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[TF2] CrabMod 2.0.4 with custom model (update 01-10-17)


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Author
TonyBaretta
Senior Member
Join Date: Mar 2014
Location: nope.avi
Plugin ID:
4766
Plugin Version:
2.0.4
Plugin Category:
Gameplay
Plugin Game:
Team Fortress 2
Plugin Dependencies:
Servers with this Plugin:
 
Plugin Description:
Forces RED to play Sniper and BLU to play Spycrabs.
Old 08-07-2015 , 07:56   [TF2] CrabMod 2.0.4 with custom model (update 01-10-17)
Reply With Quote #1


CRABMOD V2



Original plugin
[TF2] Crabmod credits to Theme97
NOW WITH CUSTOM MODEL http://steamcommunity.com/sharedfile...?id=1153790981

Description
RED : Sniper , weapons are Sniper Rifle and jarate, they have to kill the spycrabs fist they reach the end of the map.


BLU : Spy , they spawn with PDA and DeadRing ( dead time is 1.5sec and no regen), and they need get the end if the map without die.

the gameplay is more balanced than the old version.
i
rewrote this gamemode 1 year ago i think is time to make it public again .

Install istruction :

install : [TF2Items] Give Weapon (v3.14159, 11/29/2013)
SteamTools

Put spycrab.smx into tf\addons\sourcemod\plugins
Put spycrab.sp into tf\addons\sourcemod\scripting
config is autogenerated into tf/cfg/sourcemod


Cvars:
  • crabmod_enabled (1)
  • crabmod_bufflastspy (1): When there is one Spy remaining, give him +120 HP.
  • crabmod_checkmapname (1): Disables Crabmod if the map does not start with "crab_".
  • crabmod_forceduck (1): Freezes Spies if they are not crouching. This can be disabled on maps that use a playerclip to force them to duck.
  • crabmod_forcelook (2): Forces Spies to look up. If they do not, "1" freezes them but "2" sets their view angle.
  • crabmod_forcelookang (35.0): If crabmod_forcelook is enabled, Spies must look above this angle.
  • crabmod_forcelooktol (5.0): If crabmod_forcelook is 2, the view angle will be set to crabmod_forcelookang + this value to prevent stuttering.
  • crabmod_friendlyfire (1): Enables mp_friendlyfire when Snipers win. (Note: They can only kill each other with the kukri.)
  • crabmod_sniperratio (3): Ratio of total players to Snipers. This is always rounded up. For example, 6 players means 2 will be Sniper;7 means 3 will snipe.
  • crabmod_huntsman (0) : 1 for Enable huntsman , 0 for sniper rifle


Change Logs:


V 2.0
initial release
Replaced huntsman with sniper rifle
Added Dead Ringer to spies
Removed Gamedatas dependency

V 2.0.1
Added Cvar crabmod_huntsman (0) : 1 for Enable huntsman , 0 for sniper rifle
V 2.0.2
Fixed Bug Cloak not regen on map change.
Fixed Bug after dead ringer effect do civilian pose.
Converted with new syntax.
V 2.0.3
Fixed Engi engi bug on map change.

V 2.0.4
Added custom model spycrab Credits to Ravensbro

Know Bugs : nothing atm


Test Server : 94.23.68.246:27215 WantedGoV.IT | FUN BOX - Dodgeball/VSH/GGTF2/PropHunt/Crab/Zomb


Credits:
Theme97 Original mod




MAPS DOWNLOAD LINK: http://wantedgov.it/crabmodmaps/crabmaps.zip

http://tf2.gamebanana.com/maps/182851 credits to Themostwantedpersongay & PC-Drivers

http://tf2.gamebanana.com/maps/124802 credits to Gazyi

credits:
- crab_valley_final by EnigmatiK/TonyBaretta
- crab_goodwater by Fux
- crab_farm_b2 by [AVE] Penguin
- crab_escape_b2 by chonks.ppz
- crab_coast_final by Up/TonyBaretta
Attached Files
File Type: zip CRABMOD_2.0.4.zip (350.5 KB, 198 views)
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Last edited by TonyBaretta; 10-01-2017 at 10:51. Reason: change plugin version cvar with crabmod2_version for prevent conflict with old version
TonyBaretta is offline
Gutty
Junior Member
Join Date: Aug 2014
Old 09-20-2015 , 01:37   Re: [TF2] CrabMod v2
Reply With Quote #2

looks good, may i ask why huntsman was replaced with the rifle? and if so can we have that as a cvar to change from one or the other please.
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TonyBaretta
Senior Member
Join Date: Mar 2014
Location: nope.avi
Old 09-20-2015 , 04:17   Re: [TF2] CrabMod v2
Reply With Quote #3

the huntsman is too slow(the animation and charge) , the spies with dead ringer need to be killed 2 times, with sniper rifle the gameplay is more balanced. About the cvar when i have bit time i ll add it.
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Benoist3012
Veteran Member
Join Date: Mar 2014
Location: CWave::ForceFinish()
Old 09-23-2015 , 09:54   Re: [TF2] CrabMod v2
Reply With Quote #4

Well I would like hunstman back because it's very unbalanced with the stock sniper.
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Last edited by Benoist3012; 08-19-2017 at 08:51.
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TonyBaretta
Senior Member
Join Date: Mar 2014
Location: nope.avi
Old 09-25-2015 , 16:24   Re: [TF2] CrabMod 2.0.1
Reply With Quote #5

V 2.0.1
Added Cvar crabmod_huntsman (0) : 1 for Enable huntsman , 0 for sniper rifle

here you go
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Benoist3012
Veteran Member
Join Date: Mar 2014
Location: CWave::ForceFinish()
Old 09-29-2015 , 02:44   Re: [TF2] CrabMod 2.0.1
Reply With Quote #6

Thanks!
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MicroxD
Junior Member
Join Date: Dec 2012
Location: Germany
Old 03-01-2016 , 11:17   Re: [TF2] CrabMod 2.0.1
Reply With Quote #7

Hello!

Is there a way to disable deadringer? I don't like this feature.
This would be awesome!
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Riotline
AlliedModders Donor
Join Date: Oct 2015
Location: Half Life 3
Old 04-04-2016 , 07:15   Re: [TF2] CrabMod 2.0.1
Reply With Quote #8

Currently, I cannot download Crabmod from this page. Unless I missed a Link [I dont think so] how can I get the smx for the plugin. Everytime I click Compile.. It says it cannot compile. Do I have to compile this myself?
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TonyBaretta
Senior Member
Join Date: Mar 2014
Location: nope.avi
Old 04-04-2016 , 08:13   Re: [TF2] CrabMod 2.0.1
Reply With Quote #9

uploaded smx
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Riotline
AlliedModders Donor
Join Date: Oct 2015
Location: Half Life 3
Old 04-04-2016 , 17:41   Re: [TF2] CrabMod 2.0.1
Reply With Quote #10

Quote:
Originally Posted by TonyBaretta View Post
uploaded smx
Thank you.
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