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[TF2] Powerup Drops


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Author
mintoyatsu
New Member
Join Date: Oct 2020
Plugin ID:
7603
Plugin Version:
1.0.0
Plugin Category:
Fun Stuff
Plugin Game:
Team Fortress 2
Plugin Dependencies:
    Servers with this Plugin:
     
    Plugin Description:
    Killed players drop Mannpower Runes.
    Old 04-18-2021 , 06:28   [TF2] Powerup Drops
    Reply With Quote #1

    TF2 Powerup Drops

    Description

    With this plugin enabled, players will drop Mannpower powerup runes when they get killed. It will work on any map and gamemode regardless of whether it is Mannpower Mode or not.
    It's great for fun servers that want to augment the typical deathmatch gameplay, or just make it completely stupid.

    Installation:
    Drag and drop to your plugins folder.

    How it Works:
    You can read how each powerup works from the TF2 Wiki. https://wiki.teamfortress.com/wiki/Mannpower#Powerups
    • If the victim and attacker don't have any powerups, a powerup is created at the victim's corpse and can be picked up by any team.
      The type of powerup is randomly determined and can be customized to exclude certain powerups using the plugin's convars.
    • If the victim already has a powerup and is killed by an attacker, the victim drops the powerup they were holding, and the dropped powerup can only be picked up by the attacker's team.
      The dropped powerup will have a special team color to let you know which team can pick it up.
    • Players that commit suicide or use the Dead Ringer while holding a powerup will drop it at their corpse (or feigned corpse) for any team to pick up.
    • Players can drop their current powerup for any team by using the "dropitem" command, bound to the "L" key by default.
      It's useful if you are holding a powerup and want to swap it with another one on the ground.
    • Dropped powerups disappear after a certain amount of time if no one picks them up (15 seconds by default).
      You can configure how long powerups stay dropped in the world using the plugin's convars.
      On Mannpower maps the usual powerup spawns will be removed, so you will only be able to get powerups from killing people.
    By default REGENERATION, KING, PLAGUE and SUPERNOVA are disabled. You can re-enable them with the plugin's convars, but they will need tf_powerup_mode 1 and tf_grapplinghook_enable 1 to work properly. PLAGUE doesn't need those commands, but it does need maps that have healthkits (for balance reasons), and will consume nearby healthkits created by other plugins, so I disabled it to be safe.



    ConVars

    HTML Code:
    // Allow AGILITY powerups to drop.
    // -
    // Default: "1"
    sm_powdrop_agility_enabled "1"
    
    // How long (in seconds) all dropped powerups remain in the world.
    // Any powerups created by info_powerup_spawn will be removed after this time.
    // -
    // Default: "15.0"
    // Minimum: "0.100000"
    // Maximum: "60.000000"
    sm_powdrop_drop_time "15.0"
    
    // Enable powerup drops when a player is fragged.
    // -
    // Default: "1"
    sm_powdrop_enabled "1"
    
    // Allow HASTE powerups to drop.
    // -
    // Default: "1"
    sm_powdrop_haste_enabled "1"
    
    // Allow KING powerups to drop.
    // Requires tf_powerup_mode 1 for it to function properly.
    // -
    // Default: "0"
    sm_powdrop_king_enabled "0"
    
    // Allow KNOCKOUT powerups to drop.
    // -
    // Default: "1"
    sm_powdrop_knockout_enabled "1"
    
    // Allow PLAGUE powerups to drop.
    // The current map should have healthkits for it to function properly.
    // It will consume nearby healthkits spawned by other plugins, so enable at your own risk.
    // -
    // Default: "0"
    sm_powdrop_plague_enabled "0"
    
    // Allow PRECISION powerups to drop.
    // -
    // Default: "1"
    sm_powdrop_precision_enabled "1"
    
    // Allow REFLECT powerups to drop.
    // -
    // Default: "1"
    sm_powdrop_reflect_enabled "1"
    
    // Allow REGENERATION powerups to drop.
    // Requires tf_powerup_mode 1 for it to function properly.
    // -
    // Default: "0"
    sm_powdrop_regen_enabled "0"
    
    // Allow RESISTANCE powerups to drop.
    // -
    // Default: "1"
    sm_powdrop_resist_enabled "1"
    
    // Allow STRENGTH powerups to drop.
    // -
    // Default: "1"
    sm_powdrop_strength_enabled "1"
    
    // Allow SUPERNOVA powerups to drop.
    // Requires tf_grapplinghook_enable 1 in order to use it.
    // -
    // Default: "0"
    sm_powdrop_supernova_enabled "0"
    
    // Allow VAMPIRE powerups to drop.
    // -
    // Default: "1"
    sm_powdrop_vampire_enabled "1"
    Changelog

    Quote:
    2021-04-18 (1.0.0)
    - Initial release
    Developers:
    You can use the plugin's forwards (with the .inc file) in case you want to prevent spawning powerups based on attacker/victim client index.

    Suggestions & bug reports are welcome.
    Attached Files
    File Type: sp Get Plugin or Get Source (tf2powdrop.sp - 104 views - 14.5 KB)
    File Type: smx tf2powdrop.smx (10.1 KB, 60 views)
    File Type: inc tf2powdrop.inc (561 Bytes, 37 views)

    Last edited by mintoyatsu; 04-18-2021 at 15:56.
    mintoyatsu is offline
    GnomeChompski
    Member
    Join Date: Jul 2012
    Old 07-12-2021 , 21:13   Re: [TF2] Powerup Drops
    Reply With Quote #2

    So how does this work with MvM? Does every blue bot get a powerup or is it randomised?
    __________________
    GnomeChompski is offline
    Judge_Duck
    Junior Member
    Join Date: Jul 2020
    Old 07-29-2021 , 01:49   Re: [TF2] Powerup Drops
    Reply With Quote #3

    We've recently added it to a new TF2 server we're bringing online that uses a game style we're calling Engineer Fortress (humans vs 16 engy bots -- Some of our community regulars requested this, as their other server that used to run this apparently shut down).

    Everything works great and there seems to be no issues so far!
    __________________

    https://www.endofthelinegaming.com/ -- Picking up where NoHeroes ended.
    Judge_Duck is offline
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