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[TF2] Full Infinite Ammo


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xomp
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Old 01-09-2011 , 12:57   Re: [TF2] Full Infinite Ammo
Reply With Quote #21

Would be awesome if you could limit the amount of sandman balls a player can use to keep lagging a server to death.
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Old 01-27-2011 , 08:08   Re: [TF2] Full Infinite Ammo
Reply With Quote #22

nice plugin.

i can set limit of sandman balls? to many balls will cause server/client lag and possibly crashes.
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Tylerst
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Old 02-05-2011 , 04:50   Re: [TF2] Full Infinite Ammo
Reply With Quote #23

Sorry for the long wait, my video card died a couple weeks ago so I'm waiting for a new one to arrive.


Anywho, in the meantime, I added a sm_fia_sandman cvar to enable/disable infinite sandman balls.

This can be added to your sourcemod.cfg or changed mid-game with sm_cvar sm_fia_sandman 0 or sm_rcon sm_fia_sandman 0

Obviously I haven't been able to test it myself, but the coding works right in my head

Last edited by Tylerst; 02-05-2011 at 04:55.
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xomp
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Old 02-05-2011 , 15:53   Re: [TF2] Full Infinite Ammo
Reply With Quote #24

Bro thanks for adding that, I can confirm it works!
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Old 02-05-2011 , 17:16   Re: [TF2] Full Infinite Ammo
Reply With Quote #25

finally... thx man.
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xomp
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Old 02-14-2011 , 21:08   Re: [TF2] Full Infinite Ammo
Reply With Quote #26

Oh look, sm_fia_sandman 0 has stopped working now and people are spamming sandman balls again
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Tylerst
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Old 02-14-2011 , 22:57   Re: [TF2] Full Infinite Ammo
Reply With Quote #27

Quote:
Originally Posted by xomp View Post
Oh look, sm_fia_sandman 0 has stopped working now and people are spamming sandman balls again
The only way that should be possible is if you use a give command to let a class other than scout have a sandman, otherwise I'm not sure what to say.

The plugin checks whether a player is a scout, then uses getconvarint to check the cvar, then whether the active weapon(entity) has item definition 44(sandman) then returns when true.

Thus the only way someone should have infinite balls, is if they're a non-scout with a sandman.

A customized Sandman(name tag, description tag, paint, etc) might possibly use 190(upgradeable tf_weapon_bat) but that should only affect people with custom ones, not everyone.


So..
Are you using a 'give' type plugin?
Is this affecting every scout using a sandman, or just some?
If so, do you get any errors?

If it's a give plugin, I can just move the snadman check out of the scout only area,
If it's a customized sandman thing, I can add a 190 check too(I imagine this will affect all custom bats, but the other bats don't have ammo anyway so no trouble)
Otherwise I have no idea what could be causing a cvar to stop working

Last edited by Tylerst; 02-14-2011 at 23:13.
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xomp
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Old 02-15-2011 , 17:26   Re: [TF2] Full Infinite Ammo
Reply With Quote #28

Excellent catch. I did notice this is for the folks who have the "valve" quality sandman (I use tf2items to give certain players the valve quality weapons.

Thanks
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Tylerst
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Old 02-15-2011 , 21:04   Re: [TF2] Full Infinite Ammo
Reply With Quote #29

Quote:
Originally Posted by xomp View Post
Excellent catch. I did notice this is for the folks who have the "valve" quality sandman (I use tf2items to give certain players the valve quality weapons.

Thanks
Updated, I moved the sandman check out of the scout-only area, and made it check for tf_weapon_bat_wood instead of the index.


//Side Note
Actually..It looks more like I'm checking for anything not the sandman, but strcmp was acting weird.

using this:
PHP Code:
    if(!GetConVarInt(sandman))
    {
          new 
String:WeaponCheck[32];
          
GetClientWeapon(iWeaponChecksizeof(WeaponCheck));
          if(
strcmp(WeaponCheck"tf_weapon_bat_wood")) return;      
    } 
Gave ONLY the sandman infinite ammo. I had to use
PHP Code:
    if(!GetConVarInt(sandman))
    {
          new 
String:WeaponCheck[32];
          
GetClientWeapon(iWeaponChecksizeof(WeaponCheck));
          if(!
strcmp(WeaponCheck"tf_weapon_bat_wood")) return;      
    } 
to get it to work...No idea what happened there, but the cvar is working so...yeah
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xomp
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Old 02-16-2011 , 09:43   Re: [TF2] Full Infinite Ammo
Reply With Quote #30

Everything seems working now even with custom weapon qualities. Thanks!

Something I noticed is Bonk Effects will stay on you until you right-click (which is awesome). however, if you have the sandman out while under Bonk Effects it seems to last the normal time. Not sure if this was intended or an actual bug.

Last edited by xomp; 02-16-2011 at 09:52.
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