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[TF2] Anti-Grief


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Author
Boonie
Member
Join Date: Aug 2015
Plugin ID:
4798
Plugin Version:
2.0.0
Plugin Category:
Gameplay
Plugin Game:
Team Fortress 2
Plugin Dependencies:
    Servers with this Plugin:
     
    Plugin Description:
    Adds anti-griefing zones to maps (Fixes teleporter traps and the like)
    Old 08-30-2015 , 23:26   [TF2] Anti-Grief
    Reply With Quote #1

    Description:
    Adds anti-griefing zones to maps (Fixes teleporter traps and the like). The anti-griefing zones will differ from map to map, they may contain no-build, kill zones, and collision fixes.

    Fixed Maps:
    • pl_upward
    • pl_goldrush
    • pl_borneo
    • pl_badwater
    • pl_hoodoo_final
    • pl_frontier_final
    • plr_pipeline
    • plr_nightfall_final
    • cp_egypt_final
    • cp_badlands
    • cp_dustbowl
    • cp_manor_event
    • cp_gravelpit
    • cp_steel
    • cp_yukon_final
    • cp_fastlane
    Map Fixes Log

    Request!
    If you know of any other glitches please post, or pm me them so I can add them.

    Cvars:
    antigrief_version - plugin version
    antigrief_spawn_access - Add to admin_overrides to not get killed when entering the restricted spawns.

    Changelog:
    Quote:
    v2.0.0 (04/15/17)
    ╠═ Removed updater
    ╠═ Fixed discrepancy with cvars (renamed nogrief to antigrief. Make sure to make changes in your config)
    ╚═ Bumped version to 2.0.0 because of cvar rename

    v1.0.0 (09/15/15)
    ╚═ Release
    Attached Files
    File Type: sp Get Plugin or Get Source (antigrief.sp - 595 views - 11.7 KB)

    Last edited by Boonie; 04-15-2017 at 06:05.
    Boonie is offline
    Benoist3012
    Veteran Member
    Join Date: Mar 2014
    Location: CWave::ForceFinish()
    Old 08-31-2015 , 05:13   Re: [TF2] Anti-Grief
    Reply With Quote #2

    Well I'm not a server owner, but I looked the code you did a great work. I'm sure it's going to be usefull.
    __________________

    Last edited by Benoist3012; 08-31-2015 at 05:15.
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    Boonie
    Member
    Join Date: Aug 2015
    Old 08-31-2015 , 07:03   Re: [TF2] Anti-Grief
    Reply With Quote #3

    Quote:
    Originally Posted by Benoist3012 View Post
    Well I'm not a server owner, but I looked the code you did a great work. I'm sure it's going to be usefull.
    Thanks for this, I finished it a few days ago but have been putting off posting it because I didn't know if it was written good enough
    Boonie is offline
    TheUnderTaker
    Senior Member
    Join Date: Dec 2013
    Location: Israel
    Old 08-31-2015 , 14:05   Re: [TF2] Anti-Grief
    Reply With Quote #4

    Looks good.
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    Potato Uno
    Veteran Member
    Join Date: Jan 2014
    Location: Atlanta, Georgia
    Old 08-31-2015 , 15:51   Re: [TF2] Anti-Grief
    Reply With Quote #5

    You should upload the zip to AlliedModders even if it is an outdated version (and update it every now and then, if not every time). That way if your bitbucket repo goes down for whatever reason, people can still use your plugin by downloading it from AlliedModders. I've seen too many plugins be unavailable because the plugin creator's external site with the plugin was taken down.
    Potato Uno is offline
    Boonie
    Member
    Join Date: Aug 2015
    Old 09-02-2015 , 02:37   Re: [TF2] Anti-Grief
    Reply With Quote #6

    I added the zip as Potato said, it is good to have a backup.
    Boonie is offline
    Syranolic
    Junior Member
    Join Date: Aug 2013
    Location: Sweden
    Old 11-10-2016 , 10:42   Re: [TF2] Anti-Grief
    Reply With Quote #7

    Hi,

    I tried to modify the original plug-in to add a red kill zone to a custom map, without success. I think I got the coordinates right, since I can turn it into a clipping zone and it woks as expected in that case. I simply tried to imitate (I don't understand how i works) the existing code like this:

    Code:
    Zone(view_as<float>( { 2133.0, 114.0, 600.0 } ), view_as<float>( { -150.0, -150.0, 0.0 } ), view_as<float>( { 1000.0, 200.0, 9000.0 } ), "PKZ:3:0:0:0");
            Edit("Kill:func_nobuild:PKZ");
    Can anyone see what I'm doing wrong and help me?

    Last edited by Syranolic; 11-10-2016 at 10:48. Reason: spelling
    Syranolic is offline
    DJPlaya
    Senior Member
    Join Date: Nov 2014
    Location: Germany
    Old 04-02-2017 , 07:31   Re: [TF2] Anti-Grief
    Reply With Quote #8

    Quote:
    Originally Posted by Boonie View Post
    nogrief_version - plugin version
    nogrief_auto_update (default 1) - enables automatic updating (has no effect if Updater is not installed)
    Code:
    [SM] Listing 2 convars for: Anti-Griefing Zones
      [Name]                           [Value]
      antigrief_auto_update            1
      antigrief_version                1.0.0A
    Quote:
    Originally Posted by Boonie View Post
    nogrief_spawn_access - Add to admin_overrides to not get killed when entering the restricted spawns.

    Code:
    (GetEntProp(entity, Prop_Send, "m_iTeamNum") != GetClientTeam(other) && !CheckCommandAccess(other, "nogrief_spawn_access", ADMFLAG_GENERIC)
    You should decide if its antigrief or nogrief ^^
    __________________
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    Last edited by DJPlaya; 04-02-2017 at 07:32.
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    Boonie
    Member
    Join Date: Aug 2015
    Old 04-15-2017 , 06:02   Re: [TF2] Anti-Grief
    Reply With Quote #9

    Quote:
    Originally Posted by Syranolic View Post
    Hi,

    I tried to modify the original plug-in to add a red kill zone to a custom map, without success. I think I got the coordinates right, since I can turn it into a clipping zone and it woks as expected in that case. I simply tried to imitate (I don't understand how i works) the existing code like this:

    Code:
    Zone(view_as<float>( { 2133.0, 114.0, 600.0 } ), view_as<float>( { -150.0, -150.0, 0.0 } ), view_as<float>( { 1000.0, 200.0, 9000.0 } ), "PKZ:3:0:0:0");
            Edit("Kill:func_nobuild:PKZ");
    Can anyone see what I'm doing wrong and help me?
    It looks like you are doing the Zone boundaries a little weird, that might have something do do with it.
    The first set of float numbers is the position of the box in the world, that looks fine.
    The second and third set is for minimum and maximum boundaries (or the actual size of the box).
    When you are doing the minimum and maximum, take the full size of the box and 1/2 it and use those numbers for each or else the box will be off center.

    The fourth is where you set what kind of zone you would like it to be. I made it in a funky way so I wouldn't have to write mass amounts of the same thing over and over.
    The first section is what kind of zone you would like to create
    PBZ: Player build zone
    PCZ: Player clip zone
    PKZ: Player kill zone

    The second is the team
    1: All
    2: Red
    3: Blue

    Third, fourth and fifth are for Teleporters, Dispenser and Sentry (respectively)
    1: Allow building
    0: Disallow building


    Example:
    I want a box at the center of a map (which will be 0.0/0.0/0.0 in this case). It will be 1500u wide, 800u deep and 150u high. I would like to kill both teams in this zone (just add 1's for tele/disp/sent).
    The minimum should always be negative and the max should always be the same number but positive.

    Code:
    Zone(view_as<float>( { 0.0, 0.0, 0.0 } ), view_as<float>( { -750.0, -400.0, -75.0 } ), view_as<float>( { 750.0, 400.0, 75.0 } ), "PKZ:1:1:1:1");


    Quote:
    Originally Posted by DJPlaya View Post
    You should decide if its antigrief or nogrief ^^
    Woops, fixed, thanks!

    Last edited by Boonie; 04-15-2017 at 06:12.
    Boonie is offline
    404UserNotFound
    BANNED
    Join Date: Dec 2011
    Old 04-15-2017 , 15:28   Re: [TF2] Anti-Grief
    Reply With Quote #10

    Hoo boy, I sure do like these types of plugins Really wish more people got into making plugins that do entity work like this.
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