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[ANY] Dev Cmds (1.50) [05-Mar-2024]


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Tonblader
Senior Member
Join Date: Jul 2011
Location: Peru
Old 06-09-2021 , 19:43   Re: [ANY] Dev Cmds (1.15) [15-Feb-2021]
Reply With Quote #51

Can make sm_viewr teleport with 0 speed value?
Same with sm_tel , sm_setpos and similar position commands.
Example:
If you use noclip and after use sm_viewr, you noclip speed teleport with you.

Last edited by Tonblader; 06-10-2021 at 00:47.
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Silvers
SourceMod Plugin Approver
Join Date: Aug 2010
Location: SpaceX
Old 06-16-2021 , 05:02   Re: [ANY] Dev Cmds (1.16) [16-Jun-2021]
Reply With Quote #52

Done.

Code:
1.16 (16-Jun-2021)
    - Changed commands "sm_setang", "sm_setpos", "sm_tel" and "sm_viewr" and set speed to 0 on teleport. Requested by "Tonblader".
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Tonblader
Senior Member
Join Date: Jul 2011
Location: Peru
Old 06-23-2021 , 18:57   Re: [ANY] Dev Cmds (1.16) [16-Jun-2021]
Reply With Quote #53

Quote:
Originally Posted by Silvers View Post
Done.

Code:
1.16 (16-Jun-2021)
    - Changed commands "sm_setang", "sm_setpos", "sm_tel" and "sm_viewr" and set speed to 0 on teleport. Requested by "Tonblader".
Work fine.

Can you add 2 commands that serve to load/unload plugins from a specific path/folder?
I would like to be able to add it in a .cfg plugin so that it manages that way map by map (I already use a plugin for this)

Example: (this is only examples)
I have plugins list in different routes: (list = folder)
plugins/dev/list1
plugins/dev/list2
plugins/game/list1
plugins/game/list2
plugins/mix/list1
plugins/mix/list2
plugins/disabled/mix/list1
plugins/disabled/mix/list2

For some maps need:
load plugins/dev (2 list)
unload plugins/game (2 list)
unload plugins/mix (2 list)
load plugins/disabled/mix (2 list)

Other maps:
unload plugins/dev (2 list)
load plugins/game (2 list)
load plugins/mix (2 list)
unload plugins/disabled/mix (2 list)

Edit:
I found a plugin that does this job of load/unload an entire plugin folder.
Go to this thread.

Last edited by Tonblader; 08-11-2021 at 02:32.
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Silvers
SourceMod Plugin Approver
Join Date: Aug 2010
Location: SpaceX
Old 06-23-2021 , 19:41   Re: [ANY] Dev Cmds (1.16) [16-Jun-2021]
Reply With Quote #54

sm already has commands to load/unload plugins.
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Tonblader
Senior Member
Join Date: Jul 2011
Location: Peru
Old 06-23-2021 , 23:11   Re: [ANY] Dev Cmds (1.16) [16-Jun-2021]
Reply With Quote #55

Quote:
Originally Posted by Silvers View Post
sm already has commands to load/unload plugins.
Yes, but you must specify each of the plugins, when in my case, I have several plugins to unload/load in each map change.

Edit:
I found a plugin that does this job of load/unload an entire plugin folder.
SM-PluginMangler by nosoop
Command Example:
plugins load /base/
plugins unload /base/

Last edited by Tonblader; 08-11-2021 at 02:32.
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Silvers
SourceMod Plugin Approver
Join Date: Aug 2010
Location: SpaceX
Old 06-23-2021 , 23:37   Re: [ANY] Dev Cmds (1.16) [16-Jun-2021]
Reply With Quote #56

You can use a command line console like cmd in windows to list the files in the folders, copy the names to config etc. That's quicker than me writing something to do this and that should probably be a standalone plugin not for this one. Ask in requests section if you really need.
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nataa123
New Member
Join Date: Jun 2021
Old 06-30-2021 , 15:37   Re: [ANY] Dev Cmds (1.15) [15-Feb-2021]
Reply With Quote #57

Quote:
Originally Posted by Tonblader View Post
Can add "z_spawn" command with specific "origin" and "angles" values ?
Example: ("v" it means vector)
sm_zspawnv tank 100 -1000 50 -10 90 0
sm_zspawnv witch 1000 100 5 -15 75 0
sm_zspawnv common 100 -100 -25 40 -75 0
I also need this plugin to test if zombies stagnate in specific places that I place with stripper.
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Silvers
SourceMod Plugin Approver
Join Date: Aug 2010
Location: SpaceX
Old 07-01-2021 , 09:36   Re: [ANY] Dev Cmds (1.17) [01-Jul-2021]
Reply With Quote #58

Done.

Code:
1.17 (01-Jul-2021)
    - L4D1 and L4D2: Added command "sm_zspawnv" to spawn infected and special infected specifying pos and ang. Requested by "Tonblader" and "nataa123".
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noto3
Member
Join Date: Jan 2021
Old 07-01-2021 , 11:25   Re: [ANY] Dev Cmds (1.17) [01-Jul-2021]
Reply With Quote #59

Can you enable "sm_fcmd <#userid|name>" on clients even if they are dead?
!respawn <target> would be a nice addition to the plugin for L4D2
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Silvers
SourceMod Plugin Approver
Join Date: Aug 2010
Location: SpaceX
Old 07-01-2021 , 12:19   Re: [ANY] Dev Cmds (1.17) [01-Jul-2021]
Reply With Quote #60

Quote:
Originally Posted by noto3 View Post
Can you enable "sm_fcmd <#userid|name>" on clients even if they are dead?
!respawn <target> would be a nice addition to the plugin for L4D2
Find "COMMAND_FILTER_ALIVE" in the source and replace with 0.

!respawn theres already a plugin for this.

Edit, done:
Code:
1.18 (04-Jul-2021)
    - Removed requirement of being alive for some commands: "sm_ccmd", "sm_fcmd", "sm_nv", "sm_ledge". Thanks to "noto3" for reporting.
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Last edited by Silvers; 07-04-2021 at 04:51.
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