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Bad Camper 1.4.239


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Brad
AMX Mod X Team Member
Join Date: Jun 2004
Old 10-13-2005 , 15:38  
Reply With Quote #31

Quote:
Originally Posted by pl2003
What you mean with now? Is there a new 'fixed' version or is it enough to just change the cvar?
You can just change the CVAR.

Quote:
Originally Posted by pl2003
Do you got time to check the badcamper_allow 1 bug?
No I haven't. It's still high on my list of things to do though.
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Elimination
Junior Member
Join Date: Sep 2005
Old 10-13-2005 , 19:10  
Reply With Quote #32

Quote:
Originally Posted by Brad
Quote:
Originally Posted by Elimination
Isn't it possible to have a zero option that the counter continues even if they shoot or get shot...?
You can get pretty close to this now. The minimum value for badcamper_damage_restart is 0.1. Anything less is rounded up. 0.1 seconds is 1/10th of a second. Close enough to 0, yes?
Either I don't understand the function of that Cvar well, or I explained you the wrong way.

First my interpretation of the Cvar: The camper timer goes to 0% as soon as "the camper" is beeing shot or shoots himself. The timer will restart after X seconds.

Now what I meant is that the timer shouldn't reset to 0% if "the camper" is beeing shot or shoots himself. Because on the scoutzknivez map there are numerous people camping to get the best shots, well... Then the camperscript is still not very effective ;-)

So what I'd like to see is that the timer continues no matter what dmg the camper takes or caused.
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Brad
AMX Mod X Team Member
Join Date: Jun 2004
Old 10-13-2005 , 21:21  
Reply With Quote #33

I'm sorry. It was my fault. You explained it correctly, I just read it wrong. Also, your understanding of that CVAR is 100% correct.

In the current version there is no way to keep the meter going if you get injured by another player. I will add an option to allow that in the next version.
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Elimination
Junior Member
Join Date: Sep 2005
Old 10-13-2005 , 23:08  
Reply With Quote #34

To be honest, my experience says its possible, strange enough... need details about config?
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Brad
AMX Mod X Team Member
Join Date: Jun 2004
Old 10-13-2005 , 23:23  
Reply With Quote #35

Are you saying that in the current version you CAN keep the meter running if a player is attacked? If so, I really don't see how it's possible based on how the code is structured. Before you share your config, test your hypothesis again to verify. Then share your config.
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Brad
AMX Mod X Team Member
Join Date: Jun 2004
Old 10-15-2005 , 15:40  
Reply With Quote #36

New poll. Poll regarding implementation of new feature requests has been created. You can find it here.
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DaSilva
Senior Member
Join Date: Oct 2005
Location: Germany
Old 10-15-2005 , 21:09  
Reply With Quote #37

I want to slap & snore so i have chosen mode 5 but it only slaps, not snores!
whats wrong?
and how can i create a cfg with variables listed on the first page which is always executed at start?
very boring to edit those variables in the sma file and recompoile it...
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Brad
AMX Mod X Team Member
Join Date: Jun 2004
Old 10-15-2005 , 21:25  
Reply With Quote #38

Quote:
Originally Posted by DaSilva
I want to slap & snore so i have chosen mode 5 but it only slaps, not snores!
Check out the following section in the SMA:
Code:
/*--------------------------------------------------------
COMPILER OPTIONS
--------------------------------------------------------*/
//--------------------------------------------------------
// The 'money reduction' punishment needs the CSTRIKE mod
// to work. Comment if you are not running a CSTRIKE mod.
#define CSTRIKE
//--------------------------------------------------------
// The 'snore' sound file will be precached on the 
// client's computer if this punishment is allowed. 
// Comment if you do not wish to use the snore punishment
// and you don't want the file to be downloaded to the 
// client's computer.
#define SNORE 
//--------------------------------------------------------
// Set the flag that indicates if a player has immunity
// when standing completely still and immunity is allowed.
#define IMMUNITY ADMIN_IMMUNITY
//--------------------------------------------------------
Did you comment out #define SNORE ? If so, that'd be the reason you don't hear anything.

Quote:
Originally Posted by DaSilva
and how can i create a cfg with variables listed on the first page which is always executed at start?
I don't recommend changing them in the SMA and recompiling. I personally put CVARs for most plugins at the end of my .\configs\amxx.cfg file. If you want to place them in their own file, and have it executed at the start of each map, you can place them in a text file, save the file in your mod (i.e. cstrike) directory, and then in amxx.cfg, add the following line:
Code:
exec yourFile.cfg
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DaSilva
Senior Member
Join Date: Oct 2005
Location: Germany
Old 10-16-2005 , 06:53  
Reply With Quote #39

OMG iam an idiot: english is not my mother language and after testing this plugin with default values i thought that snore is this flashing light and blind is completely black.
i only want this flashing light from the blind function but without being completely blind on 100%
is this possible?
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Brad
AMX Mod X Team Member
Join Date: Jun 2004
Old 10-16-2005 , 22:27  
Reply With Quote #40

No, it's not possible in the current plugin's feature set. However, if you'd like to alter some code, it could be done (though not supported by me).

In the player_blind function...

Delete...
Code:
new iDuration = (fPunishPercentage == 1.0) ? FADE_LENGTH_PERM : 1<<12 new iHoldTime = (fPunishPercentage == 1.0) ? FADE_LENGTH_PERM : 1<<8 new iFadeType = (fPunishPercentage == 1.0) ? FADE_HOLD : FADE_IN

Replace...
Code:
write_short(iDuration) // fade lasts this long duration write_short(iHoldTime) // fade lasts this long hold time write_short(iFadeType) // fade type
With...
Code:
write_short(1<<12) // fade lasts this long duration write_short(1<<8) // fade lasts this long hold time write_short(FADE_IN) // fade type
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