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[DoDS] TNT (or Roadside bomb)


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Author
strontiumdog
Veteran Member
Join Date: Jan 2007
Location: BC, Canada
Plugin ID:
853
Plugin Version:
1.4.100
Plugin Category:
All
Plugin Game:
Day of Defeat: Source
Plugin Dependencies:
    Servers with this Plugin:
    10 
    Plugin Description:
    Plant explosives and detonate them from a distance
    Old 03-29-2009 , 00:17   [DoDS] TNT (or Roadside bomb)
    Reply With Quote #1

    What it does
    Players can plant packs of TNT on most surfaces, plants and props.
    It can be regarded as either a land mine, a booby trap or an IED (improvised explosive device such as those found in Iraq). TNT packs can be made to explode via line of sight, by radio, by timer or by walking over them.
    It obeys Friendly Fire.

    Planting the pack
    The player moves close to a surface and plants the TNT where his crosshairs point.
    After five seconds, the pack self-primes. This is so that if FF is ON, the player does not explode the pack as he moves away.
    The plugin can track up to 10 packs per player. (It can go up to 127, but a limit has been set for now) Number of packs are set by a cvar.

    Detonating the pack
    If any player touches/walks over/jumps on the TNT pack, it will explode.

    If a grenade lands nearby, the pack will detonate.

    If a bullet hits it, it will explode.

    Alternatively, the TNT can be detonated remotely by the planter in three modes (determined by a cvar):
    0: all the player's packs detonate at once
    1: packs can be exploded individually by line of sight - the player points his crosshairs at the bomb and detonates the pack. This is the hardest method of detonation.
    2: packs explode after a certain number of seconds - in a way similar to existing DoD TNT except the timer can be set by the server op

    Defusing the pack
    Any player can defuse another player's pack. They then get it added to their own inventory.

    COMMANDS

    sm_plant: plant the pack
    sm_defuse: defuse the pack
    sm_det: detonate the pack

    CVARS
    sm_tnt_amount 2
    Amount of TNT per player at spawn

    sm_tnt_damage 200
    Amount of damage per pack

    sm_tnt_admins 0
    Whether the commands can be used by admins only

    sm_tnt_enabled 1
    Used to turn off for certain maps

    sm_tnt_delay 5.0
    Delay between spawn and being able to plant TNT - useful for spawn protection when FF is ON

    sm_tnt_restrict 0

    Restrict TNT by class 1=riflemen 2=assault 3=support 4=sniper 5=mg 6=rocket

    sm_tnt_mode 1
    TNT Mode 0=all packs detonate 1=Line of Sight 2=timer

    sm_tnt_det_delay 10
    When sm_tnt_mode is 2, this is the fuse length in seconds

    sm_tnt_plant_delay 5
    Delay between planting consecutive TNT packs - reduces spamming

    Installation
    Copy sm_dod_tnt.smx to your plugins folder.
    Make sure you are running SourceMod 1.2+


    Changelog
    v1.4.100 - Release


    Notes
    I have a version for TF2, but keep asking myself if it is really necessary as the demoman pretty much does this! It might work in other mods but I haven't tested. If anyone wants it, let me know!
    Attached Files
    File Type: sp Get Plugin or Get Source (sm_dod_tnt.sp - 2811 views - 18.0 KB)
    __________________
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    Last edited by strontiumdog; 05-12-2009 at 19:46.
    strontiumdog is offline
    NEXSO
    Junior Member
    Join Date: May 2007
    Old 03-29-2009 , 05:39   Re: [DoDS] TNT (or Roadside bomb)
    Reply With Quote #2

    NICE

    Run perfekt.

    MetaMod:Source v1.7.0
    SourceMod v1.2.0
    NEXSO is offline
    DaFox
    Senior Member
    Join Date: Mar 2005
    Old 03-30-2009 , 17:56   Re: [DoDS] TNT (or Roadside bomb)
    Reply With Quote #3

    Wow that's freaking awesome.
    DaFox is offline
    Al Eye
    Junior Member
    Join Date: Jul 2008
    Old 03-30-2009 , 20:45   Re: [DoDS] TNT (or Roadside bomb)
    Reply With Quote #4

    We tested this plugin on our server and it does no damage to either teams,when ff is off !
    Is theyre a way to make it work with ff off?
    Al Eye is offline
    strontiumdog
    Veteran Member
    Join Date: Jan 2007
    Location: BC, Canada
    Old 03-30-2009 , 21:21   Re: [DoDS] TNT (or Roadside bomb)
    Reply With Quote #5

    SM version?
    It needs a minimum of SM1.2
    __________________
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    Last edited by strontiumdog; 03-30-2009 at 23:42.
    strontiumdog is offline
    Al Eye
    Junior Member
    Join Date: Jul 2008
    Old 03-31-2009 , 09:40   Re: [DoDS] TNT (or Roadside bomb)
    Reply With Quote #6

    MetaMod:Source v1.7.0
    SourceMod v1.2.0

    It worked fine when we turned ff on,but no damage when ff is off.
    Al Eye is offline
    strontiumdog
    Veteran Member
    Join Date: Jan 2007
    Location: BC, Canada
    Old 03-31-2009 , 11:06   Re: [DoDS] TNT (or Roadside bomb)
    Reply With Quote #7

    I'll take another look.
    If the TNT is exploding OK, but no-one is dying, then either ForcePlayerSuicide isn't working or something else is messed up.
    __________________
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    Al Eye
    Junior Member
    Join Date: Jul 2008
    Old 03-31-2009 , 12:33   Re: [DoDS] TNT (or Roadside bomb)
    Reply With Quote #8

    Yes,it exploded and everything was fine with ff on,but just no damage with ff off...
    Al Eye is offline
    FeuerSturm
    AlliedModders Donor
    Join Date: Apr 2004
    Old 03-31-2009 , 13:37   Re: [DoDS] TNT (or Roadside bomb)
    Reply With Quote #9

    Quote:
    Originally Posted by strontiumdog View Post
    If the TNT is exploding OK, but no-one is dying, then either ForcePlayerSuicide isn't working or something else is messed up.
    Unfortunately this is true, ForcePlayerSuicide is broken since one of the
    last game updates.

    Bug report:
    https://bugs.alliedmods.net/show_bug.cgi?id=3726
    FeuerSturm is offline
    strontiumdog
    Veteran Member
    Join Date: Jan 2007
    Location: BC, Canada
    Old 03-31-2009 , 15:30   Re: [DoDS] TNT (or Roadside bomb)
    Reply With Quote #10

    Thanks for that Feuer!
    I'll go on tonight and try Fyren's offsets...
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