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[TF2] Friendly Mode (v. 16.0112)


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ddhoward
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Join Date: May 2012
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Old 07-01-2013 , 16:06   Re: [TF2] Friendly Mode (v. 13.0602)
Reply With Quote #161

Quote:
Originally Posted by Snaggle View Post
Prevent friendly players from airblasting
This is the default setting. By default, Friendly pyros cannot even take out their flamethrowers. If you are asking for a way to remove the airblast from the flamethrowers, that's a little beyond my knowledge on how to accomplish.
Quote:
Originally Posted by Snaggle View Post
Prevent friendly players from being stunned by sandman balls
I don't know of any reliable way of doing this that wouldn't conflict with other plugins out there, other than using the already implemented cvars sm_friendly_noblock or sm_friendly_invuln.
Quote:
Originally Posted by Snaggle View Post
Add a cvar to allow friendly players to damage and kill bots
This plugin is more about players being able to completely opt-out of combat; allowing them to kill bots kind of goes against that. I'll look into it though, I guess.

Last edited by ddhoward; 07-01-2013 at 16:07.
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Snaggle
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Old 07-01-2013 , 18:18   Re: [TF2] Friendly Mode (v. 13.0602)
Reply With Quote #162

None of them are major issues and if it's anything out of your way then honestly, don't bother. It's more or less just things I noticed while using the plugin.

As for the bots, once again it's mainly just for ease for players on my server. If it's too much of a hassle then it's no problem!
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friagram
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Join Date: Sep 2012
Location: Silicon Valley
Old 07-02-2013 , 13:25   Re: [TF2] Friendly Mode (v. 13.0602)
Reply With Quote #163

Quote:
Originally Posted by ddhoward View Post
This is the default setting. By default, Friendly pyros cannot even take out their flamethrowers. If you are asking for a way to remove the airblast from the flamethrowers, that's a little beyond my knowledge on how to accomplish.
And in FL_NOTARGET to their entity flags (which also makes sentry guns not target them). Just make sure that on inventory application, if they have the flag still, you remove it... And reapply it later, lr they will go ref or not get items.
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Last edited by friagram; 07-02-2013 at 13:25.
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Dr. McKay
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Old 07-02-2013 , 13:31   Re: [TF2] Friendly Mode (v. 13.0602)
Reply With Quote #164

Quote:
Originally Posted by friagram View Post
And in FL_NOTARGET to their entity flags (which also makes sentry guns not target them). Just make sure that on inventory application, if they have the flag still, you remove it... And reapply it later, lr they will go ref or not get items.
I just did this yesterday and nothing unexpected happened. Keeping the flag on through resupply, I mean.
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Last edited by Dr. McKay; 07-02-2013 at 13:31.
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ddhoward
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Old 07-02-2013 , 17:13   Re: [TF2] Friendly Mode (v. 13.0602)
Reply With Quote #165

When a Friendly player tries to change weapons by hitting a resupply cabinet (while sm_friendly_notarget 1), his old weapons are taken away, but his new weapons are not granted. Hats/miscs/action items are all fine.

This is already listed in my bug list on the first post. I've been messing around with a few ways to solve this, but none so far are completely flawless. Something is better than nothing though; I'll have a temporary fix popped into the next version.

Last edited by ddhoward; 07-02-2013 at 17:18.
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friagram
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Old 07-03-2013 , 01:43   Re: [TF2] Friendly Mode (v. 13.0602)
Reply With Quote #166

Quote:
Originally Posted by Dr. McKay View Post
I just did this yesterday and nothing unexpected happened. Keeping the flag on through resupply, I mean.
Try changing your misc options... Like dont move me when respawning... Usuall when you change classes, it will move you to a new spawn point. With some of these setting it will mess up if you tuch a func_regenerate


Just hook inv application and remove the flag, then give it back on a timer?
Or hook starttouch of func_regenerate and do the same....
Tis a simple fix.
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Last edited by friagram; 07-03-2013 at 01:47.
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ddhoward
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Old 07-03-2013 , 16:20   Re: [TF2] Friendly Mode (v. 13.0602)
Reply With Quote #167

Quote:
Originally Posted by friagram View Post
Try changing your misc options... Like dont move me when respawning... Usuall when you change classes, it will move you to a new spawn point. With some of these setting it will mess up if you tuch a func_regenerate


Just hook inv application and remove the flag, then give it back on a timer?
Or hook starttouch of func_regenerate and do the same....
Tis a simple fix.
Yeah, hooking post_inventory_application is too late to remove the flag, so I stuck with SDKHooks

The only issue is when to give back the flag, and whether to remove the flag OnTouch or OnStartTouch.

All the different combinations on when to remove/apply the flag either don't work 100% of the time, or can have Friendly players able to interfere with the non-Friendly sentries until they decide to step away from the cabinet. It is for this reason that I decided to give the server ops a choice in the matter. Next update will see the addition of the "sm_friendly_notarget 2" option.

Last edited by ddhoward; 07-03-2013 at 16:23.
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friagram
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Old 07-04-2013 , 10:17   Re: [TF2] Friendly Mode (v. 13.0602)
Reply With Quote #168

Remove the flag on start touch and give it back on inventory application finish?
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GIANT_CRAB
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Old 07-04-2013 , 11:48   Re: [TF2] Friendly Mode (v. 13.0602)
Reply With Quote #169

Hi,

Here to report a minor bug on the version number crap:

Code:
L 07/04/2013 - 11:45:54: Update available for "[TF2] Friendly Mode" (optional/friendly.smx). Current: 13.0602 - Latest: 13.060200
L 07/04/2013 - 11:45:54:   [0]  More info @ http://forums.alliedmods.net/showthread.php?t=213205
L 07/04/2013 - 11:45:55: Successfully updated and installed "[TF2] Friendly Mode".

L 07/04/2013 - 11:45:55: [SM] Plugin encountered error 4: Invalid parameter or parameter type
L 07/04/2013 - 11:45:55: [SM] Native "PrintToServer" reported: String formatted incorrectly - parameter 2 (total 1)
L 07/04/2013 - 11:45:55: [SM] Displaying call stack trace for plugin "optional/friendly.smx":
L 07/04/2013 - 11:45:55: [SM]   [0]  Line 2046, friendly.sp::Updater_OnPluginUpdated()
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Last edited by GIANT_CRAB; 07-04-2013 at 11:48.
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ddhoward
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Old 07-04-2013 , 15:26   Re: [TF2] Friendly Mode (v. 13.0602)
Reply With Quote #170

Quote:
Originally Posted by friagram View Post
Remove the flag on start touch and give it back on inventory application finish?
Doesn't work. What if the player touches the cabinet, gets resupplied, and then BEFORE THE NEXT RESUPPLY CAN HAPPEN touches and leaves the cabinet again?

In TF2, there is a required waiting period between resupplies. If a person were to trigger StartTouch during this period, and leave the cabinet before his next resupply actually happens, he would be able to run around as an invulnerable sentry magnet.

The next update will include the following:

If sm_friendly_notarget 0, the flag will not be applied at all.

If sm_friendly_notarget 1, the flag will be removed OnStartTouch, and applied OnEndTouch and on post_inventory_application.

sm_friendly_notarget 2 is the same as 1, but the flag will be removed OnTouch as well.
Quote:
Originally Posted by GIANT_CRAB View Post
Hi,

Here to report a minor bug on the version number crap:

Code:
L 07/04/2013 - 11:45:54: Update available for "[TF2] Friendly Mode" (optional/friendly.smx). Current: 13.0602 - Latest: 13.060200
L 07/04/2013 - 11:45:54:   [0]  More info @ http://forums.alliedmods.net/showthread.php?t=213205
L 07/04/2013 - 11:45:55: Successfully updated and installed "[TF2] Friendly Mode".

L 07/04/2013 - 11:45:55: [SM] Plugin encountered error 4: Invalid parameter or parameter type
L 07/04/2013 - 11:45:55: [SM] Native "PrintToServer" reported: String formatted incorrectly - parameter 2 (total 1)
L 07/04/2013 - 11:45:55: [SM] Displaying call stack trace for plugin "optional/friendly.smx":
L 07/04/2013 - 11:45:55: [SM]   [0]  Line 2046, friendly.sp::Updater_OnPluginUpdated()
Thanks. Actually caught that yesterday, will be fixed that in the upcoming version.

Last edited by ddhoward; 07-04-2013 at 17:39.
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