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[TF2] RocketBounce


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Nikey646
Member
Join Date: Apr 2011
Old 03-31-2012 , 12:34   Re: [TF2] RocketBounce
Reply With Quote #51

Quote:
Originally Posted by Mr. Man View Post
How about floors? Does it bounce off of that?
It will bounce of everything except for props from what i understand.
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Emu Legs
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Join Date: May 2012
Location: Earth
Old 05-12-2012 , 11:06   Re: [TF2] RocketBounce
Reply With Quote #52

Quote:
Originally Posted by Nikey646 View Post
It will bounce of everything except for props from what i understand.
It should bounce off Props as well as the world, and only to explode on hitting a player, or its max bounce counter to my knowledge

Last edited by Emu Legs; 05-12-2012 at 11:07.
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scorpadorp
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Join Date: May 2012
Location: NC
Old 05-16-2012 , 12:11   Re: [TF2] RocketBounce
Reply With Quote #53

Quote:
Originally Posted by FlaminSarge View Post
The IncrementDeflect sig is the only one that changed for rocketBounce...
It'd be better to use offsets for these, since those are easier to find. I have the version, will post later.

EDIT: here, 1.3. The sm_rb_all cvar is now sm_rb_which, which determines which projectiles to bounce.
You add up the numbers of the ones you want to bounce.
1 - rocket
2 - flare
4 - arrow
8 - crossbow bolt
16 - sentry rocket

Gamedata changed too, uses an offset now.
I'm using this this for my server now and it works fine (after I got sdkhooks to properly install).

Would it be possible to select multiple projectiles to be reflected? Furthermore, would it be possible to set sm_rb_max for each projectile?

Also, I believe this plugin makes my server crash when there were 3 of us reflecting arrows in my server (sm_rb_max was set to 50).

Last edited by scorpadorp; 05-16-2012 at 18:28.
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FlaminSarge
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Join Date: Jul 2010
Old 05-16-2012 , 20:40   Re: [TF2] RocketBounce
Reply With Quote #54

You add up the numbers of the projectiles you want reflected.
1+2 = 3, so set to 3 for rockets AND flares.

For a while now, servers can't seem to handle too many arrows. Crossbow bolts are fine, but not arrows.

As for the other features, possibly.
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Last edited by FlaminSarge; 05-16-2012 at 20:41.
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Horsedick
AlliedModders Donor
Join Date: Sep 2011
Old 05-16-2012 , 23:22   Re: [TF2] RocketBounce
Reply With Quote #55

This appears to be on for everyone right out the gate... is there a toggled version such as sm_rb 1/0 menu on/off?
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FlaminSarge
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Join Date: Jul 2010
Old 05-17-2012 , 21:14   Re: [TF2] RocketBounce
Reply With Quote #56

I don't have per-person controls set up for my version yet.
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Bread EOTL GunMettle Invasion Jungle Inferno 64-bit will break everything. Don't even ask.

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Post in plugin threads with questions.
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Horsedick
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Join Date: Sep 2011
Old 05-17-2012 , 23:26   Re: [TF2] RocketBounce
Reply With Quote #57

Quote:
Originally Posted by FlaminSarge View Post
I don't have per-person controls set up for my version yet.
ok I'll keep an eye out thanks
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Xaphan
SourceMod Donor
Join Date: Jun 2008
Old 06-19-2012 , 19:23   Re: [TF2] RocketBounce
Reply With Quote #58

If there anyway to just let a group use this feature, such as...

Like in OnStartTouch function?
-Tested here but failed, just wanna know if and where I should place the if IsAdmin, or if this is even possible?

Code:
Code:
if(IsAdmin(iClient))
{
    SDKHook(entity, SDKHook_Touch, OnTouch);
    return Plugin_Continue;
}
else {
    return Plugin_Handled;
}
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Horsedick
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Join Date: Sep 2011
Old 06-19-2012 , 20:41   Re: [TF2] RocketBounce
Reply With Quote #59

I believe Flaming was still working on the per-person controls which would likely involve for groups which can be changed in over rides.
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FlaminSarge
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Join Date: Jul 2010
Old 06-22-2012 , 03:26   Re: [TF2] RocketBounce
Reply With Quote #60

Possibly configs, possibly overrides. I don't know yet. Maybe both.
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Bread EOTL GunMettle Invasion Jungle Inferno 64-bit will break everything. Don't even ask.

All plugins: Randomizer/GiveWeapon, ModelManager, etc.
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You will be fed to javalia otherwise.
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