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[TF2] Advanced Tauntiser


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Author
humbugtheman
Member
Join Date: Jan 2012
Plugin ID:
2989
Plugin Version:
1.1.0
Plugin Category:
Fun Stuff
Plugin Game:
Team Fortress 2
Plugin Dependencies:
    Servers with this Plugin:
     
    Plugin Description:
    Brings new fancy taunt effects to the world of TF2.
    Old 06-05-2012 , 07:32   [TF2] Advanced Tauntiser
    Reply With Quote #1

    This plugin brings fancy taunt effects to the world of TF2. Players can choose what taunt mode/effect to do through a simple menu, which is accessed with the command "sm_taunts".

    It currently gives 3 new taunt modes. I've made it easy for myself to add in more modes, so I'll be adding LOADS, that you can choose to have (or not have) on your server.

    There are many plugins out there that do fancy stuff with taunts, but many of them do not properly detect when a taunt occurs, and it's a pain to collect them all up if you want to have lots of different taunt effects. This plugin always detects taunts properly and is going to have everything you'd ever want from custom taunts on your server. If there's something in specific you want, let me know and I'll make it for you.

    Taunt Modes
    Rocket Showdown - Heavy shoots a rocket from his fist!
    Arrow Showdown - Heavy shoots an arrow from his fist!
    Heal Drink - Demo drinks from his melee weapon and heals 50HP, but gets very drunk!

    CVARS
    "adv_tauntiser_version" - Version number
    "sm_adv_tauntiser 1/0" (default: 1) - Enables/Disables the entire plugin.

    Default Modes
    "sm_showdown_default 0/1/2" (default: 0) - Sets the mode that players are put into by default for the Showdown taunt. 0 = Normal, 1 = Rocket, 2 = Arrow.
    "sm_drink_default 0/1" (default: 0) - Sets the mode that players are put into by default for the Drink taunt. 0 = Normal, 1 = Heal.

    Rules
    "sm_showdown_rocket 1/0" (default: 1) - Whether Rocket Showdown mode is allowed or not.
    "sm_showdown_arrow 1/0" (default: 1) - Whether Arrow Showdown mode is allowed or not.
    "sm_drink_heal 1/0" (default: 1) - Whether Heal Drink mode is allowed or not.

    Requested Options
    "sm_showdown_rocket_dmg" (default: 90.0) - Sets how much damage the Rocket Showdown does.

    Commands
    "sm_taunts" - Shows a menu that allows you to change the mode of your taunts.

    Requirements
    SDKHooks
    More Colors
    SMLib

    Changelog
    Code:
    1.1.0
    - Added menu.
    - Added Arrow Showdown.
    - Added Heal Drink.
    - Added convars that change which taunt modes are allowed/blocked.
    - Added convars that change the default taunt modes for players joining the server.
    - Added in an option to change the damage of the Rocket Showdown.
    - Pretty much rewrote the whole thing so that new taunt modes can be added into the plugin extremely super easily.
    
    1.0.4
    - Fixed not realising that strange fists or renamed fists do the showdown taunt.
    - Changed name of plugin file.
    
    1.0.3
    - Fixed client options not resetting when the client joins.
    - Slightly changed structure to allow for more taunt effects to be added easily.
    - Changed name to Advanced Tauntiser.
    - Added "sm_taunts" command that can be used instead of "sm_showdown".
    - Changed convar names to suit new name of plugin.
    
    1.0.2
    - Made the rocket shoot closer to the moment where heavy actually says "pow".
    - Fixed a bug where the rocket could be fired without taunting in mid-air.
    - Fixed being able to fire loads of rockets at once.
    - Fixed rocket firing when the taunt is disrupted.
    - Improved GetActiveWeaponId stock.
    - Fixed an error that occurs if a player disconnects during the showdown taunt.
    - Added in the command "sm_showdown" that lets players toggle whether they do a normal showdown or a rocket showdown. In the future, this command will access extended taunt options.
    - Added version CVAR.
    - Rockets now fly at the correct speed
    - Code cleaned up in general.
    - Now requires colors.inc.
    
    1.0.0
    - First release.
    Things that I'm planning to add
    - More fancy taunt effects.
    - An option to only enable these fancy taunt effects during humiliation.
    - Somehow improving that "Set damage" line...
    - An option to block every form of attack apart from taunts.
    - An option to only let players change taunt mode by touching the supply locker.
    - Any more options people want.

    Downloads
    Attached Files
    File Type: zip AdvTauntiser.zip (30.5 KB, 1049 views)

    Last edited by humbugtheman; 06-16-2012 at 10:12.
    humbugtheman is offline
    Roundcat
    Senior Member
    Join Date: Feb 2012
    Old 06-05-2012 , 11:40   Re: [TF2] Rocket Showdown
    Reply With Quote #2

    rocket_showdown or sm_rocket_showdown?
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    Horsedick
    AlliedModders Donor
    Join Date: Sep 2011
    Old 06-05-2012 , 11:41   Re: [TF2] Rocket Showdown
    Reply With Quote #3

    Quote:
    Originally Posted by Roundcat View Post
    rocket_showdown or sm_rocket_showdown?

    err look in the code - this isn't something that seems to be fired off by a command but rather that taunt.
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    humbugtheman
    Member
    Join Date: Jan 2012
    Old 06-05-2012 , 11:46   Re: [TF2] Rocket Showdown
    Reply With Quote #4

    Quote:
    Originally Posted by Roundcat View Post
    rocket_showdown or sm_rocket_showdown?
    The console variable is just rocket_showdown.
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    xomp
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    Old 06-05-2012 , 12:12   Re: [TF2] Rocket Showdown
    Reply With Quote #5

    hmm.. rocket showdown for heavy..

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    JoBarfCreepy
    Member
    Join Date: Feb 2011
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    Old 06-05-2012 , 14:50   Re: [TF2] Rocket Showdown
    Reply With Quote #6

    No more creating an env_explosion and trigger it whenever I taunt as h00vy. Thanks.
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    Roundcat
    Senior Member
    Join Date: Feb 2012
    Old 06-05-2012 , 15:57   Re: [TF2] Rocket Showdown
    Reply With Quote #7

    Quote:
    Originally Posted by Horsedick View Post
    err look in the code - this isn't something that seems to be fired off by a command but rather that taunt.
    Errrr.... Read the notes. It needs to be enabled in a server config. I accept apologies or cash.
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    Horsedick
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    Old 06-05-2012 , 16:12   Re: [TF2] Rocket Showdown
    Reply With Quote #8

    Quote:
    Originally Posted by Roundcat View Post
    Errrr.... Read the notes. It needs to be enabled in a server config. I accept apologies or cash.
    lol what? What I mean is in the code there is no direct way to fire it off. There is this:

    Code:
    Enabled = CreateConVar("rocket_showdown", "1", "Makes the showdown taunt shoot a rocket instead of doing a taunt-kill.");
    But that should answer your question as in rocket_showdown "1" or whatever. I understand what you are saying but seems as if it does fire on default installation - which yeah you can adjust on the fly but doesn't appear to have a toggled cvar.

    Its a very cool thing either way and I hope you get it working the way you like just trying to help so..

    Last edited by Horsedick; 06-05-2012 at 16:13.
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    NameUser
    Senior Member
    Join Date: Apr 2012
    Location: Bay Area, California
    Old 06-05-2012 , 20:31   Re: [TF2] Rocket Showdown
    Reply With Quote #9

    Nice! If only this would be turned into a custom gamemode...
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    FlaminSarge
    Veteran Member
    Join Date: Jul 2010
    Old 06-07-2012 , 03:22   Re: [TF2] Rocket Showdown
    Reply With Quote #10

    Any chance of per-client commands to enable/disable?
    Also, you can make both command listeners point to the same callback with no ill effects.

    You might also want to check TF2_IsPlayerInCondition(TFCond_Taunting) before firing off the rocket (and probably when creating the timer, too), so a client can't taunt in midair or taunt then slide off a wall, and move around when firing the rocket.

    What's this line do?
    Code:
        SetEntDataFloat(projectile, FindSendPropOffs("CTFProjectile_Rocket", "m_iDeflected") + 4, 90.0, true);
    It says sets the damage, but I thought m_hDeflectOwner was 4 bytes after m_iDeflected.... m_flDamage would be damage, would it not? Do you know if SetEntPropFloat(projectile, Prop_Send, "m_flDamage", 90.0); works?

    Also, you use FindSendPropOffs in several places, which apparently doesn't correctly compute nested offsets (http://docs.sourcemod.net/api/index....ad=show&id=78&). Ideally, you'd just be using SetEntProp(ent, Prop_Send, "property", value) and its variants, instead of using SetEntData for a few things.
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    Last edited by FlaminSarge; 06-07-2012 at 03:22.
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