re: Laser/TripMine Entity
Reply With Quote #637

Hello
ARUKARI good work on this plugin man!, Congrats!
But i have one smal issue.
I use this on zombie plague. And i set it for both T and Ct teams with respective colors.
Imagine this:

I spawn has human (CT). I set a lasermine on a wall (blue laser).
Then i get infected and turn zombie (T)
The 1st lasermine does not turn red. It stays blue and doing damage to human players (CT).
Seeing this, human players would cross my laser thinking its safe to do so, but its not.

I have tryied the oposite: Setting a mine as zombie, buying an antidote to turn to human. My lasermine stays red and doing damage to zombies.

Resuming, it assumes my class but not my team color.

It would be cool if it could turn red when players gets infected. Or if it gets removed when a player gets infected.

Is there anyway you can help me with this?

Thank you in advance!

Last edited by MAJESTIC_SZ; 06-20-2020 at 23:29.
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Location: Japan
Old 06-21-2020 , 04:23   Re: Laser/TripMine Entity
Reply With Quote #638

VERSION 3.12
Fixed: When infected in zombie mode, the team's color does not match the owner.
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Old 06-24-2020 , 08:20   Re: Laser/TripMine Entity
Reply With Quote #639

VERSION 3.13
Added: indicator glow. (amx_ltm_mine_glow_color_mode = 2)
Fixed: Deploying position.
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XuberAxel
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Join Date: Dec 2017
Old 06-26-2020 , 16:03   Re: Laser/TripMine Entity
Reply With Quote #640

Works for amx 1.8.3? I don't want to use amx 1.10 beacuse I have a lot of plugins that use 1.8.3 :c My plugins should work in 1.10 or I have to do something with them? I really like this plugin :c
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