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Hostage Protection[ V 1.8 ]


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HamletEagle
AMX Mod X Plugin Approver
Join Date: Sep 2013
Location: Romania
Old 08-09-2014 , 06:28   Re: You won't kill hostages anymore[ V 1.4 ]
Reply With Quote #21

Update to 1.4
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Eagle07
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Old 08-10-2014 , 15:51   Re: You won't kill hostages anymore[ V 1.4 ]
Reply With Quote #22

Quote:
Originally Posted by HamletEagle View Post
Update to 1.4
GJ ^^
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HamletEagle
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Join Date: Sep 2013
Location: Romania
Old 08-11-2014 , 04:11   Re: You won't kill hostages anymore[ V 1.4 ]
Reply With Quote #23

I think to add a new feature. If a player shot a hostage, the bullet will hit the player, and not the hostage. Is someone interest in this ? I will add it soon.
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Last edited by HamletEagle; 08-11-2014 at 13:53.
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zmd94
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Join Date: Nov 2013
Location: Malaysia (9w2zow).
Old 08-11-2014 , 04:36   Re: You won't kill hostages anymore[ V 1.4 ]
Reply With Quote #24

Quote:
If a player shot a hostage, the bullet will hit the player, and not the hostage.
Nice idea. ;)

Last edited by zmd94; 08-11-2014 at 04:36.
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Eagle07
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Old 08-11-2014 , 15:38   Re: You won't kill hostages anymore[ V 1.4 ]
Reply With Quote #25

Quote:
Originally Posted by HamletEagle View Post
I think to add a new feature. If a player shot a hostage, the bullet will hit the player, and not the hostage. Is someone interest in this ? I will add it soon.
(y)
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deviss
Member
Join Date: Feb 2011
Old 08-26-2014 , 12:30   Re: Hostage Protection[ V 1.4 ]
Reply With Quote #26

Nice plugin, thanks. I love the fact that it gets auto-paused and blocks he grenade
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HamletEagle
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Join Date: Sep 2013
Location: Romania
Old 09-26-2014 , 10:58   Re: Hostage Protection[ V 1.4 ]
Reply With Quote #27

Quote:
Originally Posted by deviss View Post
Nice plugin, thanks. I love the fact that it gets auto-paused and blocks he grenade
Thx you. I updated the plugin to 0.5 version, it just bring some optimzation and needed checks added.
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Arkshine
AMX Mod X Plugin Approver
Join Date: Oct 2005
Old 09-26-2014 , 16:17   Re: Hostage Protection[ V 1.4 ]
Reply With Quote #28

Why do you start second ifind_ent_by_class from iEnt[ 0 ], what if entity is defined before?
You should use equali ; it's possible someone changes manually map and inclufing uppercase letters.
server_cmd can format a string for your information.
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HamletEagle
AMX Mod X Plugin Approver
Join Date: Sep 2013
Location: Romania
Old 10-10-2014 , 10:48   Re: Hostage Protection[ V 1.4 ]
Reply With Quote #29

Quote:
Originally Posted by Arkshine View Post
Why do you start second ifind_ent_by_class from iEnt[ 0 ], what if entity is defined before?
You should use equali ; it's possible someone changes manually map and inclufing uppercase letters.
server_cmd can format a string for your information.
Code fixed.
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Arkshine
AMX Mod X Plugin Approver
Join Date: Oct 2005
Old 10-15-2014 , 09:05   Re: Hostage Protection[ V 1.6 ]
Reply With Quote #30

  • Why the hell are you checking for cs_assault map? If it's because there are not such entities checked before, you can just check if there are hostages hostage_entity.
    Also you can take in count monster_scientist which is basically the same. You could do something like:
    Code:
        new const hostageClassnames[][] = { "func_hostage_rescue", "info_hostage_rescue", "hostage_entity", "monster_entity" };         for (new i = 0; i < sizeof hostageClassnames;  ++i)     {         if (find_ent_by_class(-1, hostageClassnames[i]))         {             return;         }     }         // Pause, fail, whatever.

    With AMXX 1.8.3
    Code:
        if (!( get_map_objectives() & MapObjective_Hostage))     [         // Pause, fail, whatever.     }
  • iInflictor == iAttacker ; I don't think you should do that, an hostage could be hurt with something else, like a projectile.
  • In TakeDamage, your return HAM_SUPERCEDE should be inside first check.
  • hp_status doesn't exist, make sure you update your first post.
  • Add support for pause/unpause plugin.
  • Well, even if one sentence, multilingual could be welcomed.

Random feature suggestion: you could an option to make an hostage immunized against all kind of damage. This way, you would just need to hook hostage spawn, and altering setting pev->takedamage to DAMAGE_NO, then you would not need to hook TakeDamage/TraceAttack forwards.
Some people may want to deal damage but not enough to kill them, basically, letting the blood effect and such done in TraceAttack (not blocking this) but blocking damage in TakeDamage.
Well, just some random ideas.
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