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TF2: Roll the Dice RTD - v0.4


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pheadxdll
AlliedModders Donor
Join Date: Jun 2008
Old 08-11-2009 , 01:39   Re: TF2: Roll the Dice (0.3) NEW!
Reply With Quote #371

All of the convars can be accessed through: sm_cvar.

Like sm_cvar sm_rtd_enable 1.

drucken fox, did you place the rtd.phrases.txt in the sourcemod/translation folder?

That toxic/godmode is an easy fix. I didn't have the foresight to see that. I'm just wanna find some other things to fix/improve before I put out an update.

Last edited by pheadxdll; 08-11-2009 at 01:41.
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FoxMulder
Senior Member
Join Date: Jan 2009
Location: Orlando, FL
Old 08-11-2009 , 10:19   Re: TF2: Roll the Dice (0.3) NEW!
Reply With Quote #372

A few other changes that should be made:
Following simulates an uber on players with godmode.

Thanks to MikeJS for making this possible
http://forums.alliedmods.net/showthread.php?t=98542

PHP Code:
public SetGodmode(clientbool:playerState)
{
 if(
playerState)
 {
  
SetEntProp(clientProp_Data"m_takedamage"01);
  
TF2_AddCond(client5);
 }else{
  
SetEntProp(clientProp_Data"m_takedamage"21);
  
TF2_RemoveCond(client5);
 }
 
 return;

PHP Code:
public Action:Timer_Countdown(Handle:timerany:client)

 
 if(!
TrackPlayers[client][PLAYER_STATUS]) return Plugin_Stop;
 
 
TrackPlayers[client][PLAYER_EXTRA]--;
 
 
PrintCenterText(client"%i Seconds left"TrackPlayers[client][PLAYER_EXTRA]);
 
//The user might change weapons and when he does the UBER effect goes away.
//So this just sets the Ubered condition again regardless if they changed weapons or not
if(TrackPlayers[client][PLAYER_EFFECT] == AWARD_G_GODMODE DIRTY_HACK)
   {
    
TF2_AddCond(client5);
   }
 
 
 return 
Plugin_Continue;


PHP Code:
stock TF2_AddCond(clientcond) {
    new 
Handle:cvar FindConVar("sv_cheats"), bool:enabled GetConVarBool(cvar), flags GetConVarFlags(cvar);
    if(!
enabled) {
        
SetConVarFlags(cvarflags^FCVAR_NOTIFY);
        
SetConVarBool(cvartrue);
    }
    
FakeClientCommand(client"addcond %i"cond);
    if(!
enabled) {
        
SetConVarBool(cvarfalse);
        
SetConVarFlags(cvarflags);
    }
}
stock TF2_RemoveCond(clientcond) {
    new 
Handle:cvar FindConVar("sv_cheats"), bool:enabled GetConVarBool(cvar), flags GetConVarFlags(cvar);
    if(!
enabled) {
        
SetConVarFlags(cvarflags^FCVAR_NOTIFY);
        
SetConVarBool(cvartrue);
    }
    
FakeClientCommand(client"removecond %i"cond);
    if(!
enabled) {
        
SetConVarBool(cvarfalse);
        
SetConVarFlags(cvarflags);
    }

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pheadxdll
AlliedModders Donor
Join Date: Jun 2008
Old 08-11-2009 , 12:09   Re: TF2: Roll the Dice (0.3) NEW!
Reply With Quote #373

I'm not going to use MikeJS's method of toggling sv_cheats. It's crude and for some people's servers, like myself's, it makes everything go black. But thanks for your interest.
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Kenny Loggins
SourceMod Donor
Join Date: Jun 2008
Location: Rochester, MN
Old 08-11-2009 , 14:27   Re: TF2: Roll the Dice (0.3) NEW!
Reply With Quote #374

I love your plugin I have it on all my servers (22+) and it works great. No issues and keep up the good work.
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pheadxdll
AlliedModders Donor
Join Date: Jun 2008
Old 08-11-2009 , 15:17   Re: TF2: Roll the Dice (0.3) NEW!
Reply With Quote #375

Thanks, always glad to hear it!

I put out a new version with a couple small improvements. I improved the way toxic kills and instant kills are handled. They are regular kills now, so it's much smoother. (ie Score is added, deathcam is shown, actual weapon etc) The visual effects added are just semi-transparency. Nothing fancy - just a way to see the team color of an affected player. Hopefully buffed health is more reliable. We shall see. The frequency it checks for nearby players on toxic was increased. Makes it more responsive.

Here's the changelog: 0.3.3:

0.3.3
  • Toxic and instant kills count as actual kills.
  • Added visual effects for godmode, uber, instantkills, and toxic.
  • Fixed toxic killing victims with godmode.
  • Made buffed health more reliable. The sm_rtd_health convar was changed to the amount of health upon award. 1000 default.
  • Increased the frequency of the toxic timer.

Last edited by pheadxdll; 08-11-2009 at 15:29.
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drunkenfox1
Member
Join Date: Aug 2009
Location: Orange
Old 08-11-2009 , 15:39   Re: TF2: Roll the Dice (0.3) NEW!
Reply With Quote #376

Yeah i have everything in the right place its just not working, i checked everything and have the lates version of sourcemod..... mabye ill make a video of me doing the whole thing through and someone can spot any mistakes...
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retsam
Veteran Member
Join Date: Aug 2008
Location: so-cal
Old 08-11-2009 , 15:58   Re: TF2: Roll the Dice (0.3) NEW!
Reply With Quote #377

The only thing I can say is, follow the directions on the main post. Its pretty straight forward.......obviously doing something wrong.
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panchoman
Senior Member
Join Date: Jan 2009
Old 08-11-2009 , 21:37   Re: TF2: Roll the Dice (0.3) NEW!
Reply With Quote #378



any possible way to err, fix this?
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pheadxdll
AlliedModders Donor
Join Date: Jun 2008
Old 08-11-2009 , 21:54   Re: TF2: Roll the Dice (0.3) NEW!
Reply With Quote #379

1. Are you using the latest version of rtd I just updated this morning? (0.3.3)
2. If you answer yes to #1, you're going to have to describe the problem to me. I can't figure out any bugs from that picture you posted.
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panchoman
Senior Member
Join Date: Jan 2009
Old 08-11-2009 , 21:55   Re: TF2: Roll the Dice (0.3) NEW!
Reply With Quote #380

Quote:
Originally Posted by pheadxdll View Post
1. Are you using the latest version of rtd I just updated this morning?
2. If you answer yes to #1, you're going to have to describe the problem to me. I can't figure out any bugs from that picture you posted.
don't think it's the new one since it's not my server, but the problem is, i ended up killing my self with a nade that exploded in close proximity to myself while i had had instant kills. so i basically ended up instant killing myself =/
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