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[Plugin] Pyrogineer


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Blinx
Senior Member
Join Date: Oct 2013
Old 04-29-2016 , 00:04   [Plugin] Pyrogineer
Reply With Quote #1

Pyrogineer


Allows the Homewrecker, Maul, and Neon Annihilator, to repair and give upgrade metal to friendly buildings.

Pyrogineers will start the round with 200 metal and can gain metal from ammo packs and dispensers just like an Engineer can, they can infinitely repair buildings for no metal cost and can grant upgrade metal to them too, however, they cannot make a building level up, they can only bring it up to 199 upgrade metal at which point an engineer must hit it for it to level up.

Some other details:

They cannot grant bullets and rockets to sentries.
They cannot increase building construction speed.
They cannot upgrade teleporters.mainly because I couldn't figure out a way to grant both the entrance and exit of a teleporter metal at the same time.
This uses an unconventional method of targeting the building and sometimes you can hear a ding but no health or upgrade will be granted, just make sure you're looking directly at it.

Cvars:

pyrogineer_healthonhit: how much health to give a building per hit. Default: 50.
pyrogineer_upgradeonhit: how much upgrade to give a building per hit. Default: 25.
pyrogineer_metalmult: how much to multiply the Pyrogineers metal pool, the default pool is 100. Default: 2.0. (Note: ammo pick ups grant metal on a max metal pool percentage basis, adjust carefully).

Installation:

Place pyrogineer.smx in addons\sourcemod\plugins
Place pyrogineer.sp in addons\sourcemod\scripting

Changelog:
  • 1.0.0-Initial Release
  • 1.0.1-Added Entity Check
  • 1.0.2-Uses TraceRays instead of GetClientAimTarget, so hit detection will be a bit better. A typo fixed in one of the sound names, and MetalMult Cvar change will happen instantly instead of on map change.
Attached Files
File Type: smx pyrogineer.smx (10.3 KB, 231 views)
File Type: sp Get Plugin or Get Source (pyrogineer.sp - 327 views - 10.0 KB)

Last edited by Blinx; 05-26-2016 at 22:33.
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Transit Of Venus
Senior Member
Join Date: May 2014
Location: Australia
Old 04-29-2016 , 00:15   Re: [Plugin] Pyrogineer
Reply With Quote #2

I'll give this a try on my Server, it sounds cool
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Transit Of Venus
Senior Member
Join Date: May 2014
Location: Australia
Old 04-30-2016 , 00:54   Re: [Plugin] Pyrogineer
Reply With Quote #3

Was getting this:
L 04/30/2016 - 14:49:26: [SM] Native "GetEntPropVector" reported: Entity -1 (-1) is invalid
L 04/30/2016 - 14:49:26: [SM] Displaying call stack trace for plugin "pyrogineer.smx":
L 04/30/2016 - 14:49:26: [SM] [0] Line 75, C:\Users\James\Desktop\ServerStuff\TF2server\ tf\addons\sourcemod\scripting\pyrogineer.sp:: Hook_EntitySound()
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Blinx
Senior Member
Join Date: Oct 2013
Old 04-30-2016 , 00:59   Re: [Plugin] Pyrogineer
Reply With Quote #4

That's normal, it doesn't mean anything is going wrong, just that a check failed, if I knew how to block errors flooding the console I would.
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93SHADoW
AlliedModders Donor
Join Date: Jul 2014
Location: Houston, TX
Old 04-30-2016 , 15:57   Re: [Plugin] Pyrogineer
Reply With Quote #5

Should probably IsValidEntity check it.
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Blinx
Senior Member
Join Date: Oct 2013
Old 04-30-2016 , 16:25   Re: [Plugin] Pyrogineer
Reply With Quote #6

That would make sense, updated.
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Blinx
Senior Member
Join Date: Oct 2013
Old 05-26-2016 , 22:33   Re: [Plugin] Pyrogineer
Reply With Quote #7

Update: V1.0.2, uses tracerays instead of getclientaimtarget so hit detection will be a bit better and some other minor things.
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p0008874
Senior Member
Join Date: Jul 2014
Old 08-25-2017 , 04:07   Re: [Plugin] Pyrogineer
Reply With Quote #8

That's good idea how about all class.
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