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HNS Deathmatch 2.1


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Plugin Info:     Modification:   Counter-Strike        Category:   Gameplay        Approver:   Exolent[jNr] (178)
Jon
Veteran Member
Join Date: Dec 2007
Old 08-13-2008 , 17:10   HNS Deathmatch 2.1
Reply With Quote #1

HNS Deathmatch

Alright, please don't prejudge this just because it's yet another Hide N Seek plugin, the gameplay is actually very different from other HNS plugins.


Gameplay:
  • Objectives are removed (never-ending rounds).
  • CTs (seekers) are given a knife additional items, Ts (hiders) are only given different grenades.
  • When a CT kills a Terrorist he is directly transfered to the Terrorist team and will be invisible for a limited time (so he won't get killed instantly by a nearby seeker).
  • If a Terrorist dies by worldspawn or similar, a random CT is picked to switch team with him.

CVars:

Code:
hnsdm_gamename gamename
- Sets the gamename

hnsdm_stabonly 0|1
- Enables/disables stab only on CT's knife.

hnsdm_respawndelay 0|
- How long a killed player has to wait before he respawns.

hnsdm_noflash 0|1|2
- Sets what team that is affected by flashbangs (0 - Disable | 1 - T | 2 - CT)

hns_protectiontime 0|- How long a player has invisibility after he is transfered

hnsdm_hiders_flashbangs 0|1|2|3
- How many flashbangs hiders are given

hnsdm_hiders_smokegrenade 0|1
- Sets if hiders should be given a smoke grenade or not

hnsdm_hiders_hegrenade 0|1
- Sets if hiders should be given a HE-grenade or not

hnsdm_seekers_flashbangs 0|1|2|3
- How many flashbangs seekers are given

hnsdm_seekers_smokegrenade 0|1
- Sets if seekers should be given a smoke grenade or not

hnsdm_seekers_hegrenade 0|1
- Sets if seekers should be given a HE-grenade or not

Notes:


AMX Mod X 1.8 required.
Tested on: Win32, Linux

I recommend using Auto Join on Connect by VEN with ajc_team 5 and ajc_class 5. Without these settings a joining player has to type /respawn to spawn and you should comment out the autojoin define in the source.

Servers using this plugin


Credits:
  • Exolent for the buyblock method.
  • arkshine for the randomplayer func.
  • VEN for fakemeta_util stocks.
  • Brad for teamjoin detection method.

Recommended additions:

Quote:
Changelog 2.0-2.1
  • Changed method of detecting teamjoin.
  • Replaced godmode with invisiblity (stealth).
This features of this plugin is now included in my Hide N Seek plugin, and therefore this plugin is depreciated.
Attached Files
File Type: sma Get Plugin or Get Source (hnsdm.sma - 14188 views - 9.6 KB)

Last edited by Jon; 06-21-2009 at 17:59.
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Bojangles
Senior Member
Join Date: Sep 2007
Location: Over there
Old 08-13-2008 , 20:16   Re: HNS Deathmatch 2.0
Reply With Quote #2

You know what would be cool instead of godmode when you get turned into a terrorist. If you got turned invisible. That way you get a chance to hide without getting noticed. Then they can find you after you get time to hide.
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Howdy!
Senior Member
Join Date: Feb 2007
Old 08-14-2008 , 12:49   Re: HNS Deathmatch 2.0
Reply With Quote #3

Quote:
Originally Posted by Bojangles View Post
You know what would be cool instead of godmode when you get turned into a terrorist. If you got turned invisible. That way you get a chance to hide without getting noticed. Then they can find you after you get time to hide.
Or maybe set screenflash for the seeker?
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Bojangles
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Join Date: Sep 2007
Location: Over there
Old 08-14-2008 , 18:59   Re: HNS Deathmatch 2.0
Reply With Quote #4

Quote:
Originally Posted by Howdy! View Post
Or maybe set screenflash for the seeker?


I thought of that but if it's deathmatch that means there will be a new person respawning fairly often and you would have to flash all the seekers. This would get annoying. If you just set the person hiding invisible it won't interfere with the rest of the game.
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Jon
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Join Date: Dec 2007
Old 08-14-2008 , 19:46   Re: HNS Deathmatch 2.0
Reply With Quote #5

Quote:
Originally Posted by Bojangles View Post
I thought of that but if it's deathmatch that means there will be a new person respawning fairly often and you would have to flash all the seekers. This would get annoying. If you just set the person hiding invisible it won't interfere with the rest of the game.
Well, I could detect if there was a seeker in a range of x units and then flash his screen, but I think that would only get annoying. IMO the invisibility method is quite good.
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[X]-RayCat
Senior Member
Join Date: Sep 2006
Old 08-15-2008 , 18:30   Re: HNS Deathmatch 2.0
Reply With Quote #6

Quote:
Originally Posted by Bojangles View Post
I thought of that but if it's deathmatch that means there will be a new person respawning fairly often and you would have to flash all the seekers. This would get annoying. If you just set the person hiding invisible it won't interfere with the rest of the game.
But how can the other seekers see that invisible player?
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Jon
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Join Date: Dec 2007
Old 08-15-2008 , 18:50   Re: HNS Deathmatch 2.0
Reply With Quote #7

Quote:
Originally Posted by [X]-RayCat View Post
But how can the other seekers see that invisible player?
Quote:
When a CT kills a Terrorist he is directly transfered to the Terrorist team and will be invisible for a limited time (so he won't get killed instantly by a nearby seeker).
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Bojangles
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Join Date: Sep 2007
Location: Over there
Old 08-15-2008 , 21:35   Re: HNS Deathmatch 2.0
Reply With Quote #8

Quote:
Originally Posted by [X]-RayCat View Post
But how can the other seekers see that invisible player?


I didn't mention that it was a short period of time. I thought that people would pick up on that. It was mostly implied that you wouldn't keep invisibility...
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Swuifti
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Join Date: Mar 2008
Location: Bulgaria/Sofia
Old 04-04-2009 , 00:04   Re: HNS Deathmatch 2.1
Reply With Quote #9

Well this is something new
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bLacK-bLooD
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Join Date: Jun 2008
Old 08-25-2011 , 05:19   Re: HNS Deathmatch 2.1
Reply With Quote #10

Quote:
and you should comment out the autojoin define in the source
what is that supposed to mean?
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