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[TF2] Jump Mode


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Author
The JCS
AlliedModders Donor
Join Date: Jan 2007
Location: Brazil
Plugin ID:
509
Plugin Version:
1.4.1
Plugin Category:
Gameplay
Plugin Game:
Team Fortress 2
Plugin Dependencies:
    Servers with this Plugin:
    4 
    Plugin Description:
    Adds some utilities to Jump maps on Team Fortress 2
    Old 08-17-2008 , 20:57   [TF2] Jump Mode
    Reply With Quote #1

    Jump Mode

    Rquirements:
    SourceMod 1.1

    Description:
    This plugin adds health regeneration, teleport, no respawn time, ammo ressuply, criticals (0%, normal or 100%) and auto detecting to Jump maps on Team Fortress 2.
    Health Regeneration:
    When you get hurt, the plugin will regenerate your full life.

    Teleport:
    You can use the console command jm_saveloc to save your current position. When you use the jm_teleport, you will be teleported to there. When you die, you will be auto-teleported to that position. When you change class/team or the round ends, your position will reset.

    Instant Respawn:
    Remove the respawn time

    Ammo Ressuply:
    When you get hurt (ie, RJ, PJ), your ammo will be restored. You can use the command jm_ressuply to do that manually.

    Criticals:
    You can remove criticals, set 100% criticals or do nothing...

    Auto detecting:
    When the plugin is loaded, it will turn on if a keyword is found in the map name.

    Force Team:
    Force all players join on a specific team.

    Remove Control Points
    :
    Remove the Control Points to give a chance to all players capture them.

    CP Touch Messages:
    Show a "Congratulations" message to the player who reachs a CP.

    Change Map after X minutes:
    When a player completes the map, it will bechanged in X seconds, to give more challenges to the players.

    Remove Ressuply Lockers:
    If you have free ammo and free HP, why do you need them?
    ConVars:
    • jm_version: The plugin version
    • jm_enabled: If plugin is enabled (0 - off, 1 - auto-detect, 2 - force on):
    • jm_teleport_enabled: Turn on/off the teleport stuff (0 - off, 1 - on)
    • jm_autoteleport: Enable the auto-teleport on respawn (0 - off, 1 - on)
    • jm_autorespawn: Remove the respawn time (0 - off, 1 - on)
    • jm_autoheal: Enable the healing on hurt (0 - off, 1 - on)
    • jm_autoressuply: Turn on/off ressuply on hurt (0 - off, 1 - on)
    • jm_ressuply_enabled: Enable the sm_ressuply function (0 - off, 1 - on)
    • jm_criticals: Set the criticals mode (0 - no criticals, 1 - normal, 2 - 100% criticals)
    • jm_forceteam: Force players to join on a specific team (0 - disabled, 1 - RED, 2 - BLU)
    • jm_removecps - Remove or not Control Points on round start (0 - do nothing, 1 - remove)
    • jm_cpmsg - Show a message when a player reachs a CP (0 - disabled, 1 enabled)
    • jm_time - Time to change mapafter a playercomplete the map (minutes, 0 to disable)
    • jm_keywords - Keywords to search for in the map to auto enable. Separate them by commas. You can add prefixes (rj_), parts of the name (skyscraper) or the entire mapname (jump_bob). The default value is:
      "jump,rj_,skyscraper"
    Client Commands:
    • jm_help: Show the help msg
    • jm_saveloc: Save the current position
    • jm_resetloc: Reset the saved position
    • jm_teleport: Teleport to the saved position
    • jm_ressuply: Ressuply the player ammo
    To Do:
    • Create an in-game menu
    • Create admin habilities (like reset player saved position)
    • Any sugest...
    Credits: (sorry, I think I have forgotten somebody)
    • deltron by the ammo refill
    • Dean Poot by the teleport idea
    • Lucky Duke for the particles
    Changelog:
    • Version 1.4.1 ( 3/09/09 )
      • Fixed the keywords cvar value
    • Version 1.4 ( 3/09/09 )
      • Added the keywords to recognize jump maps
    • Version 1.3.4 ( 2/09/08 )
      • Fixed the smx download
      • Bug fix on CP msg
    • Version 1.3.3 ( 29/08/08 )
      • Another bug fix on change map
    • Version 1.3.2 ( 29/08/08 )
      • Bug fix on change map
    • Version 1.3.1 ( 28/08/08 )
      • Minor bug fix on ressuply remover
    • Version 1.3 ( 28/08/08 )
      • Added an option to remove the Control Points on the map
      • Added a "cool" message when a player reachs a CP
      • Added a time to change level when a player completes the map
      • If Auto Ressuply and Auto Healer is activated, remove the Ressuplies from the map
      • Re-organized the code
    • Version 1.2 ( 24/08/08 )
      • Added the "Force Team" feature
    • Version 1.1.2 ( 23/08/08 )
      • Fixed the bug where the players were respawned on the saved position at round start
    • Version 1.1.1 ( 23/08/08 )
      • Fixed a wrong message
    • Version 1.1 ( 23/08/08 )
      • Added jm_help
      • Added auto load to rj_ maps
      • Fixed Sandvich bug
      • Fixed criticals modifier not working
      • Fixed the plugin loader
    • Version 1.0 ( 17/08/08 )
      • Initial Release
    Notes:
    The web compiler doesn't support external includes (I think), so youneed to download the smx or compile the SP.
    Attached Files
    File Type: sp Get Plugin or Get Source (jumpmode.sp - 7012 views - 20.0 KB)

    Last edited by BAILOPAN; 02-07-2009 at 20:38.
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    willy1234x1
    Senior Member
    Join Date: Jun 2008
    Old 08-19-2008 , 02:34   Re: [TF2] Jump Mode
    Reply With Quote #2

    Sounds great but can you add recognition for rj_ maps too?
    willy1234x1 is offline
    ThatGuy
    Senior Member
    Join Date: Nov 2007
    Old 08-22-2008 , 02:25   Re: [TF2] Jump Mode
    Reply With Quote #3

    Am I the only one who can never get criticals to work? I set it to 1 & 2 and it doesn't work . I am running the 1.1.0-r2441 build
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    Dominator
    Senior Member
    Join Date: Mar 2008
    Old 08-22-2008 , 17:18   Re: [TF2] Jump Mode
    Reply With Quote #4

    I'm using 1.0.3 and crits don't work for me either, I use to use bl4nks crit mod until the tf2 update came out and broke it, haven't found a crit mod since....
    Dominator is offline
    ThatGuy
    Senior Member
    Join Date: Nov 2007
    Old 08-22-2008 , 18:16   Re: [TF2] Jump Mode
    Reply With Quote #5

    Quote:
    Originally Posted by Dominator View Post
    I'm using 1.0.3 and crits don't work for me either, I use to use bl4nks crit mod until the tf2 update came out and broke it, haven't found a crit mod since....
    I believe you need to run 1.1 or above to get the criticals to work. Others say it works for them, but it doesn't for me.
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    bl4nk
    SourceMod Developer
    Join Date: Jul 2007
    Old 08-22-2008 , 19:31   Re: [TF2] Jump Mode
    Reply With Quote #6

    Quote:
    Originally Posted by Dominator View Post
    I'm using 1.0.3 and crits don't work for me either, I use to use bl4nks crit mod until the tf2 update came out and broke it, haven't found a crit mod since....
    My what?
    bl4nk is offline
    ThatGuy
    Senior Member
    Join Date: Nov 2007
    Old 08-22-2008 , 20:39   Re: [TF2] Jump Mode
    Reply With Quote #7

    Quote:
    Originally Posted by bl4nk View Post
    My what?
    Maybe he meant to say he hopes bl4nk will make a working crit mod? *hint hint* ;)
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    willy1234x1
    Senior Member
    Join Date: Jun 2008
    Old 08-22-2008 , 23:04   Re: [TF2] Jump Mode
    Reply With Quote #8

    This plugin doesn't seem to work even on jump maps. When I went to jump_hobo2 and tested the command I got nothing.
    willy1234x1 is offline
    ThatGuy
    Senior Member
    Join Date: Nov 2007
    Old 08-22-2008 , 23:13   Re: [TF2] Jump Mode
    Reply With Quote #9

    You mean the crits?
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    willy1234x1
    Senior Member
    Join Date: Jun 2008
    Old 08-22-2008 , 23:31   Re: [TF2] Jump Mode
    Reply With Quote #10

    All of them.
    willy1234x1 is offline
    Reply


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