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WalkGuard - no camping/climbing/bug using - V1.3.2


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stupok
Veteran Member
Join Date: Feb 2006
Old 05-17-2007 , 18:47   Re: WalkGuard
Reply With Quote #11

I really like this idea! I think it's actually very useful.

It's cool just to see how you can make an invisible entity and highlight it and change its size.

Good job, mogel.
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Liquidz
Senior Member
Join Date: Jan 2006
Location: Toronto, Canada
Old 05-17-2007 , 20:06   Re: WalkGuard
Reply With Quote #12

interesting.
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Crusher918
Senior Member
Join Date: Feb 2007
Location: New York
Old 05-18-2007 , 17:56   Re: WalkGuard
Reply With Quote #13

Quote:
Originally Posted by stupok69 View Post
I really like this idea! I think it's actually very useful.

It's cool just to see how you can make an invisible entity and highlight it and change its size.

Good job, mogel.

True, The video is awesome. It makes me wanna try it ^.^
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GHW_Chronic
SourceMod Donor
Join Date: Sep 2004
Location: Texas
Old 05-19-2007 , 03:41   Re: WalkGuard
Reply With Quote #14

very nice interface.
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vittu
SuperHero Moderator
Join Date: Oct 2004
Location: L.A. County, CA
Old 05-19-2007 , 15:30   Re: WalkGuard
Reply With Quote #15

So this is somewhat similar in functionality to:
OOB
only better in that it creates entities that can just block or catch touch instead of needing to cycle a task to check location?
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mogel
Senior Member
Join Date: Jan 2007
Old 05-19-2007 , 15:43   Re: WalkGuard
Reply With Quote #16

Hi,

Quote:
Originally Posted by vittu View Post
only better in that it creates entities that can just block or catch touch instead of needing to cycle a task to check location?
the plugins do the same ... but a loop (in oob) need always cpu ... i simply wait for the touch-event from the engine -> less cpu

hand, mogel
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vittu
SuperHero Moderator
Join Date: Oct 2004
Location: L.A. County, CA
Old 05-19-2007 , 17:28   Re: WalkGuard
Reply With Quote #17

Yea that's what I said, guess I take a look at the code and see how efficient it is just wish it was in fakemeta not engine. Probably end up using it over oob since this would be a better method.


A request: add an option (admin flag, whatever) to allow admins the ability to bypass the guarded areas.

Last edited by vittu; 05-19-2007 at 17:37.
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mogel
Senior Member
Join Date: Jan 2007
Old 05-20-2007 , 03:01   Re: WalkGuard
Reply With Quote #18

Hi,

Quote:
Originally Posted by vittu View Post
A request: add an option (admin flag, whatever) to allow admins the ability to bypass the guarded areas.
[x] done ... set wg_immunity to 1

hand, mogel
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iggy_bus
BANNED
Join Date: Oct 2005
Old 05-21-2007 , 13:25   Re: WalkGuard - V1.1
Reply With Quote #19

If you wait to countdown to finish it starts to slap you and take away the health but when it starts to slap you, you are unable to get away from the zone.

f.e. In de_cbble, I have put whole terror tower as camp zone and if noob gets slapped he can not get down because he has no control.

Can you make it so it only takes your health away or at least slaps you only the first time ?
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Alka
AMX Mod X Plugin Approver
Join Date: Dec 2006
Location: malloc(null)
Old 05-21-2007 , 13:29   Re: WalkGuard - V1.1
Reply With Quote #20

change in source (.sma) this
Code:
  if (is_user_bot(player))
  {
   user_slap(player, get_pcvar_num(pcv_botdamage), 1)
  } else
  {
   user_slap(player, get_pcvar_num(pcv_damage), 1)
  }
->
Code:
  if (is_user_bot(player))
  {
   user_slap(player, get_pcvar_num(pcv_botdamage), 0)
  } else
  {
   user_slap(player, get_pcvar_num(pcv_damage), 0)
  }
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