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[TF2] Rollermine spawner


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Pelipoika
Veteran Member
Join Date: May 2012
Location: Inside
Old 01-28-2016 , 13:17   Re: [TF2] Rollermine spawner
Reply With Quote #21

Quote:
Originally Posted by AwesomeX View Post
Another awesome plugin. I used this in my server events last night, and it was great.

The only request I have, is maybe some cvars for their speed, attack damage, and knockback?
That way I could control how powerful they are, as the game progresses.
Added a few cvars
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MaloModo
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Join Date: Aug 2008
Old 01-28-2016 , 14:39   Re: [TF2] Rollermine spawner
Reply With Quote #22

Quote:
Originally Posted by Pelipoika View Post
Try this, it uses timers instead of SetTransmit but timers can only run so fast so the Rollermines might not perform as well
Yup that seemed to do the trick...at least on my server. Thanks a lot man.
Couldn't resist a little display :

https://www.youtube.com/watch?v=V55p...ature=youtu.be

UPDATE: One more little favor? Could you update this version to have the cvars plz?

Last edited by MaloModo; 01-28-2016 at 18:42.
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FishDude
Member
Join Date: Jul 2014
Old 01-28-2016 , 19:40   Re: [TF2] Rollermine spawner
Reply With Quote #23

(1) Can't compile .sp from 1st post:
Code:
rollermine.sp(187) : error 076: syntax error in the expression, or invalid function call
rollermine.sp(555) : warning 203: symbol is never used: "OnRollermineThink"
1 Error.
(2) 'timer' version works. Very fun plugin, many thanks. But, suxx - sometimes 'freeze' (~crash) server.

(3) Bomb dont see disguised (visible) spy.

Last edited by FishDude; 01-28-2016 at 20:16.
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Hefal
Senior Member
Join Date: Jul 2015
Old 02-04-2016 , 18:57   Re: [TF2] Rollermine spawner
Reply With Quote #24

pretty please steer up the code so it will compile, thanks!
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DJPlaya
Senior Member
Join Date: Nov 2014
Location: Germany
Old 02-24-2016 , 12:50   Re: [TF2] Rollermine spawner
Reply With Quote #25

Again some nice plugin from you ;)

Badly i exspect lags when running 20 rollys at once, it lags like 20 monoculuses ^^
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Pelipoika
Veteran Member
Join Date: May 2012
Location: Inside
Old 02-24-2016 , 15:51   Re: [TF2] Rollermine spawner
Reply With Quote #26

Quote:
Originally Posted by DJPlaya View Post
Again some nice plugin from you ;)

Badly i exspect lags when running 20 rollys at once, it lags like 20 monoculuses ^^
That's what physics props do best
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Misc
Junior Member
Join Date: Feb 2016
Old 04-17-2016 , 00:49   Re: [TF2] Rollermine spawner
Reply With Quote #27

Do the rollermines vanish after a while or can they be eventually destroyed by shooting them?
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Pelipoika
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Join Date: May 2012
Location: Inside
Old 04-17-2016 , 06:28   Re: [TF2] Rollermine spawner
Reply With Quote #28

Quote:
Originally Posted by Misc View Post
Do the rollermines vanish after a while or can they be eventually destroyed by shooting them?
Neither
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FlaminSarge
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Join Date: Jul 2010
Old 04-22-2016 , 06:52   Re: [TF2] Rollermine spawner
Reply With Quote #29

You might be able to improve the tracking behavior by storing the target client's last known position for each mine, and having the mine continue to move towards that location after it loses line of sight. If it regains line of sight during that time, it could start tracking the client again. I recall some old homing rocket plugins did this.
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Benoist3012
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Join Date: Mar 2014
Location: CWave::ForceFinish()
Old 04-22-2016 , 08:26   Re: [TF2] Rollermine spawner
Reply With Quote #30

Quote:
Originally Posted by FlaminSarge View Post
You might be able to improve the tracking behavior by storing the target client's last known position for each mine, and having the mine continue to move towards that location after it loses line of sight. If it regains line of sight during that time, it could start tracking the client again. I recall some old homing rocket plugins did this.
That's exactly what I'm doing in Slender Fortress 2, I make the npc chase to the last know position. So I agree this should be added.
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Last edited by Benoist3012; 04-22-2016 at 08:27.
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