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TF2 Medipacks


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bl4nk
SourceMod Developer
Join Date: Jul 2007
Old 01-06-2008 , 22:41   Re: TF2 Medipacks
Reply With Quote #11

So is it my plugins (knifesyphon/variableff) or not? If it is, I'll try to find out what the problem is with the two conflicting.
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Originengel
Junior Member
Join Date: Nov 2007
Old 01-06-2008 , 23:10   Re: TF2 Medipacks
Reply With Quote #12

I have neither of those plugins installed, and Medipack/Ammopack crash. I am tempted to test if its just them together that causes it... But I really don't like crashing my server.. Heh..
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ThatGuy
Senior Member
Join Date: Nov 2007
Old 01-06-2008 , 23:43   Re: TF2 Medipacks
Reply With Quote #13

I love this plugin, the only problem I see with it is that you can still get the healthpacks when you activate uber, and some people click right mouse button a few times which result in a 3-4 second uber.
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[NATO]Hunter
Member
Join Date: Jul 2006
Location: Germany, NRW, Oberhausen
Old 01-07-2008 , 03:21   Re: TF2 Medipacks
Reply With Quote #14

To solve the crash issue I could make both plugins stop creating packs if there are already a certain amount of packs spawned.

ThatGuy, yes. I probably change it, so that if you reach 100 UberCharge, you can't use it again until you reached 0 UberCharge or were respawned. The problem is that medics might change the weapon while they are in UberCharge. I think the UberCharge is aborted in that case and that would make them stop using the medipack until they respawn. Hm, I'll have to search a good way to check for UberCharge. Maybe the CWeaponMedigun has a prop. I'll try one of these later (it's 9am now and school starts soon ) and report back.

-Member: m_bHealing (offset 1564) (type integer) (bits 1)
-Member: m_bAttacking (offset 1565) (type integer) (bits 1)
-Member: m_bChargeRelease (offset 1585) (type integer) (bits 1)
-Member: m_bHolstered (offset 1584) (type integer) (bits 1)
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[NATO]Hunter
Member
Join Date: Jul 2006
Location: Germany, NRW, Oberhausen
Old 01-07-2008 , 10:42   Re: TF2 Medipacks
Reply With Quote #15

Updated to 1.0.4

Version 1.0.4 - 07.01.2008
- Added: sm_medipacks_keep allows you to specify the amount of seconds a pack stays on the map. (60 = default, 0 = off)
- Added: If a Medipack times out (see above) it will disappear with a nice sound.

Version 1.0.3 - 07.01.2008
- Fixed: Server crashing if Entity limit was reached. (Now there will be no new Medipacks in that case.)
- Changed: Medipacks will now spawn in front of the Medic's feet and not under the Medic.
- Changed: Medics can not spawn a Medipack while they are UberCharge'd.
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ferret
SourceMod Developer
Join Date: Dec 2004
Location: Atlanta, GA
Old 01-07-2008 , 11:07   Re: TF2 Medipacks
Reply With Quote #16

Wow. So you were seriously hitting the entity limit? :/
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[NATO]Hunter
Member
Join Date: Jul 2006
Location: Germany, NRW, Oberhausen
Old 01-07-2008 , 11:11   Re: TF2 Medipacks
Reply With Quote #17

Nah, I didn't. But maybe the people who reported the crash issue here were running some kind of Deathmatch server with long round times. And I am not sure if the Entity limit is always 2048. BTW: Can you add a MAXENTS constant to SM, like MAXPLAYERS?
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ferret
SourceMod Developer
Join Date: Dec 2004
Location: Atlanta, GA
Old 01-07-2008 , 11:19   Re: TF2 Medipacks
Reply With Quote #18

See GetMaxEntities().

I assume there's a reason we have a native instead of a constant.
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[NATO]Hunter
Member
Join Date: Jul 2006
Location: Germany, NRW, Oberhausen
Old 01-07-2008 , 11:28   Re: TF2 Medipacks
Reply With Quote #19

Yes, I am using that. But on global array creation I can't use it.
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arakcheev
Member
Join Date: Mar 2007
Old 01-07-2008 , 13:36   Re: TF2 Medipacks
Reply With Quote #20

I agree with your comments about hurting gameplay now.

I'm looking forward to your engineer plugin.
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