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Sticky Nades


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thetwistedpanda
Good Little Panda
Join Date: Sep 2008
Old 09-09-2009 , 23:39   Re: Sticky Nades
Reply With Quote #11

I can confirm that issue as well; if you throw the grenade at a player it will stick to them, but it doesn't stick to the actual model; Rather it'll attach itself to the entity and the grenade will be floating 100 feet away.
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DJ Tsunami
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Join Date: Feb 2008
Location: The Netherlands
Old 09-10-2009 , 06:43   Re: Sticky Nades
Reply With Quote #12

I made an exact copy of the EventScripts version, so that's normal behavior then.
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BDeep
Senior Member
Join Date: Jun 2009
Location: NH
Old 09-10-2009 , 08:23   Re: Sticky Nades
Reply With Quote #13

Try this config... I had some of the same issues and I fixed alot of them by tweaking the config.

Quote:
// This file was auto-generated by SourceMod (v1.2.3)
// ConVars for plugin "stickynades.smx"


// Play sounds when a player gets stuck
// -
// Default: "1"
sn_emit_sounds "1"

// Make Flashbangs stick to selected objects
// -
// Default: "1"
sn_flashbang_enabled "0"

// Make Flashbangs stick to players
// -
// Default: "1"
sn_flashbang_stick_to_players "0"

// Make Flashbangs stick to the thrower of the grenade
// -
// Default: "0"
sn_flashbang_stick_to_thrower "0"

// Make Flashbangs stick to walls
// -
// Default: "1"
sn_flashbang_stick_to_walls "0"

// Make HE Grenades stick to selected objects
// -
// Default: "1"
sn_hegrenade_enabled "1"

// Use a custom model for HE grenades
// -
// Default: "1"
sn_hegrenade_model "1"

// Power of a HE grenade when not stuck to a player
// -
// Default: "100"
sn_hegrenade_normal_power "300"

// Radius of a HE grenade when not stuck to a player
// -
// Default: "350"
sn_hegrenade_normal_radius "550"

// Make HE Grenades stick to players
// -
// Default: "1"
sn_hegrenade_stick_to_players "1"

// Make HE Grenades stick to the thrower of the grenade
// -
// Default: "0"
sn_hegrenade_stick_to_thrower "0"

// Make HE Grenades stick to walls
// -
// Default: "1"
sn_hegrenade_stick_to_walls "1"

// Power of a HE grenade when stuck to a player
// -
// Default: "300"
sn_hegrenade_stuck_radius "50"

// Display StickyNades information on round start
// -
// Default: "1"
sn_notice "0"

// Shake player when hit by a stickynade
// -
// Default: "1"
sn_shake "1"


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BDeep
Senior Member
Join Date: Jun 2009
Location: NH
Old 09-14-2009 , 19:27   Re: Sticky Nades
Reply With Quote #14

Code:
19:24:27 [SM] Native "SetFailState" reported: Plugin expired.
19:24:27 [SM] Displaying call stack trace for plugin "stickynades.smx":
19:24:27 [SM]   [0]  Line 9, D:\Games\Steam\steamapps\erikminekus\source 2007 dedicated server\tf\addons\sourcemod\scripting\include\init.inc::Init()
19:24:27 [SM]   [1]  Line 94, D:\Games\Steam\steamapps\erikminekus\source 2007 dedicated server\tf\addons\sourcemod\scripting\stickynades.sp::OnMapStart()
19:24:27 [SM] Loaded plugin stickynades.smx successfully.
I cannot get stickynades to load.... I didnt change anything at sall it just stopped loading
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DJ Tsunami
DJ Post Spammer
Join Date: Feb 2008
Location: The Netherlands
Old 09-15-2009 , 05:51   Re: Sticky Nades
Reply With Quote #15

Get the one from this topic.
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BDeep
Senior Member
Join Date: Jun 2009
Location: NH
Old 09-15-2009 , 09:33   Re: Sticky Nades
Reply With Quote #16

I did that solved my problem. Was that some kind of payment protection thing, lol
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DJ Tsunami
DJ Post Spammer
Join Date: Feb 2008
Location: The Netherlands
Old 09-15-2009 , 12:31   Re: Sticky Nades
Reply With Quote #17

Maybe
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BDeep
Senior Member
Join Date: Jun 2009
Location: NH
Old 09-15-2009 , 12:55   Re: Sticky Nades
Reply With Quote #18

LOL, I guess that I wouldnt blame you for that. I work for a software company too and we do the same thing. Also check out my post in the donor section I got another paid request.
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Gently
Member
Join Date: Mar 2008
Old 10-09-2009 , 23:15   Re: Sticky Nades
Reply With Quote #19

sup guys....i tried everything but i still get random sticky through walls

its sticks at 20 paces or so away from the actual model...etc...

Please fix...eventscripts version is glitching my server and this version is better..

more info:

player model will register through walls as a hit
nades will stick to yourself if trajectory is off etc...

eventscripts version is much more accurate "on stuck to" but also causes thrower to drop through floor etc...
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BDeep
Senior Member
Join Date: Jun 2009
Location: NH
Old 10-10-2009 , 08:59   Re: Sticky Nades
Reply With Quote #20

I have the same issues but I handled alot of it with config tweeks. Here is my config.

Code:
// This file was auto-generated by SourceMod (v1.2.3)
// ConVars for plugin "stickynades.smx"


// Play sounds when a player gets stuck
// -
// Default: "1"
sn_emit_sounds "1"

// Make Flashbangs stick to selected objects
// -
// Default: "1"
sn_flashbang_enabled "0"

// Make Flashbangs stick to players
// -
// Default: "1"
sn_flashbang_stick_to_players "0"

// Make Flashbangs stick to the thrower of the grenade
// -
// Default: "0"
sn_flashbang_stick_to_thrower "0"

// Make Flashbangs stick to walls
// -
// Default: "1"
sn_flashbang_stick_to_walls "0"

// Make HE Grenades stick to selected objects
// -
// Default: "1"
sn_hegrenade_enabled "1"

// Use a custom model for HE grenades
// -
// Default: "1"
sn_hegrenade_model "1"

// Power of a HE grenade when not stuck to a player
// -
// Default: "100"
sn_hegrenade_normal_power "300"

// Radius of a HE grenade when not stuck to a player
// -
// Default: "350"
sn_hegrenade_normal_radius "350"

// Make HE Grenades stick to players
// -
// Default: "1"
sn_hegrenade_stick_to_players "1"

// Make HE Grenades stick to the thrower of the grenade
// -
// Default: "0"
sn_hegrenade_stick_to_thrower "0"

// Make HE Grenades stick to walls
// -
// Default: "1"
sn_hegrenade_stick_to_walls "0"

// Power of a HE grenade when stuck to a player
// -
// Default: "300"
sn_hegrenade_stuck_radius "1"

// Display StickyNades information on round start
// -
// Default: "1"
sn_notice "0"

// Shake player when hit by a stickynade
// -
// Default: "1"
sn_shake "1"
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