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TFC Quad,Invul,Invis Powerups


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jRaven
AMX Mod X Beta Tester
Join Date: Jan 2006
Location: IA, USA
Old 09-22-2006 , 15:10   Re: TFC Quad,Invul,Invis Powerups
Reply With Quote #11

I made the code pretty now. I still use functions to relay the command registers into give_powerup() but in a smarter way. I think I did everything right. It tests just fine: everything is as it should be... so I'm done unless there are corrections or optimizations I can add in.
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St4r
Junior Member
Join Date: Sep 2006
Location: In your wife's closet
Old 09-22-2006 , 17:30   Re: TFC Quad,Invul,Invis Powerups
Reply With Quote #12

Quote:
Originally Posted by jRaven View Post
/**
|** Description:
|** Team Fortress Classic has quad damage, invisibility to
|** sentry guns, and godmode all as powerups you can get from
|** map entities. This plugin makes them available on command.
|** Not for X seconds, but for about 27 hours.
|** That should last you until you get bored of your powerup!
|**
|** Background:
|** I had no commands on my server to give more than the what
|** NeoTF allowed (maximum of 30 seconds) worth of these powerups.
|** Obviously that wasn't good enough.
|**
|** It has been too damn long to go without a quad plugin.
|** I couldn't find one anywhere!
|**
|** Internally:
|** This creates an info_tfgoal entity with appropriate keyvals
|** at a player's location so they can get the affects,
|** spawning the entity, thinking it, forcing the target to
|** fake-touch it, and then flagging it to be killed/removed.
|**
|** VERY Special Thanks To: "XxAvalanchexX" ( See am44768 )
|**
|** Idea: Give fun powerups that last the player's lifetime!
|**
|** Usage: amx_quad <name or #userid> - give a player lifelong quad damage
|** Usage: amx_invul <name or #userid> - give a player lifelong invulnerability
|** Usage: amx_invis <name or #userid> - give a player lifelong SG invisibility
|** Usage: amx_powerups <name or #userid> - give a player lifelong quad,invis,invul
|**
|** Module Required: "engine" for entity manipulation stuff.
|**
|** Changelog:
|** 2006-09-22 @ v0.8 - major simplification of code via an enum, conditionals
|** 2006-09-22 @ v0.7 - fixes, optimizations, etc.
|** 2006-09-21 @ v0.6 - days of work pay off! the beast is alive!
*\*
**\
**/
THANK YOU VERY MUCH
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jRaven
AMX Mod X Beta Tester
Join Date: Jan 2006
Location: IA, USA
Old 09-22-2006 , 20:16   Re: TFC Quad,Invul,Invis Powerups
Reply With Quote #13

Quote:
Originally Posted by jRaven
I'll make a plugin to interact with the info_tfdetect. I hope TFC will chew on the changes after map has loaded.
Off-topic: I tried a few things, but this idea didn't work.
Ripent is your best bet for fixing maps with team or class problems.
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jRaven
AMX Mod X Beta Tester
Join Date: Jan 2006
Location: IA, USA
Old 09-24-2006 , 04:50   Re: TFC Quad,Invul,Invis Powerups
Reply With Quote #14

Any other suggestions for this code?
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St4r
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Join Date: Sep 2006
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Old 09-26-2006 , 08:08   Re: TFC Quad,Invul,Invis Powerups
Reply With Quote #15

Quote:
Originally Posted by jRaven View Post
Any other suggestions for this code?
Unlimited SGs/Disps
additional teles
xD


P.S:This is TFC plugin and SGs/Disps/Teles are from TFC too
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SpannerSpammer
Member
Join Date: Mar 2006
Old 09-27-2006 , 05:27   Re: TFC Quad,Invul,Invis Powerups
Reply With Quote #16

Quote:
Originally Posted by jRaven View Post
Lt. Llama:
#1: I tried earlier in developing this to disable quad with map entities with value of zero or negative values. It didn't work. So if you want to take it away, you'll have to slay them.
Give them one info_tfgoal entity with the quad/invul/invis values
set to 1 second. This should override their current state setting.

There is a reason why I only made the map powerups maximum
duration 30 seconds: its way too easy to abuse, imagine a solder
with quad rockets, insta-gibbing players or a flagrunner on Dustbowl
with invulnerability..

It gets old really fast.
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jRaven
AMX Mod X Beta Tester
Join Date: Jan 2006
Location: IA, USA
Old 09-27-2006 , 14:44   Re: TFC Quad,Invul,Invis Powerups
Reply With Quote #17

Quote:
Originally Posted by SpannerSpammer View Post
Give them one info_tfgoal entity with the quad/invul/invis values
set to 1 second. This should override their current state setting.

There is a reason why I only made the map powerups maximum
duration 30 seconds: its way too easy to abuse, imagine a solder
with quad rockets, insta-gibbing players or a flagrunner on Dustbowl
with invulnerability..

It gets old really fast.
I agree, the balance is justified and fair. This plugin is intended for skill/fun maps where things are either out of control or broken to begin with. (Specifically, I'm trying to make automatic-quad-damage [only quad] weekends for players to get back at foxbots, and possibly a way to turn some conc maps into caltrop jumpable maps)

There are 3 strings used to detail notifications of acts in this code, making it kind of ugly. Does anyone have better process logic for the show_activity() and client_print() notifications?

I implemented removal commands. I should have tried a value of 1 in my testing. Thank you SpannerSpammer. I really enjoy NeoTF and it's features! Great work!!!
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Ramono
Veteran Member
Join Date: Nov 2005
Location: Netherlands
Old 10-15-2006 , 09:32   Re: TFC Quad,Invul,Invis Powerups
Reply With Quote #18

Nice, i tryed this once, failed and never continued

++k
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Um, hi.
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Kratos24
Junior Member
Join Date: Feb 2006
Old 10-25-2006 , 20:43   Re: TFC Quad,Invul,Invis Powerups
Reply With Quote #19

how about making a cvar to turn off the glow and to turn it on again
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jRaven
AMX Mod X Beta Tester
Join Date: Jan 2006
Location: IA, USA
Old 10-25-2006 , 20:56   Re: TFC Quad,Invul,Invis Powerups
Reply With Quote #20

Re: glow toggle
When I try to turn off the glow, it doesn't go off.
I guess TFC keeps it on(?). Even "say glow off" for my glow plugin doesn't turn it off.
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