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[TF2] Demoman Pipebomb Remover


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Author
bl4nk
SourceMod Developer
Join Date: Jul 2007
Plugin ID:
1186
Plugin Version:
1.0.3
Plugin Category:
Server Management
Plugin Game:
Team Fortress 2
Plugin Dependencies:
    Servers with this Plugin:
     
    Plugin Description:
    Removes demomen pipebombs when a player changes team to spectator
    Unapprover:
    Reason for Unapproving:
    fix, not plugin
    Old 09-27-2009 , 19:28   [TF2] Demoman Pipebomb Remover
    Reply With Quote #1

    Demoman Pipebomb Remover
    v1.0.3

    Description:
    Removes pipebombs owned by a player once they've switch to the spectator team. This is to combat the recently released bug found here:
    http://www.youtube.com/watch?v=vTTemBE1gvo

    Changelog:
    • 1.0.0
      • Initial release.
    • 1.0.1
      • Changed m_hOwnerEntity to m_hThrower
      • Added detection for rockets, arrows, syringes, and flares. Every other projectile is basically harmless.
    • 1.0.2
      • Fixed removal method.
    • 1.0.3
      • Added a check to see if the client changing teams is a valid player (non-server).
    Attached Files
    File Type: sp Get Plugin or Get Source (dpbr.sp - 587 views - 2.2 KB)

    Last edited by bl4nk; 09-28-2009 at 18:44.
    bl4nk is offline
    retsam
    Veteran Member
    Join Date: Aug 2008
    Location: so-cal
    Old 09-27-2009 , 19:39   Re: [TF2] Demoman Pipebomb Remover
    Reply With Quote #2

    Yeah, thanks valve. I was wondering when someone might do a fix.
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    Atreus
    SourceMod Donor
    Join Date: Apr 2005
    Location: San Diego, CA
    Old 09-27-2009 , 19:43   Re: [TF2] Demoman Pipebomb Remover
    Reply With Quote #3

    Cool -- Any plans to add support for other projectiles affected by this bug?
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    retsam
    Veteran Member
    Join Date: Aug 2008
    Location: so-cal
    Old 09-27-2009 , 19:46   Re: [TF2] Demoman Pipebomb Remover
    Reply With Quote #4

    Any others would be far more difficult to pull off. Rockets, youd have to have enough space to fire it before it hit the target. What others would there be than rockets and nades?

    But all youd have to do is just duplicate the function he did for grenades and check for soldier and add tf2_projectile_rocket. (i think thats it)
    retsam is offline
    ubercow
    New Member
    Join Date: Sep 2009
    Old 09-27-2009 , 20:12   Re: [TF2] Demoman Pipebomb Remover
    Reply With Quote #5

    I made a version that blocks rockets as well.
    On our server we have had a few cases of this as well.

    I was developing mine at the same time but bl4nk beat me too it.
    Attached Files
    File Type: sp Get Plugin or Get Source (BlockSpecKills.sp - 176 views - 1.6 KB)
    ubercow is offline
    cmptrwz
    Member
    Join Date: Dec 2008
    Old 09-27-2009 , 22:46   Re: [TF2] Demoman Pipebomb Remover
    Reply With Quote #6

    Somehow, I think the problem other people had will apply to your plugin, bl4nk. Namely, pipe bombs don't set owner, they set thrower.

    The plugin listed here: http://forums.alliedmods.net/showthread.php?t=104143 and ubercow's in this thread appear to solve that particular issue.
    cmptrwz is offline
    retsam
    Veteran Member
    Join Date: Aug 2008
    Location: so-cal
    Old 09-27-2009 , 22:54   Re: [TF2] Demoman Pipebomb Remover
    Reply With Quote #7

    Yeah hes right. bl4nk it no worky. Also didnt know there was another plugin already done 10 days ago that fixed the same issue.

    Also, ubercow: your plugin definitely has some issues. Did you try to compile it? It has many compile errors....

    Last edited by retsam; 09-27-2009 at 23:00.
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    bl4nk
    SourceMod Developer
    Join Date: Jul 2007
    Old 09-27-2009 , 23:44   Re: [TF2] Demoman Pipebomb Remover
    Reply With Quote #8

    Updated to Version 1.0.1
    bl4nk is offline
    BrutalGoerge
    AlliedModders Donor
    Join Date: Jul 2007
    Old 09-27-2009 , 23:51   Re: [TF2] Demoman Pipebomb Remover
    Reply With Quote #9

    ah this is much more logical.

    i heard about this and just made a thing that banned anyone who deals damage while on a team < 2

    it doesn't seem like a well known problem yet, i haven't seen it happen

    thanks for releasing this
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    BrutalGoerge is offline
    retsam
    Veteran Member
    Join Date: Aug 2008
    Location: so-cal
    Old 09-27-2009 , 23:57   Re: [TF2] Demoman Pipebomb Remover
    Reply With Quote #10

    Bl4nk, I think youre gonna need this:

    Code:
    stock FindEntityByClassname2(startEnt, const String:classname[])
    {
        /* If startEnt isn't valid shifting it back to the nearest valid one */
        while (startEnt > -1 && !IsValidEntity(startEnt)) startEnt--;
        return FindEntityByClassname(startEnt, classname);
    }
    or else it only removes the first projectile... I was just testing it.

    And not that you need to, but I have edited my own version already and added public chat msg as well as to server console and logs, the players name and steamid who is attempting it. I suppose thats not really needed though.

    Last edited by retsam; 09-28-2009 at 00:53.
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