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[TF2] Medic Godmode (no weapons, except medigun)


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SilentLikeSilence
Senior Member
Join Date: Jul 2009
Old 08-29-2009 , 07:00   Re: [TF2] Medic Godmode (no weapons, except medigun)
Reply With Quote #11

Stop crying! If you don"t like don't use it. And i made it for achievement and fun servers.
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Blaze02
Junior Member
Join Date: Jun 2009
Old 09-01-2009 , 23:09   Re: [TF2] Medic Godmode (no weapons, except medigun)
Reply With Quote #12

Can you edit this so Medics have infinite ammo, and for the blutsauger? Because that would be PERFECT for my server.


EDIT: Meaning, Medic's get Godmode, but the only weapon they get is the Blut/SG, (slot1) And they infinite Ammo.

I like to make it so like, there's a player on the red team, they go scout. Everyone else goes on Blue, Medic, and the Scout tries to dodge the crit needles. (It looks really cool if you slow the time down. You got needles flying at you, flying right beside you. Bonus if you got the needle trail crazy skin.)

Sadly, the Medics always die, or run out of Ammo.

This plugin could fix that.
Or, you know, a different plugin. If I should request a different plugin, just say so.

Last edited by Blaze02; 09-01-2009 at 23:26.
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berni
SourceMod Plugin Approver
Join Date: May 2007
Location: Austria
Old 09-11-2009 , 11:08   Re: [TF2] Medic Godmode (no weapons, except medigun)
Reply With Quote #13

Please add a plugin description.

And don't quote the source code here, save this as .sp file and upload that.

Greetings ~Berni
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AltPluzF4
Senior Member
Join Date: Aug 2007
Old 09-18-2009 , 05:43   Re: [TF2] Medic Godmode (no weapons, except medigun)
Reply With Quote #14

Quote:
Originally Posted by SilentLikeSilence View Post
Bug: I had to disable locker for every class or medic could regenerate his weapons.
If somebody know how could i disable it just for medic, let me know. Thanks.
Replace your EventHook for player_spawn with:
HookEvent("post_inventory_application", Event_InvApp);

And keep the same weapon modification code, and drop the resupply cabinet parts.

This gets fired on spawn so the player_spawn event isn't needed.
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