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[TF2] Friendly Mode (v. 16.0112)


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Author
Scipizoa
Senior Member
Join Date: Aug 2012
Location: ask me
Plugin ID:
3615
Plugin Version:
16.0112
Plugin Category:
Fun Stuff
Plugin Game:
Team Fortress 2
Plugin Dependencies:
    Servers with this Plugin:
    6 
    Plugin Description:
    Unapprover:
    Reason for Unapproving:
    No source code / plugin, external links are broken, fix it and use the Report Post button for a new review.
    Old 04-12-2013 , 22:31   Re: [TF2] Friendly Mode
    Reply With Quote #1

    Code:
    L 04/12/2013 - 22:28:12: [SM] Native "GetClientWeapon" reported: Client index 693 is invalid
    L 04/12/2013 - 22:28:12: [SM] Displaying call stack trace for plugin "friendly.smx":
    L 04/12/2013 - 22:28:12: [SM]   [0]  Line 179, C:\Users\Glitch\Downloads\friendly.sp::OnTakeDamage()
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    Scipizoa
    Senior Member
    Join Date: Aug 2012
    Location: ask me
    Old 04-13-2013 , 10:49   Re: [TF2] Friendly Mode
    Reply With Quote #2

    so the client check will fix the spam in my logs i've been getting? iirc wazmans version did this to and someone told him enity had to be set to 0
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    Last edited by Scipizoa; 04-13-2013 at 10:50.
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    ddhoward
    Veteran Member
    Join Date: May 2012
    Location: California
    Old 04-13-2013 , 14:55   Re: [TF2] Friendly Mode
    Reply With Quote #3

    Quote:
    Originally Posted by Scipizoa View Post
    so the client check will fix the spam in my logs i've been getting? iirc wazmans version did this to and someone told him enity had to be set to 0
    No.
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    ddhoward
    Veteran Member
    Join Date: May 2012
    Location: California
    Old 04-13-2013 , 17:34   Re: [TF2] Friendly Mode
    Reply With Quote #4

    Uploading new version 13.0413 (1433). Very minor update. It is attached to this post, and will soon replace the version in the first post in this thread. Changes are:
    • The cvar "sm_friendly_version" now properly updates upon installation of a plugin update and map change. Updates no longer require a full server restart.
    Attached Files
    File Type: sp Get Plugin or Get Source (friendly.sp - 537 views - 11.7 KB)
    File Type: smx friendly.smx (6.8 KB, 237 views)
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    salsav91
    Senior Member
    Join Date: Aug 2012
    Location: Where Lollichops sleep
    Old 04-13-2013 , 17:40   Re: [TF2] Friendly Mode
    Reply With Quote #5

    I noticed spies can still use their sappers while in friendly mod. I have the CVAR set so I am not sure if you knew this already.
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    ddhoward
    Veteran Member
    Join Date: May 2012
    Location: California
    Old 04-13-2013 , 17:48   Re: [TF2] Friendly Mode
    Reply With Quote #6

    Uploading new version 13.0413 (1445). Minor update. It is attached to this post, and will soon replace the version in the first post in this thread. Changes are:
    • Sappers have been added to the list of weapons blocked by sm_friendly_blockweps.
    As I stated in the first post, I hope to have the list of weapons blocked easily modified by server admins, without needing to edit the plugin.
    Attached Files
    File Type: sp Get Plugin or Get Source (friendly.sp - 515 views - 11.7 KB)
    File Type: smx friendly.smx (6.8 KB, 186 views)

    Last edited by ddhoward; 04-13-2013 at 17:54.
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    NameUser
    Senior Member
    Join Date: Apr 2012
    Location: Bay Area, California
    Old 04-13-2013 , 17:58   Re: [TF2] Friendly Mode
    Reply With Quote #7

    Can you add a feature in which bots are ignored by this?
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    Last edited by NameUser; 04-13-2013 at 17:59.
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    ddhoward
    Veteran Member
    Join Date: May 2012
    Location: California
    Old 04-13-2013 , 18:15   Re: [TF2] Friendly Mode
    Reply With Quote #8

    Quote:
    Originally Posted by NameUser View Post
    Can you add a feature in which bots are ignored by this?
    This plugin really wouldn't work if bots could attack and be attacked by friendly players. I can't really think of any map or scenario where it would function desirably with such a feature enabled.

    This plugin is more about players being able to completely isolate themselves from combat.
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    salsav91
    Senior Member
    Join Date: Aug 2012
    Location: Where Lollichops sleep
    Old 04-13-2013 , 19:54   Re: [TF2] Friendly Mode
    Reply With Quote #9

    Can this somehow become class specific? Like only work for spies.

    Also another interesting glitch. If someone has one of the blocked weapons, they can still use it if they go friendly with it in there hands.
    A.K.A (Pyro air blast)
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    Last edited by salsav91; 04-13-2013 at 19:55.
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    ddhoward
    Veteran Member
    Join Date: May 2012
    Location: California
    Old 04-13-2013 , 21:04   Re: [TF2] Friendly Mode
    Reply With Quote #10

    Quote:
    Originally Posted by salsav91 View Post
    Can this somehow become class specific? Like only work for spies.
    Maybe? I'll look into it when I can; it's not really a high priority for me.

    Quote:
    Originally Posted by salsav91 View Post
    Also another interesting glitch. If someone has one of the blocked weapons, they can still use it if they go friendly with it in there hands.
    A.K.A (Pyro air blast)
    I am aware of this, and realized a solution literally as I was typing "I am aware of this." I should have the fix implemented in the next version of the plugin.

    Quote:
    Originally Posted by thetwistedpanda View Post
    Not sure what was mysterious about the post I provided
    Please understand that I know next to nothing about this stuff. I haven't done any sort of coding or programming since I took an "Introduction to Object Oriented Programming" (or whatever it was called) class at my local community college just under 4 years ago. I am using this plugin as an opportunity to learn this stuff. That being said, this was my initial instinct on how to implement that fix.

    Code:
    public OnEntityCreated(building, const String:classname[]) {
    	if(entity > 0) {
    		SDKHook(building, SDKHook_Spawn, OnEntitySpawned);
    	}
    }
    If that didn't work, I would have tried:
    Code:
    public OnEntityCreated(building, const String:classname[]) {
    	if(entity(building) > 0) {
    		SDKHook(building, SDKHook_Spawn, OnEntitySpawned);
    	}
    }
    If that didn't work, I would have tried:
    Code:
    public OnEntityCreated(building, const String:classname[]) {
    	if(entity[building] > 0) {
    		SDKHook(building, SDKHook_Spawn, OnEntitySpawned);
    	}
    }
    I was close, at least.

    Thank you for your help~
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