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Ludwig Van's Flamethrower


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Plugin Info:     Modification:   Counter-Strike        Category:   Fun Stuff       
dragonchaos
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Join Date: Mar 2004
Old 04-07-2004 , 22:07   Ludwig Van's Flamethrower
Reply With Quote #1

Code:
*  Author: Eric Lidman      [email protected]
 *  Alias: Ludwig van        Upgrade: http://lidmanmusic.com/cs/plugins.html
 *
 *  Add a flamethrower weapon to any Half-Life mod. Clients need to bind a
 *   key to amx_fire_flamethrower and then use that key to use their flame-
 *   thrower. The flamethower is a deadly weapon and give frag credit to the
 *   player who burned another player with a flamethrower burst. Lots of
 *   cool FX fire etc. It is sensitive to the mp_friendlyfire cvar and will
 *   thus kill teamates if friendlyfire is on and not if its off.
 *
 *  PODBOT: If using my podbots controller, podbots use this plugin too.
 *
 *  CLIENT COMMANDS:
 *
 *   amx_fire_flamethrower            --should be bound to a key, fires
 *                                      flamethrower if enabled and if there
 *                                      are sufficient funds from the client
 *                                      in either armor or money depending
 *                                      on the buytype cvar
 *   say /flamethrower                --gives cleints info on setup of the
 *                                      flamethrower in an motd window
 *   say vote_flamethrower            --starts a vote to have flamethrowers
 *                                      enabled or disabled
 *
 *  ADMIN COMMANDS:
 *
 *   amx_flamethrowers                --toggles flamethrowers enabled or not
 *   amx_flamethrowers_buytype        --toggles flamethrowers to be bought
 *                                      with money or armor points
 *   amx_flamethrowers_cost <ammount> --sets the cost of a flamethrower
 *   amx_flamethrowers_vote           --toggles on/off ability for players
 *                                      to start votes, default setting is on
 *   amx_flamethrowers_vote_default   --sets current flamethrowersvote status
 *                                      as server default auto-refreshed at
 *                                      every map change. ADMIN_RCON level
 *                                      admin required to set server default
 *   stopvote                         --stops vote in progress
 *
 *  CVARS: can be set in admin.cfg, see corresponding commands for info
 *
 *   amx_luds_flamethrower 1          -- 0= disable  1= enable
 *   amx_flamethrower_buytype 0       -- 0= armor    1= money
 *   amx_flamethrower_cost 30         -- amount of money or armor depending
 *                                       on buytype for each flameburst
 *   amx_flvote_delay 180.0           -- Default 180.0 seconds. Delay between
 *                                       flamethrower votes allowed started
 *                                       by a non admin
 *   amx_flamethrower_free 0          -- for mods other than cstrike which do
 *                                       not have money and armor to use as
 *                                       payment for flamethrower. Set the
 *                                       number of flamethrower blasts given
 *                                       to each player at spawn. If this is
 *                                       set to 1 or higher in CS it will
 *                                       override the buying system.
 *   amx_flamethrower_obeyffcvar 1    -- if mp_friendlyfire is 1 and this
 *                                       cvar is set to 0, this plugin will
 *                                       act as if friendlyfire is off
 *                                       ... even if its on.
 *   amx_flamethrower_tkpunish1 1     -- for friendlyfire on, the option to
 *                                       punish team killer. Quota is from
 *                                       amx_flamethrower_tkpunsish2 cvar
 *                                       options: a mix of kill,kick, and ban
 *                                        0 = no action on team killer
 *                                        1 = kick tker on tk quota
 *                                        2 = 3 hour ban tker on quota
 *                                        3 = always kill tker, kick on quota
 *                                        4 = always kill tker, ban on quota
 *   amx_flamethrower_tkpunish2 3     -- for friendlyfire on, quantity of
 *                                       teammates a player can kill before a
 *                                       kick or ban can result depending on
 *                                       how amx_flamethrower_tkpunish1 cvar
 *                                       is set
 *   amx_flamethrower_botsnolimit 1   -- since bots are stupid, wasting their
 *                                       flamebursts, we give them a handicap
 *                                       with this cvar set to 1 so that bots
 *                                       get an unlimited flamethrower use
 *
 *  Additional info:
 *
 *   Flamethrower kills and damage are sent to the sever logs in the same
 *   format as normal kills and damage. A log parser (like pysychostats)
 *   should be able to take the log output of this plugin and include them
 *   in the stats output. Flamethrower kills count on the CS scoreboard,
 *   but are only refeshed at the end of each round. This is for CS only by
 *   the way.
*
Updated to use get_customdir for ejl_vault (customdir /ejl_vault/ejl_vault.ini) and also, added support with the "war3" by using the engine include.
Attached Files
File Type: sma Get Plugin or Get Source (amx_ejl_flamethrower.sma - 735 views - 41.3 KB)
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dragonchaos
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Join Date: Mar 2004
Old 04-07-2004 , 22:13   ejl_vault
Reply With Quote #2

One quick question to the AMXX Devs, should I use the vault include or should I keep the ejl_vault function Lud had in the plugin?
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DoubleTap
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Join Date: Mar 2004
Location: Harker Heights, TX
Old 04-07-2004 , 22:46  
Reply With Quote #3

They aren't gonna mind methods because all Luds plugins interacted and nobody is truly taking them over man. They are gonna check mainly for AMXX standardization... I was half done with this one.... nice job, will check your code tomorrow & steal ideas for Missiles and Jetpack... they are kicking my butt

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dragonchaos
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Join Date: Mar 2004
Old 04-07-2004 , 23:03  
Reply With Quote #4

well i didn't actually change much code i made it up to amxx standards but i didn't really change the code if to make it faster(?) or better(?)
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DopeFish
Senior Member
Join Date: Feb 2004
Old 04-08-2004 , 03:28   Re: Luds Flamethrower
Reply With Quote #5

Quote:
Originally Posted by dragonchaos
I'm not sure if the war3 module works with metamodx or amxx, but I can't say for sure since I didn't test it. Would this be considered not actually ported since I didn't add that support?
no wc3 module for amxx, the "message blocker" that was in the wc3 module is now in the engine module, although it will require a little rewriting of the plugin to use (not much, should only be a simple changing of function names).

DoD: since there is no money in DoD you probably won't find any get_user_money set_user_money functions ;)

I've been thinking about replacing the shotgun with this fllamethrower, anyone have a cool looking weapon model for it?
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AssKicR
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Join Date: Mar 2004
Location: Norway-Europe(GTM+1)
Old 04-08-2004 , 07:13   Re: Luds Flamethrower
Reply With Quote #6

Quote:
Originally Posted by DopeFish
Quote:
Originally Posted by dragonchaos
I'm not sure if the war3 module works with metamodx or amxx, but I can't say for sure since I didn't test it. Would this be considered not actually ported since I didn't add that support?
no wc3 module for amxx, the "message blocker" that was in the wc3 module is now in the engine module, although it will require a little rewriting of the plugin to use (not much, should only be a simple changing of function names).

DoD: since there is no money in DoD you probably won't find any get_user_money set_user_money functions ;)

I've been thinking about replacing the shotgun with this fllamethrower, anyone have a cool looking weapon model for it?
yes i do got a good looking model, and no u are not getting it, because i am making a flamthrower using it
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DopeFish
Senior Member
Join Date: Feb 2004
Old 04-08-2004 , 07:54   Re: Luds Flamethrower
Reply With Quote #7

Quote:
Originally Posted by AssKicR
yes i do got a good looking model, and no u are not getting it, because i am making a flamthrower using it
*gg* that's fine with me. Another thing I won't have to code. I'm glad you're doing it, that way I know it's going to be a kick ass plugin ;)
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[KORT] IRON
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Join Date: Apr 2004
Location: RN
Old 04-14-2004 , 02:12  
Reply With Quote #8

This plug in does not work with DoD. That is the one mod it should work for as they started using them in WWII.
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dragonchaos
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Join Date: Mar 2004
Old 04-15-2004 , 00:11  
Reply With Quote #9

I'm sorry, I can't test DoD. Although I can't I'm sure there is another experienced coder that could do it.
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QwertyAccess
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Join Date: Feb 2004
Location: Enjiru Layer
Old 04-15-2004 , 00:56  
Reply With Quote #10

amazing doesnt work for dod but it works for ns?
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