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Personal Firendly Fire


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bmann_420
AMX_Super Pooper
Join Date: Jan 2005
Location: [SuperCentral.co]
Old 06-08-2007 , 05:38   Personal Firendly Fire
Reply With Quote #1

I dont know if their is a way to do friendly fire on just a particular person, but if their is it would be nice. Per say, a toggle button like +pff Bind that so when you press the button you can enable friendly fire on you just while you hold it, or maybe till you hit it again to turn it off if possible.

It would come in handy for campers when your lookin out for em and just many regulatory things in the server.
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_Master_
Senior Member
Join Date: Dec 2006
Old 06-08-2007 , 08:35   Re: Personal Firendly Fire
Reply With Quote #2

It would be possible.
Hook FM_TraceLine and check if trace result is a "valid" player.
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Juba_PornBorn
BANNED
Join Date: Apr 2007
Location: Caracas
Old 06-08-2007 , 10:13   Re: Personal Firendly Fire
Reply With Quote #3

this would be cool and without tk punish! Revenge on the MF who went in front of you while you aimed and got you both killed or on bomb guy that just went way for a minute.
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bmann_420
AMX_Super Pooper
Join Date: Jan 2005
Location: [SuperCentral.co]
Old 06-08-2007 , 15:20   Re: Personal Firendly Fire
Reply With Quote #4

Yes, and im sorry Master, but im not that good of a scriptor to come up with that.
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Johnny got his gun
Veteran Member
Join Date: Jan 2004
Location: Tokyo
Old 06-08-2007 , 18:24   Re: Personal Firendly Fire
Reply With Quote #5

Hey, that's a cool idea, two posts up. To slap a bomb-holding teammate who is AFK, which makes him lose the bomb. Why not...
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bmann_420
AMX_Super Pooper
Join Date: Jan 2005
Location: [SuperCentral.co]
Old 06-08-2007 , 23:50   Re: Personal Firendly Fire
Reply With Quote #6

But no help eh :/ Exept for Master of course who send me the tracelines, but I cannot do anything with them. Its beyond my skill level by far.
Code:
//________________________________________________________________________________________ 
// 
//    FM_Trace_Line() - Executing Global and module specific settings to FM_Trace_Line() 
//________________________________________________________________________________________ 
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 
public FM_Trace_Line(Float:start[3], Float:end[3], noMonsters, id, trace){ 
    new hit_ok 
    new victim = get_tr(TR_pHit) // Victim ID 
    new hitgroup = get_tr(TR_iHitgroup) // Hitgroup 
     
    if(util_check_state(PCVAR_ADMINMODXX)){ 
         
        if(util_is_valid_player(id) && util_is_valid_player(victim)){ 
             
#if defined _AMMXX_USE_REPORTER_                    // REPORTER INCLUDED 
            if(MODULE_OK == util_is_module_active(MODULE_REPORTER)){ 
                 
                // Take SS if ok 
                if(REP_SS_MODE[id] & MODE_C){ 
                     
                    if(REP_SS_MODE[id] & MODE_F){ 
                        new ptime[10], pname[32], pip[16], pid[35] 
                         
                        get_time("%H:%M:%S", ptime, 9) 
                        get_user_name(id, pname, 32) 
                        get_user_ip(id, pip, 15, 1) 
                        get_user_authid(id, pid, 34) 
                         
                        client_print(id, print_chat, "%L", LANG_PLAYER, "REP_SS_STAMP", PLUGINHEAD, ptime, pname, pip, pid) 
                    } 
                     
                    client_cmd(id, "snapshot") 
                    if(REP_SS_MODE[id] & MODE_E) client_print(id, print_chat, "%L", PLUGINHEAD, LANG_PLAYER, "REP_SS_SHOWSELF") 
                } 
            } 
#endif                                    // END REPORTER INCLUDED 
             
            // Is valid hit ? 
            hit_ok = ((1<<hitgroup) & GLOBAL_HITZONES[id][victim]) 
             
            // Not a valid hit 
            if(!hit_ok){ 
                 
                set_tr(TR_flFraction, 1.0) 
                set_tr(TR_pHit, -1) 
                set_tr(TR_iHitgroup, 0) 
            } 
        } 
    } 

#if defined _AMMXX_USE_FUN_                        // FUN INCLUDED 
    if(hit_ok && MODULE_OK == util_is_module_active(MODULE_FUN)){ 
        new trash = util_check_state(PCVAR_FUN_WEAPONIMMUNITY) 
         
        if(trash){ 
            if((trash < 0 && util_is_valid_player(victim, 1, 1)) || trash == 1){ 
                new wpn_id = get_user_weapon(id, trash, trash) 
                 
                if(util_get_bit(IMMUNETOWEAPON[victim], wpn_id - 1)){ 
                     
                    set_tr(TR_flFraction, 1.0) 
                    set_tr(TR_pHit, -1) 
                    set_tr(TR_iHitgroup, 0) 
                    hit_ok = 0 
                } 
            } 
        } 
    } 
#endif                                    // END FUN INCLUDED 
     
    if(hit_ok) return FMRES_IGNORED 
    return FMRES_SUPERCEDE 
}
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regalis
Veteran Member
Join Date: Jan 2007
Old 06-09-2007 , 04:07   Re: Personal Firendly Fire
Reply With Quote #7

Hmm, if Friendlyfire is disable the only thing you can do is give fakedamage...
But how much?
10 HP per bullet or more!?

greetz regalis
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bmann_420
AMX_Super Pooper
Join Date: Jan 2005
Location: [SuperCentral.co]
Old 06-09-2007 , 04:46   Re: Personal Firendly Fire
Reply With Quote #8

well then that would fall into hit points and all that fun stuff... eh? THought it would be simpiler than that, but eeks. Can find that all out tho on previous plugins and estimated damage.
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