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[TF2] Roll The Dice Revamped (RTD) (v2.3.1, 25 Mar 2019)


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Newbie1992
Senior Member
Join Date: Jan 2013
Location: Germany
Old 03-08-2016 , 15:03   Re: [TF2] Roll The Dice (Revamped)
Reply With Quote #21

more issues I found until now

- when you roll timbomb and you die before the bomb explodes, the bomb will explode after the next respawn.
- the timbomb head model is sometimes there sometimes not.
- if you roll instant sentry as engineer you cant build up your default sentry as engi (it was possible in the old rtd) same with dispencer for sure.
- funny feeling will be removed when you zoom in with sniper same when you use !tp for thirdperson.
- sm_forcertd sometimes does not work if you roll for someone it says player rolled xyz and a second after this 'Your perk has worn off' without thats the player die, leaves or whatever.

Hope you can look into this, if not its also okay. Thanks!
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CrazyGhostRider
Member
Join Date: Apr 2014
Old 03-11-2016 , 04:37   Re: [TF2] Roll The Dice (Revamped)
Reply With Quote #22

Here's what you can add more to the bad effect
https://forums.alliedmods.net/showthread.php?p=2401008
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Phil25
AlliedModders Donor
Join Date: Feb 2015
Old 03-12-2016 , 12:54   Re: [TF2] Roll The Dice (Revamped)
Reply With Quote #23

New version released:

v0.94:
  • Tided up the code a fair amount.
  • Added quite a bit of new stocks to speed up perk development.
  • Friendly support (only [TF2] Friendly Mode or Friendly Simple):
    • Damaging perks (Timebomb, Deadly Voice) no longer damage Friendly players.
    • Homing Projectiles doesn't make projectiles follow Friendly players.
  • Different, more stable way of managing group rolls:
    • Teams no longer being printed, amount of applications/removals is instead.
    • When there are mutliple perks to be rolled, it prints who rolled which, just as before.
  • Updated the default config:
    • Enriched perks' tags.
    • Added perk tokens to tags.
    • Added 'notimer' to instant perks' tags (such as Lucky Sandvich).
    • Fixed Scary Bullets having infiniteammo as its token.
  • The <perk address> parameter in sm_forcertd is read also as a tag string:
    • Use | (vertical line) seperate tags, just like in "tags" of the config.
    • If more then one perk is available it will be rolled on each client speratly.
    • Examples:
      • sm_forcertd @all fast - roll either Fast Hands or Increased Speed on all players (only ones having the 'fast' tag).
      • sm_forcertd @all fast|timebomb - roll either Fast Hands, Increased Speed or Timebomb on all players.
      • sm_forcertd @all good - roll only perks with 'good' in their tags on all players.
      • sm_forcertd @red bad|infinite - roll perks with 'bad' or 'infinite' in their tags on red players (bad perks + Infinite Ammo, Infinite Cloak, etc).
      • sm_forcertd <player> good|notimer - roll a good perk on a player or ones which don't have a timer (i.e. Lucky Sandvich).
  • Fixed sm_forcertd ending its perk(s) instantly sometimes.
  • Fixed not being able to build the specified building during Spawn Sentry/Dispenser rolls as Engineer.
  • Fixed being able to cancel Funny Feeling by zooming out of a Sniper Rifle.
  • Fixed Timebomb still willing to go off after roller's death.
  • Fixed Timebomb's bomb not appearing when roller is Pyro or Engineer.
  • Fixed damaging perks (Timebomb, Deadly Voice) dealing damage through walls.
  • Fixed Scary Bullets scaring the attacker when dealing damage to self.
  • 2 new perks added:
    • Outline - Outlines the roller making them visible through walls.
    • Vital - Increases roller's max health.

Last edited by Phil25; 03-12-2016 at 13:01.
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MaloModo
Veteran Member
Join Date: Aug 2008
Old 03-15-2016 , 19:14   Re: [TF2] Roll The Dice (Revamped)
Reply With Quote #24

Any chance you can add Freak Fortress 2 support? ATM this cvar for ff2 doesn't work anymore:
Code:
// Can the boss use rtd? 0 to disallow boss, 1 to allow boss (requires RTD)
// -
// Default: "0"
// Minimum: "0.000000"
// Maximum: "1.000000"
ff2_boss_rtd "0"
And/or to have a cvar to restrict to one team only?
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Last edited by MaloModo; 03-15-2016 at 19:21.
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Phil25
AlliedModders Donor
Join Date: Feb 2015
Old 03-16-2016 , 13:39   Re: [TF2] Roll The Dice (Revamped)
Reply With Quote #25

Quote:
Originally Posted by MaloModo View Post
And/or to have a cvar to restrict to one team only?
No problem, I will add it in the next version.
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jaguar1
Member
Join Date: Feb 2016
Old 03-18-2016 , 09:50   Re: [TF2] Roll The Dice (Revamped)
Reply With Quote #26

please add freak fortress 2 support
or restrict to one team only.

Thanks!
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Naydef
Senior Member
Join Date: Dec 2015
Location: Doom Town, Nevada
Old 03-18-2016 , 13:29   Re: [TF2] Roll The Dice (Revamped)
Reply With Quote #27

Quote:
Originally Posted by jaguar1 View Post
please add freak fortress 2 support
or restrict to one team only.

Thanks!
There is support as far as I know.(But after checking, this new version of rtd has it's include file name changed and all native and forward names changed to have "RTD2" prefix. I will make pull request!! )
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Last edited by Naydef; 03-18-2016 at 13:38.
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pheadxdll
AlliedModders Donor
Join Date: Jun 2008
Old 03-21-2016 , 16:42   Re: [TF2] Roll The Dice (Revamped)
Reply With Quote #28

Great job on this plugin, I'm happy to see a lot of improvement. I've added a link to the top of my RTD thread to start directing users here.

One complaint is that the process for developers creating custom perks is flawed. I think psychonic wrote the best implementation of a modular plugin system. I encourage you to look it over here: https://forums.alliedmods.net/showthread.php?t=115914.

Effects should be isolated from each other so that you don't need to recompile the entire plugin to update a perk. Managing multiple third party effects is challenging, but ideal I think. Nobody wants to add 45+ .smx files to their plugin folder for the base effects.

Don't feel like I'm ragging on it too much. Your attempt is much better than the plugin I wrote years ago. Keep it up!
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Last edited by pheadxdll; 03-21-2016 at 17:31.
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Newbie1992
Senior Member
Join Date: Jan 2013
Location: Germany
Old 03-22-2016 , 12:08   Re: [TF2] Roll The Dice (Revamped)
Reply With Quote #29

hope there will be one more update for this soon, to fix up some bugs...
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Phil25
AlliedModders Donor
Join Date: Feb 2015
Old 03-23-2016 , 03:16   Re: [TF2] Roll The Dice (Revamped)
Reply With Quote #30

Quote:
Originally Posted by pheadxdll View Post
One complaint is that the process for developers creating custom perks is flawed. I think psychonic wrote the best implementation of a modular plugin system. I encourage you to look it over here: https://forums.alliedmods.net/showthread.php?t=115914.
I can't believe I haven't seen that plugin, I will surly look into it. And yes, I do agree that the perk system is not perfect and needs rewriting here and there. Although my goal for it was to actually make a singular plugin with no additional smx's, it would be nice to have others create perks without me having to add them.

There is one thing I noticed, though. If I'm reading it correctly, perks register randomly having different IDs each time. I'd wanted it to keep the integrity when it comes to those because I know various admins who actually remembered some perk IDs and keep relating to that. I'm sure something could be figured out nonetheless. That, and the other thing being the ridiculous amount of cvars each module would bring :p

Thanks for the vote of confidence!

EDIT: Oh yeah, and I'm looking to add support for the Updater, too, and not sure whether modular plugins would work well with that.

Quote:
Originally Posted by Newbie1992 View Post
hope there will be one more update for this soon, to fix up some bugs...
And sorry for not updating the plugin in a while but I've been quite busy past this week or two. Luckily, I have some free time very soon and I'll try to work on RTD as much as I can.

Last edited by Phil25; 03-23-2016 at 03:19.
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