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[TF2] Building Hats


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Author
Pelipoika
Veteran Member
Join Date: May 2012
Location: Inside
Plugin ID:
4271
Plugin Version:
1.9
Plugin Category:
Fun Stuff
Plugin Game:
Team Fortress 2
Plugin Dependencies:
    Servers with this Plugin:
     
    Plugin Description:
    Applies a hat to a buildable upon building
    Old 07-08-2014 , 16:27   [TF2] Building Hats
    Reply With Quote #1

    TF2 Building Hats

    What is it?
    Whenever you build a sentry it will get a hat and the hat will remain through upgrades


    Commands:

    sm_bhats_reloadconfig : Reload buildinghats.cfg [Default acces: ROOT]
    sm_buildinghats : Would you like your buildables without or with hats? [Default acces: Everyone]
    sm_rerollhat : Rerolls the hats of your current active buildings [Default acces: Everyone]
    sm_buildinghateffect : Allows you to choose the unusual effect of your buildings hats [Default acces: ROOT]

    Cvars:
    sm_bhats_version Plugin Version
    sm_bhats_enabled (default: 1.0) Enable/disable plugin
    sm_bhats_unusualchance (default: 0.1) Chance of unusual effect (0.1 = 10% chance)
    sm_bhats_rollcooldown (default: 30 seconds) Hat reroll cooldown

    Overrides:
    sm_buildinghats_access : Is user allowed to receive hats on their buildings? [Default acces: Everyone]
    sm_buildinghats_unusuals : Is user allowed to receive unusuals on their buildings hats? [Default acces: Everyone]

    The config:
    The config must include 4 things.
    - The modelpath of the model you want your sentry to wear
    - The offset (z offset) this offset the hat up/down and is pretty tedious to get just right
    - The modelscale of the hat (1.0 is normal size)
    - The animation. (use default to use default animation)
    like this:
    PHP Code:
    "Building hats"    //Don't touch this
    {
        
    "0"
        
    {
            
    "modelpath"        "models/player/items/all_class/dueler_spy.mdl"
            "offset"        "-4.0"
            "modelscale"    "1.0"
            "animation"        "default" 
    //Don't change animation
        
    }

    The config that comes with the plugin contains 41 unique hats because i was too lazy to type in more.
    Oh, and the config goes to sourcemod/configs/

    Chaneglog:
    1.0 - Initial Release
    1.1:
    - Added sm_buildinghats cmd to toggle whether you want hats on your buildings on/off
    - Added sm_buildinghats_access override
    1.2 - Fixed an error model appearing sometimes
    1.3 - Fixed an error model appearing sometimes (For realz this time!)
    1.4 - Fixed an error model appearing sometimes (Peli confirmed worst bugfixer of the year)
    1.5 - Fixed sm_bhats_reloadconfig not emptying the array.
    1.6:
    - Added Animation support
    - Added Ability to restrict unusual effects (Untested)
    - Fixed when a player that does not have access to this plugin builds a building and a player with access to this plugin repairs it or upgrades it, the building gains a hat.
    - Fixed buildings having a chance to gain an unusual every upgrade. (Untested)
    1.7 - Fixed buildings losing their unusual effect after upgrade.
    1.8:
    - Added more Unusual effects
    - Added sm_rerollhat command, it has a use cooldown that can be controlled with sm_bhats_rollcooldown
    - Added sm_buildinghateffect command, Allows users with ROOT acces to change the unusual effect on their buildings.
    - All of the above commands are overridable as usual.
    1.9: - Hats enabled by default for new players
    2.0: - Renamed reserved keywords

    Credits:
    - MasterOfTheXP: Helped me out with stringtables and loadsa other things
    - Arkarr: Teached me Adt_arrays
    - island55: Helped me test some fixes
    Attached Files
    File Type: cfg buildinghats.cfg (6.3 KB, 2232 views)
    File Type: sp Get Plugin or Get Source (buildinghats.sp - 2068 views - 24.8 KB)
    File Type: smx buildinghats.smx (18.7 KB, 1539 views)
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    Last edited by Pelipoika; 02-23-2016 at 18:04. Reason: Update
    Pelipoika is offline
    Sreaper
    髪を用心
    Join Date: Nov 2009
    Location: Source SDK
    Old 07-08-2014 , 16:37   Re: [TF2] Building Hats
    Reply With Quote #2

    Cool. Mind adding an override feature for defining which flag is able to have sentry hats? Preferably with an option to enable/disable sentry hats for your own buildings as well.
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    Last edited by Sreaper; 07-08-2014 at 16:40.
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    Drixevel
    AlliedModders Donor
    Join Date: Sep 2009
    Location: Somewhere headbangin'
    Old 07-08-2014 , 16:59   Re: [TF2] Building Hats
    Reply With Quote #3

    Not a fan of hats but this is amazing!
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    Pelipoika
    Veteran Member
    Join Date: May 2012
    Location: Inside
    Old 07-08-2014 , 17:58   Re: [TF2] Building Hats
    Reply With Quote #4

    Quote:
    Originally Posted by Sreaper View Post
    Cool. Mind adding an override feature for defining which flag is able to have sentry hats? Preferably with an option to enable/disable sentry hats for your own buildings as well.
    Later
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    Horsedick
    AlliedModders Donor
    Join Date: Sep 2011
    Old 07-08-2014 , 19:09   Re: [TF2] Building Hats
    Reply With Quote #5

    Quote:
    Originally Posted by Sreaper View Post
    Cool. Mind adding an override feature for defining which flag is able to have sentry hats? Preferably with an option to enable/disable sentry hats for your own buildings as well.
    I 2nd this, very nice thing to have but it almost certainly would be best suited for flag usage and perhaps toggle on/off?
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    404UNF
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    Join Date: Dec 2011
    Location: 🍁
    Old 07-08-2014 , 23:01   Re: [TF2] Building Hats
    Reply With Quote #6

    One of these hats in your config is coming out as an error model. Not sure how to tell.
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    robotortoise
    Senior Member
    Join Date: Nov 2013
    Location: Somewhere in the US
    Old 07-08-2014 , 23:21   Re: [TF2] Building Hats
    Reply With Quote #7

    Oh my god this is amazing.

    Now I need one that adds tiny hats to rockets, stickies, and those new Robots that were added.


    Also, is there a limit to how big the hat cfg can be? I wonder if I could comb through the model list and just add every hat.
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    Last edited by robotortoise; 07-08-2014 at 23:28.
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    404UNF
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    Old 07-08-2014 , 23:32   Re: [TF2] Building Hats
    Reply With Quote #8

    Ok so I uncommented the model name printing lines and found this:

    Code:
    smodel: models/player/items/all_class/all_class_reddit_alt_scout_hat.md
    strModelPath: 
    models/player/items/all_class/all_class_reddit_alt_scout_hat.md
    T
    The models are ".mdl" in the config so I'm wondering if their file names are too long.
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    SephirothSG
    SourceMod Donor
    Join Date: Jun 2013
    Old 07-09-2014 , 03:00   Re: [TF2] Building Hats
    Reply With Quote #9

    How easy would it be to grab the builders current hat and add it to the sentry instead of just pulling a hat from the config?
    SephirothSG is offline
    Sreaper
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    Location: Source SDK
    Old 07-09-2014 , 04:26   Re: [TF2] Building Hats
    Reply With Quote #10

    Quote:
    Originally Posted by SephirothSG View Post
    How easy would it be to grab the builders current hat and add it to the sentry instead of just pulling a hat from the config?
    I like this idea. Please implement that too if you wouldn't mind.
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    Last edited by Sreaper; 07-09-2014 at 04:26.
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