Update to 1.1.1
-Added cvar to control whether bots can get AIA
-Changed weapon checking to fix errors
Quote:
Originally Posted by Shona
No i have to disable all class specific actions (see below) so again taking the source and make crap in it and that always on every new version...
I need this because the plugin runs on an achievement and trade server and our users are pissed because stupid users annoying our users and make only shit with this special actions.
Thats why i ask if you can make them with an command and so all admins can disable them easier if they need it.
Code Stuff
class specific actions
Code:
SetSentryAmmo(client);
SetCloak(client);
SetHypeMeter(client);
//Medigun(Normal, Upgradeable, & Festive), Kritzkrieg, Quick-Fix - Ubercharge Meter
case 29,35,211,411,663:
{
SetUberCharge(iWeapon);
}
//Sandman, Wrap Assassin - Ammo
case 44, 648:
{
//Admin Check(Old Plugin Behavior)
//if(!CheckCommandAccess(client, "sm_fia_adminflag", ADMFLAG_GENERIC)) return;
SetAmmo(client, iWeapon);
}
//Bonk!, CritACola - Ammo
case 46,163:
{
SetAmmo(client, iWeapon);
SetDrinkMeter(client);
if(GetClientButtons(client) & IN_ATTACK2) TF2_RemoveCondition(client, TFCond_Bonked);
}
//Buff Banner, Battalion's Backup, Concheror
case 129,226,354:
{
SetRageMeter(client);
}
i hope Infinite Jarate/Madmilk/etc are in one of this codes because i can't found it - Edit: Ok they are not in
Edit 2:
Many Error as you see in the attachment...
Errors should be fixed now.
As far as what you listed, make sure you comment out only the middle part, not the cases themselves(it will run default if a case isn't found). Other than that, you should be fine.
As far as jarate/mad milk, just move their indexes(58 and 222) from Type2 Weapons to the Melee Weapons/Exceptions area to disable those.
I comment out only the middle part... -.-" i know what i do ;)
And again a update and again the same shit work -.-"
Do you not see that this is stupid? You have only to add some Cvars to control this crap but no it is better if admins make crap in the source and then there are error because of the crap and nothing work...
But ok i understand you won't so i accept..
Edit:
Do you know what "comments" is?
I think not because you have less in your souce and no comments about this strange number. i don't have to ask what is "Madmilk" or "Jarate" or something other if there are comments ;)
I comment out only the middle part... -.-" i know what i do ;)
And again a update and again the same shit work -.-"
Do you not see that this is stupid? You have only to add some Cvars to control this crap but no it is better if admins make crap in the source and then there are error because of the crap and nothing work...
But ok i understand you won't so i accept..
Adding cvars and cvar checks for every single thing wouldn't be a trivial memory increase. I'm not trying to shove you off or anything, I just don't want to needlessly bloat the plugin when anyone can easily customize it if they want to. Assuming you comment it in the right place, it shouldn't cause errors. If you tell me exactly which features/weapons you're trying to disable, I can provide an example.
Quote:
Originally Posted by Shona
Edit:
Do you know what "comments" is?
I think not because you have less in your souce and no comments about this strange number. i don't have to ask what is "Madmilk" or "Jarate" or something other if there are comments ;)
I have comments where they are needed. Anyone can access the items_game.txt in tf/scripts/items/ or The Wiki's Item List to check indexes.
Hey there... your PlugIn is spewing out errors if used with the Weapon Limiter PlugIn, because it removes the limited weapon on that slot and doesn't replace it. The author suggested you should add a check for that in your PlugIn
Hey there... your PlugIn is spewing out errors if used with the Weapon Limiter PlugIn, because it removes the limited weapon on that slot and doesn't replace it. The author suggested you should add a check for that in your PlugIn
Thanks ;)
Do you have version 1.1.1? That version should've fixed errors like that.