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Tripmines


  
 
 
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Author
L. Duke
Veteran Member
Join Date: Apr 2005
Location: Walla Walla
Plugin ID:
369
Plugin Version:
Plugin Category:
Fun Stuff
Plugin Game:
Any
Plugin Dependencies:
    Servers with this Plugin:
     
    Plugin Description:
    Plant tripmines (lasermines)
    Unapprover:
    Reason for Unapproving:
    Reported not working, author inactive
    Old 05-01-2008 , 12:03   Tripmines
    Reply With Quote #1

    Tripmines
    Lets players plant tripmines.

    Thanks to TechKnow and grif_ssa for some of the updates!

    Mines can be tripped by touching the laser and by shooting or nading them. If a player shoots a mine and it kills someone when it explodes, that player will get the kill instead of the player who set the mine. Note that the tripmine logic is handled by the game's entity I/O system and will kill people on your team (in other words, it doesn't recognize friendlyfire settings).

    CSS:
    [IMG]http://img238.**************/img238/244/csitaly0000pl4.th.jpg[/IMG]
    The other team will have to shoot one of the mines or toss a nade in the room to clear them out so they can enter.

    [IMG]http://img104.**************/img104/4344/dedust0004kv5.th.jpg[/IMG]
    Version 1.0.0.3 updated with team colors on the beams and the ability to change the model for the tripmine.

    TF2:
    [IMG]http://img186.**************/img186/2940/cpwell0001uc4.th.jpg[/IMG]
    This would be no problem for a soldier or demo, but a spy would have to shoot them causing him to decloak.

    How to Use
    Type sm_tripmine in console or bind key "sm_tripmine" where key is the key you want to use (like "h" or "mouse4").

    Convars
    • sm_tripmines_version - plugin version
    • sm_tripmines_allowed - number of tripmines to give player when they spawn (default 3)
    • sm_tripmines_model - use a different model (for example "models/props_lab/powerbox03a.mdl")
    • sm_tripmines_restrictedteam - restricts a team from using the tripmine (on CSS use 2 to block terrorists and 3 to block CTs)
    • sm_tripmines_activate_time - time to arm after planted (default 2.0 seconds)
    Changelist
    1.0.0.4
    - physics fix (added an entity output listener to kill the prop_physics when it breaks)
    1.0.0.3
    - merged changes by TechKnow/grif_ssa for coloring mines and setting activate time
    - added team restriction
    - added convar to change model
    1.0.0.2
    - Fixed inventory counter being reduced when a valid location isn't found for the tripmine.
    - Added TF2 screenshot to post.
    1.0.0.1
    - Changed collision group to "debris" so clients don't get stuck on models.
    - Prevented players from planting tripmines after dieing.
    1.0.0.0
    - Initial release.

    .

    grif_sfa added option to buy on CSS, team colored lasers, and activate time cvar:
    http://forums.alliedmods.net/showpos...2&postcount=45

    TechKnow's version with team colored lasers and activate time cvar:
    http://forums.alliedmods.net/showpos...6&postcount=55

    Official Version:
    Attached Files
    File Type: sp Get Plugin or Get Source (tripmines.sp - 12189 views - 8.3 KB)
    __________________
    "Good grammar is essential, Robin."
    - Batman

    Last edited by L. Duke; 06-10-2008 at 15:10.
    L. Duke is offline
     



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