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Crossfire EuroHL Plugin - noob lamp filter


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smurfavr
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Old 02-12-2012 , 13:02   Re: Crossfire EuroHL Plugin - noob lamp filter
Reply With Quote #21

what's new in version 1.5
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Old 02-12-2012, 13:40
leonard19941
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smurfavr
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Old 02-12-2012 , 13:56   Re: Crossfire EuroHL Plugin - noob lamp filter
Reply With Quote #22

why kill yourself when the flap with gauss gun you disappear
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Last edited by smurfavr; 02-12-2012 at 14:35.
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KORD_12.7
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Old 02-12-2012 , 18:59   Re: Crossfire EuroHL Plugin - noob lamp filter
Reply With Quote #23

Quote:
Originally Posted by neoRT View Post
I want to ask you something:
instead of using lamps coordinates for maps can't lamp shooting be restricted on all maps?
Somehow detect when a player shoots lamp entity and do that anty-noob magic ?
Here is GhostMineBlock plugin: http://aghl.ru/forum/viewtopic.php?f=19&t=305
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GuTo
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Old 02-12-2012 , 19:29   Re: Crossfire EuroHL Plugin - noob lamp filter
Reply With Quote #24

nicee
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smurfavr
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Old 02-19-2012 , 03:34   Re: Crossfire EuroHL Plugin - noob lamp filter
Reply With Quote #25

what's new in version 1.5 ????
why kill yourself when the flap with gauss gun you disappear ????
plugin has a bug in blueroom of lamps and pictures here
http://prikachi.com/images/147/4394147s.jpg

http://prikachi.com/images/163/4394163M.jpg
why will not it? Yet we use the plugin and we decide What will be nice for us and our servers be so good and we did not limited with the use of your plugin
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Last edited by smurfavr; 05-25-2014 at 17:47.
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Yuraj
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Join Date: Jan 2012
Old 02-19-2012 , 06:46   Re: Crossfire EuroHL Plugin - noob lamp filter
Reply With Quote #26

Quote:
Originally Posted by smurfavr View Post
what's new in version 1.5 ????
why kill yourself when the flap with gauss gun you disappear ????
plugin has a bug in blueroom of lamps and pictures here
http://prikachi.com/images/147/4394147s.jpg
http://prikachi.com/images/163/4394163M.jpg
why will not it? Yet we use the plugin and we decide What will be nice for us and our servers be so good and we did not ogranichavai with the use of your plugin
In version 1.5 were added new CVARs to set some options of plugin.
I am working on new version. In new version lamp coordinates will be saved in ini file. All lamp will have own ID. You will be able to edit coordinates easier than before because If you aim to lamp - it will be highlighted - but only if you enable debug mode eurohl_debug.
I've also add new CVARS: eurohl_takegauss -(0/1) take gauss when user shot noob lamp and eurohl_takehealth (0/1) take health....
And I will add noob lamps in blue room.
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Last edited by Yuraj; 02-19-2012 at 07:04.
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smurfavr
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Old 02-19-2012 , 07:28   Re: Crossfire EuroHL Plugin - noob lamp filter
Reply With Quote #27

could do only admin with flag B did not catch plugin thanks in advance pliss
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KORD_12.7
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Old 02-20-2012 , 06:29   Re: Crossfire EuroHL Plugin - noob lamp filter
Reply With Quote #28

Here is plugin, that blocks GhostMining in HL (lamp shooting).
PHP Code:
/* AMX Mod X

    GhostMineBlock plugin by KORD_12.7 and Lev

    http://aghl.ru/forum/ - Russian Half-Life and Adrenaline Gamer Community

    This file is provided as is (no warranties)

    URL: http://aghl.ru/forum/viewtopic.php?f=19&t=305

    Info:
        This plugin blocks bugged explosions known as GhostMining.
        Fixed to do this in correct way.
        Metamod plugin by Jussi Kivilinna has some bugs like blocking explosions right under feet. This one blocks only GM explosions.
        Shootings from gauss on lamps also blocked by this plugin, because they are GhostMine explosions.

    CVARs:
        gm_block_on "1"    // (Default: 1) Enable/disable GhostMine blocking.

    ChangeLog:
        v1.0 [2011.03.06]
            Algorithm by Jussi Kivilinna impelmented in AMXX.
            Initial release.
        v1.1 [2012.02.19]
            [!] Fixed: Will not block anymore correct types of explosions (for example one right under feet).
*/

#pragma semicolon 1
#pragma ctrlchar '\'

#include <amxmodx>
#include <fakemeta>

#define AUTHOR "KORD_12.7, Lev, Jussi Kivilinna"
#define PLUGIN "GhostMineBlock"
#define VERSION "1.1"
#define VERSION_CVAR "gm_block"

new pcvar_gm_block_on;
new 
_pSearchEntity;

public 
plugin_init() 
{
    
register_plugin(PLUGINVERSIONAUTHOR);
    
register_cvar(VERSION_CVARVERSIONFCVAR_SPONLY FCVAR_SERVER FCVAR_UNLOGGED);

    
pcvar_gm_block_on register_cvar("gm_block_on""1");    // Enable/disable GhostMine blocking

    
register_forward(FM_FindEntityInSphere"Fw_FindEntityInSphere_Post"1);
    
register_forward(FM_TraceLine"Fw_TraceLine_Post"1);
}

public 
Fw_FindEntityInSphere_Post(startFloat:origin[3], Float:radius)
{
    
_pSearchEntity get_orig_retval();
}

public 
Fw_TraceLine_Post(const FloatvecSrc[3], const FloatvecDest[3], fNoMonsterspentToSkipptr)
{
    if (!
pev_valid(_pSearchEntity) || !pev_valid(pentToSkip) || !get_pcvar_num(pcvar_gm_block_on))
        return 
FMRES_IGNORED;

    static 
pHitfStartSolidFloat:flFractionFloat:vecEndPos[3], ptr2pHit2fStartSolid2Float:flFraction2;

    
pHit get_tr2(ptrTR_pHit);
    
fStartSolid get_tr2(ptrTR_StartSolid);
    
get_tr2(ptrTR_flFractionflFraction);

    
// Bug number 2: TraceLine starts from solid (BSP object) and doesn't hits anything on it's way.
    // fStartSolid is set to '1', fAllSolid is set to '1' and flFraction is set to '1.0'.
    // More over, pHit is set to 'worldspawn' and vecEndPos is correctly set to spot to where we asked it to trace to.
    // Bug here may be in that that engine sets fAllSolid to '1' (part of the path is not in the wall) or
    // in that that we doesn't hit an entity or
    // in that that engine doesn't set flFraction and vecEndPos correctly when it hits same BSP object.
    
if (pHit != _pSearchEntity && (flFraction == 1.0 && fStartSolid))
    {
        
// Bypass checks in game dll
        
set_tr2(ptrTR_flFraction0.1);
        
// Only need fix for the very first "TraceLine" after "FindEntityIsSphere"
        
_pSearchEntity FM_NULLENT;
        return 
FMRES_SUPERCEDE;
    }

    if ((
flFraction == 1.0 || pHit == _pSearchEntity) && fStartSolid)
    {
        
// Bug number 1: Explosion has been happen inside BSP object.
        // But trace results are the same as for explosion inside a player, so we just trace back and see what we will hit.
        
ptr2 create_tr2();
        
get_tr2(ptrTR_vecEndPosvecEndPos);
        
engfunc(EngFunc_TraceLinevecEndPosvecSrcfNoMonsterspentToSkipptr2);

        
pHit2 get_tr2(ptr2TR_pHit);
        
fStartSolid2 get_tr2(ptr2TR_StartSolid);
        
get_tr2(ptr2TR_flFractionflFraction2);

        
free_tr2(ptr2);

        if (
flFraction2 != 1.0 && !fStartSolid2 && pHit2 != _pSearchEntity)
        {
            
// Bypass checks in game dll
            
set_tr2(ptrTR_flFraction0.1);
            
set_tr2(ptrTR_pHitpentToSkip);
            
// Only need fix for the very first "TraceLine" after "FindEntityIsSphere"
            
_pSearchEntity FM_NULLENT;
            return 
FMRES_SUPERCEDE;
        }
    }

    
// Only need fix for the very first "TraceLine" after "FindEntityIsSphere"
    
_pSearchEntity FM_NULLENT;
    return 
FMRES_IGNORED;

http://aghl.ru/forum/viewtopic.php?f=19&t=305
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Shirai
New Member
Join Date: Apr 2012
Old 04-08-2012 , 22:14   Re: Crossfire EuroHL Plugin - noob lamp filter
Reply With Quote #29

et we use the plugin and we decide What will be nice for us and our servers be so good and we did not ogranichavai with the use of your plugin




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smurfavr
Member
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Location: Bulgaria
Old 06-27-2012 , 09:11   Re: Crossfire EuroHL Plugin - noob lamp filter
Reply With Quote #30

On these MAP plugin does not work
crossbox
ag_crossfire_bomb
http://dox.bg/files/dw?a=401a83815b
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Old 07-18-2012, 04:18
Morgan Lamarra
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