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[TF2] Demoman Pipebomb Remover


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bl4nk
SourceMod Developer
Join Date: Jul 2007
Old 09-28-2009 , 13:04   Re: [TF2] Demoman Pipebomb Remover
Reply With Quote #11

Updated to Version 1.0.2

This should fix only the first entity being removed. I didn't use your fix retsam, as there was a more efficient way of doing what's needed. Thanks anyways though.
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retsam
Veteran Member
Join Date: Aug 2008
Location: so-cal
Old 09-28-2009 , 14:04   Re: [TF2] Demoman Pipebomb Remover
Reply With Quote #12

Ya I was just listing an example of one way to fix it, i figured youd think of a the smartest way. :p Also, since I have my own edited version, im not sure if its me or your code but I had my logs filled with errors this morning. Im not really sure why its doing that.

Its not supposed to have #include <tf2> in it is it?

L 09/28/2009 - 02:172: [SM] Native "GetEntProp" reported: Property "m_iClass" not found (entity 0/worldspawn)
L 09/28/2009 - 02:172: [SM] Displaying call stack trace for plugin "dpbr.smx":
L 09/28/2009 - 02:172: [SM] [0] Line 94, C:\Game_Servers\TF2_SERVER\orangebox\tf\addon s\sourcemod\scripting\include\tf2_stocks.inc: :TF2_GetPlayerClass()
L 09/28/2009 - 02:172: [SM] [1] Line 31, dpbr.sp::Event_PlayerTeam()

Last edited by retsam; 09-28-2009 at 14:14.
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bl4nk
SourceMod Developer
Join Date: Jul 2007
Old 09-28-2009 , 18:43   Re: [TF2] Demoman Pipebomb Remover
Reply With Quote #13

Updated to Version 1.0.3

I don't see why that would happen unless you're running the plugin on a listen server. I added a check in for that, but like I said, it really shouldn't fire on a dedicated server.

As for the tf2_stocks include, I use that for TF2_GetPlayerClass (I could just get the netprop's value myself, but why do that when there's already a stock for it?).
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Kevin_b_er
SourceMod Donor
Join Date: Feb 2009
Old 09-30-2009 , 22:08   Re: [TF2] Demoman Pipebomb Remover
Reply With Quote #14

To avoid extra bullshit by slightly intelligent exploiters,could you also add the deflect projectiles by the pyro, in particular the deflected rocket?
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retsam
Veteran Member
Join Date: Aug 2008
Location: so-cal
Old 09-30-2009 , 22:22   Re: [TF2] Demoman Pipebomb Remover
Reply With Quote #15

lol... Damn that would be someone really trying to exploit.... I personally dont think thats needed but...hey.
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cmptrwz
Member
Join Date: Dec 2008
Old 09-30-2009 , 22:56   Re: [TF2] Demoman Pipebomb Remover
Reply With Quote #16

I can't think of any point where deflected would be reliable enough to do the exploiting unless there was someone on the other team blatantly helping, and then I would think it would be easier to just help them get to the point where they could attack directly.
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Kevin_b_er
SourceMod Donor
Join Date: Feb 2009
Old 10-01-2009 , 00:02   Re: [TF2] Demoman Pipebomb Remover
Reply With Quote #17

Quote:
where they could attack directly.
That isn't their objective, too normal. They need to annoy and grief people. If there's a plugin that blocks the demo nades and rockets, but not the deflects, they'll get a friend to help them exploit the system.
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Antithasys
Moderator
Join Date: Apr 2008
Old 11-21-2009 , 01:49   Re: [TF2] Demoman Pipebomb Remover
Reply With Quote #18

Can't approve game engine or sourcemod fixes... while this may be useful for a limited time, it will be unapproved simply because it is a fix, not a plugin.
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