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Paegus
5th September 2008, 11:06
Here you can find plugins for Hidden:Source written for the Source engine's SourceMod MetaMod:Source server plugin.
If you want your plugin added please post a list to it in this thread and I'll add it to the primary list.

Scuzzy's (http://www.sourcemod.net/plugins.php?author=scuzzy&search=1):

Other:
Spectator Hidden Trail (http://forums.alliedmods.net/showthread.php?p=713664): Adds a trail to the hidden for spectators. Servers (http://www.game-monitor.com/search.php?search=scuztools_hdnspec_version&type=variable)



Ice1's (http://www.sourcemod.net/plugins.php?author=Ice1&search=1):
Stats:
PhysKill Ranks (http://forums.alliedmods.net/showthread.php?t=117419): Ranks all phys killers into PhysKill_Ranks.txt found in the cfg/ folder. Servers (http://www.game-monitor.com/search.php?search=sm_physranks_version&type=variable)
Hidden Ranks (http://forums.alliedmods.net/showthread.php?t=121741): Ranks Hiddens on a variety of conditions. Servers (http://www.game-monitor.com/search.php?search=sm_hiddenranks_version&type=variable)

Gameplay:
Hidden Handicap (http://forums.alliedmods.net/showthread.php?p=1100916): Allows the hidden to give himself certain handicaps Servers (http://www.game-monitor.com/search.php?search=hsm_handicap_version&type=variable)
Hidden-Alarms (http://forums.alliedmods.net/showthread.php?t=162979): Only Hidden players set off sonic alarms. Servers (http://www.game-monitor.com/search.php?search=sm_hiddenalarm_version&type=variable)
Sonic Mines (http://forums.alliedmods.net/showthread.php?t=163916): Offshoot of Hidden-Alarms where the alarms explode on trigger. Damage varies with range. Servers (http://www.game-monitor.com/search.php?search=sm_sonicmines_version&type=variable)



Paegus' (http://www.sourcemod.net/plugins.php?author=Paegus&search=1):

Background fixes:
CDFA (http://forums.alliedmods.net/showthread.php?t=78948): Enables custom content downloading. Servers (http://www.game-monitor.com/search.php?search=hsm_cdfa_version&type=variable)
Hidden Weight Fix (http://forums.alliedmods.net/showthread.php?p=773165): Fixes hidden weight exploit. Servers (http://www.game-monitor.com/search.php?search=hsm_hwf_version&type=variable)
Team-Say Fix (http://forums.alliedmods.net/showthread.php?t=78959): Fixes team chat not broadcasting. Servers (http://www.game-monitor.com/search.php?search=hsm_sayfix_version&type=variable)
Black-Screen-Of-Death Fix (http://forums.alliedmods.net/showthread.php?t=78946): Fixes black screen from falling death. Servers (http://www.game-monitor.com/search.php?search=hsm_bsodfix_version&type=variable)
Fake Rate (http://forums.alliedmods.net/showthread.php?p=782718): Adjusts the server's apparent tickrate as it applies to the Hidden's stamina. Servers (http://www.game-monitor.com/search.php?search=hsm_fr_version&type=variable)


Communications:
Automatic Ammunition Request (http://forums.alliedmods.net/showthread.php?t=78944): IRIS automatically request ammunition when low. Servers (http://www.game-monitor.com/search.php?search=hsm_ammo_version&type=variable)
Friendly Fire Radio (http://forums.alliedmods.net/showthread.php?t=78949): Vocalize IRIS friendly-fire. Servers (http://www.game-monitor.com/search.php?search=hsm_ffire_version&type=variable)
Radio-to-Voice (http://forums.alliedmods.net/showthread.php?t=78956): Hidden hears IRIS radio messages as voice. Servers (http://www.game-monitor.com/search.php?search=hsm_radiovoice_version&type=variable)
Request Backup (http://forums.alliedmods.net/showthread.php?p=699599): IRIS request backup when attacked. Servers (http://www.game-monitor.com/search.php?search=hsm_reqbackup_version&type=variable)
Hidden Roar (http://forums.alliedmods.net/showthread.php?t=78958): Hidden cries out when attacked. Servers (http://www.game-monitor.com/search.php?search=hsm_roar_version&type=variable)
Radio Taunts (http://forums.alliedmods.net/showthread.php?p=728424): Plays certain Hidden taunts over IRIS radio. Servers (http://www.game-monitor.com/search.php?search=hsm_rpt_version&type=variable)
Radio+ (https://forums.alliedmods.net/showthread.php?p=1825418): Allows additional and custom radio messages through the radio commandServers (http://www.game-monitor.com/search.php?search=hsm_radioplus_version&type=variable)

Damage Control:
Physics Vs Pistols (http://forums.alliedmods.net/showthread.php?t=78952): Physics Vs Pistols mode. Servers (http://www.game-monitor.com/search.php?search=hsm_pv_version&type=variable)
Beta 5's Physics (http://forums.alliedmods.net/showthread.php?t=78945): Physics hit as in Beta 5 Changelog (http://forum.hidden-source.com/showthread.php?t=8708). Servers (http://www.game-monitor.com/search.php?search=hsm_b5physics_version&type=variable).
Beta 5's PigShove (http://forums.alliedmods.net/showthread.php?t=78953): Pigstick shoves/punts/pushes/etc. Servers (http://www.game-monitor.com/search.php?search=hsm_pigshove_version&type=variable)
Mirror Damage (http://forums.alliedmods.net/showthread.php?t=78951): Reflects team-damage back on the attacker. Servers (http://www.game-monitor.com/search.php?search=hsm_mirror_version&type=variable)
Anti-Blur (https://forums.alliedmods.net/showthread.php?p=1823597): Drastically reduces the blur effect for friendly 303 hits. Servers (http://www.game-monitor.com/search.php?search=hsm_antiblur_version&type=variable)


Other:
Autobot (http://forums.alliedmods.net/showthread.php?p=877847): Adds bot for up to 1 player to fight. Servers (http://www.game-monitor.com/search.php?search=hsm_autobot_version&type=variable). Original credit: Phaedrus' FightBot.
Carry the One (http://forums.alliedmods.net/showthread.php?t=78947): Carry unused weighting to next round. Servers (http://www.game-monitor.com/search.php?search=hsm_ct1_version&type=variable)
Weight Reporter (http://forums.alliedmods.net/showthread.php?t=78960): Print player's chances of being hidden. Servers (http://www.game-monitor.com/search.php?search=hsm_weighter_version&type=variable)
Radio Trip Alarm (http://forums.alliedmods.net/showthread.php?t=78954): Hidden cannot hear alarms. Servers (http://www.game-monitor.com/search.php?search=hsm_rta_version&type=variable)
Team-Aura (http://forums.alliedmods.net/showthread.php?p=759734): Team-specific HUD sprites. Servers (http://www.game-monitor.com/search.php?search=hsm_ta_version&type=variable)
Visibility (https://forums.alliedmods.net/showthread.php?p=1825373): +visible command for hidden player Servers (http://www.game-monitor.com/search.php?search=hsm_vis_version&type=variable)


Administration:
Hidden Spectator (http://forums.alliedmods.net/showthread.php?t=78950): Admins can spectate Hiddens. Servers (http://www.game-monitor.com/search.php?search=hsm_hsnspec_version&type=variable)
Black Hidden Checker (http://forum.hidden-source.com/showthread.php?p=147785): Check players for Black Hidden. Servers (http://www.game-monitor.com/search.php?search=hsm_bhc_version&type=variable)
Pure logger (http://forums.alliedmods.net/showthread.php?t=81647): Logs all violations of sv_pure's white-list (http://forum.hidden-source.com/showthread.php?8488-sv_pure-1-and-Hidden-Source&p=121710#post121710). Servers (http://www.game-monitor.com/search.php?search=hsm_pure_version&type=variable)

BiPP
5th September 2008, 11:24
<3

Ging
5th September 2008, 12:36
stickied, because it's useful and stuff...

-SM-SUCKER
5th September 2008, 14:20
Those really add a lot ot this game.
One that should really is a must have is the team say fix. More players than I thought use it, and will complain if no one answers them :)

[TSAT]Flow
5th September 2008, 15:40
Shove? Sweet! :D

Paegus
5th September 2008, 19:32
Indeed. though let me know if it's shoving too much or little. i had to scale it back a bit laterally (33&#37;) and vertically (66%) otherwise it sends people flying across the map, or not more than a few feet into the air.

and keep in mind that as is (at least on ccake) the pigstick kicks in when you health is 20 or lower and disables again if you feed.


Those really add a lot ot this game.
One that should really is a must have is the team say fix. More players than I thought use it, and will complain if no one answers them :)

fortunately it falls on deaf eyes... since you can't see team-chat :D

though yeah, i still get people trying to team-say as hidden though. perhaps i should add a (TEAM) tag to it so it's more obvious...


stickied, because it's useful and stuff...

Thanks.
hope you don't mind us pre-empting b5 and the like too much. i always feel a bit guilty stealing ideas from the playt... err i mean changelog :)

BiPP
5th September 2008, 20:39
>< how do you compile those files ?!

Your plugin failed to compile! Read the errors below:

SourcePawn Compiler 1.0.2.2138
Copyright (c) 1997-2006, ITB CompuPhase, (C)2004-2008 AlliedModders, LLC

/home/groups/sourcemod/upload_tmp/phpcMdocy.sp(23) : fatal error 120: cannot read from file: "hsm/hsm.sp"

Compilation aborted.
1 Error.


Others sm files from the sourcemod website do not have problems?
What am I doing wrong ?!

Paegus
5th September 2008, 21:22
you've included my H:SM plugin's generic library (hsm/hsm.sp) in your script but didn't extract the folder with that file in it.

BiPP
5th September 2008, 22:01
To be honest, I'm totally lost with sourcemod (it took me one hour to understand that I had to compile the files. Shitty sourcemod documentation -_-).

do you have a how to who explains easely ?

Paegus
6th September 2008, 10:53
explains what easily? that you need to compile the plugins? :D

it's about as easy to learn as EventScripts though. Most of it's syntax and base functions are yanked straight from the C family, which is a bonus for me.

I usually have 3 sights open when working which you can get at from http://www.sourcemod.net/
Reference manual/Scripting Reference (http://docs.sourcemod.net/api/)
wiki (http://wiki.alliedmods.net/index.php/Category:SourceMod_Development)*
forum search (http://forums.alliedmods.net/search.php)*
*watch out for the AMX Mod stuff

A nice syntax highlighting text editor is also good. I use Textpad 4 (since 5 was broken last time i tried it)

Beyond that, compiling is simple enough. I've shifted from the global compile.exe thing which does EVERY plugin in the scripting folder to a compile tool in TextPad which does each one individually and puts them in the normal plugins folder instead of scripting/compiled.

yes, i compile them on my home Windows box and then just upload the .smx in plugins to the linux server.

BiPP
6th September 2008, 11:44
I've shifted from the global compile.exe thing which does EVERY plugin in the scripting folder to a compile tool in TextPad which does each one individually and puts them in the normal plugins folder instead of scripting/compiled.

And that's the less documented part of the sourcemod website ><
can't easely find the compile.exe in the download section (wtf !)

...

And while creating this post I undestood that the exe was on my server...


http://img82.imageshack.us/img82/5985/1220049474260rl0.jpg

Paegus
6th September 2008, 14:32
http://forum.hidden-source.com/showthread.php?p=138700

I've updated 2 plugins: Beta 5 Shove to v1.0.1 and AutoBot to v1.0.1.


/*
* Hidden:SourceMod - Beta 5 Shove
*
* Description:
* Converts hidden's pigstick into a shove until hidden's health drops below 20.
*
* Cvars:
* sv_pigstick 0/1: globally enabled or disable hidden's alternate knife attack (pigstick AND shove)
* hsm_pigstick 0/1: enable or disable pigsticking when hidden is enraged
*
* Changelog:
* v1.0.1
* Added a 15&#186; boost the the angle so that head-on shoves give a bit of altitude and crouch-up shoves give a higher angle
* Increased the vertical shove scaling slightly so up-shoving a player from and to flat ground will do minor fall damage.
* v1.0.0
* Initial release.
*
*/


/*
* Hidden:SourceMod - Autobot.
*
* Description:
* Spawns a bot in an empty or 1 person server.
* Bot leaves when there are 2 playable players.
*
* Changelog:
* v1.0.1
* Fixed the auto-kicking problem.
* Only 1 bot joins.
* Checks for server's cheat setting so it doesn't set sv_cheats 0 if it's already 1.
* v1.0.0
* Initial release.
*
*/

Special thanks to Smookr, for helping me test them.

Updated Backup Request to v1.0.1: http://forums.alliedmods.net/showthread.php?t=78956


/*
* Hidden:SourceMod - Request backup.
*
* Description:
* Causes the IRIS to call for backup when their health drops below a certain point.
*
* Cvars
* hsm_reqbackup_threshold : Hitpoint transition point that triggers a backup request. Default is 37
*
* Changelog
* v1.0.1
* Attempt to fix the calling for backup both when the player has already died and when a health deferred attack has occured.
* v1.0.0
* Initial release.
*/

BiPP
6th September 2008, 23:46
Shove works well :)

Paegus
8th September 2008, 15:11
I've updated 4 plugins and added 1 new one...

Updated 303 Stun Announce to v1.0.1:

/*
* Hidden:SourceMod - 303 Stun announcer
*
* Description:
* If the hidden has less than 19hp and is struck by a 303 pellet, the attacking IRIS will call out over his radio.
* If there is no tasty man-meat nearby to munch on, that's the Hidden's cue to stop his antics and type "Oh shi -".
* The Hidden hears the annoucement from attacker as voice.
*
* Noted:
* How would the IRIS even know? I think the sounds where actually added for 303-induced round-ends.
* I might recall this from general use.
*
* Changelog:
* v1.0.1
* Converted call-out to use built-in radio system and produce radar activity for teammates
* v1.0.0
* Initial Release.
*
*/

Updated Autobot to v1.0.2:

/*
* Hidden:SourceMod - Autobot
*
* Description:
* Based on an idea from Phaedrus.
* Spawns a bot in an empty or 1 person server.
* Bot leaves when there are 2 playable players.
*
* Changelog:
* v1.0.2
* Bot attempts to target other player by mirroring his movement.
* v1.0.1
* Fixed the auto-kicking problem.
* Only 1 bot joins.
* Checks for server's cheat setting so it doesn't set sv_cheats 0 if it's already 1.
* v1.0.0
* Initial release.
*
*/

Updated B5 Shove to v1.0.2:

/*
* Hidden:SourceMod - Beta 5 Shove
*
* Description:
* Converts hidden's pigstick into a shove until hidden's health drops below 20.
*
* Cvars:
* sv_pigstick 0/1: globally enabled or disable hidden's alternate knife attack (pigstick AND shove)
* hsm_pigstick 0/1: enable or disable pigsticking when hidden is enraged
*
* Changelog:
* v1.0.2
* Added feedback for Pigstick/Shove modes on hit and when the hidden's health and hsm_pigstick allow for normal Pigstick function.
* v1.0.1
* Added a 15 boost the the angle so that head-on shoves give a bit of altitude and crouch-up shoves give a higher angle
* Increased the vertical shove scaling slightly so up-shoving a player from and to flat ground will do minor fall damage.
* v1.0.0
* Initial release.
*
*/

See http://forum.hidden-source.com/showthread.php?p=138825

Updated Friendly Radio to v1.0.1: http://forums.alliedmods.net/showthread.php?t=78949

/*
* Hidden:SourceMod - Friendly Radio
*
* Description:
* IRIS call out when attacked by teammates.
* The victim names their attacker.
*
* Changelog:
* v1.0.1
* Fixed bug where attacker would say "Watch your fire ATTACKER" instead of the vicitm saying it. - thx -SM-Sucker (The Dark Prince)
* v1.0.0
* Initial Release.
*
*/

Added Carry the One v1.0.0: http://forums.alliedmods.net/showthread.php?t=78947

/*
* Hidden:SourceMod - Carry the 1
*
* Description:
* Carries IRIS's unused weighting points over to the next round if they are no choosen as hidden.
*
* Cvars:
* hdn_selectmethod [0/1/2] : The way the game chooses the next player. 0: Weighted, 1: Classing (Kill=Become), 2: Random. Default: 0
* hsm_ct1_atrophy [0~1] : rate at which weight points expire per round. 0: None (0%), 1: Full atrophy (100%) which disables the plugin. Default: 0
* hsm_ct1_purge [0/1] : purge weighting on map change? 0: Disabled, 1: Enabled. Default: 0
*
* Changelog:
* v1.0.0
* Initial Release.
*
*/

Darkhand
9th September 2008, 23:56
Anything interesting that gets suggested.

Hmm, what about the ability for Admins to spectate the hidden?

-SM-SUCKER
10th September 2008, 00:21
what about a feature to allow an admin to let any client create a screenshot and send it to the server for further inspection.

Paegus
10th September 2008, 01:26
Hmm, what about the ability for Admins to spectate the hidden?

I've thought about it briefly but so far haven't come up with anything meaningful. It's a nice idea though so I'll take a longer look at it.


what about a feature to allow an admin to let any client create a screenshot and send it to the server for further inspection.

Sorry but as far as i'm aware that would require client-side coding in order to send the file.

----------------

http://forum.hidden-source.com/showthread.php?p=139790
I've added 1 new plugin:

Automatic Ammunition Requester - v1.0.0

/*
* Hidden:SourceMod - Automatic ammo request
*
* Description:
* Causes the IRIS to automatically request more ammunition when they have no spare primary or secondary magazines.
*
* Changelog
* v1.0.0
* Initial release.
*/



Hmm, what about the ability for Admins to spectate the hidden?I've thought about it briefly but so far haven't come up with anything meaningful. It's a nice idea though so I'll take a longer look at it.

no luck i'm afraid. I can find the target to spectate easily enough but even when i force the view to the desired target on the server's every game frame it still jumps back to iris only. and then even if it would stick to the hidden's view for more than the 0.001 seconds it seems to (i get a glimps only), i haven't found a way to directly associate a given player with a view target so specifying a player gets a tad tedious.

-SM-SUCKER
10th September 2008, 13:04
Well the devs could include a list of admins for the next server files. People that are in this list, which can only be changed via rcon or similar are allowed to spectate the Hidden.

Paegus
10th September 2008, 17:01
i suppose. i recall having this discussion before though and concluding that a server variable containing a list of steamids would be the simplest way.

i've queried the sourcemod forums for a way to translate the entity pointers into a normal index but my hopes aren't too high. i've looked at some of the existing plugins for things like grabbing props (& players) and the method some of the vastly more experienced types use seem to be telling me there's just no way to do that.

http://forum.hidden-source.com/showthread.php?p=139790

I've updated B5 Shove from v1.0.2 to PigShove v1.1.0...


/*
* Hidden:SourceMod - Beta 5 Pigshove
*
* Description:
* Converts hidden's pigstick into a shove until hidden's health drops below 20.
*
* Cvars:
* sv_pigstick 0/1: globally enabled or disable hidden's alternate knife attack (pigstick AND shove)
* hsm_pigstick 0/1: enable or disable pigsticking when hidden is enraged
*
* Changelog:
* v1.1.0
* Renamed plugin from hsm_b5shove to hsm_pigshove.
* Added a variations to the initial shove/punt/push action.
* Fixed version cvar to report correct information. It was copied from B5 Physics plugin. :/
* Removed log output for shove actions since no damage is done.
* Fixed multiple feedbacks for when Hidden drops below 20hp.
* v1.0.2
* Added feedback for Pigstick/Shove modes on hit and when the hidden's health and hsm_pigstick allow for normal Pigstick function.
* v1.0.1
* Added a 15 boost the the angle so that head-on shoves give a bit of altitude and crouch-up shoves give a higher angle
* Increased the vertical shove scaling slightly so up-shoving a player from and to flat ground will do minor fall damage.
* v1.0.0
* Initial release.
*
*/


I know, I know... you'll need to remove the old hsm_b5shove.smx file from your server's plugin folder.

Darkhand
11th September 2008, 04:24
i suppose. i recall having this discussion before though and concluding that a server variable containing a list of steamids would be the simplest way.

i've queried the sourcemod forums for a way to translate the entity pointers into a normal index but my hopes aren't too high. i've looked at some of the existing plugins for things like grabbing props (& players) and the method some of the vastly more experienced types use seem to be telling me there's just no way to do that.

Darn. Thanks for checking though!

I like the new ammo request plugin, I always play support and folks never think to ask for ammo. :mad:

And your new mirrorbot is kicking my butt so far. :D Really forces you to get good at your swiping-in-mid-pounce technique... Anything less than perfect and he nails you every time.

Paegus
11th September 2008, 12:50
http://forum.hidden-source.com/showthread.php?p=140073
Well I found the proper way to handle the engine's pointers/handles so finding the Hidden's view is easy enough now. But keeping it there is a different matter...

Here's what I've got so far. If someone else wants to try they can feel free but I'm abandoning it...

Hidden Spectate - v1.0.0

/*
* Hidden:SourceMod - Hidden spectator
*
* Description:
* Allows admins to spectate the Hidden
*
* Commands:
* hsm_specate : when dead it sets 1 admin to spectating the hidden.
*
* Changelog
* v1.0.0
* Initial release.
*
* Known Issues:
* v1.0.0
* Only 1 admin can attempt to spectate at a time
* It shifts back to an IRIS's instantly so you'll only get a glimpse of the current Hidden's view.
*
*/

I'm not going to add it to the list either because frankly it's not worth it. It doesn't work.

14 downloads

Phaedrus
13th September 2008, 01:26
Forget those ideas I gave you for the Hidden spectate. I found another way to do it, but it has some quirks I am working out.

Paegus
16th September 2008, 09:14
if it does not involve teleporting an invisible, noclipped, unhittable player to the hidden's pov repeatedly, do tell?

Added 1 new plugin:

Radio Alarm - v1.0.0

/*
* Hidden:SourceMod - Radio Trip Alarm
*
* Description:
* Converts Sonic Trip Alarms to Radio ones that only IRIS can hear.
* Alarm sound only plays 2 twice
* Alarm becomes non-collidable when first triggered.
*
* Notes:
* You must install sound/weapons/sonic/alarm_sub.mp3 to your server and set up a download to the client.
* The normal alarm sound loops endlessly and plays 4 pulses per hit. This one does neither.
* It is only 46kb so should download via normal (non FastHTTP) with ease.
*
* Changelog:
* v1.0.0
* Initial release.
*
*/
See below.

http://forum.hidden-source.com/showthread.php?p=139790
I've updated Radio Trip Alarm to v1.0.1:

/*
* Hidden:SourceMod - Radio Trip Alarm
*
* Description:
* Converts Sonic Trip Alarms to Radio ones that only IRIS can hear.
* Alarm sound only plays 2 twice
* Alarm becomes non-collidable when triggered.
*
* Changelog:
* v1.0.1
* Fixed Alarm sound not playing sometimes of map-change or server crash.
* Removed alarm_sub.mp3 download requirement.
* v1.0.0
* Initial release.
*
*/

Darkhand
2nd October 2008, 16:02
Alter pick will be used on my server when you're done, Queued selection in the !MSS eventscript plugin doesn't work. :) Not sure why yet, I'm still trying to get my head around how it's setting up the queue. It seems to give assign every player a number, increment that number when they've been hidden, and then assign hidden to the lowest number (Phae is that correct? Probably not! :)). Just doesn't seem to work; the same couple people always end up as hidden.

For the team_say fix, instead of broadcasting 'team_say' to 'say', would it be possible to have the script manually do the work of a real team_say? Maybe parse a list of every player on the server, and private message each player that matches the team of the speaker with his message, appending '(Team): UsernameOfSpeaker:' to the beginning of it? EDIT: Ah ha, Phaedrus' version does just that.

Paegus
4th October 2008, 10:06
yeah, i used to do that as well but it uses a loop, which is more intensive, the colouring comes out wrong since i don't know how to get the vaguely orange look for the text off hand. but the main reason was the location text. it may well work better in SM than ES but it was causing major crashing of the server. i'll give it another go sometime and see what happens.

and amazingly people STILL try to talk to or from the hidden etc using TEAM chat! i mean WTF ppl?!? it hurted my brain when i saw that.

haven't done much work on AlterPick yet. was kinda hoping phaed would do it since he's migrating as well. i'll get around to it eventually though :)

Updated a bunch of plugins (thanks to Phaed's mucking about :p) and a request and i've added a new one.

Updated Team-Say Fix to v1.1.0: http://forums.alliedmods.net/showthread.php?t=78959

/*
* Hidden:SourceMod - Team-Say fix
*
* Description:
* Fixes team-only messages.
*
* Changelog
* v1.1.0
* Message now appear to team only.
* Message also appear in client's console since the grey text doesn't get sent there.
* v1.0.0
* Initial release
*
*/

Updated Beta 5 PigShove to v1.1.2: http://forums.alliedmods.net/showthread.php?t=78953

/*
* Hidden:SourceMod - Beta 5 Pigshove
*
* Description:
* Converts hidden's pigstick into a shove until hidden's health drops below 20.
*
* Cvars:
* sv_pigstick 0/1: globally enabled or disable hidden's alternate knife attack (pigstick AND shove)
* hsm_pigstick 0/1: enable or disable pigsticking when hidden is enraged
*
* Changelog:
* v1.1.2
* Added punt specific log output.
* Fixed deathnotice bug caused by Log fix plugin.
* v1.1.1
* Fixed server console error when the hidden has disconnected.
* Fixed log output for compatibility with Phaedrus' Log fix.
* v1.1.0
* Renamed plugin from hsm_b5shove to hsm_pigshove.
* Added a variations to the initial shove/punt/push action.
* Fixed version cvar to report correct information. It was copied from B5 Physics plugin. :/
* Removed log output for shove actions since no damage is done.
* Fixed multiple feedbacks for when Hidden drops below 20hp.
* v1.0.2
* Added feedback for Pigstick/Shove modes on hit and when the hidden's health and hsm_pigstick allow for normal Pigstick function.
* v1.0.1
* Added a 15&#186; boost the the angle so that head-on shoves give a bit of altitude and crouch-up shoves give a higher angle
* Increased the vertical shove scaling slightly so up-shoving a player from and to flat ground will do minor fall damage.
* v1.0.0
* Initial release.
*
*/

Updated Radio Trip Alarm to v1.1.0: http://forums.alliedmods.net/showthread.php?t=78954

/*
* Hidden:SourceMod - Radio Alarm
*
* Description:
* Converts Sonic Trip Alarms to Radio ones that only IRIS can hear directly.
* The hidden hears the alarm from local IRIS's headsets
* Alarm becomes non-collidable when triggered.
* An indicator sprite shows on the IRIS's HUD at the alarm's location.
*
* Cvars:
* hsm_rta_hud [0/1] : Radio Trip Alarm HUD indicator. 0: Disable. 1: Enable
*
* Changelog:
* v1.1.0
* Added the IRIS HUD alarm sprite to visually indicate what alarm was triggered. Cvar to control it.
* v1.0.1
* Fixed Alarm sound not playing sometimes of map-change or server crash.
* Removed alarm_sub.mp3 sound requirement.
* v1.0.0
* Initial release.
*
* Known Issues:
* v1.1.0
* Visual indicator sprite is upside-down because I'm using an existing one. Hopefully I'll find another one.
* Indicator Sprite will not show up if it is outside of the client's render block. Similar effect to the Hidden aura not rendering all IRIS all the time.
*
*/

Update Automatic Ammo Request to v1.0.1: http://forums.alliedmods.net/showthread.php?t=78944

/*
* Hidden:SourceMod - Automatic ammo request
*
* Description:
* Causes the IRIS to automatically request more ammunition when they have no spare primary or secondary magazines.
*
* Changelog
* v1.0.1
* Stopped plugin error for checking world's ammo on world damage
* v1.0.0
* Initial release.
*/

Updated Beta 5 Physics to v1.0.2: http://forums.alliedmods.net/showthread.php?t=78953

/*
* Hidden:SourceMod - Beta 5 Physics
*
* Description:
* Moderates high damage physics hits in Hidden:Source.
* 100 & 500 damage physics hits are reduced to 75.
* If the victim's health was less than 75 then they receive full damage allowing for gib-hits.
*
* DO NOT USE IN CONJUNCTION WITH Hidden:SourceMod - Red-Aura Physics plugin
*
* Changelog:
* v1.0.1
* Altered the way the damage is handled due to bug from log fix
* v1.0.0
* Initial Release
*
*/

Added Black-Screen-Of-Death Fix: http://forums.alliedmods.net/showthread.php?t=78946

/*
* Hidden:SourceMod - Black-Death Fix
*
* Description:
* Prevents the black-screen of death from occuring when you fall to your DOOM!
*
* Changelog:
* v1.0.0
* Initial release.
*
*/

more to come tbh...

biohazard-uk
5th October 2008, 21:18
Added Black-Screen-Of-Death Fix

Are you Jesus?

Now I can spectate on highrise after being shoved :D

Paegus
5th October 2008, 22:22
umm you mean mobscene right?

highrise has a trigger_hurt.

biohazard-uk
6th October 2008, 06:14
mobscene, psychiatry, highrise; get shoved off roof with low hp some of the times :(

Paegus
6th October 2008, 10:23
the only time that'll happen on highrise is if you land somewhere in the normal play-area. if you go overboard you explode!

Phaedrus
6th October 2008, 15:51
Paeg- I got your IM. You should return Plugin_Handled on player_hurt for the shove since there is no damage. That way the logfix and other plugins never find out about it. The event damage correction I was talking about was intended for the mirror damage plugin, which should also prehook.

I did find that the last version of logfix I uploaded to you had incorrectly pre hooked player_hurt as well, so I'm fixing that. I am also going to prehook player_death and return Plugin_Handled when the death notices should not show.

Paegus
6th October 2008, 16:10
but they already do prehook. granted not the log out put. but they occur before the fact. perhaps i'm missing the point.

good-o @ the player_death events.

dont mind my lack of intuition at this point though, my brain is saturated with cold meds

e: return Plugin_Handled/Continue in an event gives me a tag mismatch?

Phaedrus
6th October 2008, 17:07
If you are not using EventHookMode_Pre, they are, in fact, not prehooked. The player does not die as they would in eventscripts because sourcemod does a much better job of hooking. In sourcemod, the player_hurt is caught before the evaluation for firing player_death so changing the health back will still save them. Eventscripts seems to have sloppy handling of hooking. I believe I have even seen the player_death event fire before the player_hurt which killed them.

Anyhow, for plugin interoperability sake, you really should prehook player_hurt if you intend to intercept the damage done. Return Plugin_Handled to cancel the event, in the case of push. SetEventFloat(event, "damage", fDamageFloat) and return Plugin_Continue to have the event proceed to fire for other plugins, like in the case of mirror damage.

And please keep the damage as a float without rounding. Checking the modulous for decimals is the only effective way to check for pipebomb damage in player_hurt since the active weapon may have switched back to weapon_knife by then.

Paegus
6th October 2008, 18:51
i've only noticed the player_deaths firing before the hurts with your plugin active though :)

still can't get the hurt event to return Plugin_*.

I understand what you mean with the SetEvent but the only instances so far are IRIS on IRIS, Shove and B5 Phys plugins. the later two of which are round numbers anyway. The mirror damage can't be from a grenade :).

Silly me though, I was hoping that the true pre-hooking would let me set the ACTUAL damage done by the event etc instead of doing the same old health restore. that would have been so much cleaner in the long run. On the plus side it does impact the round end damage tallies.

I think i'm going to try and hold back for a bit though until my head is clearer :)

Phaedrus
6th October 2008, 19:40
i've only noticed the player_deaths firing before the hurts with your plugin active though :)

Like I said, the version you had incorrectly prehooked player_hurt, so the player_death fired from it would come in first. This has been corrected. What I referred to is the poor hooking in eventscripts. The player is dead by the time you get the player_hurt which killed him.



still can't get the hurt event to return Plugin_*.

I don't know why. return Plugin_Continue; or return Plugin_Handled; should work from any hooked event. Plugin_Continue is assumed if you don't return. I believe that Plugin_Continue = 0 and Plugin_Handled = 1.


I understand what you mean with the SetEvent but the only instances so far are IRIS on IRIS, Shove and B5 Phys plugins. the later two of which are round numbers anyway. The mirror damage can't be from a grenade :).

That is true, but you should still preserve the float data for consistency and future interoperability.


Silly me though, I was hoping that the true pre-hooking would let me set the ACTUAL damage done by the event etc instead of doing the same old health restore. that would have been so much cleaner in the long run. On the plus side it does impact the round end damage tallies.

Sourcemod's player_hurt hook gives you access very early on, but like all events, the action that triggered it has already taken place. Likewise, you would not be able to save a player simply by prehooking player_death. They are already dead. Fortunately, sourcemod is able to hook player_hurt before the evaluation for player_death.


I think i'm going to try and hold back for a bit though until my head is clearer :)

Good idea. ;)

Darkhand
6th October 2008, 19:51
I find people asking whether an attack was a pigstick or not quite often, so using eventscripts I have a check for 925 damage on player_hurt... if so, there's a global playgamesound of a piggy squeal. :) Only a 3k download on the server and it seems to satisfy that question.

Is it possible to intercept whatever displays the kill text and icon in the upper right of the screen? I was thinking of making a custom .ttf weapon icon of a stuck pig, to graphically indicate a pigstick kill as well, instead of just the ambiguous knife icon. Not sure if it's doable though, or what events would need to be watched.

Paegus
6th October 2008, 20:08
well you could spare yourself any download at all and just set an event monitor to find the 925 damage done in a pigstick, then something along the lines of foreach player in allplayers es_doblock pspluginsrule/blah where blah checks the player's team and if they're IRIS (2) it es_cexec player "playgamesound IRIS.RageAlert" so they'll get a nice audio cue to let them know...


as for intercepting the icon itself, i wouldn't know about that. i doubt it though. you might be able to intercept the player_death event and fabricate one with with say the sonic or the fn303_bolt as the weapon so it comes out with the skull and crossbones. but that will screw with your stats output

ProgrammedToConsume
9th October 2008, 02:33
Alter pick : zombie master style queue

How would that change things much? Doesn't the current random system just form a [somewhat]random queue, update it when people join or leave, and keep going through it?

Paegus
9th October 2008, 09:26
as i recall the ZM queue gives you 1 point for each round you play. it picks the player with the highest number of rounds played. when you play as the master your round count is reset to 0. if more than 1 player has the 'most' number of rounds played then it picks one randomly this round and the next the following round since they'll still have the highest number.

it basically forms a sequential queue from a random group of players. new players enter at the bottom of the queue and have to wait until everyone else has had a turn. ideally you'll end up in a situation where you'll have to wait "the number of players already in the server when you join" rounds.

though other methods i'm going to put in are:

* Minumum : Ignores players with weighting BELOW a certain amount.
* Maximum : Ignores players with weighting ABOVE a certain amount.
* Highest : The person with the highest number of weight points gets picked.
* First : The 1st person to damage the hidden gets picked.
* Queued : The players join a static cycling queue.
* Sloped : Player's weight points double starting from 1 for each round played as IRIS. It resets when they play as Hidden.

Zabiela
9th October 2008, 19:10
When would anyone want to use the "maximum" setting?

Just for info, my favorite selection mod so far has been the one that carries over all or a % of your weight.

Phaedrus
9th October 2008, 19:14
as i recall the ZM queue gives you 1 point for each round you play. it picks the player with the highest number of rounds played. when you play as the master your round count is reset to 0. if more than 1 player has the 'most' number of rounds played then it picks one randomly this round and the next the following round since they'll still have the highest number.

it basically forms a sequential queue from a random group of players. new players enter at the bottom of the queue and have to wait until everyone else has had a turn. ideally you'll end up in a situation where you'll have to wait "the number of players already in the server when you join" rounds.

though other methods i'm going to put in are:

* Minumum : Ignores players with weighting BELOW a certain amount.
* Maximum : Ignores players with weighting ABOVE a certain amount.
* Highest : The person with the highest number of weight points gets picked.
* First : The 1st person to damage the hidden gets picked.
* Queued : The players join a static cycling queue.
* Sloped : Player's weight points double starting from 1 for each round played as IRIS. It resets when they play as Hidden.

Spy sappin' mah scripts!

Darkhand
9th October 2008, 20:32
as i recall the ZM queue gives you 1 point for each round you play. it picks the player with the highest number of rounds played. when you play as the master your round count is reset to 0. if more than 1 player has the 'most' number of rounds played then it picks one randomly this round and the next the following round since they'll still have the highest number.

it basically forms a sequential queue from a random group of players. new players enter at the bottom of the queue and have to wait until everyone else has had a turn. ideally you'll end up in a situation where you'll have to wait "the number of players already in the server when you join" rounds.

That's exactly how I envisioned queued selection to work. :)

Paegus
9th October 2008, 22:28
If you can call a complete re-write an update, then I've updated Hidden Spectator to v1.0.1: http://forums.alliedmods.net/showthread.php?t=78950

/*
* Hidden:SourceMod - Hidden Spectator
*
* Description:
* Allows admins to spectate the hidden player.
*
* Commands:
* hsm_spech/hsm_spectate : Switches your view to the hidden's
*
* Changelog:
* v1.0.1
* Is now a functional plugin.
* v1.0.0
* Initial release
*
* Known Issues
* v1.0.0
* You can't see Aura.
* Model rendering depends on where the player is viewing from. The camera or player. NOT the hidden. not sure why though.
* 1 report of non admin player's view being affected. Possibly resolved but IDK.
* Does not support more than 1 hidden. So don't use it on OVR maps. - thx Darkhand
* Does not carry through to demo recordings. - thx Darkhand
*
*/

It's still not perfect due to the rendering issues and that one error. But it could come in handy... and ffs let me know if you find any major issues with it.

Darkhand
10th October 2008, 02:59
If you can call a complete re-write an update, then I've updated Hidden Spectator to v1.0.1

Sweetness! It works for the most part. :) So you attach a small non-rendered entity to the hidden, and spectate that?

Bugs I've noticed so far:

Switching away from the hidden's view after he dies results in a client crash for me when attempting to respawn.

Occasionally when spectating the hidden, all players disappear from view. Their shadows are still visible though. (EDIT: Nevermind you mentioned that one above)

There seems to be no handling of multiple hiddens; the plugin freaks out on overrun maps. For example, I've attached a demo where all map entities vanished for me. I was spectating the hidden on a normal map, hidden dies, map switched to overrun, no entities in map for me on client side. (EDIT: Same rendering problem as above?)

Also, seems that you can't record a demo of the hidden's view. Attached another demo that was recorded while watching the hidden. In this example, even though I was watching the hidden, the demo plays back through the eyes of one of the IRIS. All entities around the Hidden and not the IRIS player were captured, however... ie players appear and disappear around him as the hidden moved through the map elsewhere. I also captured an iffy kill right at the end. :)

http://www.mediafire.com/file/12ki2y1nyjm/hidden.zip

http://www.mediafire.com/file/mzvzjgzyigw/entities.zip

ProgrammedToConsume
10th October 2008, 06:46
as i recall the ZM queue gives you 1 point for each round you play. it picks the player with the highest number of rounds played. when you play as the master your round count is reset to 0. if more than 1 player has the 'most' number of rounds played then it picks one randomly this round and the next the following round since they'll still have the highest number.

That's not entirely correct. It's not based completely on the weighting, the last release they made it more random so it's not just the person who's been there longest. (If you have 60 points, anyone from 40-60 has a fair enough chance.) It never felt like too far a shot form Hidden's system(Keep mind I haven't found a decent random server since SMG went down.).

I like Hidden's current random selection, seems to the fairest, but I don't recall you ever releasing a lousy plugin so I'll shut up now.

Paegus
10th October 2008, 13:05
Sweetness! It works for the most part. :) So you attach a small non-rendered entity to the hidden, and spectate that?
yeah that's pretty much it.


Switching away from the hidden's view after he dies results in a client crash for me when attempting to respawn.
a full on crash to desktop?


There seems to be no handling of multiple hiddens; the plugin freaks out on overrun maps. For example, I've attached a demo where all map entities vanished for me. I was spectating the hidden on a normal map, hidden dies, map switched to overrun, no entities in map for me on client side. (EDIT: Same rendering problem as above?)
funny, it should just grab the guy who was hidden at round start. there's no mechanism to detect additional hiddens once the round has started. the problem i see is when that hidden dies, the tracer stops (though ultimately it'll switch to the attackers normal pov). but there doesn't seem to be a player_spawn event so i can't find new hiddens spawning to continue tracking. they switch teams when they die so the player_team event is annoying since other things may happen during hdn_deathwait


Also, seems that you can't record a demo of the hidden's view. Attached another demo that was recorded while watching the hidden. In this example, even though I was watching the hidden, the demo plays back through the eyes of one of the IRIS. All entities around the Hidden and not the IRIS player were captured, however... ie players appear and disappear around him as the hidden moved through the map elsewhere. I also captured an iffy kill right at the end. :)
hmm can't say i'm surprised by that. the way the view is switched to the entity, but is still where it was (for rendering etc) is so annoying. not sure how to fix this.

@Phaed: did tracking the weapon have similar results? render/demo wise i mean...


That's not entirely correct. It's not based completely on the weighting, the last release they made it more random so it's not just the person who's been there longest. (If you have 60 points, anyone from 40-60 has a fair enough chance.) It never felt like too far a shot form Hidden's system(Keep mind I haven't found a decent random server since SMG went down.).

I like Hidden's current random selection, seems to the fairest, but I don't recall you ever releasing a lousy plugin so I'll shut up now.

/shrug. i haven't player ZM in yonks. though i'm glad to hear that they quelled the static queue that forms from always picking one of the highest counts.
though i think i prefer my sloped method. you get 1 point your 1st round as IRIS. on subsequent rounds your weight points double. through 6 rounds you'd get 1, 2, 4, 8, 16, 32, etc weight points. the server still picks based on weighting though so a guy with 1 point has an outside chance but a guy with 32 is 32 times as likely to get it than the 1 pointer. it'll still form a queue of sorts but due to the nature of randomly picking a number, well, it's still random. confusing for the ignorant player mass though wouldn't it be?

Darkhand
10th October 2008, 16:16
a full on crash to desktop?

Yep, full crash with a trace.

Paegus
11th October 2008, 09:17
hmm. it's probably something happening between the entity being destroyed on round end and your view being reset to your own at the beginning of the new round.

i've changed it so that when the hidden dies the view shifts to the person who killed him, so hopefully that'll allay that problem. though there's still the live hidden's tracer that gets destroyed.

I've added a plugin that I'd completely forgotten about: Physics Vs ... v1.0.0: http://forums.alliedmods.net/showthread.php?t=78952


/*
* Hidden:SourceMod - Physics Vs ...
*
* Description:
* Allows the Physics Vs mode where IRIS are restricted to a certain weapon or weapons and hidden can only use phyics props.
* The knife remains for use on props etc but does no damage.
*
* Assoicated Cvars:
* hsm_pv_mode [0~2] : Physics Vs mode. 0: Disabled, 1: Enabled, 2: Automatic. Default: 0.
* hsm_pv_amax [2~9] : Maximum IRIS players for automatic mode. Default: 1.
* hsm_pv_primaries [weapon] : The Primary weapon number. 0: Fn2000, 1: P90, 2: Shotgun, 3: Fn303, 4: None. 5: Any. Default: 4.
* hsm_pv_secondaries [weapon] : The secondary weapon number. 0; FiveseveN, 1: FNP9, 2: None, 3: Any. Default: 3.
* hsm_pv_regen [0~1] : Fraction of damage to restore to hidden as health. 0: None. 1: 100&#37;. Default 0.25.
*
* Assocated Commands:
* hsm_pv [options] : Shows or adjusts Physics vs mode.
* [m(ode) #|a(utomax) #|p(rimary) #|s(econdary) #]
*
* Changelog:
* V1.0.0
* Initial Release.
*/

Note that you can set the weapons to pretty much whatever you want. Physics Vs Pistols? not a problem. Physics Vs 303? Go for it. Physics Vs Shotguns? If you really want to...

As is anyone with generic admin status can toggle the modes. I would recommen having hsm_pv_mode 0|2 in your server.cfg to restore the most on map change.

Might lead into a weapon restriction plugin but meh... can't see that point in that tbh.

I've separated CT1 into 2 parts. The core carry-over plugin now just carries unused weight points over to the next round. The new plugin called WeighteR now handles the round-end weight reports. This means you can have the printout without the carry over if you don't want it.

Updated Carry the 1 to v1.0.2: http://forums.alliedmods.net/showthread.php?t=78947


/*
* Hidden:SourceMod - Carry the one
*
* Description:
* Carries IRIS's unused weighting points over to the next round if they are no choosen as hidden.
*
* Associated Cvars:
* hdn_selectmethod [0/1/2] : The way the game chooses the next player. 0: Weighted, 1: Classing (Kill=Become), 2: Random. Default: 0
* hsm_ct1_keep [0~2] : existing weight to carry forward. 0: None (0%) Disables plugin, 1: Full (100%), 2 Doubles (200%). Default 1.
* hsm_ct1_purge [0/1] : purge weighting on map change? 0: Disabled, 1: Enabled. Default: 0
*
* Changelog:
* v1.0.2
* Removed weight report print out and put it into separate plugin so servers can have it without the carry mechanism
* v1.0.1
* Removed outside possibility for a new player to inherit the most recently disconnected player's weighting.
* Exchanged atrophy for keep rate. While less cool sounding, I think it's more intuitive and the math is simpler.
* Allowed for doubling of existing chances. FEED BACK PLEASE!
* v1.0.0
* Initial Release.
*
*/

Added Weight Reporter v1.0.0: http://forums.alliedmods.net/showthread.php?t=78960


/*
* Hidden:SourceMod - Weight-Reporter
*
* Description:
* Prints a player's chances based on existing weight points when the round ends.
*
* Associated Cvars:
* hdn_selectmethod [0/1/2] : The way the game chooses the next player. 0: Weighted, 1: Classing (Kill=Become), 2: Random. Default: 0
* hsm_weightout_delay [seconds] : Seconds to wait after round ends before print out report. Should not exceed mp_chattime. Default: 0.25
* mp_chattime [seconds] : Seconds between old round ending and new round starting.
*
* Changelog:
* v1.0.0
* Initial Release.
*
*/

-SM-SUCKER
14th October 2008, 14:14
One little thing. I noticed some server has this plugin installed (the one telling you what chance you got to become Hidden). But the hiddenrounds is greater than one. So if the Hidden survives, the plugin still tells you that you got a chance of becoming Hidden, but you actually don't have a chance because the Hidden survived the round.

Paegus
14th October 2008, 15:40
yes indeed. shame on those people running server with more than 1 hidden round. interfering with my plugins like that...

i'll add a counter and stuff to check for it. thanks.

Paegus
15th October 2008, 13:26
Updated 2 plugins...

Weight Reporter to v1.0.1:

/*
* Hidden:SourceMod - Weight-Reporter
*
* Description:
* Prints a player's chances based on existing weight points when the round ends.
*
* Associated Cvars:
* hdn_selectmethod [0/1/2] : The way the game chooses the next player. 0: Weighted, 1: Classing (Kill=Become), 2: Random. Default: 0
* hdn_hiddenrounds [rounds] : The number of rounds a successful hidden can be hidden. Default: 5
* hsm_weighter_delay [seconds] : Seconds to wait after round ends before print out report. Should not exceed mp_chattime. Default: 0.25
* mp_chattime [seconds] : Seconds between old round ending and new round starting.
*
* Changelog:
* v1.0.1
* Added Language localization.
* Fixed bug where the chances would still be printed out even if hdn_hiddenrounds wasn't 1, and the hidden won but hadn't reach the limit. - thanks -SM-Sucker/The Dark Prince
* Changed myinfo:name to H:SM - WeighteR. It was copied from Carry the one.
* v1.0.0
* Initial Release.
*
*/

Beta 5 Physics to v1.1.0: http://forums.alliedmods.net/showthread.php?p=699585

/*
* Hidden:SourceMod - Beta 5 Physics
*
* Description:
* Moderates high damage physics hits in Hidden:Source.
* 100 & 500 damage physics hits are reduced to 75.
* If the victim's health was less than 75 then they receive full damage allowing for gib-hits.
*
* DO NOT USE IN CONJUNCTION WITH Hidden:SourceMod - Red-Aura Physics plugin
*
* Associated Cvars:
* hsm_b5physics_shaker [0/1/2/3] : Impact shaker mode. 0: Off, 1: On for target only, 2: Everyone scaled to range, 3: On for EVERYONE, EVERYWHERE in the universer! Default 2.
* hsm_b5physics_range [range] : Impact shaker range scaler if hsm_b5phys_shaker is 2. Default: 2000
*
* Changelog:
* v1.1.0
* Added optional screen shake on high damage hits.
* v1.0.2
* Added bounce detection to curb rebounding damage causing instant kills
* v1.0.1
* Altered the way the damage is handled due to bug from log fix
* v1.0.0
* Initial Release
*
*/

-SM-SUCKER
15th October 2008, 16:13
Wow, I got mentioned!
And WOWx2, screen shake! Gonna try this later this evening. If I manage to start steam.

Darkhand
15th October 2008, 21:24
Since the Phys plugins only looks for damage between 100 and 500, can phys damage from 76-99 potentially squeak through the 75 damage limit?

I'm guessing there's no way to differentiate between, say, damage done by a pipebomb and damage done by a physics object? What's the maximum amount of damage that can be done by a pipebomb? Perhaps the lower cutoff for the phys check should be 1 more damage than that number.

-SM-SUCKER
15th October 2008, 22:02
Physdamage will never be between 76 and 99. It can be 5, 10, (maybe 20 and 25, not sure), 50, 100 and 500. Don't ask ME why only those values happen. Maybe someone else has the knowledge to explain.
And a pipe on the head does about 99 damage. Maybe a bit less, but it can slmost kill a full hp IRIS.

Darkhand
16th October 2008, 02:14
Physdamage will never be between 76 and 99. It can be 5, 10, (maybe 20 and 25, not sure), 50, 100 and 500. Don't ask ME why only those values happen. Maybe someone else has the knowledge to explain.
And a pipe on the head does about 99 damage. Maybe a bit less, but it can slmost kill a full hp IRIS.

Ah ha, never noticed the pattern in phys hits before, I thought it was a sliding scale based on velocity. Thankya. :)

poliq
16th October 2008, 13:14
Physdamage will never be between 76 and 99. It can be 5, 10, (maybe 20 and 25, not sure), 50, 100 and 500...

Im pretty sure you can do 25 and 75 dmg as well?!

Paegus
16th October 2008, 13:57
No, the physics hit amounts are: 5, 10, 20, 50, 100 and 500.

You can get hits that appear to be 15, 25, 30, 55, 60, 70 etc but they are separate impacts from rebounding and register as such. They in turn do damage of, you guessed it: 5, 10, 20, 50, 100 and 500.

Though I've never seen them doing more than 50.

The Beta 5 (& Red-Aura?) Physics scripts should intercept rebounds since they can cause apparent instant-kills (50+50) but I think I need to test it more thoroughly as reproducing rebound hits is tedious at best. They just never happen when I want them to.

poliq
16th October 2008, 14:54
No, the physics hit amounts are: 5, 10, 20, 50, 100 and 500.(...)

So what appreared to me as 1 -one- hit, dealing 75 damage, where actually three hits? (in one throw) 5+20+50? :confused:

-SM-SUCKER
16th October 2008, 15:09
So what appreared to me as 1 -one- hit, dealing 75 damage, where actually three hits? (in one throw) 5+20+50? :confused:
75 is most likely a would-be-one-hit-smash, but intercepted by an anti_insta-phys plugin and reduced to 75 :)
Confused already?

poliq
16th October 2008, 15:18
75 is most likely a would-be-one-hit-smash, but intercepted by an anti_insta-phys plugin and reduced to 75 :)
Confused already?
np, I got that, BUT: Im sure I have done, and been done 75 dmg to, in one single hit.. And this long before an anti_insta-phys plugin, even in other servers.

So, yeah, im kinda confused.. If you guys say it cant be done then.. then.. :(
e: THEN WHAT?

BiPP
16th October 2008, 15:49
I've just put 15 to an IRIS player with a screen. In one shoot.

Wait, it's impossible, right ?

Phaedrus
16th October 2008, 16:24
Like Paegus said, normal physics does damage in increments of 5, 10, 20, 50, 100, 500. It is actually quite common to get multiple hits in the same throw. You just dont realize it because it so quick. Getting 75 seems pretty unlikely, but it could happen. Usually you will get 20+5 or 10+5.

poliq
16th October 2008, 18:03
then what I experienced had to be a 50+20+5 then..

Phaedrus
16th October 2008, 18:22
I've seen 50+5, but never 50+20+5. I suppose it's possible though.

Darkhand
16th October 2008, 18:23
Haven't had a chance to check it out yet... does the Physics_vs plugin reset itself after each round? I.E.: command to start a pvp match > weapons stripped > fight > round over > back to normal? Or does it stay in pvp mode until toggled off?

If the former, it would be easy to set up a chat triggered vote for pvp fights using Mani or the Sourcemod Custom Votes (http://forums.alliedmods.net/showthread.php?t=72216) plugin, so that no admin intervention is required to start a formal one-round pvp fight, and no additional voting is needed to turn it back off afterward.

Zabiela
16th October 2008, 20:29
It is actually quite common to get multiple hits in the same throw. You just dont realize it because it so quick. Getting 75 seems pretty unlikely, but it could happen.

So it takes multiple hits done within a certain period and combines them into 1 hit report?
Seperate attacks register as seperate hits, but I guess you're saying within a hit you can get multiple damage amounts?

Phaedrus
16th October 2008, 20:45
No, they each register as the separate hits.

Fisch.666
17th October 2008, 09:54
Hi!

Are there any chances to get sourcemod versions of the hidden_hbf (http://forum.hidden-source.com/showpost.php?p=135497&postcount=70) and hidden_irk (http://forum.hidden-source.com/showthread.php?p=137349#post137349) scripts from Phaedrus so i don't need the eventscripts anymore?

Thanks in advance for an reply.

BiPP
17th October 2008, 10:35
I've totally removed Eventscript and the scripts. The server was too unstable with it.

Fisch.666
17th October 2008, 10:47
Hi!

Thats a reason why i want to remove the eventscripts... :)

Paegus
17th October 2008, 11:04
So it takes multiple hits done within a certain period and combines them into 1 hit report?
Seperate attacks register as seperate hits, but I guess you're saying within a hit you can get multiple damage amounts?
client-side they happen so fast you can't tell the difference. server-side you can see 3 hits... like the shotgun pellets. each pellet counts as an individual impact and is treated as such. 7dmg per. that's why the shotgun, despite being able to deal in excess of 100dmg in total can't break those fences in derelict. they ignore damage below a certain point which the individual shotgun pellets don't exceed...

and i've just found a way to reliably test bounce-protection :)


does the Physics_vs plugin reset itself after each round? I.E.: command to start a pvp match > weapons stripped > fight > round over > back to normal? Or does it stay in pvp mode until toggled off?

If the former, it would be easy to set up a chat triggered vote...

if in mode 1 it remains active, if in mode 2 it remains active so long as the number of iris stays below hsm_pv_amax. it can be configured by either convar (hsm_pv_mode 0/1/2) or command (hsm_pv m[ode] 0/1/2) so adding your own vote options with a plugin is easy enough. and even if there wasn't those options you could always have the votes trigger a sm plugins (un)load hsm_physv


HAre there any chances to get sourcemod versions of the hidden_hbf (http://forum.hidden-source.com/showpost.php?p=135497&postcount=70) and hidden_irk (http://forum.hidden-source.com/showthread.php?p=137349#post137349) scripts from Phaedrus so i don't need the eventscripts anymore?

easily enough... though I'll let Phaed decide if he wants to make them first

Phaedrus
17th October 2008, 15:41
Go for it.

MrBone
17th October 2008, 19:06
Got an idea. Turn all OVR games into phys vs gun matches. I know I'd have a lot more fun.

*edit*
Is it possible to make hidden push IRIS like a phys object? If Hidden pushes a coward sitting in a corner into the corner, he should go *splat* right?

ProgrammedToConsume
17th October 2008, 19:33
I already have a sourcemod IRIS Recruit kicker if you want to use it. Figured I'd save Paeg the time.

[TSAT]Flow
17th October 2008, 20:40
Is it possible to make hidden push IRIS like a phys object? If Hidden pushes a coward sitting in a corner into the corner, he should go *splat* right?

Like shoving/PSing the camper-trashcan on ovr_derelict to crush the noob behind it? :D

Paegus
18th October 2008, 11:29
yeah, with the ps/shove enabled derelict's main camp spot is a lot less of an issue.

and speaking of OVR_ maps, since i've got a decent model changer working i can probably rig up that Tug-of-War (http://forum.hidden-source.com/showthread.php?p=111871) script despite the inability to respawn players properly. just need a good way to detect them respawning as hidden's (start a timer from when they die for hdn_deathwait seconds) and them move them over to IRIS, change their models, give them the right weapons and teleport them to the correct spawn locations.


I already have a sourcemod IRIS Recruit kicker if you want to use it. Figured I'd save Paeg the time.

Thanks, i'll take a look. though i was thinking of modifying it to take a list of names from a file.

biohazard-uk
18th October 2008, 11:33
Model changer ftw

http://img368.imageshack.us/img368/6953/hdnderelict0003hi5.th.jpg (http://img368.imageshack.us/my.php?image=hdnderelict0003hi5.jpg)http://img368.imageshack.us/images/thpix.gif (http://g.imageshack.us/thpix.php)

Didn't get a screenshot of team hidden unfortunately :(

Paegus
19th October 2008, 14:27
I already have a sourcemod IRIS Recruit kicker if you want to use it. Figured I'd save Paeg the time.

Thanks, i'll take a look. though i was thinking of modifying it to take a list of names from a file.

I can just add a link to that plugin in the 1st post if you like. it seems to do pretty much what is needed...

Cheesey
19th October 2008, 14:28
@Modelchanger
Let's twist the situation, a team of 617's againtst 1 IRIS :D

IRIS Gruber has been spotted in this area. Move out!

ProgrammedToConsume
19th October 2008, 18:51
Thanks, i'll take a look. though i was thinking of modifying it to take a list of names from a file.

I have something like that too if you want a look :D

This one's not tested though.


I can just add a link to that plugin in the 1st post if you like. it seems to do pretty much what is needed...

Well, if it's good enough, then whatever you think works best.

Paegus
21st October 2008, 12:50
ok so the Tug-of-War OVR map conversion is proving to be a tad complicated since the game itself is tracking players and doesn't seem to pay attention to what team their on later on. only what team they've been put on officially.

for instance if i switch the hidden to IRIS and an IRIS to the hidden team then kill the new Hidden, the round continues but if i kill the new IRIS the round ends because he's supposed to be the hidden...

so...

poo :mad:

-SM-SUCKER
24th October 2008, 13:24
/*
* Hidden:SourceMod - Beta 5 Physics
* Added optional screen shake on high damage hits.
*/[/code]
Confirmed working :)
But I think the shake should onle be once to one side. The shaking left and right for so many times does not fit, I think.
And can it be added for weaker hits as well, please?

Darkhand
24th October 2008, 15:46
And can it be added for weaker hits as well, please?

There's no way to differentiate between a weak phys hit and a pipebomb blast that happens to do 5, 10, 20, or 50 damage. Although I suppose a screen shake wouldn't be noticed through the blur of the explosion anyway. :)

I changed the script on the Super Server to limit all phys damage to 20hp max. Some folks hate it because they can't phys as easily, others love it because they can't be owned by the hardcore phys'ers as easily. :) I put the entire shake and damage modifier sections into an If statement that checks for 50, 100, or 500 damage from the hidden. (Yes, for my server, in the case of 50 damage on the dot pipebomb hits, they get caught up in the script and are limited to 20, but that's rare enough that I don't mind).

With that change though, I suppose it would be easy to add 5, 10, and 20 damage to the check, and shake the screen in all those cases... only modifying damage for the more powerful hits.

EDIT: Since the Hidden loses out on all that extra damage, I'm considering rewarding him in some way in the event of a 50+ phys hit, maybe restoring stamina to full. Not sure how to modify stamina though.

-SM-SUCKER
24th October 2008, 16:44
Cool, I think I will have to check out your server then.

Fisch.666
24th October 2008, 17:14
Hi!


I already have a sourcemod IRIS Recruit kicker if you want to use it. Figured I'd save Paeg the time.

Wow, thanks. Where can i download this kicker? :)

And does someone have an hidden_hbf (headbug fix) for sourcemod written? :p

Paegus
24th October 2008, 18:18
Wow, thanks. Where can i download this kicker? :)

And does someone have an hidden_hbf (headbug fix) for sourcemod written? :p

check filefront for it. hidden_irk


There's no way to differentiate between a weak phys hit and a pipebomb blast that happens to do 5, 10, 20, or 50 damage. Although I suppose a screen shake wouldn't be noticed through the blur of the explosion anyway. :)
grenade damage is range dependant and the chances that it comes to a perfectly even X.000000 (yes, to 6 decimal places) is a tad remote.


EDIT: Since the Hidden loses out on all that extra damage, I'm considering rewarding him in some way in the event of a 50+ phys hit, maybe restoring stamina to full. Not sure how to modify stamina though.
new Float:flValue = GetEntPropFloat(client, "m_flStamina");
SetEntPropFloat(client, "m_flStamina", flNewValue);


Confirmed working :)
But I think the shake should onle be once to one side. The shaking left and right for so many times does not fit, I think.
And can it be added for weaker hits as well, please?
I've been planning to reduce the duration and increase the occurance anyway.

chris01090
24th October 2008, 18:35
hi,

how to install scripts? plz

thanks !!

(sry for my english)

Wuped
24th October 2008, 18:50
Put sourcemod plugins into your hidden/addons/sourcemod/plugins file on your server ftp/computer.

chris01090
24th October 2008, 19:04
are they made to have FTP?

Because i have dedicated server and I put file in the file sourcemod and pluging and scripting but when I run the server the scripts do not work

And i need script "Weight Reporter" thx

Darkhand
24th October 2008, 22:46
grenade damage is range dependant and the chances that it comes to a perfectly even X.000000 (yes, to 6 decimal places) is a tad remote.

Ah ha, and other attacks are always even numbers? That makes it easy then.


new Float:flValue = GetEntPropFloat(client, "m_flStamina");
SetEntPropFloat(client, "m_flStamina", flNewValue);

Thankya. :D Is stamina a range from 0 to 100, or something else?

Paegus
25th October 2008, 13:07
yeah, though usually 99.something close to 99999


are they made to have FTP?

Because i have dedicated server and I put file in the file sourcemod and pluging and scripting but when I run the server the scripts do not work

And i need script "Weight Reporter" thx

install should look something like this:
http://img258.imageshack.us/img258/7674/sourcemodzh1.png (http://imageshack.us)

what does sm version in the server's console say

chris01090
25th October 2008, 16:06
I installed everything as you have say but don't work

and i say sm version in console but unknown command "sm"

Paegus
25th October 2008, 22:22
what does meta version say?

nothing: you must install metamod:source to server and then sourcemod.

http://wiki.alliedmods.net/Installing_Metamod:Source
http://wiki.alliedmods.net/Installing_SourceMod

Conroy
26th October 2008, 10:37
hi,

i have quite the same problem here...

i tried to use the autobot plugin, but it didnt work for me.

when i type "sm" or "sm version" in the console it also says "unknown command"

"meta version" works and "meta list" shows up SourceMod: :confused:



] meta version
Metamod:Source version 1.4.4.705
Compiled on: Jul 26 2008
Plugin interface version: 10:7
SourceHook version: 4:3
http://www.metamodsource.net/
] meta list
[01] SourceMod (1.0.4) by AlliedModders LLC
[02] SDK Tools (1.0.4) by AlliedModders LLC

chris01090
26th October 2008, 11:02
i have this :

http://www.hiboox.fr/go/images/informatique/fdh,798907029ed0a54f63d9745cc8562c9e.jpg.html

meta version in my console don't work

i have sourcemod and metamod in my file addons

sry i use my console in the game but i don't know run server by command, i use graph server

(sry for my english)

Paegus
26th October 2008, 22:11
hi,

i have quite the same problem here...

i tried to use the autobot plugin, but it didnt work for me.

when i type "sm" or "sm version" in the console it also says "unknown command"

"meta version" works and "meta list" shows up SourceMod: :confused:



] meta version
Metamod:Source version 1.4.4.705
Compiled on: Jul 26 2008
Plugin interface version: 10:7
SourceHook version: 4:3
http://www.metamodsource.net/
] meta list
[01] SourceMod (1.0.4) by AlliedModders LLC
[02] SDK Tools (1.0.4) by AlliedModders LLC

what does sm plugins list say?



i have this :

http://www.hiboox.fr/go/images/informatique/fdh,798907029ed0a54f63d9745cc8562c9e.jpg.html

meta version in my console don't work

i have sourcemod and metamod in my file addons

sry i use my console in the game but i don't know run server by command, i use graph server

(sry for my english)

you don't have metamod installed correctly. you need to modify the server's gameinfo.txt to point to metamod's .dll. once metamod picks up, sourcemod should be picked up automatically as it installs the needed files.

Conroy
27th October 2008, 01:12
ok, i just figured out that the "sm" commands needs "rcon" in front of it..



] rcon sm version
SourceMod Version Information:
SourceMod Version: 1.0.4
JIT Version: JIT (x86), 1.0.4
JIT Settings: Generic i686
Compiled on: Sep 14 2008 01:25:50
Build ID: 2537
http://www.sourcemod.net/
L 10/27/2008 - 01:25:39: rcon from "85.179.207.22:1977": command "sm version"

] rcon sm plugins list
[SM] Listing 27 plugins:
.....
08 "Basic Info Triggers" (1.0.4) by AlliedModders LLC
09 "H:SM - Autobot" (1.0.2) by Paegus
10 "H:SM - B5 Physics" (1.1.0) by Paegus
.....
L 10/27/2008 - 01:25:45: rcon from "85.179.207.22:1977": command "sm plugins list"

it shows autobot loaded, but no bot joins the match.

except 2 times when there were 4 or 5 players on the server, suddenly there was a "bot01", that i had to kick because he didnt leave automatically.

strange though, that the hsm_autobot file was in the "disabled" folder at that time



dont know if the problem fits in this thread... :confused:

chris01090
27th October 2008, 11:59
I changed my gameinfo.txt and I added the line GameBin |gameinfo_path|addons/metamod/bin

but when I run my server sm and meta is unknown command

Fisch.666
27th October 2008, 14:36
I think you should read this carefully:

http://wiki.alliedmods.net/Installing_SourceMod

on how to install sourcemod or ask your questions here:

http://forums.alliedmods.net/forumdisplay.php?f=52

or start an new thread here in the server admins forum because this is not an problem with the scripts from Paegus... ;)

Master of Puppets
27th October 2008, 20:22
Ye but Paegs expertise and his will to help (i always go to him first with everything :D ) as a hidden source (best :-P ) admin are maybe better. Cause half of the ppl there have no idea whats hidden source.

Paegus
27th October 2008, 21:41
doesn't really matter what mod you're using. they all work the same at this level. there is no special Hidden:Source installation method for metamod or sourcemod. you just have to follow the instructions. I tried writting my own but it came out the same as the ones posted above :/

you just extract what you get from the MM:Source and SourceMod download sections (gives you an addons and cfg folder), dump them in the server (copy&paste or FTP) and then edit gameinfo.txt to point to metamod's .dll first.

that's it.

Darkhand
6th November 2008, 15:26
Thread... revive!

Two things I still don't have that I can't seem to figure out on my own. I know your hidden-visible-only-to-spectators plugin is probably proprietary CCake mojo, but what about the replacement taunt sounds? Every time I try to replace a taunt with another I get both of them to play at once. Are you prehooking the taunt event and redoing it completely?

Paegus
6th November 2008, 18:31
actually it's an entirely different approach. though i actually like yours better since it doesn't involve editing the server's sound manifest file thus breaking any attempts at a pure server.

what i've done is edited the server's .../scripts/game_sound_manifest.txt

game_sounds_manifest
{
"precache_file" "scripts/cakemods.txt"
"precache_file" "scripts/game_sounds.txt"
...

where .../scripts/cakemods.txt contains the alterations:

"Hidden.YouAreNext"
{
"channel" "CHAN_VOICE"
"volume" "0.8"
"soundlevel" "SNDLVL_60dB"
"rndwave"
{
"wave" ")player/hidden/voice/617-radiotaunts01.mp3"
"wave" ")player/hidden/voice/617-radiotaunts02.mp3"
"wave" ")player/hidden/voice/617-radiotaunts04.mp3"
"wave" ")player/hidden/voice/617-radiotaunts05.mp3"
"wave" ")player/hidden/voice/617-radiotaunts06.mp3"
}
}

"IRIS.IfItBleeds"
{
"channel" "CHAN_VOICE"
"volume" "0.7"
"soundlevel" "SNDLVL_TALKING"

"rndwave"
{
"wave" ")player/iris/IRIS-taunt02.wav"
"wave" ")player/iris/IRIS-taunt04.wav"
}
}

"IRIS.BringIt"
{
"channel" "CHAN_VOICE"
"volume" "0.7"
"soundlevel" "SNDLVL_TALKING"

"rndwave"
{
"wave" ")player/iris/IRIS-taunt03.wav"
"wave" ")player/iris/IRIS-taunt05.wav"
}
}

though that leaves the sound manifests vulnerable, i wont say how.

the problem i see with hooking the sounds like i do in the radio alarm script, is that you'd need to match all the sounds. Then just re-generate them in a way that doesn't trigger the sound hook to re-intercept them. I remove the leading ) (for positional sounds?) in that radio alarm plugin.

the double sound is because you need to return Plugin_Handled; when you've emitted your new sound. not having a return value or having return Plugin_Continue; will not prevent the original sound from playing.

i think i'll try making a pluging to do that anyway and see how it works. i'd rather have sv_pure at the end of the day but i've grown quite attached to the modified sounds. i'll have to look into better ways to compare the strings though since some of them have multiple possible sound samples as you can see in "I'm Here"...

and despite the fact that i resent the implication that this thread is in someway dead as opposed to me just running out of coding steam/interest/motivation/etc for the time being, i hope that helped

:P

Darkhand
6th November 2008, 22:26
and despite the fact that i resent the implication that this thread is in someway dead as opposed to me just running out of coding steam/interest/motivation/etc for the time being, i hope that helped

Not intended at all, meant it in more of a 'let's get back on track' way. :)

And it did help! Thanks!

Paegus
18th December 2008, 04:24
I've added a new plugin: Radio Taunts - v1.0.1 - http://forums.alliedmods.net/showthread.php?p=728424


/*
* Hidden:SourceMod - Radio Proximity Taunts
*
* Description:
* Plays radiotaunts#.mp3 over the IRIS's radio if a corpse_ragdoll is close enough when a hidden taunts.
*
* Console Variables:
* hsm_rpt_chat [0/1] : Successfully radioed taunts appear in global chat? 0: No, 1:Yes. Default: 1
* hsm_rpt_auto [0~1] : Chance for Hidden to automatically taunt when he kills. 0: Never. 1: Always. Default: 0
* hsm_rpt_last [0~1] : Alternate chance for Hidden to automatically taunt on the 2nd to last possible kill. 0: No alternate. 1: Always. Default: 0.333333
*
* Commands:
*
* Change-log:
* v1.0.1
* Added chances to automatically taunt on each kill and 2nd to last possible kill.
* Removed dependency on hidden & toteam includes.
* v1.0.0
* Initial release.
*
* Known Issues:
*
* To-Do:
*
* Contact:
* Paegus: paegus@gmail.com
* SourceMod: http://www.sourcemod.net
* Hidden:Source: http://www.hidden-source.com
*/

thank ProgrammedToConsume for suggesting the auto-taunting options.

-SM-SUCKER
18th December 2008, 08:49
Did you fix the volume?
Very cool plugin, indeed!

Paegus
18th December 2008, 09:38
i fixed it when you mentioned it?

-SM-SUCKER
18th December 2008, 19:44
i fixed it when you mentioned it?
Ok, then I didn't get to hear the fixed version yet :)

ProgrammedToConsume
21st December 2008, 18:48
Is it possible to hook player_hurt and just check if they have zero health? I can't remember if that worked or not. The "You're next" taunt sounds best when someone dies.

Paegus
21st December 2008, 22:22
it is hooked into player_hurt and if their health at the time is going to be 0 or lower it waits 0.1 second and checks again. if their health is still 0 or lower then it wasn't restored by some other plugin so the player's going to die. it then triggers "you're next" (which includes "I'm coming for you" on cc) or possibly the "fresh meat" taunt if there is more than 1 surviving iris left.

ProgrammedToConsume
21st December 2008, 23:04
It appears that I lack the ability to navigate walls of text. Nice job on it Paeg, I'll see if I can convince 2frag to run it.

Paegus
21st December 2008, 23:19
da... i sometimes forget to comment the bejewels out of my code.

DaNeo
26th December 2008, 22:53
hey i have the problem by [Hidden:Source] Weight Reporter

/home/groups/sourcemod/upload_tmp/hsm_weighter.sp(34) : fatal error 120: cannot read from file: "hidden"

compiled at http://www.sourcemod.net/compiler.php

and local Computer & Server (Win)

Paegus
26th December 2008, 23:41
hmm forgot the include the .../scripting/includes/hidden.inc.

you need to download that as well and either put it with the rest of the .inc files then compile it locally on your computer/server or remove #include <hidden> add copy the contents of hidden.inc into the plugin file then compile that either online or locally.

Thanks for pointing that out.

DaNeo
27th December 2008, 10:49
hmm forgot the include the .../scripting/includes/hidden.inc.

you need to download that as well and either put it with the rest of the .inc files then compile it locally on your computer/server or remove #include <hidden> add copy the contents of hidden.inc into the plugin file then compile that either online or locally.

Thanks for pointing that out.


THX ^^

DaNeo
27th December 2008, 22:54
i have an idea for a plugin.

-An Auto Standart Name Kicker (IRIS Rec....)

-End Of Map Voteing (Map Voteing)

Greetz DaNeo

[TSAT]Flow
27th December 2008, 23:34
Both have already been made years ago... :rolleyes:

ProgrammedToConsume
27th December 2008, 23:52
i have an idea for a plugin.

-An Auto Standart Name Kicker (IRIS Rec....)


I gave Paeg one but he never put it up on the page. Phaed removed his so I figured I'd share the love. There's a name banning plugin on the sourcemod forums but it has quite a few reports of being broken and the author doesn't care to look at it.

Paegus
28th December 2008, 13:01
one of these (http://www.sourcemod.net/plugins.php?title=name&search=1) should do the trick.

the end of round voting would just be a mod of mapchooser... too bad the round-end event isn't generically named :mad:

Paegus
13th February 2009, 17:44
Added a new plugin: Team-Aura - v1.0.0 - http://forums.alliedmods.net/showthread.php?p=759734


/*
* Hidden:SourceMod - Beta 6 Team Aura
*
* Description:
* Emulated Beta 6's proposed IRIS Aura by showing a tracker sprite on players when they look at someone or +use.
* Hiddens can always see fellow Hiddens (OVR)
* Dead/Spectators can always see the IRIS sprite.
* Depending on settings either anyone or only admin spectators can see the Hidden's sprite
*
* Convars:
* hsm_ta_anyone [0/1] : Can everyone see the Hidden's sprite when dead? 0: No, Admins only. 1: Yes. Default: No
*
* Commands:
* None
*
* Changelog:
* v1.0.0
* Initial release.
*
* Known Issues:
* v1.0.0
* Possibly more work than it's worth throwing at the server? sprite spam...
* Sprites only render if within the viewing client's render block.
* Could I fix this by tracing a line from viewer to target and drawing a size-scaled sprite at the coordinates of the hit?
* That would mean per-destination entities which is even more work for the server? or does it do that anyway in the TE_Send() function?
*
* Contact:
* Paegus: paegus@gmail.com
* SourceMod: http://www.sourcemod.net
* Hidden:Source: http://www.hidden-source.com
*/

Master of Puppets
13th February 2009, 18:24
Awesome job once again Paeg!

[TSAT]Flow
13th February 2009, 18:29
Death to the anti-BH script! :(

Paegus
16th February 2009, 09:40
it's a WIP... give it a chance. :p

e: so i've made some updates to the bunnyjump script and we'll see how they play out.

in abstract...

/*
* Hidden:SourceMod - Beta 5 Buttons
*
* Description:
* Brings some more Beta 5 proposed features for Beta 4b:
* ATTACK: Converts the FN2000, Shotgun and both pistols to semi-automatic.
* AURA: Plays aura-in, loop & out sounds as appropriate.
* JUMP: Prevents bunnyhopping by boosting player's gravity if they jump too soon after landing from a previous jump or pounce.
* Non-Beta 5 Additions:
* POUNCE: Triggers IRIS equipment (impulse 100)
* Plays a sound to client if not enough stamina to pounce.
*
* Convars:
*
* Commands:
*
* Changelog
* v1.0.0
* Initial release.
*
* Contact:
* Paegus: paegus@gmail.com
* SourceMod: http://www.sourcemod.net
* Hidden:Source: http://www.hidden-source.com
*/

i'm trying my hand at detecting the jumps directly so i'll see what feedback that generates since landings by themselves turned out to be too map-dependant and generally iffy.

-SM-SUCKER
16th February 2009, 10:15
* AURA: Plays aura-in, loop & out sounds as appropriate.

I recommend a fade-in and fade-out for the Aura sound. Because if you are tapping the button, you get a really strange sound.

Paegus
16th February 2009, 13:10
sorted, thanks. if you tap the aura-out sound supplants the aura-in and loop.

fyi: the sounds play whenever aura is draining adrenaline though so if you move you wont get the aura-out unless your movement binds include an automatic -aura... like mine :D

first1edition
25th February 2009, 02:45
I'm looking for the sonic trip alarm bomb mod...anyone have it? :(

first1edition
25th February 2009, 06:04
Also, how do I put the weight fix on? I tried to compile it but I have no idea where to get hsm.sp...help?

vlees91
25th February 2009, 07:40
Hmmm just something I had to tell you: I was on a server yesterday that had something like anti BHOP on it I think (weird gravity after second/third/fourth jump etc
unfortunately it made me even faster so maybe its better to just set the current movement speed of a bhopping player to 0. or slap him with 10dmg per jump.

Paegus
12th March 2009, 16:31
I've updated Hidden-Spectator to v1.1.0: http://forums.alliedmods.net/showthread.php?p=699592


/* Hidden:SourceMod - Hidden Spectator
*
* Description:
* Allows admins to spectate Hidden players.
*
* Commands:
* spec_next : Cycles to next observable player, including hiddens if you have access.
* spec_prev : Cycles to previous observable player, including hiddens if you have access.
*
* Changelog:
* v1.1.0
* Integrated Hidden spectating into normal spec_next/prev cycling.
* Added support for multiple hiddens.
* Removed external file dependancies.
* v1.0.2
* View automatically shifts to spec camera style to minimise chances of not seeing 'self'
* View now shifts to attackers on hidden's death. spec cam if suicide.
* v1.0.1
* Is now a functional plugin.
* v1.0.0
* Initial release
*
* Unresolved Issues:
* v1.1.0
* Switching to map-cams doesn't work correctly while spectating a hidden. Multiple presses resolves this.
* v1.0.2
* Entity rendering (players/prop) for hidden-spectator isn't always complete. Relevant to map origin (0,0,0) or depends on the client's current m_hObserverTarget?
* Doesn't track during demo recording. Demo view is from the player/camera you should be viewing. -thx Darkhand
* Sometimes doesn't seem able to lock on on map change? not sure what's up with that. Map origin issues?
* v1.0.1
* Version cvar is hsm_hsnspec_version instead of hsm_hdnspec_version. Not gonna change it for a while :/
*
* Contact:
* Paegus: paegus@gmail.com
* SourceMod: http://www.sourcemod.net
* Hidden:Source: http://www.hidden-source.com
*/

so now when admins cycle through player views normally they'll automatically switch to the hiddens. Still go the render issue though. gonna work on that some.
it should work on ovr maps as well.

I've updated Hidden-Spectator to v1.1.1: http://forums.alliedmods.net/showthread.php?p=699592


/* Hidden:SourceMod - Hidden Spectator
*
* Description:
* Allows admins to spectate Hidden players.
*
* Commands:
* spec_next : Cycles to next observable player, including hiddens if you have access.
* spec_prev : Cycles to previous observable player, including hiddens if you have access.
*
* Changelog:
* v1.1.1
* Fixed not rendering IRIS sometimes.
* Fixed no-tracked on some maps
* v1.1.0
* Integrated Hidden spectating into normal spec_next/prev cycling.
* Added support for multiple hiddens.
* Removed external file dependancies.
* v1.0.2
* View automatically shifts to spec camera style to minimise chances of not seeing 'self'
* View now shifts to attackers on hidden's death. spec cam if suicide.
* v1.0.1
* Is now a functional plugin.
* v1.0.0
* Initial release
*
* Unresolved Issues:
* v1.1.0
* Switching to map-cams doesn't work correctly while spectating a hidden. Multiple presses resolves this.
* v1.0.2
* Doesn't track during demo recording. Demo view is from the player/camera you should be viewing. -thx Darkhand
* v1.0.1
* Version cvar is hsm_hsnspec_version instead of hsm_hdnspec_version. Not gonna change it for a while :/
*
* Contact:
* Paegus: paegus@gmail.com
* SourceMod: http://www.sourcemod.net
* Hidden:Source: http://www.hidden-source.com
*/

and updated Team-Aura to v1.1.0: http://forums.alliedmods.net/showthread.php?p=759734


/*
* Hidden:SourceMod - Beta 6 Team Aura
*
* Description:
* Emulated Beta 6's proposed IRIS Aura by showing a tracker sprite on players when they have +aura.
* Hiddens can always see fellow Hiddens (OVR).
* Dead/Spectators can see the IRIS sprite.
* Depending on settings either any or only admin spectators can see the Hidden's sprite.
* When IRIS emit radio messages, other IRIS can see their position despite render problems.
*
* Convars:
* hsm_ta_anyone [0/1] : Can anyone see Hidden sprites when dead? 0: No, Admins only. 1: Yes. Default: No.
* hsm_ta_iris [0/1/2] : Draw team-sprites for IRIS? 0: Never. 1: When +AURA is held. 2: Only spectators. Default: Yes.
* hsm_ta_radio [0/1] : Draw radio emission sprites for IRIS? 0: No, 1: Yes. Default: Yes.
*
* Commands:
* None
*
* Changelog:
* v1.1.0
* Added radio-call sprite that 'defies' render-block/vis-leaf limitations.
* v1.0.1
* Fixed sprite model array overflow & broken download table / precache.
* Added option to draw IRIS sprites.
* Optimized code to reduce un-needed work.
* v1.0.0
* Initial release.
*
* Known Issues:
* v1.0.0
* Possibly more work than it's worth throwing at the server? sprite spam...
* v1.1.0
* Sprites get VERY big when you're close to a wall. Size-scaling bug right thar.
*
* To-do:
* Integrate Radio Alarms to use the same system.
*
* Contact:
* Paegus: paegus@gmail.com
* SourceMod: http://www.Sourcemod.net
* Hidden:SOURCE: http://www.hidden-Source.com
*/

so now when an IRIS calls on the radio, you get a sprite showing you what direction no matter where you are in the map. regardless of vis-leaf/render-block etc... aka no aura-bug :D

Darkhand
12th March 2009, 16:35
So you fixed the no-render problem in the Hidden tracker? What was it?

Paegus
12th March 2009, 16:53
the tracker object was spawning at map's origin and i was just updating its position & angles per-frame instead of attaching it to the hidden since that made it wobble with the player model. now i spawn it AT the hidden and parent it to the hidden instead of attaching so i just need to update the angles.

still need some proper testing though. it's hard to test multiple hidden spectators when you only have 1 pc.

-SM-SUCKER
13th March 2009, 00:13
so now when an IRIS calls on the radio, you get a sprite showing you what direction no matter where you are in the map. regardless of vis-leaf/render-block etc... aka no aura-bug :D
This is messed up somehow. Does not render the icons in the right position, moslty not even close to the actual player.

Paegus
17th March 2009, 16:32
it draws on the wall in line between you and the caller. but sometimes the size scaling borks when you're too close to a wall and you get a massive one.

need to figure out what's going on there.

i think i'm going to break the drawing up to be per-client though so there's chance the sprite will take its location from someone else... which i THINK is what was happening when i applied this method to alarm triggers. though i'll also have to integrate the radio alarm plugin since they do a lot of the same work.

i'd also like to know how crashy the hidden-spectator plugin is now. it doesn't for me but meh...

------------------------

I've added Fake Rate - v1.0.0 - http://forums.alliedmods.net/showthread.php?p=782718


/*
* Hidden:SourceMod - Fake Rate
*
* Description:
* Adjusts the Hidden's stamina regeneration and cling-drain rates to match desired tickrate.
*
* Convars:
* hsm_fr_tick [rate] : The effective tickrate the Hidden's stamina flows at. Default: server's tickrate.
* hdn_staminadrain [rate] : The rate at which to drain stamin while clinging to the wall. Default: -0.095.
*
* Contact:
* Paegus: paegus@gmail.com
* SourceMod: http://www.sourcemod.net > Community > Forums > SourceMod
* Hidden:Source: http://www.hidden-source.com > Forums > Server Admins
*/

It adjusts the rate at which Hidden players gain or lose stamina according to your desired tickrate. You can boost a -tickrate 33'd server to regenerate or drain (while clinging) as if the server was -tickrate 100[b]'d. Similarly you can reduce a [b]-tickrate 100's server to regenerate or drain as if it were -tickrate 33'd if you want to keep the network properties but give the Hiddens something else to worry about.

-----------------------

Yet another update to my Team Aura / Tracker plugins, now v1.1.1 : http://forums.alliedmods.net/showthread.php?p=759734


/* Hidden:SourceMod - Team-Aura
*
* Description:
* Emulated Beta 6's proposed IRIS Aura by showing a tracker sprite on players when they have +aura.
* Hiddens can always see fellow Hiddens (OVR).
* Dead/Spectators can see the IRIS sprite.
* Depending on settings either any or only admin spectators can see the Hidden's sprite.
* When IRIS emit radio messages, other IRIS can see their position despite render problems.
*
* Convars:
* hsm_ta_anyone [0/1] : Can anyone see Hidden sprites when dead? 0: No, Admins only. 1: Yes. Default: No.
* hsm_ta_iris [0/1/2] : Draw team-sprites for IRIS? 0: Never. 1: When +AURA is held. 2: Only spectators. Default: Yes.
* hsm_ta_radio [0/1] : Draw radio emission sprites for IRIS? 0: No, 1: Yes. Default: Yes.
*
* Commands:
* None
*
* Changelog:
* v1.1.1
* Integrated Radio-alarm plugin to allow for alarm-location sprites.
* Re-did most of the code to reduce server-load & potential for errors.
* Changes IRIS aura to work in the same way as the radio calls so it defies vis-leaf optimizations.
* v1.1.0
* Added radio-call sprite that 'defies' render-block/vis-leaf limitations.
* v1.0.1
* Fixed sprite model array overflow & broken download table / precache.
* Added option to draw IRIS sprites.
* Optimized code to reduce un-needed work.
* v1.0.0
* Initial release.
*
* Known Issues:
* v1.0.0
* Possibly more work than it's worth throwing at the server? sprite spam...
*
*
* Contact:
* Paegus: paegus@gmail.com
* SourceMod: http://www.Sourcemod.net
* Hidden:SOURCE: http://www.hidden-Source.com
*/

So the alarms SHOULD work properly now. as in not show up in funny places or attached to other players.

Let me know if you see any problems.

Darkhand
17th March 2009, 17:19
I've added Fake Rate - v1.0.0 - http://forums.alliedmods.net/showthread.php?p=782718

You, sir, are a god. I'm upgrading the server's version of Sourcemod just for this.

Darkhand
18th March 2009, 02:13
Upgraded the server and it's in use! hsm_fr_tick is set to 100 but Stamina is climbing a bit too fast on my 66 tick server... Aura is proving to be a net gain in stamina.

Fonts are on the client side, no? After the server upgrade the game spontaneously started showing capitalization... It's got to be caused by something else but it's an omen! :D

http://i43.tinypic.com/4gqmtt.jpg

(I also accidentally banned a full server's worth of people including myself when I tried to run KAC. :D To those affected, it's all fixed now!)

Paegus
18th March 2009, 08:02
ahh nuts, i totally forgot about aura... thanks.

Paegus
18th March 2009, 09:47
I've update Fake-Rate (http://forums.alliedmods.net/showthread.php?p=782718) to v1.0.1 to add the aura-drain fix. I even remembered to apply both aura and cling drains if the hidden uses aura while clinging. How cool is that? huh? eh? well?

oh fine then...


/*
* Hidden:SourceMod - Fake Rate
*
* Description:
* Adjusts the Hidden's stamina regeneration and cling-drain rates to match desired tickrate.
*
* Convars:
* hsm_fr_tick [rate] : The effective tickrate the Hidden's stamina flows at. Defaults to server's tickrate.
* hdn_staminadrain [factor] : The rate at which to drain stamin while clinging to the wall. Default: -0.095.
*
* Changelog:
* v1.0.1
* Added drain state for +aura. -Thx Darkhand.
* v1.0.0
* Initial release.
*
* Known issues:
* Regeneration & drain rates are approximate as I don't know the hard-coded rates. They seem to be:
* 0.3 regeneration per tick on-ground.
* 0.1 drain per tick in aura.
* hdn_staminadrain drain per tick while clinging.
*
* Contact:
* Paegus: paegus@gmail.com
* SourceMod: http://www.sourcemod.net > Community > Forums > SourceMod
* Hidden:Source: http://www.hidden-source.com > Forums > Server Admins
*/

Darkhand
18th March 2009, 18:53
Sweet. :) Running the new version now but haven't tested it yet since I'm still at work. No one who's playing now seems to be complaining about stamina anymore though!

I'm modifying a corpse dissolver script so I can remove buggy double pinned bodies as I come across them, but that will only work when an admin is on. Are the actual pins that hold the bodies up trackable? IE: > 1 pin on a body and pins are > X distance from each other = dissolve body?

Sniper
18th March 2009, 20:18
Sweet. :) Running the new version now but haven't tested it yet since I'm still at work. No one who's playing now seems to be complaining about stamina anymore though!

I'm modifying a corpse dissolver script so I can remove buggy double pinned bodies as I come across them, but that will only work when an admin is on. Are the actual pins that hold the bodies up trackable? IE: > 1 pin on a body and pins are > X distance from each other = dissolve body?

I will test out the stamina right now.

I haven't seen anybody on the super server double pin while I was on. I really haven't found it to be an issue.

Darkhand
18th March 2009, 20:24
I will test out the stamina right now.

I haven't seen anybody on the super server double pin while I was on. I really haven't found it to be an issue.

To be honest I haven't seen anyone doing it lately either, the fad is (hopefully) over and/or the advert warning that it's not allowed is working. :)

Sniper
18th March 2009, 21:02
Well, the stamina is working as it should be.

I think the advert warning is working.

Paegus
18th March 2009, 22:36
it uses a the physics constraint system presumably the same as employable in mapping so there may be an entity created.

if Ging could confirm this?
i'll take a lookbut somehow i doubt it'll be straight forward.

Ging
19th March 2009, 12:52
It does use constraints - but I'm not sure they'll be easy to get to, they're sort of left to their own devices once created.

Paegus
19th March 2009, 16:09
yeah, i had a look at the pinned corpses and i can't see any way to access the constraint entity(?) that's spawned, let alone that it's even constrained in the first place.

does it use the same system as the crossbow bolt?
and it's just acting on the joint though right, not the whole thing?

Ging
19th March 2009, 18:20
Ergh, this is some horrible, horrible code - BaseEntity has a vector of constraints (m_vConstraints), whenever a ragdoll is pinned, a new constraint is added to the vector.

The actual constraint used is of type constraint_fixedparams_t, but that's just a struct.

Blergh, I am so glad I'm re-writing this code, all the pinning stuff is a real mess atm - hence why you can't do cool things like pull ragdolls down off walls.

[TSAT]Flow
19th March 2009, 18:24
So this will be possible in beta 5/6? :D

Paegus
19th March 2009, 19:04
it should already be if i'm not mistaken but for some reason the force isn't propagating through the body?

Darkhand
19th March 2009, 19:19
Well, the stamina is working as it should be.

You hear that, Delta? No more complaining! :D Get back in that server, mister! (Well after the host comes back up that is!)

Ging
19th March 2009, 20:06
it should already be if i'm not mistaken but for some reason the force isn't propagating through the body?

The constraint code sets a 10lb force limit atm, but I've tried everywhere from 1 to 100 and they don't break. I fear it's because I'm not using the constraints "properly" with the relevant entity - but I also think that it should be dealt with by the physics system.

Darkhand
20th March 2009, 04:05
Running the new Hidden tracker, Sniper and I both consistently client crashed when both admins spectated. If one person specced, no problem. If both specced, both crash. But we didn't have to be watching him at the same time... If one specced hidden and then changed away, then another admin specced, that one would crash. So my guess is that something's up with the handling of multiple tracker entities.

Paegus
20th March 2009, 09:39
hmm... what do you see just before the crash? where do you see from? does it freeze? does it just crash instantly? etc...

i'm probably need a good long test of it but it's just kinda hard to test multiple admins with only 1 computer since valve prevents you from running multiple instances of the engine :)

e: well i still can't find the problem so i think i'll need to try it with others.

Darkhand
20th March 2009, 16:30
hmm... what do you see just before the crash? where do you see from? does it freeze? does it just crash instantly? etc...

i'm probably need a good long test of it but it's just kinda hard to test multiple admins with only 1 computer since valve prevents you from running multiple instances of the engine :)

e: well i still can't find the problem so i think i'll need to try it with others.


Crash is immediate, looks to be speccing normally then poof. If I had to go by a gut feeling, I'd say the Hidden getting killed is the trigger.

I'm sure it's in the server logs somewhere, but let me know your steam ID and I'll set you up as an admin

Paegus
20th March 2009, 17:12
when the hidden dies it sends you to the killer's pov though...

if you recompile the plugin with DEV set to 1 it should spam the server's console with event data...

my steamid is... STEAM_0:1:907403

[TSAT]Flow
20th March 2009, 17:54
What happens if the hidden kills himself, aka suicide?

Paegus
20th March 2009, 18:17
you get sent to the nearest camera.



i've made a few changes bringing Hidden-Spectator (http://forums.alliedmods.net/showthread.php?p=699592) to v1.1.2:



/* Hidden:SourceMod - Hidden Spectator
*
* Description:
* Allows admins to spectate Hidden players.
*
* Variables:
* hsm_hdnspec_access [char] : Admin access requirement string. c: Kick, d: Ban, etc. Default: c.
*
* Commands:
* spec_next : Cycles to next observable player, including hiddens if you have access.
* spec_prev : Cycles to previous observable player, including hiddens if you have access.
*
* Changelog:
* v1.1.2
* Added admin access flag. Follows SourceMod access flags.
* Left tracer attached to Hiddens until the round ends. Hopefully avoiding some odd client-crashes?
* v1.1.1
* Fixed not rendering IRIS sometimes.
* Fixed no-tracked on some maps
* v1.1.0
* Integrated Hidden spectating into normal spec_next/prev cycling.
* Added support for multiple hiddens.
* Removed external file dependancies.
* v1.0.2
* View automatically shifts to spec camera style to minimise chances of not seeing 'self'
* View now shifts to attackers on hidden's death. spec cam if suicide.
* v1.0.1
* Is now a functional plugin.
* v1.0.0
* Initial release
*
* v1.0.1
* Version cvar is hsm_hsnspec_version instead of hsm_hdnspec_version. Not gonna change it for a while :/
*
* Contact:
* Paegus: paegus@gmail.com
* SourceMod: http://www.sourcemod.net
* Hidden:Source: http://www.hidden-source.com
*/

-Added a console variable that lets you set what admins have access. It uses SourceMod's system: a = reserved slot access, c = kick access, etc.
-Also decided to leave the tracer installed until the round ends instead of constantly removing it when a player moves away. hopefully this will limit the crashing... neither I nor a collection of 4 other admins on CCake managed to reproduce with any reliability.

e: and just out of curiosity, what os is your server running on? CCake is linux.

Darkhand
20th March 2009, 18:40
my steamid is... STEAM_0:1:907403

Done.



e: and just out of curiosity, what os is your server running on? CCake is linux.

SS is on Windows. Host was out of Linux space at their Chicago datacenter. :(

Paegus
20th March 2009, 18:42
hmm well let me know if the problem persists and i'll try to hop on and see what's up.

Paegus
24th March 2009, 18:48
I'm looking for options for a roll the dice plugin and so far I have:



Agent-in-disguise:
Either: Stipped of weapons.
IRIS: Change team to Hidden.
IRIS: Given knife.
Hidden: Appear as an IRIS
Hidden: Given pistol & ammo.
Glitch-gun:
IRIS: Never have to reload.
Glitch-bag:
IRIS: Never run out of spare magazines.
Hidden: Never run out of pipebombs.
Lite-weight:
Either: Reduces personal gravity by 0.8~0.1x
Weighted selection:
Either: Increases personal gravity by 1.5~3.0x
Insta-gib:
Either: Shots kill instantly.
Jimmy bait:
Either: Any damage recieved will kill you instantly.
Wrath of Jimmy:
IRIS: Dies instantly.
Hidden: 303-hit.
I'm beat:
Hidden: Maximum stamina is halved.
Cardiac Patient:
Hidden: Stamina regeneration is halved.
Like an Ox:
Hidden: Stamina regeneration is double.
Beef-cake:
Hidden: Stamina is locked at full.
IRIS: Health is doubled.
Wrong-fit:
Either: Maximum speed is reduced by 0.7~0.3x
Fleet-foot:
Either: Maximum speed is increased by 1.5~2.0x
Bleed-Out:
Either: Takes damage at 1hp/s until dead.
Medic!:
Either: Heals damage at 1hp/s for 50 seconds.
Field Medic:
IRIS: Heals everyone around you at 1hp/s for 50 seconds.
We found a witch:
Either: Ignited until dead.


Any other options?

vlees91
24th March 2009, 19:20
I'm looking for options for a roll the dice plugin and so far I have:



Agent-in-disguise:
Either: Stipped of weapons.
IRIS: Change team to Hidden.
IRIS: Given knife.
Hidden: Appear as an IRIS
Hidden: Given pistol & ammo.
Glitch-gun:
IRIS: Never have to reload.
Glitch-bag:
IRIS: Never run out of spare magazines.
Hidden: Never run out of pipebombs.
Lite-weight:
Either: Reduces personal gravity by 0.8~0.1x
Weighted selection:
Either: Increases personal gravity by 1.5~3.0x
Insta-gib:
Either: Shots kill instantly.
Jimmy bait:
Either: Any damage recieved will kill you instantly.
Wrath of Jimmy:
IRIS: Dies instantly.
Hidden: 303-hit.
I'm beat:
Hidden: Maximum stamina is halved.
Cardiac Patient:
Hidden: Stamina regeneration is halved.
Like an Ox:
Hidden: Stamina regeneration is double.
Beef-cake:
Hidden: Stamina is locked at full.
IRIS: Health is doubled.
Wrong-fit:
Either: Maximum speed is reduced by 0.7~0.3x
Fleet-foot:
Either: Maximum speed is increased by 1.5~2.0x
Bleed-Out:
Either: Takes damage at 1hp/s until dead.
Medic!:
Either: Heals damage at 1hp/s for 50 seconds.
Field Medic:
IRIS: Heals everyone around you at 1hp/s for 50 seconds.
We found a witch:
Either: Ignited until dead.


Any other options?
This will destroy the game

biohazard-uk
24th March 2009, 19:50
We found a witch:
Either: Ignited until dead.

Ignites others that they touch? xD

[TSAT]Flow
24th March 2009, 21:42
This will destroy the game

Just like hackers do... :rolleyes:

Paegus
24th March 2009, 22:49
Flow;145383']Just like hackers do... :rolleyes:
speak for yourself :D


This will destroy the game
i never said i'd release it. just thinking of things because i was bored.


Ignites others that they touch? xD
no, that's just annoying.

[TSAT]Flow
25th March 2009, 13:25
speak for yourself :D

It's not like I'm doing it on purpose... ;)

Darkhand
11th April 2009, 04:02
Update on the new Hidden spec plugin, still causing crashes with Sniper and I on the super server... Didn't notice this until the server was shut down for disk usage, but it had been creating 300mb sourcemod error files per day since I installed it on March 20th. :eek:


L 04/09/2009 - 00:00:00: [SM] Native "IsPlayerAlive" reported: Client 4 is not in game
L 04/09/2009 - 00:00:00: [SM] Displaying call stack trace for plugin "hsm_hdnspec.smx":
L 04/09/2009 - 00:00:00: [SM] [0] Line 683, hsm_hdnspec.sp::OnGameFrame()

The client number is different every few thousand lines, but it's been generating the error every game frame. :eek:

Paegus
11th April 2009, 17:27
what version are/were you running?

the latest (1.1.2):

/* Update all active tracer-cams */
public OnGameFrame () {
decl Float:vAng[3], i;

for (i = 1; i <= MaxClients; i++) {
if (
g_eTracer[i] != -1 && // Client should have a tracer-cam attached.
IsValidEntity (g_eTracer[i]) && // Client's tracer-cam is valid.
IsClientInGame(i) && // Client is connected
IsPlayerAlive (i) // Player is alive.
) {
GetClientEyeAngles (i, vAng);
TeleportEntity (g_eTracer[i], NULL_VECTOR, vAng, NULL_VECTOR);
#if DEV > 1
if (GetRandomInt (1, 20) == 1) {
PrintToServer (
"* [GAME] * Updating tracer-cam &#37;d on %d(%d)",
g_eTracer[i],
i,
GetClientUserId (i)
);
}
#endif
} else if (g_eTracer[i] != -1) {
g_eTracer[i] = -1;
}
}
}

so it shouldn't get to IsPlayerAlive() if the player's not connected since SM short-circuits.

e: lol i'm an idiot. i forgot to replace the published version?

so i guess i've updated Hidden Spectator (http://forums.alliedmods.net/showthread.php?p=699592) to v1.1.3:


/* Hidden:SourceMod - Hidden Spectator
*
* Description:
* Allows admins to spectate Hidden players.
*
* Variables:
* hsm_hdnspec_access [char] : Admin access requirement string. c: Kick, d: Ban, etc. Default: c.
*
* Commands:
* spec_next : Cycles to next observable player, including hiddens if you have access.
* spec_prev : Cycles to previous observable player, including hiddens if you have access.
*
* Changelog:
* v1.1.3
* Fixed IsPlayerAlive() spam in OnGameFrame() updates. Sorry Darkhand.
* v1.1.2
* Added admin access flag. Follows SourceMod access flags.
* Left tracer attached to Hiddens until the round ends. Hopefully avoiding some odd client-crashes?
* v1.1.1
* Fixed not rendering IRIS sometimes.
* Fixed no-tracked on some maps
* v1.1.0
* Integrated Hidden spectating into normal spec_next/prev cycling.
* Added support for multiple hiddens.
* Removed external file dependancies.
* v1.0.2
* View automatically shifts to spec camera style to minimise chances of not seeing 'self'
* View now shifts to attackers on hidden's death. spec cam if suicide.
* v1.0.1
* Is now a functional plugin.
* v1.0.0
* Initial release
*
* v1.0.1
* Version cvar is hsm_hsnspec_version instead of hsm_hdnspec_version. Not gonna change it for a while :/
*
* Contact:
* Paegus: paegus@gmail.com
* SourceMod: http://www.sourcemod.net
* Hidden:Source: http://www.hidden-source.com
*/


there goes my plan to have ccake creep back into 1st place by releasing faulty plugins?


e2: still no clue on the crashing issue. it's been running more or less flawlessly on CCake for a while now so it could be a linux/winblows thing, sorry. i'll see about adding a setting to disallow the integrated transition and restore the command to start & stop manually in that mode.

Darkhand
11th April 2009, 21:27
there goes my plan to have ccake creep back into 1st place by releasing faulty plugins?

I knew it! :eek: :D

Thanks much, I'll give this one a shot.

Sniper
4th May 2009, 21:34
Paegus,

Is there any way you could modify your Hidden:Source Weight Reporter to instead of printing individual percentages to the selected people, print everyone's individual percentage to everyone? Of course excluding the people who have 0&#37;.

Like everyone will see:

Paegus has a 25% chance of becoming hidden.
Sniper has a 33% chance of becoming hidden.
Darkhand has a 42% chance of becoming hidden.


And maybe, if not too hard, make a boolean Cvar for it. Like hsm_weighter_showall [0/1].


Thanks! :cool:

Paegus
5th May 2009, 12:42
yeah i used to have it print out everyone's, and even tried having each player say their weighting.. but it chews up the chat buffer. there's only like 5-6 lines of it...

i could add them all to 1 line though and have them printed out from highest to lowest so that if the line runs it doesn't matter as much.

Sniper
5th May 2009, 20:04
That's true, it would chew up the chat buffer.

Maybe have each line have 3 people:

Paegus 33%, Sniper 25%, Darkhand 14%.
Iris Recuit 10%, Iris Recuit2 9%, Iris Recuit3 5%.
Iris Recuit4 3%, Iris Recuit5 1%.

Max would be 3 lines, and it never happens that all 8 people get a shot off on the hidden.

Paegus
6th May 2009, 07:08
1 line seems to be working out ok. i just limit each name to 16 letters. so if all 8 somehow have double digit chances (12.5) then the row line will be 176 letters at most. i think the max is 192 or something. could even fit in decimal points if i could be arsed

[WeighteR] Paegus: 33&#37;, Darkhand: 10%, Sniper: 18%, Biohax: 12%, Digit: 27%

biohazard-uk
6th May 2009, 16:52
Biohax? D:

[TSAT]Flow
6th May 2009, 17:11
Hah! He got you! :D

Master of Puppets
10th May 2009, 16:14
I just found this on alliedModders forum and thought you guys may be interested in it.

BlackBox Tools: Admin Camera (http://forums.alliedmods.net/showthread.php?t=81735&highlight=force)

Basically it lets you spec a player w/o the need of joining the spectator team.

Digit*
10th May 2009, 18:36
That is one awesome tool there, but what i didn't understand was if you use it during a round will there like...be a small screen on top of your own in a corner somewhere so you can A: Still play yourself and B: Spectate the person at thesame time.

Cus that would be a badass tool we could use to catch potential BHS'ers and Hackers since you can adapt to their playstyle and try out stuff that undeniably shows they play dirty.

FFAF
10th May 2009, 18:51
you still have control over your playermodel, but your POV will switch to the client you want to spectate!

Paegus
11th May 2009, 07:11
I just found this on alliedModders forum and thought you guys may be interested in it.

BlackBox Tools: Admin Camera (http://forums.alliedmods.net/showthread.php?t=81735&highlight=force)

Basically it lets you spec a player w/o the need of joining the spectator team.

hmm well i'll try the method used there and see if it gives any improvement over the current hdnspec... though i think the models may lack the attachments etc.

Master of Puppets
11th May 2009, 08:08
Ye the author said that css for example lacks those eyes attachments. But also said that he will try to do some bypass for pre-OB engine games. So check it out.

Paegus
12th May 2009, 09:17
yeah it doesn't work as is. and i haven't got it working my old way yet either so... :(

though i like the general idea... just need to find a way to attach properly and update the angles & pos.

JustinTiburon
10th June 2009, 22:24
Is there a plug-in that can heal/respawn a player after he has been killed or slayed? I checked allied modders but came with no luck. I find that sometimes I make the mistake of slaying the wrong person or slapping the wrong person (I'm human, and this happens rarely) Was wondering if there is such a plug-in or if it would be hard to make, could possibly pay for it, if possible, let me know, thanks.

-SM-SUCKER
11th June 2009, 08:57
Another solution would be, and I'm beeing very [;)] serious here, to just slay the rest of the team as well and continue slaying the right person the next round.:D

Paegus
11th June 2009, 17:39
healing: easy enough. just set their m_ihealth offset to whatever it was plus however much you want to heal them by.

respawning: no, the respawn mechanics are concealed in ways it doesn't seem anyone is particularly interested in solving.

JustinTiburon
12th June 2009, 01:40
healing: easy enough. just set their m_ihealth offset to whatever it was plus however much you want to heal them by.

respawning: no, the respawn mechanics are concealed in ways it doesn't seem anyone is particularly interested in solving.


How exactly is that command used?

Paegus
12th June 2009, 06:29
you have to have a plugin that does it... there are a few around:

SourceMod (http://www.sourcemod.net) > Plugins (http://www.sourcemod.net/plugins.php) > heal (http://www.sourcemod.net/plugins.php?title=heal) > plugins that change health values (http://www.sourcemod.net/plugins.php?title=heal&search=1)

Darkhand
10th August 2009, 19:24
Is any event fired when a player shoots? As a test I tried broadcasting a tell whenever a weapon_fire or player_shoot is fired but I'm not getting anything.

Ging
11th August 2009, 20:43
no, no event is fired for weapon fire - feared the network cost of sending an event like that quite so often.

Paegus
11th August 2009, 21:33
not many mods do impliment it actually.

with SM there is 1.5 methods of detecting player firing...

the current is quite messy/heavy/etc:


public OnGameFrame() {
decl fButtons, fOldButtons

for(new i = 1; i <= MaxClients; i++) {
if (
IsClientInGame(i) &&
IsPlayerAlive(i)
) {
fButtons = GetClientButtons(i) // get current frame's buttons
fOldButtons = g_fOldButtons[i] // get last frame's buttons (because re-indexing is bad)
if (fButtons != fOldButtons) { // buttons have changed
if (fButtons & IN_ATTACK) { // is attacking this frame
if (!(fOldButtons & IN_ATTACK)) { // was not attacking last frame
AttackStart(i) // process +ATTACK
}
} else { // not attacking this frame
if (fOldButtons & IN_ATTACK) { // was attacking last frame
AttackStop(i) // process -ATTACK
}
}
g_fOldButtons[i] = fButtons // store for next frame
} // else buttons didn't change between frames
}
}
}

however in the next version of SM there will be a hook that allows for intercepting without constantly looping through every player every frame:


public Action:OnPlayerRunCmd(client, &buttons, &impulse, Float:vel[3], Float:angles[3], &weapon) {
new fOldButtons = g_fOldButtons[client] // get last button state (because re-indexing is bad)
if (buttons & IN_ATTACK) { // is attacking
if (!(fOldButtons & IN_ATTACK)) { // wasn't attacking
AttackStart(client) // process +ATTACK (press)
}
} else { // is not attacking
if (g_fOldButtons & IN_ATTACK) { // was attacking
AttackStop(client) // process -ATTACK (release)
}
}
g_fOldButtons[client] = buttons // store for next command
return Plugin_Continue
}

which will let you change their buttons etc as well iirc.

unfortunately this does not work for Hidden:Source yet... at least i haven't been able to get it to work.

Darkhand
27th August 2009, 04:12
Just implemented the radio alarm plugin on the super server... Used it mainly to change the alarm sound to something slightly less annoying (npc/roller/mine/rmine_predetonate.wav to be exact), kept the neat sprite overlay for now (shrunk to .25), I never realized how useful the visual alert could be!. But I kept alarms solid (stepping stones ftw). :)

My intent in looking for a firing event in the posts above was for a silly script to change the pipebomb model to something else when it was thrown... Looking at the radio alarm plugin though, instead of acting upon any kind of sound event, it hooks all sounds and watches for the alarm sound. Is it possible to hook entities or projectiles in the same way to replace the pipebomb model when it's created as well?

Paegus
27th August 2009, 12:10
there are extensions that can hook into entity creation. but my attempts at getting them to work in H:S have always contained too much failure.

that's not to say they don't work through. likely i just haven't figured them out, lost motivation and/or got distracted.

Darkhand
6th September 2009, 02:54
there are extensions that can hook into entity creation. but my attempts at getting them to work in H:S have always contained too much failure.

that's not to say they don't work through. likely i just haven't figured them out, lost motivation and/or got distracted.

Darn. I've discovered a legitimate use now instead of trying to turn pipebombs into watermelons. :)

Setting a ragdoll's MoveType to MOVETYPE_NONE eliminates the sound spam associated with double pinning. Can still drag the body around and feed from it, it's just much more quiet. :)
Here's a demo where I manually switch it on and off to show the difference. Would be neat to be able to set it whenever a ragdoll is generated.

http://www.thesuperserver.com/movetype.zip

Paegus
7th September 2009, 09:22
easy enough to do that.. just hook player_death, scan through all corpse_ragdoll entities and set their move type.

though doesn't that ruin certain aspects of the game like when mr 617 is feeding or trying to use them as distractions?

i suppose the 'best' way might be a spam detector in the form of a sound hook to detects the ruffle sound and if the number of ruffles over a certain duration exceeds some amount then it switches the movetype for the emitting entity. downside would be intentionally dragging the corpse around a lot might trigger it unintentionally.

better yet would be a point_hurt on the entity to explode the corpse_ragdoll when it's jittering.

BiPP
19th September 2009, 21:57
better yet would be a point_hurt on the entity to explode the corpse_ragdoll when it's jittering.

Imagine a body exploding after an exagerated double-pin.

... awesome. :)

Paegus
20th September 2009, 14:55
I've finally completed a test version of a BHS checking plugin. It's currenty running on CCake and for various reasons I'm only releasing the .smx.

it comes with a menu (player commands > ... ) entry as well for those to lazy to type. or a console command. you need to have kick to access the command.


/*
* Hidden:SourceMod - Black Hidden Checker
*
* Description:
* Checks for Black Hidden Syndrome
*
* Commands:
* hsm_bhc <#userid|name> [0/1] : Sets or Toggles BHS on a given player.
*
* Changelog:
* v1.0.0
* Initial release
*
* Contact:
* Paegus: paegus@gmail.com
* SourceMod: http://www.sourcemod.net
* Hidden:Source: http://www.hidden-source.com
*/

let me know how it works out.

[TSAT]Flow
20th September 2009, 15:19
I've finally completed a test version of a BHS checking plugin. It's currenty running on CCake and for various reasons I'm only releasing the .smx.

it comes with a menu (player commands > ... ) entry as well for those to lazy to type. or a console command. you need to have kick to access the command.


/*
* Hidden:SourceMod - Black Hidden Checker
*
* Description:
* Checks for Black Hidden Syndrome
*
* Commands:
* hsm_bhc <#userid|name> [0/1] : Sets or Toggles BHS on a given player.
*
* Changelog:
* v1.0.0
* Initial release
*
* Contact:
* Paegus: paegus@gmail.com
* SourceMod: http://www.sourcemod.net
* Hidden:Source: http://www.hidden-source.com
*/

let me know how it works out.

Will someone who doesn't have BHS notice if this is used on him in any way?

/Edit: Oh nevermind, just tested it on cake, does exactly what i expected it to do :)

Paegus
20th September 2009, 15:29
i had a much lighter version that was harder for non-bhs-ers to detect but that would have require an additional download and i'm always loathed to do that since pink checker boxes aren't your friend.

and even that was noticeable to some degree

-SM-SUCKER
21st September 2009, 07:35
I just went to CC to check it out, but didn't notice anything different when checking myself. Would anyone care to enlighten me?

Ging
21st September 2009, 08:01
Would anyone care to enlighten me?

At a guess, it puts a permanent shader effect in front of the players view - if you've got BHS, you'll have a black screen otherwise should be barely impaired.

[TSAT]Flow
21st September 2009, 08:57
I just went to CC to check it out, but didn't notice anything different when checking myself. Would anyone care to enlighten me?

You might not notice it when you use it on yourself while you're hidden, since there's already an overlay shader there...

-SM-SUCKER
21st September 2009, 12:19
... stupid me. I should have tried disableing it while Hidden...
Nice work then Paegus

Darkhand
21st September 2009, 15:14
Nice. :) I've been playing with it already, folks in Stalkyard think that the Hidden turned on the gas vents when I try it out on them. :)

This, with a zero-distort overlay would be an awesome security addition to the next version of the game. Though if I remember right, someone said a zero-distort overlay doesn't get rendered by the engine? Maybe just a few pixels off in the corner then?

Paegus
21st September 2009, 16:47
Though if I remember right, someone said a zero-distort overlay doesn't get rendered by the engine? Maybe just a few pixels off in the corner then?


i had a much lighter version that was harder for non-bhs-ers to detect but that would have require an additional download and i'm always loathed to do that since pink checker boxes aren't your friend.

and even that was noticeable to some degree

yeah even bluramount 0 and refractamount 0 still has an effect. it's not a lot but still annoyingly noticeable to my eyes. like a crappy pixelated anti-aliasing layer.

BiPP
21st September 2009, 17:35
I've installed it.

Who will be the first to catch a BH with it ?

[TSAT]Flow
21st September 2009, 17:52
I wonder if this works on people who altered the shader aswell...

/Edit: Well... I'm stupid...

-SM-SUCKER
23rd September 2009, 18:18
hsm_bhc <#userid|name> 0 does not turn the effect off. And running around with it on when IRIS is a pain in the arse.
Even after round restart it's still on.

BiPP
23rd September 2009, 18:27
hsm_bhc <#userid|name> 0 does not turn the effect off. And running around with it on when IRIS is a pain in the arse.
Even after round restart it's still on.

I was also about to ask for something :
as the option appears in the sourcemod admin panel, and [ACTIVATED/DESACTIVATED] line would help us. :)

[TSAT]Flow
23rd September 2009, 18:32
What are you talking about? Just use it on yourself again and it's gone... :rolleyes:

Darkhand
24th September 2009, 02:00
I did find myself forgetting whether I had toggled it on certain people too... would 'hsm_bhc #all 0' work for those time where one forgets who they toggled it on?

Paegus
24th September 2009, 08:04
hsm_bhc <#userid|name> 0 does not turn the effect off. And running around with it on when IRIS is a pain in the arse.
Even after round restart it's still on.


Flow;147838']What are you talking about? Just use it on yourself again and it's gone... :rolleyes:

yeah... it did for me.
hsm_bhs <#userid|name> toggles it
hsm_bhs <#userid|name> 1/0 sets it on or off explicitly.
make sure you're matching the name properly?

i can add a auto-off on each round start i suppose... though it's not meant to be left on for more than a few seconds. you turn it on and they either go "WTFBBQ I CAN'T FUCKING SEE!!?!?" or "eh? what's this warpy shit infront of my eyes?" and then you go either "upgrade your video card dude", "`sm_ban 37123 id BHS" or "`UPARROW BACKSPACE 0"


I was also about to ask for something :
as the option appears in the sourcemod admin panel, and [ACTIVATED/DESACTIVATED] line would help us. :)

meh i hate menus :( but i suppose an explicit on/off option would be good.


I did find myself forgetting whether I had toggled it on certain people too... would 'hsm_bhc #all 0' work for those time where one forgets who they toggled it on?

i don't think the client match thingy does that automatically. i'll take a look at adding a blanket un/setter.

Conroy
28th September 2009, 02:59
nice plugin... just the menu seems to be a bit buggy.

after selecting a player and turning the shader off again, some of the players disappeared from the list. (Server had like 6 or 7 players but only 3 were shown in the menu)

[TSAT]Flow
28th September 2009, 05:18
That's because only live players are listed...

Conroy
28th September 2009, 20:03
oh, a feature..... i see....

[TSAT]Flow
28th September 2009, 20:11
oh, a feature..... i see....

I wouldn't call it a feature, I'm just going to take a wild guess here, and say this is because the command that was altered to toggle the shader instead of, let's say, freeze someone, only showed live players, and someone forgot to change that... Amiright? :D

Paegus
29th September 2009, 14:11
i have no idea what you speak of..

though i suppose a layer over specator views would be relatively useful :/

Ice1
17th January 2010, 10:05
Hit confirmation
This plugin plays a flesh hit confirmation sound to an IRIS who scores a registered hit on the hidden. This will stop the confusion of thinking you hit the hidden after seeing blood spurts and decals when you havn't actually scored a hit.
This plugin was not written by me, i have simply revised the code so that it works in a logical way for the hidden mod, so all credit goes to Chanz, i am simply uploading this revised version here for those who do not have the knowledge/time to make the changes themselves. For this reason i have not made a public release on the sourcemod forums.

Changes I have made:
-Only plays a sound for an IRIS who hits the hidden
-Changed default sound to a flesh hit sound (sounds like a thud) instead of using a beep, this makes it more immersive
-Automatically disabled for players who use the less lethal launcher so they dont get spammed with sounds after hitting the hidden

[TSAT]Flow
17th January 2010, 10:40
Errr... Why exactly did you disable those sounds for the hidden?

There's a lot more people complaining about slashes from the hidden not registering than bullets from the IRIS...

/Edit: Also, did you ask Darkhand from permission to post this here after changing it slightly?

Ice1
17th January 2010, 12:48
Because i played with it on for the hidden and found it very anoying, plus the hidden ussualy knows when he has made a hit that counted anyway.
This isn't darkhands plugin, also it's allowed to post other peoples plugins with slight changes, provided you do not change the author entry and you take no credit. If it's a problem i will take it off i dont really care because its on my server and working, i just thought it might be of use to other server admins who either do not know the first thing about coding or just cbf changing it themselves.

Darkhand
17th January 2010, 17:58
Flow;148701']/Edit: Also, did you ask Darkhand from permission to post this here after changing it slightly?

Not mine, I just modified Chanz' plugin to work with the game like Ice did.

Plude220
24th January 2010, 01:11
I just started up a server im still getting it confugured its going to use your physics vs plugin i got it on the server but the hidden still does damage when he slashes is thier a cvar to disable slashing damage?

Also 1 out of every 3 or so rounds it spawns you with a primary sometimes more often when i have it set to pistols only? my server is going to be pistols vs physics 24/7 do you think you could get a update for the plugin my server depends on it :eek: Thanks.

Plude220
29th January 2010, 04:17
Ice1 your plugin works but I get this error in server logs

L 01/28/2010 - 23:41:12: [SM] Displaying call stack trace for plugin "damagesound.smx":
L 01/28/2010 - 23:41:12: [SM] [0] Line 354, damagesound.sp::Event_Hurt()

Ice1
29th January 2010, 13:27
Yeah Plude220 i think this comes from either a bot being killed or the hidden using physics to kill someone. It's because it doesn't report the weapon properly in both cases which causes an error to be reported. Even though the error is reported, the plugin still takes the correct actions. It is possible to solve it, but I am working on another project atm and i consider this error to be low priority. You shouldn't worry about it.

Ice1
1st February 2010, 03:50
PhysKill Ranks


/**
* Phys Kill Ranks
*
* Description:
* Ranks all phys killers into PhysKill_Ranks.txt found in the cfg/ folder
*
* Commands:
* sm_physranks_version : Prints current version
* sm_physranks_enable (1/0) : Enables/Disables plugin
* PhysRank (Chat command) : Prints PhysKill ranks
* PhysTop (Chat command) : Creates a menu to display all players who have PhysKill ranks
*
*
*
* Version History
* 1.1 Fixed some physics objects not registering as a phys object kill
* 1.0 Working version
* Contact:
* Ice: Alex_leem@hotmail.com
* Hidden:Source: http://forum.hidden-source.com/
*/

http://forums.alliedmods.net/showthread.php?t=117419

Enjoy.

Paegus
1st February 2010, 07:14
^ added to 1st post.

Darkhand
4th February 2010, 15:47
PhysKill Ranks



http://forums.alliedmods.net/showthread.php?t=117419

Enjoy.

The plugin is looking only for kills from the "physics" weapon, but I also see kills from a few other weapons in my server stats that I believe are also physkills: physics_respawnable, physics_multiplayer, and physbox. Maybe change StrEqual(weapon,"physics") to StrContains(weapon,"phys")?

(and 6 kills from 'sonic'? :confused:)

Ice1
5th February 2010, 03:53
hm thanks darkhand I wasn't aware of that. Cheers! Updating now.

Ice1
26th February 2010, 11:59
/**
* HandiCap
*
* Description:
* Allows the hidden to give himself certain handicaps
*
* Commands:
* hsm_handicap_version : Prints current version
* hsm_handicap_enable (1/0) : Enables/Disables plugin
* HandiCap (Chat command) : Opens the handicap menu
* Unhandicap (Chat command) : Removes all handicaps
*
*
*
* Version History
* 1.0 Working version
* Contact:
* Ice: Alex_leem@hotmail.com
* Hidden:Source: http://forum.hidden-source.com/
*/

This plugin allows for 3 different handicaps for the hidden, beacon, drug and reduced damage. With reduced damage, the hidden is given a menu that lets him reduce his damage to 90%,75%,50%,25% or 10% of its original damage. Some people asked me why anyone would want to handicap themselves in such a difficult mod, I replied for 1v1 battles (which tend to be unfair for iris) or for when you are versing people who are new to the game. I'm sure some people would enjoy practicing their skills full on and not worrying about the person raging because he dies all the time ;).

http://forums.alliedmods.net/showthread.php?p=1100916#post1100916

Hehe I'm sure some of the legendary players would appreciate this mod for a good challenge. I had a few rounds and i tell ya, this makes killing noobs hard! Which is freaken awesome! haha

-SM-SUCKER
26th February 2010, 12:09
I'd like to check this one out some time.

Paegus
27th February 2010, 16:33
fyi: sdktools_sound comes with sdktools

[TSAT]Flow
27th February 2010, 16:39
Does the damage-cap include nade and phys damage?

Paegus
27th February 2010, 17:51
it should effect ALL damages caused by non-IRIS... including barrel kabooms?

though i don't see where you're setting the player's health and last i checked, just adjusting the event data doesn't actually do anything to the player interactions.

but i haven't touched SM in a while so they may have altered that since.

pS. what happens in ovr maps? :o

WackyIraqi
28th February 2010, 20:21
Where would I be able to find the "expert mode" plugin that enables the beacon on those over so many kills? I've seen this on a few servers

Ice1
1st March 2010, 05:36
fyi: sdktools_sound comes with sdktools

Ah okay cheers!


Flow;149131']Does the damage-cap include nade and phys damage?

It effects anything the hidden directly does that shows up as the hidden attacking someone, so yes, all phys and nades too, not sure about barrel explosions...


it should effect ALL damages caused by non-IRIS... including barrel kabooms?

though i don't see where you're setting the player's health and last i checked, just adjusting the event data doesn't actually do anything to the player interactions.

but i haven't touched SM in a while so they may have altered that since.

pS. what happens in ovr maps? :o

new Float:iDamage = GetEventFloat(event, "damage"); // Get damage done.
new Float:Damage2 = GetEventFloat(event, "damage"); // Get damage done.
new iVictim = GetClientOfUserId(GetEventInt(event, "userid")); // Get victim.
iDamage *= DamageModify;
So what i did here was mutliply the damage by the scaler, so for example if the damage done was 50, and the scaler is 10&#37; iDamage will be 5.
Damage2 -= iDamage;
Now i got original damage done again and taken off the damage I want it to be at (I will explain this later). So now that value is at 50-5=45
SetEventInt(event, "damage", 0); // Remove the damage.
Yeah you're right, i dont think this actually does anything, i was supposed to take it out but I left it there :confused:
new Float:iHealth = GetClientHealth(iVictim) + Damage2; // Get their adjusted health.
So now what im doing is i got their health, lets say 100 and i've added the 45 to it so iHealth is equal to 145
new iHealthInt = RoundFloat(iHealth);
Turning it into an integer..
SetEntData(iVictim, FindDataMapOffs(iVictim, "m_iHealth"), iHealthInt, 4, true);
This is the important part, here i'm setting the victims health offset to 145.

Now that I have set their health to 145, the 50 damage will still be done to the client, so their health now becomes 95, which is what I would want the health to be at if a 5 damage hit is applied. So this is a bit hacky, but you're right, you cant change the damage the game does, but by setting a players health just before they recieve the damage I might aswell be setting the damage. The only trouble is is the console doesn't report the adjusted damage, it reports what the damage would be normally.

In OVR maps, i think it will only let the first hidden handicap himself, but if that first hidden applies a damage decrease, then that damage decrease will be given to all hiddens :/ I dont play ovr maps on my server so it doesnt bother me that much, but if you guys want me to update it to not do this I will.

Paegus
1st March 2010, 08:05
SetEventInt(event, "damage", 0); // Remove the damage.
Yeah you're right, i dont think this actually does anything, i was supposed to take it out but I left it there :confused:
well assuming you hook pre-event it's supposed to adjust the logged and round-end printouts... but in effect it didn't do much.


new Float:iHealth = GetClientHealth(iVictim) + Damage2; // Get their adjusted health.
my inner pedant thinks Float:iHealth is funny. though doesn't that through up a type mismatch? GetClientHealth() returns an integer



SetEntData(iVictim, FindDataMapOffs(iVictim, "m_iHealth"), iHealthInt, 4, true);
This is the important part, here i'm setting the victims health offset to 145.
right... didn't see that bit... though there's a built in function for that iirc... SetEntProp(iVictim, Prop_Send, "m_iHealth", iHealth) which does an internal FindDataMapOffs(iVictim, "m_iHealth")



In OVR maps, i think it will only let the first hidden handicap himself, but if that first hidden applies a damage decrease, then that damage decrease will be given to all hiddens :/ I dont play ovr maps on my server so it doesnt bother me that much, but if you guys want me to update it to not do this I will.
well someone's bound to use it on an OVR map eventually.

Ice1
1st March 2010, 09:14
iHealth is a float, thats why i rounded it to an int ;). Ah yeah cheers for that didn't realise you could do it that way. Hm yeah i might have to release an update that makes it work for the client only rather than the whole team, but im only gonna do it on request...

Paegus
1st March 2010, 17:23
sorry, i was just commenting on the fact that iHealth should be an integer... since it has an i at the front. coding practice :D

Integer:iVar
Float:flVar
String:szVar (don't ask me why it's a z)
Handle:hVar
etc...

Ice1
1st March 2010, 23:41
oh yeah true lol. Any chance of having it on the front page? :)

Ice1
19th March 2010, 15:22
I have updated Hdn_HandiCap to version 2.0

The new update makes the plugin automatically disable itself on overun maps, but needs to have hsm_handicap_enable 1 in the server.cfg to re-enable. The new version has the beacon function replaced with reduce health, as beacon seemed to be a hindrance to IRIS's ability to concentrate rather than a handicap to the hidden. It also includes reporting for hdn_hiddenranks and the ability to handicap yourself using a text command.

http://forums.alliedmods.net/showthread.php?p=1100916#post1100916

Ice1
19th March 2010, 15:24
/**
* Hidden Ranks
*
* Description:
* Ranks all players depending on
* 1. Who they kill
* 2. How they kill
* 3. What team they kill
* 4. How they die
* 5. Who kills them
* 6. Whether they used a handicap (optional)
*
* Rank file is read as Rank,Points,IRISPoints,HiddenPoints,IRISKills,IRIS Deaths,HiddenKills,PhysKills,
PigSticks,HiddenDeaths,Suicides,TeamKills,DamageDo ne,GameTimeMinutes,SteamID,Name
*
* Commands:
* sm_hiddenranks_version : Prints current version
* sm_hiddenranks_enable (1/0) : Enables/Disables plugin
* sm_hiddenranks_irismult : Determines the points multiplier used for an IRIS kill
* sm_hiddenranks_knifemult : Determines the points multiplier used for a Hidden knife kill
* sm_hiddenranks_pigmult : Determines the points multiplier used for a Hidden pigstick kill
* sm_hiddenranks_physmult : Determines the points multiplier used for a Hidden physics kill
* sm_hiddenranks_ranksuicides : If set to more than 0, the plugin will take the specified amount of points off and add to the deaths stat
* sm_hiddenranks_multbykd : If set to 1, the plugin will give include a k/d ratio multiplier when calculating points
* This results in it easier to keep a high rank (high k/d) and harder for lower ranked people (low k/d) to earn points
* sm_hiddenranks_usehandicapplugin : If set to 1, the plugin will include a points multiplier for a handicapped hidden
* sm_hiddenranks_handicapchangetime : The window of opportunity in seconds, that the hidden can handicap himself and have it effect his rank.
* This stops a hidden from handicapping himself and finishing people off for points
* sm_hiddenranks_irisdeathmult : Determines the points reduction multiplier used for an IRIS death
* sm_hiddenranks_hiddendeathmult : Determines the points reduction multiplier used for a Hidden death
* sm_hiddenranks_irismaxpoints : Determines the maximum points an IRIS can accumilate from 1 kill
* sm_hiddenranks_hiddenmaxpoints : Determines the maximum points a Hidden can accumilate from 1 kill
* sm_hiddenranks_iristeamkillpoints : Determines the points you loose from team killing on the iris team
* sm_hiddenranks_hiddenteamkillpoints : Determines the points you loose from team killing on the hidden team
* sm_hiddenranks_countbotkills : Will count bot kills, use this for testing but be aware that listen servers dont report iris deaths properly
*
* Rank (Chat command) : Prints your rank
* IRISRank (Chat command) : Prints your IRIS rank
* HiddenRank (Chat command) : Prints your Hidden rank
* Top (Chat command) : Creates a menu to display all players who have ranks
* IRISTop (Chat command) : Creates a menu to display all players who have ranks and arranges it by IRIS points
* HiddenTop (Chat command) : Creates a menu to display all players who have ranks and arranges it by Hidden points
* !ResetRank (Chat command) : Resets your rank
*
*
*
* Version History
* 1.0 Release
* 0.75 Various pre release fixes, additions, adjustments, testings
* 0.5 Changed points system, added more functions
* 0.1 First alpha release
* Contact:
* Ice: Alex_leem@hotmail.com
* Hidden:Source: http://forum.hidden-source.com/
*/

This plugin will see how a player has been killed and who killed them, compare the points fraction between those two players and give out points depending on all those conditions. The calculation goes as follows

Points(victim)/Points(killer) * (A predefined, customizable value depending upon how the victim was killed)

This calculation means that people who kill a higher ranked player will recieve more points than if they killed a lower ranked player, similarly they will get a higher point reduction for dying to a lower ranked player than to a higher ranked player.

The plugin also records how victims are killed (physkill, pigstick etc) and allows for the separate ranking of iris and hidden players.

Additionally, this plugin allows for the support of the hdn_handicap mod. Which means that if support is enabled (sm_hiddenranks_usehandicapplugin) and if version 2.0 is installed, a person who handicaps himself will receive more points for kills he performs while handicapped.

!!Create a text file called hiddenranks_ranks.txt in the hidden/cfg directory before launching this plugin!!

http://forums.alliedmods.net/showthread.php?p=1122341#post1122341

Well my big plugin is finally finished :D Please let me know about any issues etc in the thread im creating in the server admins forum discussion area.

[TSAT]Flow
5th April 2010, 13:20
I've finally completed a test version of a BHS checking plugin. It's currenty running on CCake and for various reasons I'm only releasing the .smx.

it comes with a menu (player commands > ... ) entry as well for those to lazy to type. or a console command. you need to have kick to access the command.


/*
* Hidden:SourceMod - Black Hidden Checker
*
* Description:
* Checks for Black Hidden Syndrome
*
* Commands:
* hsm_bhc <#userid|name> [0/1] : Sets or Toggles BHS on a given player.
*
* Changelog:
* v1.0.0
* Initial release
*
* Contact:
* Paegus: paegus@gmail.com
* SourceMod: http://www.sourcemod.net
* Hidden:Source: http://www.hidden-source.com
*/

Need a little info here.
Does that plugin, if toggled on someone with BHS, make the entire screen black, or is it more like the "blind" plugin, just making everything really dark and hard to see, since it's toned down so much?

Paegus
6th April 2010, 07:59
it covers his entire field of vision with the texture used on the hidden's player model.

as far as i know the hidden's texture is pure black and completely opaque. that said however, i've never been able to replicate bhs on any computer i have so have never actually tested how well it works or what it looks like to a bhs-ing player. I just made the logical assumption based on textures being rendered in certain ways.

Ranger
16th May 2010, 10:29
Hello everybody!

I'm looking for a headbug script (http://forum.hidden-source.com/showpost.php?p=135840&postcount=11), but not find any available link. Where I can get it?

Paegus
11th June 2010, 13:16
you'll need to ask Phaedrus for it. unless someone else has a copy of it floating around somewhere.

Ice1
16th June 2010, 14:44
hasnt anyone tested out my hidden rank plugin at all? Im a little disappointed as i've seen a few people ask for a good ranking system for hidden servers and nobody has commented on mine...

Paegus
17th June 2010, 08:00
perhaps HLStats(X?) etc has already filled that gap?

Ice1
17th June 2010, 13:35
not really as it doesnt take into account if you're on iris or hidden, what weapon you use, if you use pigstick or phys or any of those things..

Darkhand
19th June 2010, 02:06
Actually I'm planning on using it on the super server... I just haven't gotten around to it yet. :D I think I'll take a look at it now though...

Ice1
19th June 2010, 03:06
Cool! Let me know what you think

Darkhand
19th June 2010, 06:00
Got it up and running! I had to manually create a blank hiddenranks_ranks.txt file, it didn't get autocreated and it took me a bit to figure out what was up. :) Other than that it's running smoothly. I cut the pigstick multiplier in half and slightly raised the nade multiplier, other than that it's default.

Ice1
20th June 2010, 04:03
Cool :D Yeah i wasnt sure how to autocreate files so I tried to make it clear in the instructions you needed to create one yourself but oh well lol

Flashy
26th November 2010, 11:54
Perhaps someone can help me. I have a Hidden server with some plugins, the only one that doesn't work is the shove plugin. I enabled pigstick in the server cfg but instead of shoving it still pigsticks.

sv_pigstick 1
hsm_pigstick 1

Maybe I overlooked something? :(

Conroy
26th November 2010, 13:55
see if "sm plugins list" lists the plugin as successfully loaded.

Also are you sure, that you included the .txt file of the plugin in the translation folder ? (a mistake i made more than once and wondered why it didnt work)

Flashy
26th November 2010, 18:37
Yup its there.

Here is my server startup log:


67.6 fps 1/ 9 on map hdn_docks
Console initialized.
Attempted to create unknown entity type event_queue_saveload_proxy!
Game.dll loaded for "Hidden : Source B2B"
maxplayers set to 9
Network: IP 192.168.1.51, mode MP, dedicated Yes, ports 27015 SV / 27005 CL
Error: Material "models/props_lab/warp_sheet" : proxy "TextureScroll" not found!

L 11/26/2010 - 11:35:11: -------- Mapchange to hdn_docks --------
L 11/26/2010 - 11:35:11: [SM] Fatal error encountered parsing translation file "
pigshove.phrases.txt"
L 11/26/2010 - 11:35:11: [SM] Error (line 0, column 0): Stream failed to open
L 11/26/2010 - 11:35:11: [SM] Fatal error encountered parsing translation file "
weighter.phrases.txt"
L 11/26/2010 - 11:35:11: [SM] Error (line 0, column 0): Stream failed to open
couldn't exec skill1.cfg
Executing dedicated server config file
Error: Material "sprites/bubble" : proxy "AnimatedTexture" not found!
Error: Material "sprites/glow_test02" : proxy "lampbeam" not found!
Failed to load Steam ServiceServiceStart: failed to startServer logging enabled.

Server logging data to file logs\L1126024.log
L 11/26/2010 - 11:35:12: Log file started (file "logs\L1126024.log") (game "C:\s
rcds\hidden") (version "4044")
L 11/26/2010 - 11:35:12: server_cvar: "hdn_deathnotices" "0"
L 11/26/2010 - 11:35:12: server_cvar: "hdn_deathwait" "10"
L 11/26/2010 - 11:35:12: server_cvar: "hdn_jointime" "45"
L 11/26/2010 - 11:35:12: server_cvar: "hdn_hiddenrounds" "1"
L 11/26/2010 - 11:35:12: server_cvar: "hdn_limitbombs" "1"
L 11/26/2010 - 11:35:12: server_cvar: "hdn_radio_limit" "3"
L 11/26/2010 - 11:35:12: server_cvar: "hdn_selectmethod" "0"
L 11/26/2010 - 11:35:12: server_cvar: "hdn_staminadrain" "0"
L 11/26/2010 - 11:35:12: server_cvar: "hdn_survivaltime" "30"
L 11/26/2010 - 11:35:12: server_cvar: "mp_friendlyfire" "1"
L 11/26/2010 - 11:35:12: server_cvar: "mp_roundtime" "300"
L 11/26/2010 - 11:35:12: server_cvar: "mp_timelimit" "30"
L 11/26/2010 - 11:35:12: server_cvar: "sv_alltalk" "1"
L 11/26/2010 - 11:35:12: server_cvar: "sv_contact" "http://www.hidden-source.com
"
L 11/26/2010 - 11:35:12: server_cvar: "sv_pigstick" "1"
--------------------------------------------------------
sv_pure value unchanged (current value is 0).
--------------------------------------------------------
couldn't exec banned_ip.cfg
couldn't exec banned_user.cfg
couldn't exec mani_server.cfg
*** Server.cfg Executed ***
Adding master server 63.234.149.83:27011
Adding master server 72.165.61.153:27015
Connection to Steam servers successful.
VAC secure mode is activated.
L 11/26/2010 - 11:35:28: "Bot01<2><BOT><>" connected, address "none"
L 11/26/2010 - 11:35:28: "Bot01<2><BOT><IRIS>" joined team "Spectator"
L 11/26/2010 - 11:35:28: "Bot01<2><BOT><>" entered the game
L 11/26/2010 - 11:35:28: "Bot01<2><BOT><Spectator>" joined team "IRIS"

Paegus
27th November 2010, 06:36
Also are you sure, that you included the .txt file of the plugin in the translation folder ? (a mistake i made more than once and wondered why it didnt work)

hmmm...


L 11/26/2010 - 11:35:11: [SM] Fatal error encountered parsing translation file "
pigshove.phrases.txt"
L 11/26/2010 - 11:35:11: [SM] Fatal error encountered parsing translation file "
weighter.phrases.txt"


because actually reading the log is sometimes useful?