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[REQ] Lasermine


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mati14_91
Junior Member
Join Date: Apr 2008
Old 04-27-2008 , 13:34   [REQ] Lasermine
Reply With Quote #1

hi did there is plugin for sourcemod wich is the same like lasermine for cs 1.6??
plz give me a link or do something like that
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SixSicSix
Senior Member
Join Date: Jan 2008
Old 04-27-2008 , 15:04   Re: [REQ] Lasermine
Reply With Quote #2

This is what the op is referring to:
http://forums.alliedmods.net/showthread.php?p=221113
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mati14_91
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Join Date: Apr 2008
Old 04-27-2008 , 15:29   Re: [REQ] Lasermine
Reply With Quote #3

yes this is it but its for cs 1.6 but im searching it for cs source for sourcemod
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mati14_91
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Join Date: Apr 2008
Old 04-28-2008 , 10:18   Re: [REQ] Lasermine
Reply With Quote #4

did only SixSicSix is live on this forum ??
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mati14_91
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Join Date: Apr 2008
Old 04-29-2008 , 10:34   Re: [REQ] Lasermine
Reply With Quote #5

??
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L. Duke
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Join Date: Apr 2005
Location: Walla Walla
Old 04-29-2008 , 10:40   Re: [REQ] Lasermine
Reply With Quote #6

It's fairly easy to setup a trip mine using a prop_dynamic, env_beam, and info_target. I've done it in a mms plugin. If anyone wants to tackle this, I'd be happy to show you the entity properties and inputs/outputs that are required. If setup correctly it will even show the person who planted it as the killer, or is someone else shoots it causing it to explode that person will be the killer.
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mati14_91
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Join Date: Apr 2008
Old 04-29-2008 , 16:55   Re: [REQ] Lasermine
Reply With Quote #7

than can you do it l. duke ??
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L. Duke
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Join Date: Apr 2005
Location: Walla Walla
Old 04-29-2008 , 17:15   Re: [REQ] Lasermine
Reply With Quote #8

I'm not very familiar with sourcemod/pawn, but I could probably puzzle it out.

The big problem is finding the time to mess with it.
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Fredd
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Join Date: Jul 2007
Old 04-30-2008 , 02:48   Re: [REQ] Lasermine
Reply With Quote #9

i already got the source from LDuke ill try to find time my self too if i can to do it..kthxbai
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L. Duke
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Join Date: Apr 2005
Location: Walla Walla
Old 04-30-2008 , 11:38   Re: [REQ] Lasermine
Reply With Quote #10

I actually started it, but I don't think SM has implemented a way to return the normal vector from where a traceray hits. This is needed to position the tripmine model and to start a new traceray for the beam end point.

EDIT: NVM I found it. It didn't seem to show up in the sdktools_trace section on the API reference, but when I found it in the svn and put the function name in the search box, the API reference does show it.
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Last edited by L. Duke; 04-30-2008 at 11:45.
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